Whitebone
Hit Dice: 1d4
HP Bonus: L*CON
TP: 200
Feat Slots: 5
Use the power of your Ayternia to ascend into the form of a proto-deity. For 1 round, ignore the negative effects of Madness and set your Madness stacks to (IX).
Oblation of Soul: You have offered your soul as a vessel for a divine Ayternia, in exchange for powerful abilities. Each round that passes where you don’t take any damage, you gain 1 stack of Madness. As your stacks of Madness increase, you will become more vulnerable to damage, but you will gain the ability to use progressively stronger abilities.
Whenever you take damage from a creature that has a currently active enmity effect on them, you can instead transfer the damage you would have taken to the party member that the enmity effect is tied to.
When you Meditate, you can choose to reduce your stacks of Madness by 1.
While you have stacks of Madness, you may spend a TA to laugh maniacally or perform some other action expressing your insanity upon first encountering an enemy. All enemies that witness your expression must make a CHA save against a DC equivalent to 10 + your CHA + 2 * Madness stacks. On fail, they gain stacks of Frightened (3) equivalent to your Madness stacks. Enemies can only be frightened by this effect once per combat encounter.
Whenever you would’ve been afflicted by a negative status effect and there is a valid party member for Ayternial Bond, you can transfer the status effect to said party member instead.
Your Dodge and Parry rolls can be reused upon success, and gain a bonus equivalent to 1d(Madness Stacks).
While you have stacks of Madness, you always have Morale (I). Upon reaching 1 HP, you may choose to halve your stacks of Madness.
For every 3 stacks of a unique negative mental status effect on you, gain +1 additional stack of Madness. If Madness stacks exceed 9, gain -20 CRR for each stack that exceeds 9; however your HP is set to 1.
For every 3 stacks of Madness, gain 1 additional level of Extra Attack.
Heal yourself for 10HD whenever you lose a stack of Madness.
Once per long rest, when you are KO’ed with stacks of Madness, you may choose to retain half of the original stacks of Madness when you are revived.
Whenever you KO an enemy, you may laugh maniacally or otherwise perform an expression of your madness. All enemies that witness your expression must make a CHA save against a DC equivalent to 10 + your CHA + 2 * Madness stacks. On fail, they gain stacks of Overwhelmed 12d10 (3) equivalent to your Madness stacks.
For each stack of Madness you have, reduce your CRR by 10.
Whenever you use an Ultimate Ability, you may laugh maniacally or otherwise perform an expression of your madness. All enemies that witness your expression must make a CHA save against a DC equivalent to 10 + your CHA + 2 * Madness stacks. On fail, they gain stacks of Panic (3) equivalent to your Madness stacks.
If you took no damage last round, roll 1d4 for each additional party member that didn’t take any damage last round. On a 4, gain 1 additional stack of Madness. If the party member is using a class that draws power from the divine, roll a 1d2 instead and gain 1 stack of Madness on a 2. Classes that count for this passive:
When an ally under the effects of Ayternial Bond is KO’ed, or when any ally is KO’ed in the process of defending you, you may activate the on-Ultimate effects of Wrath of the Mad God. For the next round, you gain the effects of Brave when attacking enemies with stacks of Panic, with a Brave stack count effect equivalent to the stacks of panic on the target.
[Madness (I)]: As an attack, manifest Ame-no-Nuboko in your right hand, imbuing it with life-giving energies. Stab at all targets in a 30ft cone before you with your spear, dealing 10d10 Thrymmotic damage and targeting SC. If you are wielding a spear or another polearm-style weapon, you also deal damage equivalent to the base damage of your weapon, with the option to change part or all of its damage to Thrymmotic. On a critical hit, inflict stacks of Thrymmotic Degeneration equivalent to your stacks of Madness (or Brittle 10d10 (3) if immune).
[Madness (I)]: As an attack, manifest Ame-no-Nuboko in your left hand, imbuing it with death-bringing energies. Stab at all targets in a 30ft cone before you with your spear, dealing 10d10 Thanatonic damage and targeting SC. If you are wielding a spear or another polearm-style weapon, you also deal damage equivalent to the base damage of your weapon, with the option to change part or all of its damage to Thanatonic. On a critical hit, inflict stacks of Doom (2) equivalent to your stacks of Madness (or Brittle 10d10 (3) if immune).
[Madness (III)]: As an ability action, manifest Ame-no-Nuboko in your right hand. Plunging it through the ground and into the Etheric Plane, you stir the ether within a 200ft radius of you, reshaping it with life-giving energy. For 1 round, the first time each ally is buffed or healed in the AOE, you gain an immediate follow-up attack against an enemy of your choice within the AOE, causing a larger form of Ame-no-Nuboko to rise up and impale them from beneath for 8d10 Thrymmotic damage. On a critical hit, you inflict 1 stack of Thrymmotic Degeneration (or Brittle 10d10 (3) if immune).
[Madness (III)]: As an ability action, manifest Ame-no-Nuboko in your left hand. Plunging it through the ground and into the etheric plane, you stire the ether within a 200ft radius of you, reshaping it with death-bringing energy. For 1 round, the first time each ally attacks or debuffs an enemy in the AOE, you gain an immediate follow-up attack against an enemy of your choice within the AOE, causing a larger form of Ame-no-Nuboko to rise up and impale them from beneath for 8d10 Thanatonic damage. On a critical hit, you inflict 1 stack of Doom (2) (or Brittle 10d10 (3) if immune).
[Madness (V)]: As an ability action, manifest Ame-no-Nuboko in both hands, before striking downwards in a swift motion at a target. The target takes 20d10 Thrymmotic/Thanatonic damage, and is inflicted with Thrymmotic Degeneration and Doom (2) equivalent to your Madness stacks (Brittle 10d10 (3) if immune), as well as Siphon (IX) (3). On a critical hit, there is a 1d4 chance of dismemberment.
[Madness (VII), UP 30]: As an ability action, manifest Ame-no-Nuboko in both hands, before holding it horizontal to you in a ritualistic fashion. The true form of Ame-no-Nuboko manifests above you as a colossal ten-mile-long spear from the heavens. A single drop of brine drips from its tip, landing down on a spot of your choice within line of sight. As the drop falls, it manifests into the form of an island with a radius of your choice up to 300 feet. The island deals 30d10 Bludgeoning and applies Bound (VII) 20d10 (1) to anything it crushes. Alternatively, you can cause the island to explode on impact instead, forgoing the Bound status in exchange for dealing 30d10 Kinetic damage. You may only perform this ability once every round.
[Madness (IX), UP 60]: As an ability action, manifest Ame-no-Nuboko in both hands, before twirling it around once before you in a ritualistic fashion. The true form of Ame-no-Nuboko manifests above you as a colossal ten-mile-long spear from the heavens. The spear crashes down on a spot of your choice within line of sight, dealing 40d10 Spatial damage three times to all enemies within a 100ft radius of the impact point. You may only perform this ability once every round.
HP Bonus: L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as Warlock + Skill: ReligionRequirements
- (Class Bond) Warlock: You must have fully unlocked every ability of the Warlock class.
- (Key Item) Divine Ayternia: An Ayternia belonging to an Ethereal fused to your body.
Abilities
Ultimate Ability: Protodemiurgos
Rarity: Mythic | UP: 100 | ZP: 5 | ZL: 2 | Cost: 5 TPUse the power of your Ayternia to ascend into the form of a proto-deity. For 1 round, ignore the negative effects of Madness and set your Madness stacks to (IX).
Oblation of Soul
Level 1 | CC: Whiteblood | Rarity: Mythic | Cost: 0 TPOblation of Soul: You have offered your soul as a vessel for a divine Ayternia, in exchange for powerful abilities. Each round that passes where you don’t take any damage, you gain 1 stack of Madness. As your stacks of Madness increase, you will become more vulnerable to damage, but you will gain the ability to use progressively stronger abilities.
- Madness (I): Divine Madness begins to take hold. Each stack of Madness reduces your DEF and RES to all damage by 10%.
- Madness (III): The maniacal laughter of the divine rings in your ears. Each stack of Madness reduces your AC and PC by 10%.
- Madness (V): You begin to see visions of the divine. Each stack of Madness reduces your save rolls by 10%.
- Madness (VII): You feel the tremors of the divine crawl along your spine. Each stack of Madness decreases enemies’ CRR against you by 10.
- Madness (IX): Your mind and ego are gone– only the mad ravings of divine power remain. Effects that prevent one-hit-KO such as Morale or Auto-Revive no longer work for you. Any Doom resistance or immunity you have is negated. Your current HP may no longer exceed 50% of your maximum.
Ayternial Bond
Level 1 | REQ: Oblation of Soul | Rarity: Legendary | Cost: 4 TPWhenever you take damage from a creature that has a currently active enmity effect on them, you can instead transfer the damage you would have taken to the party member that the enmity effect is tied to.
Descension
Level 2 | REQ: Oblation of Soul | Rarity: Rare | Cost: 1 TPWhen you Meditate, you can choose to reduce your stacks of Madness by 1.
Visage of the Mad God
Level 3 | REQ: Oblation of Soul | Rarity: Legendary | Cost: 3 TPWhile you have stacks of Madness, you may spend a TA to laugh maniacally or perform some other action expressing your insanity upon first encountering an enemy. All enemies that witness your expression must make a CHA save against a DC equivalent to 10 + your CHA + 2 * Madness stacks. On fail, they gain stacks of Frightened (3) equivalent to your Madness stacks. Enemies can only be frightened by this effect once per combat encounter.
Class Feat Slot VI
Level 4 | CC: WhiteboneAyternial Supplication
Level 5 | REQ: Ayternial Bond | Rarity: Legendary | Cost: 2 TPWhenever you would’ve been afflicted by a negative status effect and there is a valid party member for Ayternial Bond, you can transfer the status effect to said party member instead.
Ninth Sense
Level 6 | REQ: Oblation of Soul | Rarity: Rare | Cost: 3 TPYour Dodge and Parry rolls can be reused upon success, and gain a bonus equivalent to 1d(Madness Stacks).
Insanity-Born Morale
Level 7 | REQ: Oblation of Soul | Rarity: Rare | Cost: 2 TPWhile you have stacks of Madness, you always have Morale (I). Upon reaching 1 HP, you may choose to halve your stacks of Madness.
Class Feat Slot VII
Level 8 | CC: WhiteboneCriminally Insane
Level 9 | REQ: Oblation of Soul | Rarity: Legendary | Cost: 4 TPFor every 3 stacks of a unique negative mental status effect on you, gain +1 additional stack of Madness. If Madness stacks exceed 9, gain -20 CRR for each stack that exceeds 9; however your HP is set to 1.
Frenzied Madness
Level 10 | REQ: Oblation of Soul | Rarity: Exotic | Cost: 4 TPFor every 3 stacks of Madness, gain 1 additional level of Extra Attack.
Return from Wonderland
Level 11 | REQ: Oblation of Soul | Rarity: Rare | Cost: 1 TPHeal yourself for 10HD whenever you lose a stack of Madness.
Class Feat Slot VIII
Level 12 | CC: WhiteboneAnabasis
Level 13 | REQ: Oblation of Soul | Rarity: Rare | Cost: 1 TPOnce per long rest, when you are KO’ed with stacks of Madness, you may choose to retain half of the original stacks of Madness when you are revived.
Bloodlust of the Mad God
Level 14 | REQ: Oblation of Soul | Rarity: Legendary | Cost: 3 TPWhenever you KO an enemy, you may laugh maniacally or otherwise perform an expression of your madness. All enemies that witness your expression must make a CHA save against a DC equivalent to 10 + your CHA + 2 * Madness stacks. On fail, they gain stacks of Overwhelmed 12d10 (3) equivalent to your Madness stacks.
Eyes of the Divine
Level 15 | REQ: Oblation of Soul | Rarity: Exotic | Cost: 5 TPFor each stack of Madness you have, reduce your CRR by 10.
Class Feat Slot IX
Level 16 | CC: WhiteboneWrath of the Mad God
Level 17 | REQ: Oblation of Soul | Rarity: Legendary | Cost: 3 TPWhenever you use an Ultimate Ability, you may laugh maniacally or otherwise perform an expression of your madness. All enemies that witness your expression must make a CHA save against a DC equivalent to 10 + your CHA + 2 * Madness stacks. On fail, they gain stacks of Panic (3) equivalent to your Madness stacks.
Heavenly Mental Asylum
Level 18 | REQ: Oblation of Soul | Rarity: Mythic | Cost: 3 TPIf you took no damage last round, roll 1d4 for each additional party member that didn’t take any damage last round. On a 4, gain 1 additional stack of Madness. If the party member is using a class that draws power from the divine, roll a 1d2 instead and gain 1 stack of Madness on a 2. Classes that count for this passive:
- T1: Cleric, Crusader, Paladin, Shaman
- T2: Arbiter, Arhat, Battle Priest, Bishop, Defender, Whiteblood, Whitebone, Witch Doctor
- T3: Bodhisattva, Champion, Divine Fist, Pope, Spirit Master, Templar, Theomancer, War Numen
- T4: Avatar, Immortal, Messiah, Monochrome Soul
Class Feat Slot X
Level 19 | CC: WhiteboneSacrifice for the Mad God
Level 20 | REQ: Wrath of the Mad God | Rarity: Mythic | Cost: 8 TPWhen an ally under the effects of Ayternial Bond is KO’ed, or when any ally is KO’ed in the process of defending you, you may activate the on-Ultimate effects of Wrath of the Mad God. For the next round, you gain the effects of Brave when attacking enemies with stacks of Panic, with a Brave stack count effect equivalent to the stacks of panic on the target.
Subclasses
Divine Ayternia: Ame-no-Nuboko, Blade of Izanagi
Blade of Izanagi: Invitation of Life
Level 1 | REQ: Oblation of Soul | Rarity: Exotic | Cost: 3 TP[Madness (I)]: As an attack, manifest Ame-no-Nuboko in your right hand, imbuing it with life-giving energies. Stab at all targets in a 30ft cone before you with your spear, dealing 10d10 Thrymmotic damage and targeting SC. If you are wielding a spear or another polearm-style weapon, you also deal damage equivalent to the base damage of your weapon, with the option to change part or all of its damage to Thrymmotic. On a critical hit, inflict stacks of Thrymmotic Degeneration equivalent to your stacks of Madness (or Brittle 10d10 (3) if immune).
Blade of Izanagi: Invitation of Death
Level 3 | REQ: Oblation of Soul | Rarity: Exotic | Cost: 3 TP[Madness (I)]: As an attack, manifest Ame-no-Nuboko in your left hand, imbuing it with death-bringing energies. Stab at all targets in a 30ft cone before you with your spear, dealing 10d10 Thanatonic damage and targeting SC. If you are wielding a spear or another polearm-style weapon, you also deal damage equivalent to the base damage of your weapon, with the option to change part or all of its damage to Thanatonic. On a critical hit, inflict stacks of Doom (2) equivalent to your stacks of Madness (or Brittle 10d10 (3) if immune).
Blaze of Izanagi: Authority of Life
Level 6 | REQ: Oblation of Soul | Rarity: Exotic | Cost: 4 TP[Madness (III)]: As an ability action, manifest Ame-no-Nuboko in your right hand. Plunging it through the ground and into the Etheric Plane, you stir the ether within a 200ft radius of you, reshaping it with life-giving energy. For 1 round, the first time each ally is buffed or healed in the AOE, you gain an immediate follow-up attack against an enemy of your choice within the AOE, causing a larger form of Ame-no-Nuboko to rise up and impale them from beneath for 8d10 Thrymmotic damage. On a critical hit, you inflict 1 stack of Thrymmotic Degeneration (or Brittle 10d10 (3) if immune).
Blade of Izanagi: Authority of Death
Level 10 | REQ: Oblation of Soul | Rarity: Exotic | Cost: 4 TP[Madness (III)]: As an ability action, manifest Ame-no-Nuboko in your left hand. Plunging it through the ground and into the etheric plane, you stire the ether within a 200ft radius of you, reshaping it with death-bringing energy. For 1 round, the first time each ally attacks or debuffs an enemy in the AOE, you gain an immediate follow-up attack against an enemy of your choice within the AOE, causing a larger form of Ame-no-Nuboko to rise up and impale them from beneath for 8d10 Thanatonic damage. On a critical hit, you inflict 1 stack of Doom (2) (or Brittle 10d10 (3) if immune).
Blade of Izanagi: Myriad Souls
Level 14 | REQ: Oblation of Soul | Rarity: Mythic | Cost: 5 TP[Madness (V)]: As an ability action, manifest Ame-no-Nuboko in both hands, before striking downwards in a swift motion at a target. The target takes 20d10 Thrymmotic/Thanatonic damage, and is inflicted with Thrymmotic Degeneration and Doom (2) equivalent to your Madness stacks (Brittle 10d10 (3) if immune), as well as Siphon (IX) (3). On a critical hit, there is a 1d4 chance of dismemberment.
Blade of Izanagi: Myriad Worlds
Level 17 | REQ: Oblation of Soul | Rarity: Mythic | Cost: 7 TP[Madness (VII), UP 30]: As an ability action, manifest Ame-no-Nuboko in both hands, before holding it horizontal to you in a ritualistic fashion. The true form of Ame-no-Nuboko manifests above you as a colossal ten-mile-long spear from the heavens. A single drop of brine drips from its tip, landing down on a spot of your choice within line of sight. As the drop falls, it manifests into the form of an island with a radius of your choice up to 300 feet. The island deals 30d10 Bludgeoning and applies Bound (VII) 20d10 (1) to anything it crushes. Alternatively, you can cause the island to explode on impact instead, forgoing the Bound status in exchange for dealing 30d10 Kinetic damage. You may only perform this ability once every round.
Blade of Izanagi: Myriad Truths
Level 20 | REQ: Oblation of Soul | Rarity: Mythic | Cost: 8 TP[Madness (IX), UP 60]: As an ability action, manifest Ame-no-Nuboko in both hands, before twirling it around once before you in a ritualistic fashion. The true form of Ame-no-Nuboko manifests above you as a colossal ten-mile-long spear from the heavens. The spear crashes down on a spot of your choice within line of sight, dealing 40d10 Spatial damage three times to all enemies within a 100ft radius of the impact point. You may only perform this ability once every round.