Cataclysm Mage

“Four cataclysms ended four ages.
What eldritch secrets were lost?
And what sun will rise, a bucketful of blood,
to wash away the Current Age?”


—Ordla-esth, cataclysm mage,
writing in The T’gorn Variorum

Nature: Prestige Class
Concept: A seeker of those mysteries that lay one age to rest and began another.

Cataclysm mages seek after Eberron’s most powerful mysteries, long lost to the past. Storm giant cabals of the Eshtarn Empire tearing lightning from the sky against the advancing tide of quori, the last Dhakaani emperor to sound Ghaal’duur the Mighty Dirge against the flesh-shapers of Xoriat, the couatls who sang down the walls of Ashtakala even as they were lost in the whirlpool of their own magic — within the destructive ends of all these ages are the secrets sought out by the cataclysm mage. Likewise do many seek to delve into the more contemporary cataclysm that shattered the Draconic Prophecy and created the world, but that secret is one that the dragons of Argonessen will go to almost any lengths to keep.

Cataclysm mages study the titanic magic of past civilizations. As they grow in power, they gradually uncover the secrets of each past age and its cataclysm: the Age of Monsters, the Age of Giants, and the Age of Demons, in that order. No cataclysm mage has yet progressed to study the end of the Age of Dragons, and it is said that the dragons of Argonnessen mark those who attempt it for swift and brutal extermination.

Cataclysm%20Mage%2001.png

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Prerequisites

Skills: Knowledge (history) 5 ranks,
Knowledge (the planes) 5 ranks.
Magic: Ability to cast 3rd-level arcane spells.
Special: Character must have received a vision, such as those from the following: a dusk hag, the Pond of Shadows in the Shadow Marches, or a demon glass oracle, etc.

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Class Traits

Hit Dice: d6. Skill Ranks: 2 + Int mod.
BaB: Poor. Good Saves: Will.
Class Skills: Knowledge (history),
Knowledge (the planes), Linguistics

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Level Progression

lvl Class Features Magic
1 ●Dhakaani secret ●Personal prophecy nr 1 -
2 ●Xoriat secret +1 caster lvl
3 └► ●Cataclysm of Flesh +2 caster lvls
4 ●Cor'dran secret ●Personal prophecy nr 2 +3 caster lvls
5 ●Dal Quor secret +4 caster lvls
6 └► ●Cataclysm of Dreams +5 caster lvls
7 ●Astakalan secret ●Personal prophecy nr 3 +6 caster lvls
8 ●Haka'torvhak secret +7 caster lvls
9 └► ●Cataclysm of Silver +8 caster lvls
10 ●Draconic Prophecy secret ●Personal prophecy nr 4 +9 caster lvls

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d12 Prophecy
1 Speak with a giant who never dreams
2 Die
3 Journey to Khyber & return w. a tentacled beast's head
4 Sleep in the bed of a demon
5 Become blood brother or sister to a Seren barbarian
6 Be of two spirits in one body
7 Swim across a lake of fire
8 Drink water from the mouth of a serpent
9 Be swallowed whole
10 Walk four days and four nights in the Mournland
11 Hold a dragon in your hand
12 Defeat your twin, as from a "mirror of opposition",
in single combat; twin is immediately conjured

Class Features


1/4/7/10.Personal Prophecy: The character receives and creates a personal prophecy. After he fulfills his prophecy, fate smiles on him; his next 4 action points spent use d8s rather than d6. If the character already use d8's (f.ex. by having the "Action Boost" feat), you use d10 instead.

At the GM's option, you might not be allowed to progress to the level with the next personal prophecy until you have fulfilled your personal prophecy. F.ex: A 1st-level cataclysm mage who receives a prophecy that she will become blood sister to a Seren barbarian would not be allowed to advance to 4th level (the next level at which she receives a personal prophecy) until she has fulfilled the blood sisterhood foreseen by her 1st-level prophecy.

Only cataclysm mages can benefit from a personal prophecy; if the last level you gained was in another class, you can't earn or use the benefits of a personal prophecy until you take another level of cataclysm mage (the exception to this is the final personal prophecy, gained at 10th level).

The GM can either invent a customized prophecy for you, or can roll on the following table. A personal prophecy cannot be repeated; if you obtain a duplicate result at a later level, roll again. GMs may substitute their own ideas for the prophecies listed below as desired.


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Age of Monsters

1.Dhakaani secret (Ex): You begin your study of the Age of Monsters with the Dhakaani, which were powerful artificers of arms and armor.

When the "Craft Magic Arms and Armor" feat is used to make a magic weapon, you can imbue the weapon with 1 of the following special abilities at 1/4th of the cost: ●bane, ●keen, ●mighty cleaving, ●thundering, or ●vicious.

When the "Craft Magic Arms and Armor" feat is used to make a magic armor or shield, you can imbue the item with one of the following special abilities at 1/4th of the cost: ●arrow catching, ●bashing, ●blinding, ●light fortification, ●shadow, or ●silent moves.

You do get to use this benefit even if you're "only" assisting someone else who is crafting a magic weapon or armor.
You still have to pay the normal costs for the item's other abilities (if any).

2.Xoriat secret (Ex): Grants you immunity to the "confusion"-condition, and to all insanity-related effects.

3.Cataclysm of Flesh (Sp): You complete your study of the daelkyr-Dhakaani conflict, gaining the ability to tear a hole in the fabric of the planes and let the madness of Xoriat corrupt all it touches. Usable once per day.

This ability has a range of (25 +5 per class level) feet, and a duration of 1 round per class level. All creatures within a 20-foot radius of the effect’s center must succeed on a Reflex save (DC = 14 +Int mod) or be touched by the essence of the Realm of Madness, forced to endure as their own flesh melts mutates and melts away, as it rains upward to patter on the ceiling as they deliquesce.

An affected creature can't hold or use any item (including clothing, armor, magic items, etc). It can ooze forward with gelatinous pseudopods at a speed of 10 feet. If it normally has movement modes other than land speed, those modes are reduced by 30 feet (with a speed of 0 or less meaning that the creature has lost that movement mode until it regains its normal form).

Pain also wracks the stressed nerves of the victim: To cast a spell or use a spell-like ability while in this ooze-like form, a creature must succeed on a concentration check (DC 25 +spell level) or have the spell or spell-like ability wasted. (In addition, because of its inability to hold objects, an affected creature cannot cast spells that require material components).

The amorphous wretch can still attack with natural weapons, but it does so at a –4 penalty on attack rolls and with a 50% miss chance because its eyes have transmuted into spongy yolks.

The victim regains its normal form when the effect ends.


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Age of Giants

4.Cor'dran secret (Ex): You commence your study of the Age of Giants with the Cor’dran Empire,
one of the mightiest to rule over Xen’drik before the quori invasion.

Once per day, you can "Maximize" one "repair damage" spell you cast (as if under the effect of the "Maximize Spell" metamagic feat) without affecting the level of the spell or its casting time.
((GM comment: Gods, this is a meh power. Must replace it with something much cooler))

5.Dal Quor secret (Ex): The invasion of Xen’drik toppled the civilization of the giants,
and from your study of the quori you unlock the secrets of the mind.

You get a +3 resistance bonus on any saving throw made to resist a psionic effect or psi-like ability.

6.Cataclysm of Dreams (Sp): Your study of the giant-quori doomsday war culminates in a mastery of the physical and psychic destruction that drove that cataclysm. Once per day, you can cause earth and dreams alike to quake under your power.

All those standing on the ground within a 20-foot radius around you must succeed on a DC 20 balance check or fall "prone".

Any structures within the area take 75 damage (generally enough to collapse wooden buildings and walls, but not masonry or stone structures). Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is.

At the same time, you stir nightmares in the minds of all intelligent creatures within 20 feet, causing them to see fearsome, ghostly tsucora quori rise howling from fissures rent in the earth.

Those who fail a Will save (DC 16 +Int mod) are "panicked". Creatures who succeed on their save are "shaken". Both effects last for 1d4 rounds.

The nightmare (but not the earth tremors) is a mind-affecting fear effect.


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Age of Demons

7.Ashtakalan secret (Ex): Your study of the Age of Demons begins with the demonic city of Ashtakala,
granting you knowledge of the secrets of demonic seduction and deception.

Add +2 to the DC for all saving throws against enchantment (charm) spells you cast.
This bonus stacks with any similar bonus (f.ex. from the "Spell Focus" feat).

8.Haka'torvhak secret (Ex): From your study of this ancient demon citadel and battleground
you learn many of the secrets of the fiends who defiled this land eons ago.

You gain a +4 insight bonus on Caster Level checks made to overcome a demon’s Spell Resistance (including checks made when a bound demon attempts to break free from one of your "magic circle" spells, as might happen after you cast a "planar binding" spell).

9.Cataclysm of Silver (Sp): Like a river of argent, the couatls ringed Ashtakala and sang down its walls, willingly losing themselves in the eldritch whirlpool that flooded the city with silver flame. You learn from them the purity of silver and the power of self-sacrifice.

Once per day, you can generate a flood of silver flame, creating a river of holy fire 20 feet wide & 20 feet high, that sweeps you along at its head. You move at a speed of 40 feet per round, with the path that you and the river move along burning for the duration of the ability.

Each round the silver flame deals damage = (1d6 + Cataclysm Mage levels) to any creature in the area. Half the damage is fire damage and half is positive energy damage. Buildings & objects don't halve the damage they take from the cataclysm of silver as they do from most energy sources.

The river continues to flow for up to 1 round per class level, or until dismissed.

While guiding the river of silver flame, you can take no other actions. If you stop guiding the river by taking any other action on your turn, the effect ends immediately. Creatures can only be affected by the silver river once per round; if you lead the river back upon itself and overlap with your previous course in a subsequent found, affected creatures in the area of overlap take damage as normal.

While this ability is active, you are immune to damage not only from your own cataclysm of silver, but from that of any other cataclysm mage.

Your movement at the head of the river of silver flame provokes Attacks of Opportunity as normal.


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Age of Dragons

10.Draconic Prophecy secret (Ex): Your study of the Age of Dragons and arcane magic has yielded great knowledge at a terrible risk.

At this point in time, there are no Cataclysm Mages who have reached this level of accomplishment.

As powerful as this ability is, it carries with it a grave danger: To protect both the Draconic Prophecy and the fabric of fate itself, the dragons decree that those who carry the Draconic Prophecy secret must die swiftly and with no hope of resurrection.


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Mage Characters

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