Sepulchrave II
Legend
This is one of several possibilities currently under consideration IMC. As always, all feedback is much appreciated.
I haven’t added a table, because I can’t format the damn things. Far Realm Naturalization, Insane Charisma and Dreadful Summons become available at first level.
THE METAGNOSTIC
"I cannot understand this," Eadric said.
"I know," Mostin smiled sympathetically. "For what it’s worth, I think that compacting with devils is unwise, but for different reasons than you. Shomei regards them as tools – I would argue that there are more efficient and less hazardous ones."
"Tools for what? Power? Dominion?"
"Only in the hands of the weak," Mostin replied. "That’s not to say that I haven’t had my share of power fantasies, because I have. But they are aberrant. Incomplete. It is an extension of the same ethos which informs the Great Injunction: the quest for power is ultimately futile, and is a misapplication of personal resources and energy."
"Knowledge, then?" The Paladin asked.
"Partly. But beyond gnosis, there are states so profound that there are no words to describe them. Why do gods, devils, demons – or whatever – meddle in human affairs?"
"I’m sure you’re going to tell me," Eadric said drily.
"They are afraid of us. They seek to limit and control us, Eadric. We threaten them, because we possess something which they do not: infinite potential."
"To become like them?"
Mostin shook his head. "To utterly transcend them."
"And magic is your vehicle in this process?"
"Magic. Yes."
"And what is this ‘final state’ which you aspire towards, Mostin? What is ‘Metagnosis?’" Eadric was intrigued. He had never heard Mostin speak as openly and as coherently about his own philosophy before.
"You misunderstand," Mostin replied. "There is no ‘final state.’ There is only becoming. Infinite becoming."
"That is a somehow disquieting prospect," Eadric said.
"Yes," Mostin concurred. "It should be."
The metagnostic, also called the pseudonatural transcendentalist, the Uzzhin adept or the alienist of the second order is one who devotes his life to pursuing the goals of enlightenment and mastery with regards to the Far Realm – the insane region beyond time and space which, the metagnostic believes, is the key to understanding conventional phenomenal reality.
By harnessing the energies of the Far Realm – both through summoning and dealing with its inhabitants, and by venturing into those bizarre planes and states of consciousness – the metagnostic comes to realize his own destiny to step beyond the normal bounds which govern mortals and deities alike. To the metagnostic, the Far Realm embodies infinite possibility, and ultimate potential.
A wizard, cleric or sorcerer who has already adopted the alienist prestige class (see Tome and Blood, p. 45) makes the most obvious candidtate for the metagnostic epic prestige class, because of the Insane Certainty class feature which is a requirement.
Hit Die: d4.
Requirements
To qualify to become a Metagnostic, a character must fulfill all the following criteria:
Skills: Knowledge (the planes) 24 ranks, Knowledge (arcana) 24 ranks.
Feats: Alertness, Spell Focus (Conjuration) or Spell Focus (Divination).
Epic Feat: Epic Spellcasting.
Spells: Ability to cast gate, monster summoning IX and foresight.
Special: The character must have personally visited the Far Realm and must possess the Insane Certainty class feature. The character must also have personally developed an Epic Spell which draws upon Far Realm energies or entities in order to achieve its desired effect.
Class Skills
The metagnostic’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Speak Language, Spellcraft (Int) and Spot (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int Modifier.
Class Features
The following are class features of the metagnostic prestige class.
Weapon and Armour Proficiency: A metagnostic gains no proficiency with any weapons, armour, or shields.
Spells per Day / Spells Known: At each metagnostic level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats etc.). If the character had more than one spellcasting class before becoming a metagnostic, the player must decide to which class to add the new level for the purpose of determining spells per day.
Far Realm Naturalization (Ex): The metagnostic has a natural affinity with the Far Realm which renders him resistant to any spells and spell-like effects that would normally affect any creature not native to that plane (such as banishment). Furthermore, due to the time that the metagnostic has spent contemplating the nature of the Far Realm, he is no longer subject to its tendency to render visitors insane, nor do his spells suffer the usual chance of Wild Magic effects. See the Manual of the Planes (p. 212) for more details.
Insane Charisma (Ex): The metagnostic adds his class level to all Charisma Checks, and to all Bluff, Diplomacy, Gather Information and Innuendo Skill Checks he makes when dealing with natives of the Far Realm.
Dreadful Summons (Ex): Due to his prolonged contact with and exposure to Far Realm entities, whenever the metagnostic casts a summon monster spell he may choose to summon an epic pseudonatural creature (see the pseudonatural template in the Epic Level Handbook) in place of the normal creature. Such a summoning requires the use of a spell slot eight levels higher than the spell’s actual level: e.g. if summon monster I is prepared as a ninth-level spell, the metagnostic may summon an epic pseudonatural version of any creature on the summon monster I list.
Pierce the Veil of False Reality (Su): Starting at second level, the metagnostic gains the ability to perceive the pseudonatural currents which suffuse conventional reality. He must attune himself (a full-round action) in order to achieve this, but after so doing benefits from the effects of foresight (as the ninth level sorcerer/wizard spell) for ten minutes per class level. The metagnostic can use this ability once per day at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th etc.).
Shatter the Walls Between the Worlds (Sp): Starting at third level, once per day, the metagnostic may rip a hole in the fabric of normal reality and open a two-way gate to the Far Realm which lasts for one hour. Every five levels thereafter (8th, 13th, 18th etc.) the duration of the gate increases by one hour.
Moment of Deranged Lucidity (Ex): Starting at fourth level, the metagnostic gains the ability to suddenly apprehend larger cosmic and metacosmic patterns which pertain to his current situation. As a free action, the metagnostic may invoke a moment of deranged lucidity, gaining a +15 insight modifier to his next Skill Check or attack roll. The metagnostic can use this ability once per day at 4th level, plus one additional time per day every five levels thereafter (9th, 14th, 19th etc.).
Bonus Feat (Ex): The metagnostic gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th etc.). These bonus feats must be selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armour, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Forge Epic Ring,, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
I haven’t added a table, because I can’t format the damn things. Far Realm Naturalization, Insane Charisma and Dreadful Summons become available at first level.
THE METAGNOSTIC
"I cannot understand this," Eadric said.
"I know," Mostin smiled sympathetically. "For what it’s worth, I think that compacting with devils is unwise, but for different reasons than you. Shomei regards them as tools – I would argue that there are more efficient and less hazardous ones."
"Tools for what? Power? Dominion?"
"Only in the hands of the weak," Mostin replied. "That’s not to say that I haven’t had my share of power fantasies, because I have. But they are aberrant. Incomplete. It is an extension of the same ethos which informs the Great Injunction: the quest for power is ultimately futile, and is a misapplication of personal resources and energy."
"Knowledge, then?" The Paladin asked.
"Partly. But beyond gnosis, there are states so profound that there are no words to describe them. Why do gods, devils, demons – or whatever – meddle in human affairs?"
"I’m sure you’re going to tell me," Eadric said drily.
"They are afraid of us. They seek to limit and control us, Eadric. We threaten them, because we possess something which they do not: infinite potential."
"To become like them?"
Mostin shook his head. "To utterly transcend them."
"And magic is your vehicle in this process?"
"Magic. Yes."
"And what is this ‘final state’ which you aspire towards, Mostin? What is ‘Metagnosis?’" Eadric was intrigued. He had never heard Mostin speak as openly and as coherently about his own philosophy before.
"You misunderstand," Mostin replied. "There is no ‘final state.’ There is only becoming. Infinite becoming."
"That is a somehow disquieting prospect," Eadric said.
"Yes," Mostin concurred. "It should be."
The metagnostic, also called the pseudonatural transcendentalist, the Uzzhin adept or the alienist of the second order is one who devotes his life to pursuing the goals of enlightenment and mastery with regards to the Far Realm – the insane region beyond time and space which, the metagnostic believes, is the key to understanding conventional phenomenal reality.
By harnessing the energies of the Far Realm – both through summoning and dealing with its inhabitants, and by venturing into those bizarre planes and states of consciousness – the metagnostic comes to realize his own destiny to step beyond the normal bounds which govern mortals and deities alike. To the metagnostic, the Far Realm embodies infinite possibility, and ultimate potential.
A wizard, cleric or sorcerer who has already adopted the alienist prestige class (see Tome and Blood, p. 45) makes the most obvious candidtate for the metagnostic epic prestige class, because of the Insane Certainty class feature which is a requirement.
Hit Die: d4.
Requirements
To qualify to become a Metagnostic, a character must fulfill all the following criteria:
Skills: Knowledge (the planes) 24 ranks, Knowledge (arcana) 24 ranks.
Feats: Alertness, Spell Focus (Conjuration) or Spell Focus (Divination).
Epic Feat: Epic Spellcasting.
Spells: Ability to cast gate, monster summoning IX and foresight.
Special: The character must have personally visited the Far Realm and must possess the Insane Certainty class feature. The character must also have personally developed an Epic Spell which draws upon Far Realm energies or entities in order to achieve its desired effect.
Class Skills
The metagnostic’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Speak Language, Spellcraft (Int) and Spot (Wis). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int Modifier.
Class Features
The following are class features of the metagnostic prestige class.
Weapon and Armour Proficiency: A metagnostic gains no proficiency with any weapons, armour, or shields.
Spells per Day / Spells Known: At each metagnostic level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats etc.). If the character had more than one spellcasting class before becoming a metagnostic, the player must decide to which class to add the new level for the purpose of determining spells per day.
Far Realm Naturalization (Ex): The metagnostic has a natural affinity with the Far Realm which renders him resistant to any spells and spell-like effects that would normally affect any creature not native to that plane (such as banishment). Furthermore, due to the time that the metagnostic has spent contemplating the nature of the Far Realm, he is no longer subject to its tendency to render visitors insane, nor do his spells suffer the usual chance of Wild Magic effects. See the Manual of the Planes (p. 212) for more details.
Insane Charisma (Ex): The metagnostic adds his class level to all Charisma Checks, and to all Bluff, Diplomacy, Gather Information and Innuendo Skill Checks he makes when dealing with natives of the Far Realm.
Dreadful Summons (Ex): Due to his prolonged contact with and exposure to Far Realm entities, whenever the metagnostic casts a summon monster spell he may choose to summon an epic pseudonatural creature (see the pseudonatural template in the Epic Level Handbook) in place of the normal creature. Such a summoning requires the use of a spell slot eight levels higher than the spell’s actual level: e.g. if summon monster I is prepared as a ninth-level spell, the metagnostic may summon an epic pseudonatural version of any creature on the summon monster I list.
Pierce the Veil of False Reality (Su): Starting at second level, the metagnostic gains the ability to perceive the pseudonatural currents which suffuse conventional reality. He must attune himself (a full-round action) in order to achieve this, but after so doing benefits from the effects of foresight (as the ninth level sorcerer/wizard spell) for ten minutes per class level. The metagnostic can use this ability once per day at 2nd level, plus one additional time per day every five levels thereafter (7th, 12th, 17th etc.).
Shatter the Walls Between the Worlds (Sp): Starting at third level, once per day, the metagnostic may rip a hole in the fabric of normal reality and open a two-way gate to the Far Realm which lasts for one hour. Every five levels thereafter (8th, 13th, 18th etc.) the duration of the gate increases by one hour.
Moment of Deranged Lucidity (Ex): Starting at fourth level, the metagnostic gains the ability to suddenly apprehend larger cosmic and metacosmic patterns which pertain to his current situation. As a free action, the metagnostic may invoke a moment of deranged lucidity, gaining a +15 insight modifier to his next Skill Check or attack roll. The metagnostic can use this ability once per day at 4th level, plus one additional time per day every five levels thereafter (9th, 14th, 19th etc.).
Bonus Feat (Ex): The metagnostic gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter (10th, 15th, 20th etc.). These bonus feats must be selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armour, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Familiar Spell, Forge Epic Ring,, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.