The end is coming, whether it wants to or not!
The Doomspeaker is more than just doom and gloom, they’re a harsh force of reality, a primal, unforgivable truth. A strange job revolving around dying (or edging as close as possible), the Mayan Doomspeaker can bring about calamity with a mere whisper, and can deploy the darkest of their magic through HP instead of EP, or improve them with both.
Hit Dice: d4 (no Con bonus)
Starting Skills: (6 + Int Modifier) x4
Skills: 6 + Int Modifier
Starting Golds: 1d20
Class Skills: Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha) Knowledge: Religion (Int), Listen (Wis), Perform (Cha), Spot (Wis), Use Magic Device (Cha)
Class basic abilities: Light Armor Proficiency, Simple Weapons proficiency.
NOTE: Mayan Doomspeakers can replace the Dynamic Sorcery level-gated abilities with the spell progression of Clerics from Dungeons and Dragons 5e.
NOTE: Mayan Doomspeakers can only be acquired as a jorb from the Space Colony Neo-Mexico setting starter, and must be acquired from level 0 during character creation.
Athame - a special religious knife composed of the user’s zealot soul. Cannot be used as a normal weapon. Can sunder/kill 100% of anything Sacrificed upon The Altar.
The Altar - a special, mobile site of worship that is connected to the user’s soul. Can take on the form of energy (costing 10 EP) or any splattering of the user’s blood. Any and all items sacrificed upon the altar will immediately translate into benefits and bonuses to the user depending on which god they follow.
Doom - user stabs self with their Athame. User gains DOOM blonus and will die in 1d4 rounds. User may now target up to ECL targets upon gaining DOOM. Any and all targets marked as thus will also die, regardless of their status. Cannot affect any target with a higher Elan than the user.
Living Dead - user no longer suffers permadeath at -10 hp but, rather, at 0 hp. This also affects any target with the DOOM blonus.
Cast In Blood - user can cast magic spells through HP instead of EP. All effects are doubled (before crit) if done so.
Beware and Ward - while taking damage, user can (as a counter) increase the AC of their party members by half the damage taken. This AC bonus lasts for (user’s WIS mod) rounds.
Living Blood - when taking damage to EP, user gains the same amount of HP. When taking damage to HP, user gains the same amount of EP.
Vultures Peck At Your Eyes - Activates when user is at 50% HP total. While taking damage, all targets within 10 feet of the user take the same amount of damage.
Spit On Your Grave - when enemy targets within eyesight take damage from any source, user gains +1 to their Spellcraft. This bonus continues to increase until the user casts a spell or end of combat.
Attention To Detail - Activates at 25% HP total and 50% EP total. When any other source casts magic spells, user may attempt to synchronize with them as a counter. If synchronization is successful, user can make a “blood copy” of the spell for their own use. These blood copies can only be cast using HP.
Bad Moon On The Rise - when casting spells using EP, user takes the same amount of damage in HP. Spells cast this way have triple the effects.
Inflexible Belief - user can never be shifted in alignment or faith. This ignores Elan.
Human Sacrifice - user can now sacrifice living things upon their Altar,gaining the HP/EP as a temporary battery to their own totals. Can be done during combat, but target must be incapacitated or otherwise unable to resist. This can only be done once per day.
Bastards - user can give up a combat round in order to aggressively and violently proselytize to their enemies in a fit of zealous rage. Affects all targets within 30 feet of the Doomspeaker, actively moving them five feet in any feasible direction the Doomspeaker declares, and forces all targets to perform a Will Save (1d20+Will Save vs Doomspeakers 1d20+half of their Faith Points).
Trash Blood - whenever user takes melee damage, their wounds are bloodier than usual. User takes double damage from melee sources. Upon attacking user, the target must make a Sunder check on their nonmagical armor and weapons. Each successful attack increases the Sunder attempt by +10.
Unarmored skin takes an immediate 2d20 damage.
Murderous Thoughts - user is considered Mindless in terms of charm, brainwashing, or other psionic effects.
Suicidal Tendencies - whenever user takes damage willfully, their party members gain the same amount in HP. This is a supernatural ability, and requires the party to view them as an actual party member.
Aggravated Assault - when grappling or being grappled, the Doomspeaker may add their INT score to their grapple score.
To Embrace The Inevitable - if the Doomspeaker has hit at least 10% of their HP total but has regained HP since then, they may immediately drop themselves to 0 hp. Their spurting spray of blood now deals damage to all targets in a cone up to 30 feet away, dealing 2d20 damage, ignoring A+C and Defense Roll. Friendly fire engaged, though, so keep that in mind.
Megadead - When any enemy is killed within 25 feet of the Doomspeaker, the Doomspeaker may regain 25 EP and HP. Whenever Overkill points are dealt out anywhere within 10 feet of the Doomspeaker, they may gain the same amount as a Spellcraft bonus.
A Final Overture - Whenever the Doomspeaker dies, they deal ten times the amount of their HP (including temporary and bonuses) to a single target of their choosing, including themselves.
Doomsday - can only be activated if the Doomspeaker has died and come back five times in a combat round. Deals the combined amount of damage the Doomspeaker has suffered (as well as those of up to 1d4 party members) since the start of combat to all targets within 100 feet. This is a supernatural ability.
Secret Art: Y2K - literally shuts down the game for 24 hours and possibly forever. Upon declaration, user permadies and creates a cascading wave of DOOM. Each time a person dies, they create a new halo of DOOM, affecting any and all living sentient creatures up to a mile away.
The chain ends when no one is affected by the wave.
Character is taken out of existence completely. At that point the Pact of Pantheons kick in and the world MAY be reset, but only at a 50% chance.
If there are Overpowereds nearby or on the planet when Y2K activates, there may be a higher chance they can reset the world to a certain point, but there’s no promises as to when or who can be resurrected through such means.