Re: Apocalypto 2006 In Hindi 22

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Roan Distilo

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Jul 14, 2024, 7:52:00 PM7/14/24
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Hooves stampeded in the muddied earth, pulling up the terrain in clods and blowing them away in a fell swoop. Hell-bound souls filled the thundering skies as a hooded figure swept by, freeing the heads of goblins from their bodies as his allies feel necrotic forces rejuvenate them. He has but a pale visage under the dark hood and he relishes none of it, yet bows to his duty to enact death.

Apocalypto 2006 In Hindi 22


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With a mighty holler to the heavens, an orc on his steed cries out as his mount rears its head. Blood boils with the cry and the violence and urge to kill fills their eyes. His companions charge from behind with bloodlusted fury to rush at the wave of enemies, gnashing their teeth, ignorant of glory, fame and death.

As the frail bodies of the kobolds reach out for food, it withers away before their eyes. The black horse and its rider walk with an almost arrogant air through the streets. A mother begs piteously, holding her limp child's body. The horseman merely scoffs at her weakness as she collapses from the same hunger that had overtaken her young one.

The elves shuddered in their beds, many nearing death as the pestilence glazed their eyes and halted their breath in painful slowness. The horseman steps through their town, demanding surrender in exchange for their lives.

As empires spread across the world, old civilizations crumbled to dust as the pages of history were turned. Such is the tide of time. At the forefront of these disintegrating foundations are the apocalypto, harbingers of destruction and desolation. A single glimpse of their defining steeds is but a sure sign your kingdom and land shall soon be in ruins. Weep as pestilence renders the homes empty and deathbeds full. Wail as famine overtakes the fields with poor harvest and bodies wither in strength. Scream and cower in fear from the raging war which tears nation by nation, husband from wife and father from son, spilling blood and gore indiscriminately on the battlefields. Stare in awe as death sweeps the remainder, taking those weary and weakened from the devastation and laying them to their final rest.

However, once the desolation has been had, the apocalypto may ride across the lands, defending villages and townships... or laying waste to them as well. This way, they build their reputations as just bringers of destruction. To be unknown as an apocalypto is to have failed one's duty due to the particular nature of the job.

When making an apocalypto, you must think to yourself, why am I here? Are there many civilizations that dot the world? Are they unjust to me and so in need of razing? Is your will divine, infernal, or perhaps more personal? Is the world in ruins after an age of war and destruction? What has caused you to follow such a resented path, one that symbolizes the very ruin of lives, a path that will possibly leave you stigmatized? Are you just in believing that a cleanse or purge is necessary, or are you merely a person out for blood? Is your steed your best friend, tool, or god given gift?

You can make an apocalypto quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Haunted One background. Third, choose Animal Handling, Intimidation and Insight for your skills.

Apocalyptos are accompanied by a steed as fiery and passionate as they are and just as capable a warhorse as any. Starting at 1st level, you have a warhorse as your companion. You can decide how this horse looks. This horse is your faithful companion and steed. It will fight for you with all of its might as you both ride off gallantly in the battlefield together. If your horse is ever slain, you can use the bond you share as an apocalypto to restore it to life. With an 8 hour ritual and an offering of 25gp, you call forth your companion's spirit and bring it back to life, even if you don't have a single part of its original body. Should your steed ever die, the strain on your bond hinders your body and focus, and you have a -2 penalty on attack rolls, skill checks and saving throws until you return it to life.

As an action, you can temporarily dismiss your warhorse. It disappears into a pocket dimension where it awaits your summons, keeping the stats it had before it was dismissed. Whenever your warhorse is dismissed you may cast find familiar a number of times equal to your proficiency bonus, regaining use after you finish a short or long rest. Mechanically speaking, the spirit of your warhorse is being summoned as your familiar. While the warhorse is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

The apocalypse is an event warping and melting time and space, wreaking havoc and destruction across all creation. You embody that power, and it channels into magic you learn to harness and use. With the wisdom of sages past who read of portents beyond wildest beliefs, you can devastate armies with your magical might. Starting at 2nd level, you gain the ability to cast spells.

The apocalypto table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

At 3rd level, you choose a path from the Paths of Apocalypse. Choose between War, Pestilence, Famine, and Death, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 14th, 17th and 20th level.

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You and your steed are very closely connected. In battle, you are incredibly vicious and versatile as a team. Starting at 7th level, while you are mounted you have advantage on weapon attack rolls against any creature smaller than your mount.

You cease to be of the normal living, taking a form more rightly associated with that of the end which you bring. The movement of fate drawing to eschaton foretold is all you need. Starting at 10th level, you no longer need to sleep, eat or drink to sustain yourself. You also cannot die of age and are immune to diseases, exhaustion and being poisoned.
Your Steed of the Apocalypse becomes an ethereal fey companion that can be summoned and dismissed. As an action, you can cast the find steed spell a number of times equal to your proficiency bonus to summon your warhorse. You regain all uses after you finish a long rest. Dismissing your warhorse as part of Steed of the Apocalypse or find steed now takes a bonus action. Also, your steed no longer needs sustenance and gains the same immunities as you.

Your well-worn steed is a veteran of battles and can stand its ground well. Starting at 15th level, your steed gains advantage against saving throws that would move it against its will or knock it prone.

Starting at 18th level, your ridership is like that of a godly knight. Your stances are impenetrable as you are one with your steed. While mounted, if a spell or weapon attack should hit you, you may use your reaction and force it to miss. You can use this feature a number of times equal your Constitution modifier. You regain all uses after you finish a long rest.

The horsemen of the apocalypse were divided upon four dominions of power that dictated their paths as they razed the worlds upon which they descended. They are pestilence, war, famine and death. Included is a brief description of the typical warhorse ridden by the corresponding apocalypto.

Your very presence brings disease and poison upon households. Nations are brought to their knees before your plagues. The fear sowed by your disease is one of the running forefronts of the sure and inevitable end to come. Your warhorse is pure white.

You are very good at crippling others with your powers, making them easy prey for conquering. Starting at 14th level, if you would subject a creature to a spell saving throw, you may force them to roll with disadvantage. You must finish a short or long rest before using this feature again.

People are rendered weak and helpless before your spread of illness, which renders them unable to run. They will lag to flee and so face your judgment. Starting at 17th level, creatures have disadvantage on saving throws against poison that you subject them to. Additionally, if a creature is poisoned by you, they take additional damage at the beginning of each of their turns equal to double your Wisdom modifier until they are cured of the condition.

You sow the violence that destroys enemies from within. People are inclined to fight under your influence and murder and rampage. Your warhorse is a ruddy red, spirited creature, galloping through the complementing flow of blood.

Starting at 3rd level, attacks fuel your drive to violence, which you can then channel onto others. When you are successfully hit by a melee attack, you may expend your reaction to make a melee weapon attack against your attacker. You may also expend a bonus action on your turn to give this reaction to a creature of your choice within 60 feet of you until the end of their next turn, regaining use of this feature at the end of their next turn.

If you win the contest, the target must use its next action to attack only you. If you are out of range, it must charge at you or, failing that, hustle toward you. The target attacks you with disadvantage during this action.

How dare anyone even strike your armor! At 17th level when a creature makes a melee or ranged weapon attack targeting you and fails their attack roll, you may expend your reaction and deal them damage equal to your AC. You may also expend a bonus action on your turn to give this reaction to a creature of your choice within 60 feet of you until the end of their next turn, regaining use of this feature at the end of their next turn.

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