Apocalypse Incarnate (3.5e Class)

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Apocalypse Incarnate
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Apocalypse Incarnate[edit]

An Apocalypse Incarnate is the direct creation of a God of Destruction. Despite the power this gives him, he doesn't seek to destroy the world, but to protect it. He can cast extraordinary powers called Dark Miracles, that can only be used to destroy things. But how can you save the world when you are made to destroy it? This is the question that they must answer.

Making an Apocalypse Incarnate[edit]

An apocalypse incarnate has tremendous destructive power and little else. They can never master any skill or trade save the art of killing. Because of this, many healing classes are prone to dislike these characters, despite his benevolent desires. How religious classes and characters react to an Apocalypse Incarnate depend of the individual. Those who follow the god that created the Apocalypse Incarnate may practically worship him as a messiah; or they may resent them for resisting his destiny.

Abilities: Charisma is the primary ability of this class. Intelligence or Wisdom may be useful, but only one of them, and not by very more.

Races: Any being from any race may be an apocalypse incarnate.

Alignment: Neutral good. A being too focused on law would follow the deity and one too chaotic could be manipulated too easily. An evil or neutral would not choose to go against the deity based on his/her creed; thus, only a neutral good character would be in this position.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: "Simple".

Table: The Apocalype Incarnate

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Dark Miracles per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Destruction Incarnate, Envoy of Destruction, Mindful Destruction 2 1
2nd +1 +0 +0 +3 2 1
3rd +2 +1 +1 +3 2 1 0
4th +3 +1 +1 +4 2 2 1
5th +3 +1 +1 +4 2 2 1 0
6th +4 +2 +2 +5 Divine Massacre 2 2 1 0
7th +5 +2 +2 +5 3 2 1 0
8th +6/+1 +2 +2 +6 3 2 2 0
9th +6/+1 +3 +3 +6 3 3 2 1 0
10th +7/+2 +3 +3 +7 3 3 2 1 0
11th +8/+3 +3 +3 +7 3 3 2 1 0
12th +9/+4 +4 +4 +8 Divine Genocide 3 3 3 2 1 0
13th +9/+4 +4 +4 +8 3 3 3 2 1 0
14th +10/+5 +4 +4 +9 3 3 3 3 2 1 0
15th +11/+6/+1 +5 +5 +9 Divine Annihilation (1/day) 4 3 3 3 2 2 0
16th +12/+7/+2 +5 +5 +10 4 3 3 3 2 2 1 0
17th +12/+7/+2 +5 +5 +10 4 3 3 3 2 2 1 0
18th +13/+8/+3 +6 +6 +11 Divine Annihilation (2/day) 4 3 3 3 2 2 2 1 0
19th +14/+9/+4 +6 +6 +11 4 3 3 3 2 2 2 2 1 0
20th +15/+10/+5 +6 +6 +12 4 3 3 3 3 2 2 2 2 1

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The following skills are class-skills for the Apocalypse Incarnate : Concentration (Con), Intimidate (Cha), Knowledge (Religion) (Int) and Spellcraft (Int). Even if it is cross-class, the Apocalypse Incarnate can learn and use Craft (Alchemy) despite not being a spellcaster in the common sense.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the apocalypse incarnate.

Weapon and Armor Proficiency: An apocalypse incarnate is proficient with all simple weapons and martial weapons. An apocalypse incarnate is proficient with light armor and shields (except tower shields).

<-class feature->:

Dark Miracles: The chosen manifests of destruction, incarnates do many things others would call impossible. An incarnate selects spells from the apocalypse incarnate list and gains them as extraordinary abilities called 'dark miracles'. These abilities are not considered magic in any way, nor do they do magical damage (for example, a fireball does only fire damage, not magical fire damage). Apocalypse incarnate levels count as caster levels for determining level based effects.

  • Dark miracles are unaffected by spell resistance. Dark miracles suffer a failure chance equal to any arcane spell failure chance the incarnate suffers. When such information is required, casting a dark miracle is as much strenuous as a spell.
  • The incarnate may not affect his dark miracles with feats that affect spells such as Silent Spell. He may take variants of these feats to affect his dark miracles. These variants work the same way, but the character must first be able to cast dark miracles. Any reference to caster level or spell level is changed to a reference to effective caster level and dark miracle level, respectively.
  • Finally, a situation that would prevent him to cast extraordinary spells (such as Tenser's Transformation, but not Antimagic Field) also prevent him to cast dark miracles. However, spells or effects that would improve (or lower) his caster capacities without interfering completely won't affect him (this include orange ioun stones, rings of wizardry, and similar effects), with the exception of negative levels.
Table: Apocalypse Incarnate Dark miracles Known
Level Dark miracles known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1 1
2nd 2 2
3rd 2 2 1
4th 3 2 2
5th 3 2 2 1
6th 4 2 2 2
7th 4 2 2 3
8th 5 2 2 4
9th 5 2 2 4 1
10th 6 2 2 4 2
11th 6 2 2 4 3
12th 6 2 2 4 3 1
13th 6 2 2 4 3 2
14th 6 2 2 4 3 2 1
15th 6 2 2 4 3 2 2
16th 6 2 2 4 3 2 2 1
17th 6 2 2 4 3 2 2 2
18th 6 2 2 4 3 2 2 2 1
19th 6 2 2 4 3 2 2 2 1 1
20th 6 2 2 4 3 2 2 2 1 2

To learn or cast a dark miracle, an apocalypse incarnate must have a charisma equal to at least 10 + the spell level. The DC for a saving throw against a dark miracle is 10 + the dark miracle level + the apocalypse incarnate Charisma modifier.

Like other spellcasters, an apocalypse incarnate can cast only a certain number of dark miracles of each level per day. His base daily dark miracles allotment is given on the Table: The Apocalypse Incarnate. In addition, he receives bonus dark miracles per day if he has a high Charisma score. When the Table: Apocalypse Incarnate indicates that he gets 0 dark miracles per day of a given level, he gains only the bonus dark miracles he would be entitled to based on his Charisma score for that level.

The selection of dark miracles is extremely limited. An apocalypse incarnate begins play knowing one 0-level and one 1-level dark miracle. At every levels, he gains at least one new dark miracle, as indicated on the Table: Apocalypse Incarnate Dark miracles Known. Unlike dark miracles per day, the number of dark miracles knows is not affected by his Charisma score; the numbers on the table are fixed. The Apocalypse Incarnate can forget one dark miracle to learn another every two levels.

The Apocalypse incarnate can learn corrupt spells instead of the dark miracles from his list. He can't, however, cast them spontaneously. Instead, he must prepare them in the same way that a cleric would, meaning he doesn't need any spellbook. They occupy one of his daily spell slots. They works like every other dark miracles and as such are extraordinary abilities. An Apocalypse Incarnate can't use the Corrupt Arcana feat with his dark miracles ; he is restricted to the corrupt dark miracles he knows.

The apocalypse incarnate chooses his dark miracles from the following list. It is possible to create new Dark Miracles (as any spell), but dark miracles can only destroy things, harm a creature, summon something that inflict damage or transform the caster in such a creature. For example, no Apocalypse Incarnate would be able to become invisible or to fly using a dark miracle. Implosion is the only spell that wasn't included on purpose because it is the only save-or-die spell with no possible immunity.

0— Acid Splash, Electric JoltMag, SpC, Horizikaul's CoughMag, Launch BoltMag, Magic Bolt, Ray of Frost, Ray of Heat, Slash TongueBoVD, Sonic Beam, Touch of Fatigue

1st— Acid Bomb, Blade of BloodPH2, Burning Hands, Chill Touch, Erase, Horizikaul's BoomMag, Ray of Enfeeblement, Summon Monster I, Summon Undead ILM

2nd— BackbiterCAr, OA, Blade of Pain and FearLM, Daggerspell StanceSpC, DarkboltBoVD, FireburstCAr, Flaming Sphere, Lightning Ray, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Summon Monster II, Summon Swarm, Summon Undead IILM

3rd— BonebladeBoVD, Call Lightning, DarkfireLD, Mag, Dragonshape (least)DM, Energy VortexCD, SpC, Explosive Runes, Fireball, Flame Arrow, Lightning Bolt, Ray of Exhaustion, Shape of the Hellspawned StalkerCM, Summon Monster III, Summon Undead IIILM, Vile LanceBoVD

4th— Bestow Curse, Burning BloodCAr, Claws of the SavageBoVD, Contagion, Defenestrating SphereCAr, Ice Storm, Shout, Summon Monster IV, Summon Pest SwarmCi, Summon Undead IVLM, TrollshapePH2, WrackBoVD, CD

5th— Blight, Call Lightning Storm, Charnel fireBoVD, Cloudkill, Cone of Cold, Fireburst (Greater)CAr, Flame Strike, Form of the Threefold BeastCM, Summon Monster V, Summon Undead VLM, Waves of Fatigue

6th— Chain Lightning, Circle of Death, Disintegrate, Dragonshape (lesser)DM, Greater Shout, PoxBoVD, Summon Monster VI, Tenser's Transformation, Thousand NeedlesBoVD, Undeath to Death

7th— Bestow Greater CurseBoVD, CD, Control Weather, Death DragonDra, Delayed Blast Fireball, Finger of Death, Summon Monster VII, Sunbeam, VitrifySa

8th— BlackfireCAr, Creeping Doom, Dreaded Form of the Eye TyrantCM, Earthquake, Fire Storm, Horrid Wilting, Incendiary Cloud, Limited Wish, Polar Ray, Summon Monster VIII, Sunburst and Unyielding Form of Inevitable DeathCM

9th— Abyssal ArmyPlH, Black Blade of DisasterSpC, DragonshapePH2, Meteor Swarm, Sphere of Ultimate DestructionCAr, Storm of Vengeance, Summon GolemPH2, Summon Monster IX, TsunamiSpC, Whirlwind, Wish

Destruction Incarnate (Ex): An apocalypse incarnate may choose to count himself as evil for the purpose of qualifying for feats and classes and using items. He and may ignore requirements that require him to have done an act that is considered to be 'evil'. He is still considered his true alignment for all other alignment-based affects.

Envoy of Destruction: Upon reaching first level in apocalypse incarnate, the DM chooses one deity or similarly powerful being, that one being the one that was responsible for the creation of the incarnate. The DM is not required to reveal the selection to the player. Upon discovering that the incarnate is an agent of destruction a character or NPC must succeed on a Will save DC 10 + The apocalypse incarnate level - His Charisma modifier or drop one attitude level. If they fail by 10 or more they drop two levels instead. If the person is aware which deity made the incarnate and is has a friendly or higher attitude level or follows the deity then they are immune to this effect.

Mindful Destruction (Ex): At first level an incarnate gains the mindful destruction class feature. The apocalypse incarnate may add his Intelligence, Wisdom or Charisma modifier (whichever is higher) to damage dealt through his dark miracles. This bonus is halved (rounded down) when dealing ability damage or ability drain.

Divine Massacre: At 6th level, the incarnate may count his dark miracles as of the Evil subtype. In addition, he may sacrifice one die of damage from any of his dark miracles to instead inflict one point of taint. The apocalypse may deal taint and damage in any combination.

Divine Genocide: At 12th level, the incarnate may sacrifice one dice of damage of his dark miracles to deal one ability damage to any ability score. The apocalypse incarnate may deal ability damage and damage in any combination.

Divine Annihilation (Su) One time per day at level 15, and another time per day every three levels after, the incarnate may turn all damage the incarnate inflicts during his turn into vile damage. Using this ability is a free action, and the effect lasts until the end of his turn.

Ex-Apocalypse Incarnates[edit]

An apocalypse incarnate cannot cease to be an apocalypse incarnate; however the DM may forbid certain choices that are deemed as going too far against his personal creed.

Epic Apocalypse Incarnates[edit]

Table: The Epic Apocalypse Incarnate

Hit Die: d8

Level Special
21st Divine Annihilation (3/day)
22nd
23rd
24th Bonus feat, Divine Annihilation (4/day)
25th
26th
27th Divine Annihilation (5/day)
28th Bonus feat
29th
30th Divine Annihilation (6/day)

2 + Int modifier skill points per level.

Mindful destruction: This ability has no epic progression.

Divine Massacre: This ability has no epic progression.

Divine Genocide: This ability has no epic progression.

Divine Annihilation: The epic Apocalypse Incarnate gains another use of this ability at level 21 at every 3 levels thereafter.

Bonus Feats: The epic Apocalypse Incarnate gains a bonus feat (selected from the list of epic Apocalypse Incarnate bonus feats) every 4 levels after 20th.

Epic Apocalypse Incarnates Bonus Feat List: <-list of bonus epic feats->.

Human Apocalypse Incarnate Starting Package[edit]

Weapons: Scimitar.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Craft (Alchemy) 2 Int
Intimidate 4 Cha
Knowledge (Religion) 4 Int
Spellcraft 4 Int

Feat: Improved Initiative.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: 60 gp.

Campaign Information[edit]

Playing an Apocalypse Incarnate[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: An Apocalypse Incarnate will inflict damage and debuff the enemy. He will be able to summon allies or shapechange into a monster, allowing him to indirectly, at least, overcome its limitations (such as using Death Dragon to heal an undead or Dragonshape to fly). Against an enemy resistant (or immune) to magic, they are strong, but on the other side are ineffective against creatures vulnerable to magic (such as a pit fiend or a solar), because dark miracles aren't magical in any way.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Apocalypse Incarnates in the World[edit]

Everything that comes into being deserves to be annihilated.
—Cedrik Yami, Human Apocalypse Incarnate

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: Cedric Yami thinks he must destroy the lower planes. He doesn't seem to understand that doing so would also shatter many other planes, thus fulfilling the plan of the god that created him.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Apocalypse Incarnates Lore[edit]

Characters with ranks in Knowledge (religion) can research Apocalypse Incarnates to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (religion)
DC Result
10 Some gods want to destroy everything.
15 For this reason, they create powerful creatures to achieve their goals. Some of them are called Apocalypse Incarnate and are messiah among their kinds.
20 They have powerful magic-like abilities, impossible to perfectly imitate or counter.
25 The strongest Apocalypse Incarnates can inflict incurable wounds, or corrupt mortals to the taint of evil.
30 Despite all these powers, Apocalypse Incarnates are crusaders of good, seeking ways to protect the world from the same gods that created them.

Apocalypse in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: An inverted version of this class, an evil character born to create, is technically realisable. One thing should be specified, however : an Apocalypse Incarnate can't take an Item Creation feat, which would be the case of an Incarnated Creator.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL 12: Cedric Yami, a 15th level Apocalypse Incarnate, must be stopped before he destroys the lower planes. Unknown to him, a temple of evil priests will do all they can to make sure he succeeds.



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