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    Default Re: GitP PrC Contest XXVII: Epically Destined

    ANATHEMA


    “Before all things there was balance, and all was silent. Life intruded, and all was lost. Your quest for justice and peace is for naught. Life begets chaos. Life begets noise. I will silence it all, and order will be restored.” – The Watcher, Anathema to Life

    Necromancers twist negative energy to a number of applications, the most famous of which typically being their undead and other life-draining magics. Many never bother to investigate this phenomena beyond learning the spells powered by it, but there exists a vein of those who sought the source of their power and touched the most base form of its existence. They discover negative energy is more than harmful to life.
    It is the antithesis of existence itself.
    Much more so than simple ‘energy’ the primal form of what so many necromancers take for granted is destruction in its purest form. Motes of this twisting nether have escaped to the planes before, and it is these minute particles that cause the holes in the multiverse known as Spheres of Annihilation.
    Many seekers stop their investigations immediately upon discovering this. Tampering with such a volatile thing is dangerous, to say the least, and has lead to the deaths of many trying to tap into it. There are a few, however, who found a way to control it, acting as a vessel, channeling this primal form of negative energy to the world they exist in, and it begins to suffuse their entire being. Their magic is fundamentally altered, and those with the tenacity and sheer courage to finish what they began become something utterly new.
    They are Anathema. That which is abhorred by existence itself.

    BECOMING ANATHEMA
    Those who dabble frequently with negative energy are those who have the opportunity to begin the path to becoming Anathema. Dread Necromancers and wizards or clerics with necromantic proclivity are the most likely entrants. There is a certain level of dedication required, however, as the nature of the forces they dabble with are not to be taken lightly. Becoming a vessel for the pure essence of destruction isn’t something those dedicated to higher moral standards can typically justify.

    ENTRY REQUIREMENTS
    Spellcasting: Must know at least 3 Necromancy spells that do not animate or create undead. Must be able to cast at least 3rd level spells.
    Alignment: Any non-Good
    Feat: Tomb-Tainted Soul
    Special: Must have spent a year studying the base nature of negative energy. This does not need to be uninterrupted, but an extensive period of study is required to begin the path of the Anathema

    Class Skills
    The Anathema’s class skills are... Bluff, Concentration, Craft, Decipher Script, Disguise, Hide, Intimidate, Knowledge (arcane), Knowledge (religion), Profession, and Spellcraft.
    Skills Points at Each Level: 4 + Int

    Hit Dice: d8

    ANATHEMA
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Anathemic Vessel, Nihil Touch|---

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Ablaition Field|+1 level of existing spellcasting class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +1
    |Anathema of Earth|+1 level of existing spellcasting class

    4th|
    +2
    |
    +4
    |
    +1
    |
    +1
    |Comsumption|+1 level of existing spellcasting class

    5th|
    +2
    |
    +4
    |
    +1
    |
    +1
    |Eradication Field, Annihilation Vessel| ---

    6th|
    +3
    |
    +5
    |
    +2
    |
    +2
    |Anathema of the Planes|+1 level of existing spellcasting class

    7th|
    +3
    |
    +5
    |
    +2
    |
    +2
    |Devouring|+1 level of existing spellcasting class

    8th|
    +4
    |
    +6
    |
    +2
    |
    +2
    |Hungering Grasp|+1 level of existing spellcasting class

    9th|
    +4
    |
    +6
    |
    +3
    |
    +3
    |Anathema of Life|+1 level of existing spellcasting class

    10th|
    +5
    |
    +7
    |
    +3
    |
    +3
    |Abolishment|--- [/table]

    Anathemic Vessel: Your body has become home to a mote of primal negative energy. This pure entropic force suffuses your entire being, fundamentally altering your magic. The nether grabs hold of your spells, releasing itself with their energy. For the purposes of feats and items, all your spells are considered Necromancy spells.

    Additionally, your Necromancy spells (those that were originally necromancy, that is) are even more fully laced with the entropic energies, quickening their destructive power. Any time a creature is targeted by one of your Necromancy spells, it takes untyped damage equal to your caster level, regardless of whether it makes any requisite saves or not.

    Finally, due to the virulent nature of the negative energy you now control, animating undead is easier, but they cannot be maintained as long, dissolving quickly into nothingness as the energy animating them rips them apart. Any spell that creates or animates undead can be cast as a standard action without the material component (the corpse is still required) but the duration is changed to 1 minute/caster level.

    Nihil Touch (Su): The darkness lurking within Anathema hungers. It wants to consume everything around it, but the Anathema keeps it contained. His body serves as more than prison, however, but also as channel. Opening a link to the world allows the devouring force within him to perform its natural function, serving as a potent weapon to the Anathema.

    This is a ranged touch attack that does 1d10 untyped damage + 1 per 3 character levels. This can be used as a standard action, or as part of a touch spell or other touch attack. This attack ignored damage reduction and hardness, and can be used to sunder.

    Ablation Field (Su): The very presence of Anathema is destructive to the world in which they exist. A field of destruction surrounds them, gradually eating away at their surroundings, but especially hungry for life. As a free action, Anathema can extend or dispel a 15’ radius field centered on themselves. All other creatures that begin their turn within the field that are not Anathema take untyped damage equal to their hit die.

    Anathema of Earth (Su): As his power grows, existence itself begins rejecting Anathema. It begins simply, with the world in which he lives. As he walks, he finds the ground doesn’t want him stepping on it. As he fights, he discovers the wood, stone, and metal of his enemies’ weapons doesn’t want to pierce him. He is Anathema, and his world responds in kind. Clever practitioners, however, take advantage of this hatred and embrace it.

    Anathema gain a fly speed of 30’ with poor maneuverability. Additionally, against attacks with mundane weapons, you gain a 10% miss chance.

    Consumption: Negative energy as the world knows it is far beneath Anathema. Those undead and mages that consider themselves safe find that they are only guarded from the tamed, tempered form the energy now takes. Anathema, however, wield something completely different, and the magics that exist simply have no answer to it.

    Necromancy spells cast by Anathema ignore immunities and protective wards (such as Death Ward, undead immunities/healing, etc.) except protection from Death Effects.

    Eradication Field: A small increase in potency of purely destructive energy can make a large difference in the world around it. Anathema with such power are said to wander through the forest, killing trees and flowers as they pass. Birds drop out of the air, dead, as the ground they walk on boils and dissolves. Your Ablation Field is empowered, dealing twice the damage it once did. Additionally, a creature entering the field must make a Fortitude save (DC 13 + Anathema’s highest mental ability modifier) or be Nauseated for one round. A creature who makes its save, or who has been nauseated by the Anathema’s field, is immune to that Anathema’s Eradication Field for 24 hours.

    Annihilation Vessel: As an Anathema welcomes more and more of the destructive energy into his being, it begins chewing at his physical body, but at the same time, making it irrelevant. As more and more of his mortality slips away, this lack becomes a defensive strength for those with the power. Anathema of this level no longer need to eat, drink, or sleep (though they still need to meditate at least 2 hours to refresh spells and such) and are immune to magical sleep and fear affects.

    Anathema of the Planes (Su): Reality continues to reject Anathema, as his powers have grown, so too has the response of that which surrounds him. Now, it has escalated beyond simply the land on which he walks, but to the plane in which he exists. Every instant it can, it will allow Anathema to leave it, even if it is only temporary.

    As an Immediate Action once per round, Anathema can teleport up to 20 feet. Additionally, as a standard action, can gain resistance 10 against one energy type (each use changes the energy type he has resistance to).

    Devouring: More fully united with the energy he so treasures, the Anathema becomes more and more capable of piercing magical wards that would seek to stymie his attacks. His Necromancy spells now ignore Spell Resistance.

    Hungering Darkness (Su): Negative energy consumes more than just magic, of course. Using it to its full effect against fleshy beings, however, takes more unity and finesse than is available to lower Anathema. Now, however, small releases for particular purposes are simple. The Anathema’s natural attacks and attacks with his Nihil Touch inflict a negative level (his Consumption ability applies.)

    Anathema of Life (Su): The Anathema can hardly be called “alive” anymore. His being is almost entirely suffused by negative energy, and he relishes in the impending transformation. Anathema of this level are immune to death effects, energy drain, and ability damage. They are also no longer healed by positive energy, but gain Fast Healing 5.

    Abolishment: The Anathema has become little more than a cogent collection of negative energy, if even that. He is no longer considered alive. He simply is. It is possible to strike him, if altogether futile. He can no longer be killed via hit point damage, though he still suffers the other effects of negative hit points. No longer a welcome member of any world, he gains Outsider traits. At this point of ascension, releasing negative energy offensively is trivial. The Anathema can cast Disintegrate as a Supernatural ability, considered a Necromancy spell for all purposes.

    PLAYING AN ANATHEMA
    The basic nature of all things is nothingness. All existence is an intrusion, unwelcome in space. What you have embraced is the essence of that nothingness. It eats at things and you now house it within your being. Embrace the nihilism. Those worthy of continuing their consciousness will find a way. The reason you were given a physical body was to lose it. Return the universe to its initial silence.
    Or, perhaps the power is all you needed. A foe stood in your way so great, that nothing else has been effective. Your studies lead you to something dark. Something frightening, but it is what you need. You hate to take on this burden, but you carry it anyway. Your own abilities frighten you, but they will be even more frightening to your foes. Do what you must to accomplish what you must. Lose yourself to save them all.
    Combat: You are heavily casting oriented. Remain at a distance if you can, wearing away at your enemies until nothing remains. Your Ablation or Eradication Field ability may be enough to keep enemies away from you, if not, you should be able to escape to the sky or teleport away to keep the distance a safe one.
    Advancement: Further magical study in whatever you had mastered before this is always a good idea. Another prestige class that might make up for the time you lost studying the primal negative energy may be called for.
    Resources: Anathema have very little to call on. They are typically friends to few, and gain little from their new abilities.

    ANATHEMA IN THE WORLD
    ”This… creature appeared. Blacker’n I’ve ever seen, constantly screaming about “noise” or something. I had the right mind to get out of there, but those that didn’t… well, there’s nothing left.” – Dane Thane, blacksmith, survivor of the Watcher

    Anathema are feared, and for good reason. Their abilities are inherently destructive, and most of their motives are far from noble. People are typically afraid of even their appearance, as the energy roiling within them often leaves Anathema disfigured and scarred, barely holding back this energy that wants to remove their every atom from existence.
    Daily Life: No two Anathema share the same routine. Some might adventure, seeking artifacts to further their knowledge, and power to end all things. Some might focus on a great obstacle they must overcome. All Anathema, however, must always keep in mind what they are keeping deep within themselves, so as to prevent losing themselves to it in a way they deem unfavorable.
    Notables: No one is really sure where The Watcher came from or why he called himself such. When he appeared, however, people remembered him. His obsession was silence, and the only way he saw to reach true quiet was to eradicate life. He got a good start, but eventually, a demigod stepped in and The Watcher was, fortunately, stopped before he could gain any more power and overwhelm the quasi-deity.
    Organizations: Anathema do not form organizations. A true organization is against the philosophy of most, in fact. Creating something instead of destroying it? Bringing things together instead of ripping them apart? Nonsense.

    NPC Reaction
    Fear. Fear and suspicion, if not outright hostility. Anathema are not a friendly thing to meet, even if their goals are noble in some way. You don’t want them engaging in combat anywhere near you. The most powerful Anathema are almost always met with outright hostility, as they have become something hated by the existence of the universe itself. How can mortal minds not follow?

    ANATHEMA IN THE GAME
    Anathema are focused on wearing things down until they stop. The typical protections against most save-or-dies still function, but saves of the things they encounter will still be relevant in a big way.
    Adaptation: The base negative energy concept can be adapted to pretty much any other idea of a source of destruction. Perhaps they worship a deity that grants them the powers to destroy things, or they forged a particularly dark pact for their powers.
    Encounters: NPC Anathema will almost always be seen as villains by PCs of the Good/Neutral persuasion. Encountering an Anathema will usually happen when he is on a hunt for something or another. Knowledge, power, or simply more lives to do away with.


    MALEDICTION


    It is hard to call these “creatures.” A Malediction is a force. A presence. Destruction follows in their wake, because that is their nature. Everywhere they go is plagued with death and loss. Where once a burgeoning metropolis stood, now lies a void, barren, lifeless, and empty. Such is Malediction.

    Requirements: Must not be living, but not truly dead (Undead or those with the Abolishment class ability can qualify.) Alignment must be any Evil. Character level 21st.

    {table=head]Level|Benefit
    21st|Cursed Nature
    24th|Lifeless
    27th|One with the Void
    30th|Pestilential Presence[/table]

    Cursed Nature: The nature of a Malediction is a dark one, forged of blackness and steeped in cursed energies. They suffuse every part of his being, altering what is within, and comes from him. All spells a Malediction casts are considered Necromancy spells for all purposes. Additionally, all spells he casts can, at his option, inflict a number of negative levels on its targets equal to the spell’s level. These negative levels ignore immunities that would otherwise prevent them. Finally, all natural attacks he possesses inflict two negative levels on a hit, also ignoring all immunities.
    Lifeless: Death has long since become a vestigial term for the Malediction. Lacking life, death cannot be a concern. Malediction are immune to lethal and nonlethal damage. Any effect that would kill them instead scatters their consciousness for 24 hours. Your consciousness reforms either at the place you died, or at a location set out beforehand. You can change this location once per level.
    One with the Void (Ex): You can thin your own coherency, embracing the nothing between all things until your form vanishes entirely. In this form, you are unable to affect anything other than yourself, and you can move your movement speed. As you do not truly exist in this state, this movement does not provoke attacks of opportunity, and you can move in any direction (including “flying” though if a Malediction does not possess a fly speed, upon reforming, he would fall), through any object. Shedding and adopting your form is a standard action that does not provoke attacks of opportunity.
    Pestilential Presence (Su): All things wither in the face of a Malediction. As a free action, Malediction can extend or retract an aura of destruction centered on themselves with a radius of 30ft. All things in the aura at the beginning of their turn must make a Fortitude save (DC 20 + the Malediction’s highest mental ability score modifier) or lose half of their hit points (rounded up). This damage ignores damage reduction and hardness.
    Last edited by Hyooz; 2011-05-30 at 02:13 PM.

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