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faerrrd
2009-01-25, 04:34 PM
Acolyte of the far realm
“The mind hides nothing, NOTHING! From the powers of the far realms, give me your hand and I’ll show you”
- Caralck, goblin leader of the coven from above.

Races: Humans are properly the most common of the races from the material plane, but an Acolyte of the far realm can be from any race, even though mostly from races with a chaotic bent or dwellers on planes close or in touch with the far realms.

Abilities: intelligence governs the spells the acolyte is able to cast, but wisdom is important for almost every ability of the acolyte, but the acolyte also have the ability to steal other creatures wisdom, and there for it doesn’t have to be big, dex is for avoiding being hit when trying to steal wisdom and the hide and move silently skills, con is great for the fragile acolyte for both hp and fort saves, str let you hit your targets with your touch attack.

Alignment: only sinister or chaotic characters (most are both) become acolytes of the far realm, good or lawful characters don’t give in for the madness and deformity the far realms bring.


Table: The Acolyte of the far realm Hit Die: d4
Level Base Attack Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 insane, gift of madness, mindburn. spells.
2 +1 +0 +0 +3 unnatural look, Aberrant empathy
3 +1 +1 +1 +3 mind burn(mind shield) 1/day
4 +2 +1 +1 +4 gift of madness(burst) once/day
5 +2 +1 +1 +4 bound to the far realm.
6 +3 +2 +2 +5 -
7 +3 +2 +2 +5 madness binds us.
8 +4 +2 +2 +6 Protection from the outer realm, Gift of madness(line and burst) 2/day
9 +4 +3 +3 +6 mind burn(mind shield) 2/day
10 +5 +3 +3 +7 -
11 +5 +3 +3 +7 improved gift of madness
12 +6/+1 +4 +4 +8 Gift of madness(line and burst) 3/day
13 +6/+1 +4 +4 +8 Eternal madness
14 +7/+2 +4 +4 +9 -
15 +7/+2 +5 +5 +9 mind burn(mind shield) 3/day
16 +8/+3 +5 +5 +10 Protection from the outer realms( immune to fear), Gift of madness(line and burst) 4/day
17 +8/+3 +5 +5 +10 Far realm traveler
18 +9/+4 +6 +6 +11 -
19 +9/+4 +6 +6 +11 Gift of madness(burst and line range doubles)
20 +10/+5 +6 +6 +12 Gift of madness(line and burst) 5/day, Thing of madness

Class Skills (4 + Int modifier, 4+int x 4 at 1st level):
Acolyte of the far realm's class skill list; concentration, craft, diplomacy, hide, Intimidate, all knowledge skills taken individually, move silently, Spellcraft.

Alignment: chaotic neutral, chaotic evil and neutral evil.
Hit dice: d6
Starting gold: As a druid
Armor and weapons: An acolyte of the far realm is not proficient with any armor or shields, but all simple weapons.

Spells: An Acolyte of the far realm casts spontaneous arcane spells, he chooses spells like a sorcerer but with exceptions: the acolyte may only choose spells of certain schools and only a very few at higher lvls,
Enchantment up to lvl 9 spells, illusion up to lvl 8 spells, divination up to lvl 7 spells, transmutation up to lvl 3 spells, necromancy spells op to lvl 2 spells.
All spells except from enchantment and illusion must be from the wizard spell list, enchantment and illusion can be from any list, but all are cast as arcane, and can choose all spells from the cerebrotic spell list from dragon magazine 330 no matter type of spell. The acolyte may never cast a spell with the law type,
Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. To cast a spell, an Acolyte of the far realm must have an intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against an acolyte of the far realm spell is 10 + the spell’s level + his intelligece modifier. Like other spellcasters, an Acolyte of the far realm can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells for a high intelligence score (see Table 1–1 on page 8 of the Player’s Handbook). And acolyte of the far realm gains an amount of spells according to the box below:


———————————Spells per Day———————————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 — — — — — — — —
2nd 6 3 — — — — — — — —
3rd 6 4 — — — — — — — —
4th 7 4 2 — — — — — — —
5th 7 4 3 — — — — — — —
6th 8 5 3 2 — — — — — —
7th 8 6 4 2 — — — — — —
8th 9 6 4 3 2 — — — — —
9th 9 6 5 3 2 — — — — —
10th 10 6 5 4 3 2 — — — —
11th 10 6 6 5 3 2 — — — —
12th 10 6 6 5 4 3 2 — — —
13th 10 6 6 5 4 3 2 — — —
14th 10 6 6 5 5 3 3 2 — —
15th 10 6 6 5 5 4 3 2 — —
16th 10 6 6 5 5 4 4 3 2 —
17th 10 6 6 5 5 5 4 3 3 —
18th 10 6 6 5 5 5 4 4 3 2
19th 10 6 6 5 5 5 4 4 4 3
20th 10 6 6 5 5 5 4 4 4 4

Insane (Ex) : the acolyte is getting insane, and it affects the will power, perspective, and concentration of the acolyte.
Half class lvl rounded up as a penalty to wisdom based skills, and to all will saves. And may never take 10 or 20 on any check.

Gift of madness (Su): At first lvl the acolyte of the far realm gains the ability to steal the wisdom of other beings, with a melee touch attack the acolyte can deal 1 wisdom dmg, this dmg last until the target have rested for 8 hours, if the target lost more than 1 point of wisdom it have to rest one night for each point. If the target lost more or equal to half its natural wisdom, it goes completely insane, this can be everything from a violent frenzy to manic laughter and everything in between, this is role-played by the Dm, but the target will not attack the acolyte or hurt the acolyte or any entities from the far realms by any means (but everybody else if that’s the case). The wisdom dmg can be avoided with a will save (10 + wis mod + half lvl of the acolyte) the acolyte gains a temporary madness bonus to wisdom equal to the wisdom dmg given, multiple gifts of madness stack for both the acolyte and the target. This Wisdom gained, disappears after rest, even if there was more than one point stolen. The acolyte can only store twice its class lvl in temporary wisdom at any given time.

Mind burn (Su):The Acolyte of the far realm has the ability to use wisdom to strengthen the magic he wields. He can sacrifice temporary or his own wisdom to gain a bonus to resist his spells, a point of wisdom lost this way gives a +1 bonus to resist a spell cast the same round, casting a spell this way extents the length of time to cast it, any spell that normally takes a standard action to cast, takes a full round action, spells with longer casting time don’t have extended casting time. You can only burn as many points of wisdom as lvls in this class. Wisdom that is not temporary burnt this way recovers after as normally ability damage (1 point each night).

Unnatural look(Ex) your whole appearance starts to change, and your personality twists. In the first lvls of the class the character just look unusual, some kind of deformities that people can’t set words on, but just get the feeling that there is something wrong about the person. In later lvls small tentacles, eyes, fingers or the like sprout from the skin of the acolyte.

Against Humanoids, monstrous humanoids, animals, magical beasts and fey the acolyte gets a penalty to bluff, diplomacy and disguise equal to half his lvl, but a bonus equal to half the lvl to intimidate against does races, that the acolyte haven’t used his gift of madness on. Animals some magical beasts, and a lot of fey will from now on start out as unfriendly or even hostile against the acolyte.

Aberrant empathy (Ex) : the acolyte gets a understanding of strange or alien creatures, and can use it to gain trust, communicate or influence the creature.
As the ability animal empathy, except it only works on aberrations and creatures with connection to the far realm, and uses the intelligence of the acolyte.

Gift of madness, burst (Su): the acolyte learns to channel madness out of his body.

The acolyte gains the ability to once/day make a metal burst with a radius of 10 centered on the acolyte that causes 1 wisdom dmg to anyone who fails their save. Requires a standard action and causes attack of opportunity. At lvl 19 the radius is 20 otherwise same as the touch.
At lvl 8 the acolyte can change the burst into a line if he uses one point of wisdom temporary or not, the range is 30 feet and changes to 60 at lvl 19.
At lvl 8 2/day, lvl 12 3/day lvl 16 4/day lvl 20 5/day

Bound to the far realm. (Ex) You have slowly uncovered many secrets of the far realm and now both your body and mind belongs there.
You are affected by banish spells as if you where an outsider, and you are native to the far realms. But you are still affected by spells normally targeting your race.

Madness binds us. (Su) The acolyte gain some kind of weird bond with anyone he uses his gift of madness on and gains a kinda power over them.
The acolyte can hit a target with any spell as long as the acolyte can see the target, but the spell will only affect the target even if it’s a spell that affects a group of enemies, the ability only works as long as the acolyte have used his gift of madness on the target, and uses a point of wisdom or temporary wisdom for every spell lvl of the spell he want to cast. The acolyte can’t use gift of madness with this ability.

Protection from the outer realms (Ex):The acolyte is slowly becoming a creature of the far realm, his skin becomes cold and his mind begins having a hard time noticing danger.
You take no negative effect and have no risk of becoming insane (more insane) from being on planes that hamper with your mind. As a bonus you gain +4 to resist fear effects and +5 against cold, at lvl 16 you become immune to fear effects. And immune to cold put also gain weakness to fire.

Improved gift of madness: the amount of wisdom dmg given is raised to 2 points of dmg, and the save only halves the dmg.

Eternal madness (Su): the acolyte gain the ability to give other creatures the opportunity to experience the far realms first hand, and will take good care of the body of target as long as the trip last.

Once/day the acolyte can cause a target of the gift of madness power, to make a will save (half lvl + wis mod + 10) or the targets mind disappears to the far realms, and the acolyte possess the targets body. This last (10 min + 1 min per wisdom of the acolyte – 1 min per wisdom of the target) when the time is up the target returns if the acolyte now doesn’t make a DC 18 will save his mind is gone for the same amount of time to the far realms. When the target returns he will be under the insanity spell if he doesn’t make a will save of (10+min in the far realms). The acolyte isn’t affected by the insanity. If the target has lost all wisdom the acolyte can possess the target as long as the acolyte wishes. the body of the acolyte falls to the ground when the acolyte possess someone, and can still be killed, put the acolyte lives on until the mind of the possessed body returns.

Far realm traveler (Su):
The acolyte of the far realm gain the ability to travel to the far realm at will as with the plane shift spell cast by a wizard of the acolyte’s lvl. Getting back is another story.

Thing of madness (Ex) the acolyte looks nothing like its former self, tentacles, eyes, mouths and even organs sprout from the body of the acolyte, sometimes even useless arms or legs.

The acolyte loses all connection with his former plane, he becomes an outsider with the [augmented aberration subtype]. Gains darkvision 60 feet, +2 to con, and his wisdom dmg is now 4, and anyone that touches him just slightly must succeed a will save (half lvl + wisdom mod +10) or take 1 wis dmg and the acolyte gains one. At this point of the acolyte can never die of natural causes, disease, aging and time, the acolyte doesn’t grow any older from now on, so takes no ability penalties to str, dex and con, but not a bonus to charisma or wisdom for ageing.

faerrrd
2009-01-27, 08:13 AM
Please PEACH
I would really like to play this :smallsmile:

Spiryt
2009-01-27, 08:43 AM
Nice, although thing like that would be better as PrC in my opinion.

faerrrd
2009-01-27, 09:55 AM
I also thought about making a prestige class instead, but I really enjoy playing in the low levels and there for I wanted to make a base class so I didn't have to wait to get used to the abilities of the class, besides I love the far realms and thought they were in the need of some kind of base class linked to them :smallwink: