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Cosmic Prophet (Mystic Archetype)

For every civilization, there is an ending. Every cosmic empire and planetary collective meets its end eventually, and to deny this fact leads into an assurance of ruin. Cosmic prophets are mystics who face these inevitable endings directly, working to guide their kin towards a specific method of termination. Such termination may take the form of an imminent oblivion or a far-off promise of ascension.

Proficiencies: Cosmic prophets are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Casting: The cosmic prophet may combine spheres and talents to create magical effects. The cosmic prophet is considered a Mid-CasterUSoP. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.

Spell Pool: The cosmic prophet gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: A cosmic prophet gains a combat or magic talent every time they gains a class level. Cosmic prophets use their casting ability modifier as their practitioner modifier.

Visions of Futurity (Su)

A Cosmic Prophet harnesses the fibers of eternity to alter fate’s tapestry on a more intimate scale. The Cosmic Prophet gains the DivinationUSoP and FateU spheres as bonus talents and uses their full cosmic prophet level as their caster level for these spheres.

This ability replaces healing touch, mindlink, and telepathic bond.

Cosmic Destinies (Su)

At 1st level, the cosmic prophet selects which destiny they will seek guidance towards. Each destiny grants abilities at 1st, 3rd, 6th, 9th, 12th, 15th, 18th, and 19th levels.

A cosmic prophet’s chosen destiny also determines the two skills granted by channel skill.

If a skill associated with the cosmic prophet’s destiny is not already a class skill for the cosmic prophet, it becomes a class skill for them. This ability replaces connections, connection spells, and transcendance. If a cosmic destiny ability allows for a saving throw, the DC is 10 + ½ the cosmic prophet’s class level + the cosmic prophet’s casting ability score modifier.

Devastation Destiny

The risk of self-destruction weighs heavily upon every civilization, and your role is to better understand, prevent, or perhaps facilitate such ruin.

Associated Skills: Disguise and Sense Motive

Share Pain (Su)

Whenever a foe deals damage to you, you can spend 1 Resolve Point as an immediate action to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your cosmic prophet level (to a maximum of the attack’s damage), and the foe takes an equal amount of damage to the amount you negated. This is a mind-affecting pain effect.

Whispers of the World (Su)

At 3rd level, your connection to ruin allows you to tap into the fears of those around you. You gain blindsense (emotion) out to 30 feet, which improves by 10 feet for every 2 cosmic prophet levels you possess, to a maximum of 120 feet at 19th level. A creature can keep its emotions calm to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your Sense Motive modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. Creatures under the effects of nondetection or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way.

Agonizing Devastation (Su)

At 6th level, you may spend a Resolve Point as part of making an attack or casting a spell. The first instance of damage dealt by the attack or effect to a single creature increases by 2d6 damage, although you also take 1d6 points of damage that cannot be reduced. At 9th level and every 3 levels thereafter, the damage dealt to the target increases by 1d6, to a maximum of 6d6 at 18th level. The damage you dealt to yourself increases by 1d6 at 12th level and every 6 levels thereafter, to a maximum of 3d6 at 18th level.

Overwhelming Woe (Su)

At 9th level, whenever you hit a creature with an attack or whenever it fails a saving throw against one of your sphere abilities, you may spend a Resolve Point as an immediate action to cause it to become flat-footed, become off-target, or to take a -2 penalty on saving throws.

Each of these effects lasts one round.

Mindsight (Su)

At 12th level, the fears and anxieties of others form a map of your world.

The blindsense granted by whispers of the world improves to blindsight (emotion), and you gain sense through (emotion) out to the range of your blindsight.

Unknowable Doom (Ex)

At 15th level, your machinations are continually clouded. You are invisible to technological surveillance systems and most forms of divination magic, per the unplottableUSoP advanced protection talent and the nondetectionSF spell.

Destiny Deferred (Su)

At 18th level, whenever another creature rolls a die, you may spend a Resolve Point as an immediate action to force the creature to roll twice and take the lower result.

Sustained by Ruin (Ex)

At 19th level, whenever you affect a creature with a fear effect or it flees from combat with you, you regain one Resolve Point. You cannot gain more Resolve Points per day with this ability than your spellcasting ability score modifier.

Equilibrium Destiny

You seek to avert destruction by pursuing stability, recreating your people and yourself to allow their survival into perpetuity Associated Skills: Engineering and Physical Science (or Knowledge (engineering) and Knowledge (nature) if using Pathfinder skills).

Channel Energy (Su)

You may summon waves of negative or positive energy that affect nearby creatures. This is identical to the cleric class feature and allows you to qualify for all channeling feats.

You may use this ability by spending a resolve point and is limited only by how many resolve points you possess. Abilities that would require you to spend multiple uses of channel energy instead cause you to spend the corresponding number of Resolve Points. You must choose at 1st level whether to channel positive or negative energy, after which this decision may not be changed. Your choice to channel positive or negative energy is not connected to your alignment.

Group Sustainability (Su)

Starting at 3rd level, at the start of each turn, you can choose an ally within close range who has taken Hit Point damage and transfer their wounds to yourself, dealing an amount of damage up to your cosmic prophet level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from this source.

Inured against Weakness (Ex)

At 6th level, you become immune to fatigue, exhaustion, and nonlethal damage.

Pooled Endurance (Su)

At 9th level, you may spend a Resolve Point to transfer hit points as per Group Sustainability as an immediate action. When transferring Hit Points with either ability, you may transfer hit points to yourself from willing allies within close range.

Immaculate Form (Ex)

At 12th level, you no longer need to eat or breathe and are immune to disease, poison, and adverse effects from the vacuum of space. In addition, you gain fast healing equal to half your cosmic prophet level.

Bastion of Restoration (Su)

At 15th level, you may channel both positive and negative energy, choosing which type whenever you use the ability. Objects and Creatures such as constructs which are not normally repaired by channeled energy are healed by your channeled energy whenever you use it to heal. In addition, any healing you give which exceeds the maximum hit points of the target is granted as temporary hit points which last for 1 minute per cosmic prophet level. These temporary hit points cannot exceed twice your cosmic prophet level.

Unending (Ex)

At 18th level, you are immune to death effects and negative levels. If you would normally die from damage or be reduced to 0 or fewer hit points, as long as you have at least 1 Resolve Point remaining, you can immediately spend all of your remaining Resolve Points to instead stay alive. If your Hit Points would have been reduced to 0, you now have 1 Hit Point instead. Once you use this ability, you can’t regain Resolve Points again until you rest for 8 hours, even if you have another means to do so.

Sustained by Reconstruction (Su)

At 19th level, you gain 1 Resolve Point for every 50 hit points you heal from creatures in a day. You cannot gain more Resolve Points per day with this ability than your spellcasting ability score modifier.

Harmonization Destiny

Your ambition is to enlighten those around you to a greater cosmic truth, allowing them to truly become one with the will of the universe.

Associated Skills: Diplomacy and Mysticism (or Diplomacy and Spellcraft if using Pathfinder skills).

Lore of the Infinite (Su)

As a standard action starting at 1st level, you may spend a Resolve Point to grant yourself the benefit of any one magic talent or combat talent you do not possess. This effect lasts for 1 minute per mystic level. You must possess that talent’s base sphere (if you are not selecting a base sphere) and meet any prerequisites (if an advanced talent).

Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use.

Cosmic Insight (Su)

At 3rd level, you can spend 1 Resolve Point as part of making a skill check to attempt the skill check as if you had ranks in that skill equal to your cosmic prophet level.

One Mind (Su)

At 6th level, you gain telepathy out to medium range and may communicate both ways through it.

Glimpse of Eternity (Su)

At 9th level, you may spend 2 Resolve Points to gain the benefits of two talents as a move action or one talent as a swift action when using Lore of the Infinite. You may use one of these magic talents to meet a prerequisite of the second talent; doing so means that you cannot replace a talent currently fulfilling another’s prerequisite without also replacing those talents that require it.

Renewal of Mind (Su)

At 12th level, whenever you rest to regain spell points, you may change any and all magic and combat talents gained from cosmic prophet levels, choosing new spheres and new talents. Talents gained as part of levels taken in other classes, as part of the 2 bonus talents all 16 casters gain they first gain the casting class feature, talents gained as part of a tradition, or talents gained from feats are not eligible to be changed in this fashion.

Secrets Unveiled (Su)

At 15th level, you gain a special variety of blindsight out to 30 feet. This blindsight cannot be suppressed by any means or functions in any environment.

Open the Gates (Su)

At 18th level, you may gain the benefit of one talent as an immediate action or up to three talents as a swift action. Each individual talent selected requires the expenditure of a resolve point.

Sustained by Enlightenment (Su)

At 19th level, your insight brings hopes of enlightenment ever closer. Whenever you succeed at a Wisdom– or Charisma-based skill check, you regain one point of resolve. You cannot gain more Resolve Points per day with this ability than your spellcasting ability score modifier.

Idealization Destiny

You forge a path towards legendary triumph, the feats of your kind being immortalized in stories across existence.

Associated Skills: Culture and Profession (or Knowledge (history) and Perform if using Pathfinder skills)

Legendary Inspiration (Ex)

At 1st level, whenever you make an attack roll, ability check, MSB check, skill check, or saving throw, you may spend a Resolve Point as part of the action to add 1d6 to the roll result as an insight bonus. This die increases to 1d8 at 6th level, 1d10 at 12th level, and 1d12 at 18th level.

Heroic Stand (Su)

At 3rd level, whenever you would be reduced to 0 hit points, you do not gain the dying condition for 1 round or until you take damage from another source, whichever comes first.

Second Chance (Su)

Starting at 6th level, you may spend a Resolve Point as an immediate action to reroll any die roll which could be improved by legendary inspiration. You must take the second result even if it is lower.

Triumph Through Adversity (Su)

At 9th level, you exude an aura out to 30 feet that allows others to share in your success. Whenever a roll altered by your legendary inspiration or second chance abilities is successful, allies within your aura gain a +2 insight bonus on all rolls of that type for a number of rounds equal to your casting ability score modifier.

Coordinated Inspiration (Su)

Starting at 12th level, you may use your Second Chance and Legendary Inspiration abilities on any of your allies within 30 feet of you. Doing so increases the Resolve Point cost of either ability by 1.

Excellence Manifested (Su)

Starting at 15th level, you may spend two Resolve Points as part of making a die roll which could be modified by legendary inspiration. If you do, you may choose the result of that roll.

Legendary Field (Su)

At 18th level, you can spend 2 Resolve Points to create a swirling cloud of shades within a 60-foot-radius spread centered on you. The cloud lasts up to 1 round per cosmic prophet level you have. If you create this cloud on the Material Plane, you and creatures in the spell’s area slip into an identical battlefield on the Shadow Plane. You and other creatures in the effect can’t leave the area while it lasts. Each round, the shadows deal 5d6 damage to creatures hostile to you in the area. A target can attempt a Fortitude save to halve this damage. In addition, each time a creature takes damage, it can attempt a Will saving throw to disbelieve the shadowy illusion and take only half damage from it for the remainder of the effect’s duration. A creature that succeeds at both saves takes only one-quarter the effects damage that round. You can dismiss the effect as a move action. When the effect ends, any creatures it transported to the Shadow Plane return to the Material Plane.

Sustained by Legend (Su)

At 19th level, your displays of incredible ability drive you towards legend. Whenever you succeed on a skill check, saving throw, MSB check, or attack roll by 5 or more, you regain one Resolve Point. You cannot gain more Resolve Points per day with this ability than your spellcasting ability score modifier.

Oblivion Destiny

You have committed yourself to the erasure of what is, condemning your targets not only to devastation but to absolute nothingness

Associated Skills: Perception and Stealth

Negation (Su)

At 1st level, whenever you are targeted by an attack or a magic effect, you may attempt to negate it as an immediate action by spending a Resolve Point. In the case of any attack, you make an attack roll using one weapon you are wielding, causing the attack to not affect you if your attack roll exceeds that of your attacker.

In the case of a magic effect, make an MSB check against the MSD of the effect. On a success, the magic effect is negated.

All-Consuming Force (Su)

At 3rd level, you may spend a Resolve Point as part of making an attack or using a magic effect. If the attack hits or the target fails their saving throw against the effect, all damage reduction and energy resistance the target possesses is ignored.

The Abyss Gazes Also (Su)

Starting at 6th level, whenever a foe succeeds at a save against one of your magic effects or you miss them with an attack, you may spend a Resolve Point as an immediate action to have all such foes that avoided the effect in this way take 1 point of damage for each cosmic prophet level you have.

Total Negation (Su)

At 9th level, whenever you use your negation ability, you may spend an additional Resolve Point. If you do, the effects of the attack or magic effect are negated on all targets of the effect rather than just you.

Fade into Nothingness (Su)

At 12th level, you can use Stealth to hide, even while being directly observed and with no place to hide. If you are hidden or invisible, other creatures cannot use blindsense, blindsight, or sense through to locate you. In addition, if you’re benefiting from this feature and make noise that could reveal you, including speaking, creatures become aware of your presence in the dim or dark area you’re in but not your specific location.

Crippling Stillness (Su)

At 15th level, whenever you affect a creature with a spell effect or attack, you may force that creature to make a fortitude save.

On a failed saving throw, the creature becomes staggered for a number of rounds equal to your casting ability score modifier.

Embrace of Emptiness (Su)

At 18th level, your every action saps the energies of your foes.

Whenever a creature fails a saving throw against one of your abilities or takes damage from one of your attacks, they lose a single spell point, a single Resolve Point, a number of power points equal to their level, a use of a single limited-use spell-like or psi-like ability, or a single spell slot or prepared spell of the highest level that they could cast. If you reduce a creature to 0 hit points, the creature has all of these resources drained to emptiness and is considered dead. Creatures you kill cannot be raised or resurrected by any means, their bodies and souls being completely destroyed.

Sustained by Oblivion (Su)

At 19th level, the reduction of things to nothingness amplifies your strength. You regain a Resolve Point whenever you reduce a significant threat to 0 hit points.

Purity Destiny

Your actions bring about the universality of a certain vice or virtue, unifying many under a shared morality.

Associated Skills: Diplomacy and Mysticism (or Diplomacy and Knowledge (planes) if using Pathfinder skills)

Smite (Su)

As a swift action, you may spend a Resolve Point and choose one target within sight to smite. If this target’s alignment is opposed to yours (for example, if is evil while you are good or lawful while you are chaotic), you add your cosmic prophet level to all damage rolls made against the target of your smite. Regardless of the target, smite attacks automatically bypass any DR or resistance the creature might possess. When you are attacking the target of your smite, your base attack bonus is considered to be equal to your character level. The smite effect remains until the target of the smite is dead or the next time you rest and regain Resolve Points. If you spend 2 Resolve Points, you may add smite damage to a creature regardless of its alignment.

Alignment Sense (Su)

At 3rd level, you gain the alignment sense universal monster ability, allowing you to detect the alignment of other creatures.

Sacrosanct Form (Su)

At 6th level, you gain damage reduction equal to your cosmic prophet level. This damage is bypassed by attacks of an opposite alignment to you (for example, if you are lawful good, it would be bypassed by chaotic and evil attacks). Any creature that is the target of your smite cannot bypass this damage reduction.

Force of Absolution (Su)

At 9th level, your attacks and sphere effects are treated to be of your alignment for the purpose of overcoming damage reduction (for example, if you are lawful good, your attacks bypass DR/lawful and DR/good).

In addition, you ignore the energy resistance and immunity of outsiders and dragons whose alignment opposes yours on either axis.

Purifying Mission (Su)

At 12th level, you may spend an additional Resolve Point when using smite to grant its benefits to all allies within 30 feet of you. Allies affected in this way are treated as being your alignment for the purpose of determining how your smite is resolved.

Planar Aura (Su)

At 15th level, you exude a powerful aura which weakens those who oppose your moral imperatives. All creatures which do not share your alignment take a -1 penalty on all d20 rolls while within 30 feet of you. If the creature’s alignment is at least two steps away from your own, this penalty increases to -2. You may exempt a number of creatures from this effect up to your spellcasting ability modifier.

Planar Being (Ex)

At 18th level, your form becomes intertwined with your moral imperatives.

Your type changes to Outsider with subtypes corresponding to your alignment, although this change does not alter your ability scores, Hit Points, Stamina Points, saving throws, skill points, class skills, or proficiencies. You gain immunity to one energy type of your choice, resistance to two other energy types of your choice equal to your cosmic prophet level, and immunity to one of the following types of effects: death effects, disease, mind-affecting effects, or poison.

Sustained by Soul (Su)

At 19th level, the advancement of your moral imperatives fuels your power. You regain one Resolve Point whenever you or one of your allies slays an outsider of an alignment opposed to you or whenever a creature in your presence changes alignments to become closer to yours. You cannot gain more Resolve Points per day with this ability than your spellcasting ability score modifier.

Transcendence Destiny

You pursue new avenues of magic, technology, and philosophy in your mission to beat the endless cycle of destruction and transform into something that climbs above ruin.

Associated Skills: Life Science and Mysticism (or Knowledge (dungeoneering) and Spellcraft if using Pathfinder skills)

Tread Amongst Stars (Ex)

Starting at 1st level, you are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space and do not need to eat or breathe.

Reactive Resistance (Su)

Starting at 3rd level, whenever you take damage from an effect, you may spend a Resolve Point as an immediate action to gain DR/- or energy resistance against that type of damage for a number of rounds equal to your cosmic prophet level. This DR or energy resistance is equal to your cosmic prophet level. You may only have one 19 instance of reactive resistance active at a time, plus a second at 9th level and a third at 15th level.

Out of Phase (Su)

At 6th level, your discoveries have enabled you to slip beyond the limitations of what others consider real. Your natural reach increases by 5 feet, and you may spend a Resolve Point to gain partial concealment for a number of rounds equal to your cosmic prophet level. At 12th level, the reach increase improves to 10 feet and the partial concealment improves to total concealment.

Both forms of concealment can be ignored by true seeing or similar effects.

Reclamation (Su)

At 9th level, you may spend a Resolve Point as an immediate action whenever a creature takes damage from one of your attacks or sphere effects. You are healed a number of hit points equal to half the damage dealt to the creature by the effect. You may allocate some or all of this healing to your allies within 30 feet rather than gaining the benefit yourself.

Unbound (Su)

Your physical form further liberates itself from reality. At 12th level, you gain a fly speed of 60 feet. In addition, you get the fortification ability (as a force field) with 5% chance per cosmic prophet level to treat a critical hit as a normal hit.

Instant Adaptation (Su)

Starting at 15th level, by spending a Resolve Point as a full action, you can send changes to your body rippling through one of your systems, spontaneously molding a biotech augmentation onto it. Choose one augmentation or personal modification with an item level less than or equal to your cosmic prophet level. You gain the benefits of that augmentation for a number of minutes equal to your cosmic prophet level. You cannot choose an augmentation that would occupy one of your systems that already contains an augmentation.

Renewal of Form (Su)

Starting at 18th level, if you have at least 1 Resolve Point remaining, you can spend all your remaining Resolve Points as a full action to surround yourself with a cocoon. While enclosed in the cocoon, you are considered helpless.

Eight hours later, you emerge having changed your type to aberration, humanoid (of any subtype), or your original type, gaining superficial physical characteristics as appropriate. This change does not alter your ability scores, Hit Points, Stamina Points, saving throws, skill points, class skills, or proficiencies.

Each time you make this transformation, you are cleansed of all poisons and diseases, are restored to full Hit Points and Stamina Points, and heal all ability damage and drain. You can use this ability once per day. Once you use this ability, you can’t regain Resolve Points until you rest for 8 hours, even if you have another means to do so.

Sustained by Discovery (Ex)

New information fuels your mission to ascend. Starting at 19th level, whenever you succeed at a skill check to recall knowledge, you regain one Resolve Point. You cannot gain more Resolve Points per day with this ability than your spellcasting ability score modifier.

Section 15: Copyright Notice

Arcforge Campaign Setting: Spheres Left Behind © 2020, Legendary Games; Author: Matt Daley