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    Default Re: Base Class Contest XXIII - Armageddon Ready

    Cultist of the Apocalypse


    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.
    Last edited by Jormengand; 2014-07-15 at 05:50 PM.