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    Default Re: Base Class Contest XXIII - Armageddon Ready

    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 Dog 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 Ogre 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 Chimera 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 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 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.
    Last edited by Jormengand; 2014-07-31 at 05:56 PM.