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The Vorpal Tribble
2010-08-24, 11:54 PM
Xenoxera
http://i37.tinypic.com/263eov4.jpg
I sought to know nature, but in doing so found where it all began. What others call 'natural', I call a brief and transient phase of the True Order. - Yaiua of the Ilk

As many druids know, what 'natural' is is a concept constantly changing and mutable. Evolution and adaption is part of all living things so that life may find a way to live anywhere. Those that study life to its very beginnings however usually come to an impasse. What came first, the chicken or the egg? In that question they find hints of beginnings that are unsettling and go against their most basic instincts. As such most prefer to pretend or convince themselves otherwise, but denials aside, there was once an order that predates all. Those that can cast aside their safe preconceptions to seek the uncomfortable truth however leap the final hurtle. They gain knowledge of the realm before time, the natural order of Orsa


http://usera.imagecave.com/aldakalda/Snaefellsnes/Snfellsnes037-copy.jpg

It is the realm before all realms.
It is nature of a different order.
It is the spawning place of the ancestors of aberrations.
Orsa is the primal beginnings before all beginnings. The realm that came before all that is known came to be. It is a place of not-liquids and semi-solid congealings of an ocean that could swallow the elemental plane of water and not notice. Entire solid realms though float within, universe-sized pockets surrounded by scabrous material of dried slime and bilestone miles thick. Threads of gel thousands of miles long spread and dissolve, all building towards something unknown. The entire plane is as a macroscopic being as thoughtless as a virus and just as adaptable. It is ultimately mindless unless one counts the id, of which it embodies at every level, making it both eternally simple as well as uncomprehendingly complex.

Within all these places creatures grew from a soup of potential where biology and life had no limits. All could grow because it all was possible. Even the most improbable came to be; beings that could think. Thought could shape the ooze for it was eager to become. Hunger and strength is what rules, not to do battle, but to subdue and feast, to survive and absorb.

One might could say Orsa is naught but an eternally large physical consciousness, a great brain, and indeed its substance responds to the strongest will around. A number of the elder evils themselves are thought by some to have been the beginnings of true brains formed from the muck. Upon gaining knowledge of self however they also began to understand selfishness, and broke away to pursue their own goals. The living plane of Neth itself is theorized to be one such piece of the former realm.

Orsa Traits
* No Gravity: Creatures of Orsa move by swimming or being absorbed by the stuff of the plane and congealing elsewhere. The latter acts as the Dimension Door spell, caster level equal to the creature's HD, and the being cannot bring another along.
* No Time: Nothing ages in Orsa, they merely evolve, growing in complexity until they became something else, often becoming absorbed into the plane.
* Infinite Size
* No Alignment Trait: The realm of Orsa has not yet conceived of morals or ethics, abstract ideas that have nothing to do with survival and adaption.
* No Magic: Magic does not function in Orsa, the basic traits required not having yet evolved. Psionics however work perfectly normally as their rules are those of the mentality behind them, not what is beyond.

History
Orsa is where creatures not of the current multiverse originally came. Beings out of time. Holashner, Piscaethces, Shothotugg and so many others formed and gained sentience from the plane, horrible intelligences of deific power. Some rose from the muck as a fish learned to walk upon land, entering the Far Realm so as not to become one with Orsa. Only these truly survived what was to come. The spawning place evolving and coming together to explode outwards in a new way. A new place and new laws, a concept not known before. The multiverse that now exists, of heaven and hell, elements and shadow, man and elf, the gods themselves.

Many of the aberrations we know today, the aboleth and tsochar, gibbering mouthers and chuuls, are but the shriveled offspring of their progenitors, deformed by the current universe which does not follow the correct laws. The ancestors of these beings when they returned from the Far Realm found the most suitable places they could for their offspring, upon the new planes or upon the widely scattered worlds. They did not thrive, but they survived and remain so until this day.

Hit Die: d8

Becoming A Xenoxera
A Xenoxera are one of those brave enough or determined enough to seek out knowledge of nature at all costs. Archivists are the most common Xenoxera, for it is in their nature to discover it, though druids of a scholarly bent or curious nature also take the path. Spirit Shamans are all but unheard of, their focus differing far too much from that of a potential xenoxera.
To fully understand, regardless of path, requires a heightened twist of mind. A xenoxera can only come of a psionic race, one with levels in a psionic class, or the Wild Talent feat. Their spiritual connections with nature melds into a more mental and physical connection with the first natural order.
Xenoxera are always unlawful because they see little use in our society. The rules and restrictions that changes every generation will be gone in a few measly millenia, they believe.

Entry Requirements
Alignment: Any non-lawful
Skills: Knowledge (nature) 10 ranks, Knowledge (history) 5 ranks.
Psionics: Must have a power point pool of at least 1 power point.
Special: Must be previously capable of casting 3rd level druid spells.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points Per Day|Powers Known|Maximum Power Level Known

1st|
+0|
+2|
+0|
+2|Orsa/2nd Mantle, Orsan Empathy, Primordial Companion|30|6|3rd
2nd|
+1|
+3|
+0|
+3|Aspect of the Early Order, Summon Globule|42|7|4th
3rd|
+2|
+3|
+1|
+3|3rd Mantle, Antediluvian Shape (amphibious)|54|8|4th
4th|
+3|
+4|
+1|
+4|Skin of the Globule|70|9|5th
5th|
+3|
+4|
+1|
+4|Antediluvian Shape (gangling)|87|10|5th
6th|
+4|
+5|
+2|
+5|4th Mantle|107|11|6th
7th|
+5|
+5|
+2|
+5|Antediluvian Shape (id)|130|12|6th
8th|
+6|
+6|
+2|
+6|Absorption|154|13|7th
9th|
+6|
+6|
+3|
+6|5th Mantle, Antediluvian Shape (amorphous)|183|14|7th
10th|
+7|
+7|
+3|
+7|Ignore Natural Law|211|15|8th
[/table]

Class Skills
Xenoxera's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Escape Artist (Dex), Heal (Wis), Knowledge (dungeoneering/history/nature/psionics)(Int), Psicraft (Int), Survival (Wis), Swim (Str), Use Psionic Device (Cha)
Skills Points at Each Level: 4 + int mod


Class Features
All of the following are class features of the Xenoxera prestige class.

Weapon and Armor Proficiency: A Xenoxera does not gain proficiency with any weapons or armor.

Spellcasting/Manifesting
As xenoxera are casters, they lose their druidic spellcasting abilities. Instead, they gain mental control over the natural order in the way of psionic mantles.

The xenoxera's manifester level is equal to her previous levels in a druid spell-casting class plus her xenoxera level.
To manifest a power a Xenoxera must have a Wisdom score of 10 + the power's level, so a xenoxera with a Wisdom of 10 cannot manifest powers. Xenoxera bonus power points are based on Wisdom.

A xenoxera begins play with two 1st level powers, two 2nd level powers, and two 3rd level powers.

If you had levels in Druid see Ex-Naturals below for a separate progression.

Mantles (Ex): A xenoxera connection to nature becomes a mental link to the past realm of Orsa. She begins play with access to the Orsa mantle, and one other, chosen from below. Each mantle has a specific granted ability that she can use. She gains the Granted Power of these two mantles, and their powers are considered on your list for the purpose of using djores and other items. When you gain a power known, select it from the mantle's list of powers.
You gain a 3rd mantle at third level, a 4th at sixth level, and a 5th at 9th level.

Mantles available to the Xenoxera:
Consumption
Corruption and Madness
Creation
Elements
Freedom
Life
Mental Power
Natural World
Physical Power

Orsa Mantle
Granted Power: While psionically focused you gain the benefits of the Lifesense (http://www.realmshelps.org/cgi-bin/feats.pl?Lifesense) feat. You may expend your psionic focus to know the current hit point total of a single creature within 60 feet.
1 Endure Elements, Psionic
1 Synesthete
2 Sustenance
3 Undulant Innards, Psionic (http://www.giantitp.com/forums/showthread.php?p=8639180#post8639180)
4 Phantom Passing (http://www.giantitp.com/forums/showthread.php?t=38788)
6 Suspend Life
6 Wall of Bilestone, Psionic
8 True Metabolism
9 Assimilate

Wall of Bilestone, Psionic
Metacreativity (Creation)
Level: Orsa 6
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 5-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: Instantaneous
Saving Throw: See text
Power Resistance: No
Power Points: 7

This power functions as Wall of Stone, except that it need not merge into adjoining rock, but merely any solid surface. As well, non-aberrations/xenoxeras that come within 30 feet of the wall take a -2 penalty on all saving throws against mind-affecting spells, powers and abilities and on all Wisdom-based skill checks.


Primordial Companion (Ex): A xenoxera may begin play with a primordial companion, but then loses her animal companion if she had one and may not gain an animal companion through any feat or ability. The selection is the same as the druid, except the creature's type becomes Ooze (augmented animal), and it gains amphibious traits. It's HD become d10's, though saves remain the same. It's Intelligence and Charisma score is decreased to 1, but gains the psionic subtype, a +4 bonus to dexterity and a +4 bonus to checks to escape grapples. A primordial companion is immune to mind-affecting effects.

Xenoxera levels stack with any classes that grant animal companions for the purpose of determining their advancement. Feats requiring an animal companion function as normal, but may only be applied to a primordial companion.

Orsan Empathy (Ex): A xenoxera loses Wild Empathy if she had it, but can improve the attitude of an aberration or ooze. This ability functions just like a Diplomacy check made to improve the attitude of a person. The xenoxera rolls 1d20 and adds her xenoxera level and her Charisma modifier to determine the orsan empathy check result. The typical ooze has a starting attitude of indifferent, and can be affected by the empathy even while mindless.

To use orsan empathy, the aberrations or ooze must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing them in this way takes 1 minute but, as with influencing people, it might take more or less time.

Summon Globule (Ps): Summon animal is replaced with the ability to draw upon the remnants of the old order from the fabric of creation itself. This rampant potential is then shaped by your mind. This is the same as manifesting Astral Construct (with subsequent power point use and potential augmentation), except the xenoxera does not summon ectoplasm. It has the Ooze type, aquatic subtype, and is not affected by powers that interact with ectoplasm.
The orsan globule cannot remain long in the current natural order and as such dissolves in half the time an astral construct would. However, the Xenoxera may produce an orsan globule at +1 manifester level.

At 4th level you gain the benefits of the Skin of the Construct feat, except you may only wear your own globules. The duration is not halved while wearing the globule, you giving it stability with your own body and mind. The abilities provided stack with any you gain from antediluvian shape. You are not limited to which Menu you choose from. You may pick a single ability that your globule would be able to attain.

You may choose your Primordial Companion to benefit from Skin of the Construct instead of yourself.

Aspect of the Early Order (Ex): At second level permanent changes begin to come over you. There is a 10% chance each time you are the target of a sneak attack or critical strike that you are unaffected by any additional damage. This increases by another 10% each time you level, until at 10th level there is a 90% chance you are unaffected.

At 4th level you may take 1 point of ability burn to any physical ability score (str, dex con) to gain 2 temporary psionic points. Whenever you manifest a power you use these points first, and then your standard points. They last up to 24 hours. There is no limit to how many times you may gain power points, though you may not gain bonus points in excess of your daily normal power points per day. You cannot take burn to temporary scores, such as those provided by Animal Affinity. Once any such affect wears off, a stat boosting item is removed, or similar, the burn remains, along with the lessening of the stat due to item removal, expiration of a power or similar.

At 6th level you no longer suffer from the negative effects of confusion or fear. You do not gain immunity so much as your mind has been altered to a state more in keeping with that of Orsan lifeforms. You are aware of the condition but need not yield to it. In spite of this, spells that sense such effects, as of ongoing powers or spells and similar, show you as affected.

Antediluvian Shape (Su): A xenoxera loses the ability to wildshape, if they had it, but gains the ability to take on primordial forms. This acts as the Shapeshift alternative class feature found in the PHB II (p. 39) except the forms you take are as below, and you may manifest while shapeshifted.

Amphibious Form: Your skin takes on a strange, slimy texture that absorbs oxygen from water, though may also breath out of water. While in this form you are immune to inhaled poisons and the nausea. Wing-like membranes stretch between your arms, and webbing between fingers, granting you a swim speed of 40 ft. You gain a +10 bonus to grapple checks to escape a grapple.
At 4th level, while underwater, you can surround yourself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a Fortitude save (DC 10 + half HD + Con mod) or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours.

Gangling Form: At 5th level you can take on a form that's elongegated and supple, your skeleton becoming cartilaginous. You sprout strange appendages, which while in this form grants you four slam attacks that deal 1d4 points of damage. Your reach for 2 of these slams is 15 feet, and the other 2 attacks has a reach of 10 feet. You gain a +4 bonus to dexterity and only take half damage from bludgeoning. You gain a +30 bonus to Escape Artist checks, and may squeeze down to fit through a space 1 inch wide, your skull no longer being the limit to how far you can squeeze. You may move at one quarter your base speed through such an opening (minimum 5 feet).
At 7th level you gain the Improved Grab special ability.

Id Form: At 7th level you can take on a form of primitive potential. Your brain spreads out into nodes throughout your body, granting a +4 bonus to Wisdom, but a -2 penalty to Intelligence. This also grants you immunity to death by the loss of your head, such as from a Vorpal weapon, though you do suffer a permanent -4 penalty to all mental stats unless your head can somehow be grown back, such as from the Restore Extremity psionic power.
As well this grants an improved nervous response, granting a +4 bonus to Reflex saves and Initiative. If the xenoxera makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Finally, in this form a xenoxera cannot be caught flat-footed.
At 10th level, even if the xenoxera fails her saving throw she only takes half damage.

Amorphous Form: At 9th level you can take the form of a creature wholly of Orsa. You are no longer subject to critical hits or flanking. You gain blindsight out to 60 ft. and immunity to poison, sleep effects, paralysis, polymorph, and stunning. Your gain a +10 bonus to saves against mind-affecting effects. You gain Power Resistance equal to 12 + HD, as well as damage reduction 10 against mental damage such as inflicted by Mind Thrust and similar.
As well, you gain all the benefits of the gangling form except for the natural attacks and improved grab.

Absorption (Su): At 8th level a Xenoxera may spend 13 power points to enter any living creature equal to their size or larger and pass any distance to a second living creature of the same kind in a single round, regardless of the distance separating the two, even across planar boundaries. If the creature is unwilling the xenoxera must make a touch attack.
If you are uncertain of the location of the particular destination of the creature, you need merely designate direction and distance and you will move as close as possible to the desired location. If a particular destination creature is desired, but the exit creature is not living, the spell fails and you are ejected from the entry creature.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load), or its equivalent, per three manifester levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be absorbed must be in contact with one another, and at least one of those creatures must be in contact with you.
This is a psychometabolic effect and not a teleportation effect, and as such is not hindered by powers and effects that affects or restricts teleportation.

Ignore Natural Law: At 10th level a Xenoxera has reverted completely to a lifeform of the first natural order and gains the Aberration type.

Once per day you may ignore one of the following natural laws.

Alignment: 24 hours - You are no longer affected by the moral laws of existence. You are immune to all holy and unholy energies and spells that target or affect beings based on alignment. Even those that may affect Neutral beings have no consequence to the creature you've become. They are immune to taint as well as the exalted. You lose any alignment based subtypes, and take no-alignment based penalties while on other planes if you normally would.

Entropy: Varies/See text
24 hours: You do not age while ignoring entropy, and if used every day are theoretically immortal. You gain immunity to negative energy and death affects, as well as death from massive damage.
1/day: Once per day you may ignore damage from a single attack, or an effect, that would kill you.

Gravity: 1 hour/PrC level - Gravity no longer has hold on you. You gain a fly speed, with a maneuverability of perfect, equal to your land speed. You may even use the run action while flying. This affect cannot be dispelled, nor are you affected by any gravitational spells and powers, such as Reverse Gravity.

Space/Time: 1 round/PrC level. You move the tiniest fraction out of phase with normal space-time. To normal senses, and even True Seeing, you simply vanish, though you can still see normally except everything has become indistinct and acquires a purple tint. You also automatically pass through objects as if you were incorporeal, but are even unaffected by energy and force effects.
Other creatures and objects are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. Even powers you manifest that affects an area and has a duration longer than the remaining duration of your temporal phase are ineffective. If you are within a solid object at the end of the duration you are shunted to the nearest unoccupied space. You are undetectable by any means aside from the Temporal Witness power (http://www.giantitp.com/forums/showthread.php?t=89379) while you are out of phase.

-=-=-=-=-=-=-=-=-

Ex-Naturals
Xenoxera who have levels in a druid (that is to say, are now xenonaturals) gain extra abilities the more levels of a druid they have.

A xenonatural who becomes a xenoxera gains all of the following abilities that apply, according to the number of druid levels the character has.

* 1-2: 1st Mantle, Orsan Empathy, Primordial Companion
* 3-4: Resist Alien Id: You gain a +4 bonus on saving throws against the spell-like and psi-like abilities of aberrations.
* 5-6: 2nd Mantle, Antediluvian shape (amphibious)
* 7-8: Antediluvian shape (gangling)
* 9-10: 3rd Mantle, Antediluvian Shape (id)
* 11 or more: A xenonatural of this stature immediately gains a xenoxera level for each level of druid he trades in.

Character Level: The character level of the character does not change. With the loss of druid levels, the character no longer gains as many extra abilities for being a xenonatural.

Mantles: An ex-natural gains mantles at 2nd, 6th, and 10th level. If all druid levels are traded in they instead gain the mantle progression as detailed in the Xenoxera class table above.

Powers: A Xenonatural loses all druid spells but gains power points and powers known per day. They use the progression below in place of that in the xenoxera class table above.

{table=head]Level|Power Points/Day|Powers Known|Maximum Power Level Known

1st|
1|
-|
-|
2nd|
2|
1|
1|
3rd|
5|
2|
2|
4th|
9|
3|
2|
5th|
14|
4|
3|
6th|
22|
5|
3|
7th|
30|
6|
4|
8th|
42|
7|
4|
9th|
54|
8|
5|
10th|
70|
9|
5|
11th|
87|
10|
6|
12th|
107|
11|
6|
13th|
130|
12|
7|
14th|
154|
13|
7|
15th|
183|
14|
7|
16th|
211|
15|
8|
17th|
246|
16|
8|
18th|
278|
17|
8|
19th|
306|
18|
9|
20th|
338|
18|
9|
[/table]

-=-=-=-=-=-=-=-=-

Playing A Xenoxera
For many xenoxera, there is an odd sort of sympathy deep down for aberrations in the world. Imagine if suddenly everything you knew today was changed. Existence itself altered, the rules making no sense, and you being chased as a monster and horror simply because you survived the transition. Everything you do is considered an abomination.

Such is the plight for many of the former order or Orsa, and understanding this allows a Xenoxera new insight into what once was. Some xenoxera condone it, seeing their actions as no more evil than a wolf attacking a sheep. Others only empathize for the sole purpose of understanding more of the previous order. Regardless of how they feel about it, xenoxera are altered by the knowledge they find. They can't help but become distanced from all of creation due to their constant striving to get into the Orsan mindsight, see through the eyes of its survivors.

Eventually, in mind as well as body they are so transformed that nothing natural seems right anymore. Only by immersing themselves body and mind into the older order can they find peace, but even then, they are surrounded by the world that has changed.

The xenoxera has become aberrant themselves.

Combat: Xenoxera use everything at their disposal, which means physical and mental attacks, as well as warping of nature to produce globules of orsan potential. They wring necks with tentacles while siphoning their life force while horrible excretions of phlegmy organics that glow and writhe and change shape back you up.

Advancement: Xenoxera are always in search of more information about the past order of Orsa, what life was like within it, where did it go, and what survived. As knowledge of Orsa is almost impossible to come by, many who start out with a simple curiosity. They ask questions and in general elder druids who have an inkling of the past order will discourage or lie outright. Many must research themselves, or find another who gathers information for its own sake. As such archivists generally can give them a direction. Many seek out creatures from the past order to study. Aboleths are particularly sought out, though attempts to persuade them to impart their memories are rarely successful or non-lethal.

Resources: Xenoxera are by their nature powerfully curious, inquisitive, and strong willed. Those that persevere must need be loners for very few willingly will continue with their studies after the depth of what they seek is discovered. As such, a xenoxera rarely has resources except their own mind and hands. Collectors of stories and knowledge are sometimes available to them, for there are some who feel that knowledge, no matter how dangerous or deranged should not be hidden.

Xenoxera In the World
"I've never been afraid to poke around, push back the boundaries to see what was there. However, when Yaiua said he'd discovered something all had forgotten, and after hints at what it was, I grew fearful like I've never known. I warned him that even for immortals like I some things were meant to be buried. He scoffed and left the forest to pursue the whispers. When he returned he was changed, his eyes were so... old. He wants to tell me his secrets, but I've seen even trees bend away from him now, and heard the stars howl. He's not the man I knew... if even a man he is still." - Tintitha, Nymph of the Crosstrails

The oldest ruins, the most worn of mountains, the deepest cave. Even these are recent developments to the mind of the Xenoxera. Only locations all but untouched since the beginnings of time truly interest them. This often takes them to the seas, or better, to the planes themselves. There were things build there before worlds were formed, but even they are often hardly more than antique.

Xenoxera get to the bottom of things, where there is depth and age and endlessness, where demons shun and angels fear to tread inspects the Xenoxera.

Daily Life: Life. It's a word that is both more and less to a Xenoxera. They see things in the long view, knowing that eventually they will not even be bothered by the 'natural' end of life. Also, with their thoughts so far back even the gods find it nigh inconceivable, daily is a blip. They can eat near anything, and bypass the need as often as not. They seek to know and learn, and perhaps some wish to bring back the order, or to return to it. Others through its knowing will be able to predict when the next order of life will be, or when it will happen. They will then live to see it, and continue on, never letting knowledge of the beginning to be forgotten.

Notables: The greatest of the xenoxera are by definition unheard of. They gain their knowledge and power away from the eyes of all but the gods. Very, very occasionally one will return to the cavals to teach of their findings, but even those that wish to learn and already on the path must brace themselves for where the teachings will take them.

Organizations: So few are the xenoxera that there are only a couple cavals made up of knowledge seekers. These are dangerous and bewildering organizations, especially as more information is discovered less natural they become, and new thoughts and morals overcome their current preconceptions. They are usually held underwater, in deep oceanic trenches or forgotten subterranean seas.

NPC Reaction
The older order is through, and new begun, and where it touches the world is undone. - From the whispers of the Undying Shaman.

When a Xenoxera passes through, few realize the full scope of its coming. Only those that look into their eyes see something amiss. A cold, inhuman gaze that makes even the youngest xenoxera appear old beyond reason.
Only when met by elder druids are they recognized for what they are, and are either forced to leave at once, or imprisoned so that they can no longer pursue their horrors.

Xenoxera In the Game
Xenoxera are an uneasy visitor everywhere they go, especially to druids. They aren't so much an alien presence, as one out of time. Something risen up out of the fogs of history, with knowledge and thoughts not merely ancient, but older than time. They speak of things that even the gods cannot recall. Many think them shamming, or making it up, but spells and powers show them to be truthful. What lurks above and below and beyond? The Xenoxera knows.

Adaptation: Though this class may focus on the seeking of knowledge in a former plane called Orsa, the actual plane itself need not be specified. It could simply be any earlier plane, or even another planet where aboleths and their ilk came from. Maybe even a patch of 'fluidic space'. Perhaps this just returns them to the primordial beginnings of the current campaign world.

Encounters: Meeting with a xenoxera is a very rare occurrence, but it could also be anywhere. Underwater, in the deeps underground, or beneath the polar icecaps, anywhere that hasn't changed in millenia. Other times they may be found in libraries or studying ancient ruins. One never knows where their studies and searches may take them. Xenoxera rarely bother others, so if they are noticed for what they are, its usually while being attacked by others or in their searchings released something unexpected.

Sample Encounter
EL 13th: Tales are told of strange sightings and disappearances upon the crosstrails of a forest nearby the steep bluffs of the sea. One road is used mainly by smugglers seeking a shortcut through the woods to sneak their goods from the shipyards, but the trail that intersects it is said to change locations during any length of the other.

The PC's come to the road and seek out the second trail. On their way they find many unnerving creatures, such as barnacles clinging to the bark of trees, and muddy puddles that sprout bushes devoid of leaves but covered in gelatinous fungus.

They set up camp on the side of the road on the night of the new moon, and in the morning there is a intersecting trail they are certain wasn't there before.

They follow it deep into the woods, where burls dot the enormous trees with the screaming faces of men and other races. They hear the sounds of battle within a clearing overshadowed by the bordering limbs of a mistletoe-covered apple trees orchard. They see a horrible amorphous blob, like that of a landbound man-o-war tearing the limbs from the grasping trees. A beautiful woman, appearing partially transformed, hurls spells at gelatinous creatures that bubble up from the ground.

What they don't realize is is that the nymph is the aggressor, attacking her ex-lover. He learned something about the beginnings of the fey and told her of it. So horrified was she by that information that after several days she went mad from it and attacked him. She eagerly accepts the player's help to kill Yaiua, ranting and accusing all sorts of things that never occurred except in her shattered mind.

The creatures and disappearances are actually of the nymph, who is a CE fleshgrafter and artisan of life whose experiments have included many smugglers and travelers.

Yaiua
The stat-block below is for Yaiua while shapeshifted to gangling form, and under the benefits of the Oak Body power. He is also wearing the Skin of the Globule for Heavy Deflection.

CN Male Maenad Archivist 7/Xenoxera 5
Init +0 (+1 temp), Senses: Lifesense; Listen +5, Spot +5
Languages Aquan, Common, Sylvan
------------------------------------------------
AC 24 (+5 armor, +3 deflection, +1 dex, +5 oak body), touch 14, flat-footed 23; DR 10/slashing
hp70 (7d6+7 + 5d8+5 + 12 HD)
Fort +10, Ref +3, Will +15
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Speed 30 ft., 15 ft. temp (6 squares, or 3 squares temp)
Melee 4 slams +8 melee (1d4+2)
Base Atk +6, Grp +6 (+8 temp)
Atk Options 4 slams +8 melee (1d4+2)
Powers Known Manifester level 12th. (Power Points per day = 119; Save DC 16 + power level):

1st - Psionic Endure Elements, Synesthete
2nd - Animal Affinity, Brain Lock, Sustenance
3rd - Mental Turmoil, Psionic Undulant Innards
4th - Metamorphosis, Phantom Passing
5th - Oak Body

Mantles Known: Corruption and Madness, Natural World, and Orsa

Supernatural Abilities Antediluvian shape (amphibious & gangling), energy ray 1/day (6d6-6 sonic), mantles, skin of the globule, summon globule
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Abilities Str 11 (15 temp), Dex 10 (12 temp), Con 12, Int 16, Wis 22, Cha 10
SQ Dark knowledge 5/day (tactics and puissance), aspect of the early order (40%), lore mastery, orsan empathy, outburst, primordial companion, still mind
Feats Archivist of Nature (http://www.realmshelps.org/cgi-bin/feats.pl?Archivist_of_Nature), Font of Life (http://www.realmshelps.org/cgi-bin/feats.pl?Font_of_Life), Improved Toughness, Natural Bond (http://www.realmshelps.org/cgi-bin/feats.pl?Natural_Bond), Psionic Meditation, Scribe Scroll(B)
Skills Autohypnosis +11, Concentration +16, Decipher Script +15, Gather Information +10, Knowledge (arcane) +5, Knowledge (dungeoneering) +19, Knowledge (history) +18, Knowledge (nature) +20, Knowledge (psionics) +7, Search +12
Skill Tricks: Collector of Stories
Possessions Bracers of Armor +5, Ioun Stone (Incandescent blue sphere), Periapt of Health, Third Eye of Power Thieve


Throe, Giant Crocodile Companion
TN Huge Ooze (psionic)
Init +3, Senses: Listen +5, Spot +5
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AC 18 (–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15
HP 59 (7d8+28)
Fort +9, Ref +8, Will +3
------------------------------------------------
Speed 20 ft. (4 squares), swim 30 ft.
Melee +11
Base Attack +11, Grp +21 (+25 to escape)
Atk Options Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
-----------------------------------------------
Abilities Str 27, Dex 16, Con 19, Int 1, Wis 12, Cha 1
SQ Hold breath, improved grab, link, low-light vision, ooze traits, share spells
Feats Alertness, Endurance, Skill Focus (Hide)
Skills Hide +1*, Listen +5, Spot +5, Swim +16

Ertier
2010-08-25, 12:05 AM
Awesome PrC. The thread title is definitely the most interesting I have seen in a while.

I noticed this is open to suggestions, and I have just one. Since Osra has no alignment traits, shouldn't a devotee of it be committed to some aspect of neutrality. Perhaps you should make alignment restrictions similar to that of a Druid, rather than non-lawful. Maybe even a requirement of True Neutral to represent freedom from morality? Just my two cents.

The Vorpal Tribble
2010-08-25, 12:13 AM
I noticed this is open to suggestions, and I have just one. Since Osra has no alignment traits, shouldn't a devotee of it be committed to some aspect of neutrality. Perhaps you should make alignment restrictions similar to that of a Druid, rather than non-lawful. Maybe even a requirement of True Neutral to represent freedom from morality? Just my two cents.
Ah, but you see, even Neutrality is an alignment. Have an entire plane devoted to it. There are even spells that affect the Neutral because they are shading into either good or evil.

Orsa is not Neutral. It is is completely Alignmentless. Devoid of any attachment to even neutrality. There is no more concept there of a spiritual law of morality than there is an underwater hotdog vendor. It's a concept that Hasn't Formed Yet.

That's why at 10th level a Xenoxera can completely elude it.

Lord_Gareth
2010-08-25, 12:17 AM
I must wonder, Mr. Tribble, why you still create homebrew under the assumption that the joke that is the alignment system applies when you spend so much time avoiding it. Amorality is a valid concept, you know. This plane would fit just fine into, say, the Color Wheel (Green or, depending on how you look at it, a particularly non-hostile Black/Red) or an Allegiance game (No Allegiances).

Milskidasith
2010-08-25, 12:19 AM
Quick notes:

Primordial Companion is potentially a really bad trade. Losing feats in order to get the ooze type is really not that great of a tradeoff; while your creature is probably more resistant to quite a few things, the lack of feats can really hurt a well built animal companion in other areas.

The 1/day entropy ability is really weak. You... get set to -10, and instantly die if you take any more damage? A one per day free shot is probably worse than just taking immunity to death effects, since that will save you more often.

Absorption is really out of left field, and honetly, why do they need to be able to travel anywhere by warping through larger creatures? That just seems a bit random to me, but it's not like it's a broken ability (besides the ability to bypass things as teleport can anyway). It should probably be specified as a teleportation effect, though.

Overall, this seems pretty nice, but those things are rather odd. I assume the expected entry is Ardent 1/Druid 5, right?

The Tygre
2010-08-25, 12:31 AM
The title alone nominates this thread for instant win. The best part about this PrC, though? Cold placenta sandwiches the next day (http://www.penny-arcade.com/comic/2005/10/17/).

*licks lips*

The Vorpal Tribble
2010-08-25, 12:36 AM
I must wonder, Mr. Tribble, why you still create homebrew under the assumption that the joke that is the alignment system applies when you spend so much time avoiding it. Amorality is a valid concept, you know. This plane would fit just fine into, say, the Color Wheel (Green or, depending on how you look at it, a particularly non-hostile Black/Red) or an Allegiance game (No Allegiances).
Color Wheel?

Anyways, not avoiding alignment at all. Saying this is a place before there WAS alignment. Elder Evils may have the word 'evil' in it, but only in how they seem to us who have alignments as part of our very nature.


Primordial Companion is potentially a really bad trade. Losing feats in order to get the ooze type is really not that great of a tradeoff; while your creature is probably more resistant to quite a few things, the lack of feats can really hurt a well built animal companion in other areas.
Hadn't thought about that, though losing intelligence doesn't necessarily mean you lose feats. You can't generally give them to a creature without intelligence, but if they already have them I don't know of any specific rule that says they lose them.


The 1/day entropy ability is really weak. You... get set to -10, and instantly die if you take any more damage? A one per day free shot is probably worse than just taking immunity to death effects, since that will save you more often.
There is a PrC in Heroes of Horror that has as its cap ability the ability to be killed 9 times. Each time you are reduced past -10, are the subject of a death affect, or in some way would normally die.

This is not 9 times per day, but 9 times in their lifetime.

This is slightly weakened in that you are reduced to -10 once and you die for good, but even stronger in that you have infinite chances to ignore death affects. You also have the choice to take one of the others the next day.

As such, this has broader options while still gaining equivalent abilities.


Absorption is really out of left field, and honetly, why do they need to be able to travel anywhere by warping through larger creatures? That just seems a bit random to me, but it's not like it's a broken ability (besides the ability to bypass things as teleport can anyway). It should probably be specified as a teleportation effect, though.
Transport Via Plants is a standard druid spell. This is it's broadened, enhanced version. Not just limited to trees, but all living things of that size. Also, I made mention of it in the Orsa info that folks there can travel through the plane by being absorbed and then extruded.


I assume the expected entry is Ardent 1/Druid 5, right?
That'd be a good way (except you need be level 7), but Ardent 1/Archivist 6
or a +1 LA psionic race with druid or archivist would also work.

Djinn_in_Tonic
2010-08-25, 12:39 AM
There is a PrC in Heroes of Horror that has as its cap ability the ability to be killed 9 times. Each time you are reduced past -10, are the subject of a death affect, or in some way would normally die.

This is not 9 times per day, but 9 times in their lifetime.

And a very, very weak capstone ability it is. Flavorful, but ultimately worthless in any game that features normal levels of resurrection magic.

Lord_Gareth
2010-08-25, 12:41 AM
A lot of your work has some manner of "Alignmentless" trait, Mr. Tribble. There's already precedent in D&D for amorality = true neutral, the assumption on WotC's part being that TN can represent a lack of ability to make moral choices, whether through lack of intelligence or a simple lack of exposure to morality as a concept. Yet you choose to gleefully dance around alignment as a concept without attempting to remove it from the game when, frankly, just excising it would be easier without changing your work in the slightest.

As for the Color Wheel, check my siggy.

The Vorpal Tribble
2010-08-25, 01:01 AM
A lot of your work has some manner of "Alignmentless" trait, Mr. Tribble. There's already precedent in D&D for amorality = true neutral, the assumption on WotC's part being that TN can represent a lack of ability to make moral choices, whether through lack of intelligence or a simple lack of exposure to morality as a concept. Yet you choose to gleefully dance around alignment as a concept without attempting to remove it from the game when, frankly, just excising it would be easier without changing your work in the slightest.
As far as I am aware the only other time I've used unalignment is in reference to the Far Realm via my Alien subtype. And two quasi-deities in a dream world. I'll give the benefit of the doubt that maybe one or two other bits of work. 'A lot' is not 2-3 pieces of work out of everything I've done.

Orsa is designed to be before alignment, Far Realm outside of alignment, and Dreams which stated in the quasi deities 'blurs the line'.

The purpose is not to 'dance around it' but make them that much more alien and inexplicable.


And a very, very weak capstone ability it is. Flavorful, but ultimately worthless in any game that features normal levels of resurrection magic.
I thought so as well. That's why I thought this was a considerably enhanced version of it along with a variety of other choices.

Milskidasith
2010-08-25, 06:07 AM
Hadn't thought about that, though losing intelligence doesn't necessarily mean you lose feats. You can't generally give them to a creature without intelligence, but if they already have them I don't know of any specific rule that says they lose them.

Without intelligence, you can't gain feats or skills from levelup, and the feats for (most) all animals are feats gained from hit dice, not bonus feats. You would certainly lose feats from advancement, if nothing else, and the starting feats would probably go as well (though whether or not you get to repick those is something that varies by DM).


There is a PrC in Heroes of Horror that has as its cap ability the ability to be killed 9 times. Each time you are reduced past -10, are the subject of a death affect, or in some way would normally die.

This is not 9 times per day, but 9 times in their lifetime.

This is slightly weakened in that you are reduced to -10 once and you die for good, but even stronger in that you have infinite chances to ignore death affects. You also have the choice to take one of the others the next day.

As such, this has broader options while still gaining equivalent abilities.

That capstone is actually better if it doesn't lock you at -10, because then it allows you to actually negate things (although the "only 9 times ever" idea is just bad design). This capstone is... bad. Basically, the first time you would die that day, you are instead dropped into a save or lose condition for 24 hours and die instantly the next time you take even a slight bit of damage. It doesn't even give you extra actions, since you are still knocked out.

Temotei
2010-08-25, 07:12 AM
Hadn't thought about that, though losing intelligence doesn't necessarily mean you lose feats. You can't generally give them to a creature without intelligence, but if they already have them I don't know of any specific rule that says they lose them.

Zombies and other mindless creatures lose/cannot gain their feats (other than bonus feats).

The Vorpal Tribble
2010-08-25, 11:25 AM
Without intelligence, you can't gain feats or skills from levelup, and the feats for (most) all animals are feats gained from hit dice, not bonus feats. You would certainly lose feats from advancement, if nothing else, and the starting feats would probably go as well (though whether or not you get to repick those is something that varies by DM).
Hmmm... so ooze immunities or feats. I'll think on it.




That capstone is actually better if it doesn't lock you at -10, because then it allows you to actually negate things (although the "only 9 times ever" idea is just bad design). This capstone is... bad. Basically, the first time you would die that day, you are instead dropped into a save or lose condition for 24 hours and die instantly the next time you take even a slight bit of damage. It doesn't even give you extra actions, since you are still knocked out.
Oh, my ability doesn't lock you at -10. You survive anything that puts you at -10 or less. You can just only do it once if it's actually damage and not a simple save or die.

Milskidasith
2010-08-25, 11:37 AM
Hmmm... so ooze immunities or feats. I'll think on it.




Oh, my ability doesn't lock you at -10. You survive anything that puts you at -10 or less. You can just only do it once if it's actually damage and not a simple save or die.

Rereading, yes, it seems you aren't locked at -10, but if you would die from a save or die, you still die if you take any more damage, because of the way it's worded. Hardly worth the effort at that piont.

The Vorpal Tribble
2010-08-26, 01:21 PM
Rereading, yes, it seems you aren't locked at -10, but if you would die from a save or die, you still die if you take any more damage, because of the way it's worded. Hardly worth the effort at that point.
Well, if I make it any more powerful it would seem overpowered as you have 3 other potential abilities to choose from as well.

Milskidasith
2010-08-26, 01:30 PM
Well, if I make it any more powerful it would seem overpowered as you have 3 other potential abilities to choose from as well.

Honestly, no, it wouldn't. One per day simply negating any attack/spell/power/whatever (no -10 or "dies in one hit" stuff, you just make the attack not happen) against you would be a fine capstone for a full caster, especially considering your other possible choices grant you immunity to death and (backstory accrued) mental stat bonuses from age.

The Vorpal Tribble
2010-08-26, 03:37 PM
Honestly, no, it wouldn't. One per day simply negating any attack/spell/power/whatever (no -10 or "dies in one hit" stuff, you just make the attack not happen) against you would be a fine capstone for a full caster, especially considering your other possible choices grant you immunity to death and (backstory accrued) mental stat bonuses from age.
That's almost exactly what this is. You do negate anything. Once. Plus all death affects period.

Only difference is he takes no damage in your version, just one. That's fine and I can add it, but mine is also more powerful in that besides for the 1/day thing, he's got 24 hour protection from death affects.

Edit: Ok, adjusted it so 1/day ignores a single attack or effect that would kill it.

Also made it so the companion is no longer mindless, but its Int does lower.

jiriku
2010-08-26, 04:41 PM
Well-conceived. Well-written. Well-made.

Nitpick: In your history, you use "exploded outward", which is redundant. Things cannot explode in any direction other than outward.

Using ardent manifesting is an elegant way to handle the conversion from one power system to another without nerfing the character.

The Vorpal Tribble
2010-08-26, 08:50 PM
Nitpick: In your history, you use "exploded outward", which is redundant. Things cannot explode in any direction other than outward.
Oh, alright. Unredunantized :smallwink:


Thanks for the kind words too.

The Glyphstone
2010-08-26, 11:10 PM
VT, you give the weirdest names to your projects, honestly. :)

The Vorpal Tribble
2010-08-28, 10:35 AM
Aaaand... completely done. Actually entering this in a contest, so that's why the extended stuff below.


VT, you give the weirdest names to your projects, honestly. :)
It grabs folk's attention :smallwink:
Merchandising, merchandising!
Weirder the title the more views and comments it gets, regardless of content. Strange but true.

Primal Fury
2010-08-28, 04:32 PM
Um... I like it... But the whole "Ex-Naturals" thing feels weird to me. Shouldn't there be more abilities to account for the fact that you probably won't be taking anymore levels in Druid? Capping this type of class at 10 levels seems akin to capping the Blackguard at 10 levels. I think both would work better as base classes.

EDIT: Or rather than a base class, maybe add more to the Antediluvian Shape ability, so it's in line with Wild Shape or Druid Shapeshifting (given the whole Ex-Natural connection).

The Vorpal Tribble
2010-08-28, 08:37 PM
Um... I like it... But the whole "Ex-Naturals" thing feels weird to me. Shouldn't there be more abilities to account for the fact that you probably won't be taking anymore levels in Druid? Capping this type of class at 10 levels seems akin to capping the Blackguard at 10 levels. I think both would work better as base classes.

EDIT: Or rather than a base class, maybe add more to the Antediluvian Shape ability, so it's in line with Wild Shape or Druid Shapeshifting (given the whole Ex-Natural connection).
The ex-naturals is inspired by the Blackguard, and if I'm correct, if a druid 7/xenoxera 4 takes this class it instantly replaces 6 of the druid levels with xenoxera. Basically you become Druid 1/Xenoxera 10. Now, as you basically have everything a druid could do duplicated, they technically 'lose' a level.

My thoughts on that, is that at ECL 11 you have some abilities that are very powerful for the level. You are duplicating some abilities whose equivalent in spells and similar wouldn't be available for another 5 levels. In fact... I am worried about it now, as you would be able to manifest 8th level powers when you should only be able to manifest 5th level.

Going to have to think on this...

SlaadLord
2010-08-29, 01:44 PM
I have a single query; how exactly is the archivist class supposed to meet the spellcasting requirement? Unless I am mistaken, they cast spells as clerics. Otherwise, excellent work, Vorpal. Really great class.

The Vorpal Tribble
2010-08-29, 02:02 PM
I have a single query; how exactly is the archivist class supposed to meet the spellcasting requirement? Unless I am mistaken, they cast spells as clerics.
They gain new spells each level as a cleric, but can scribe any divine spells as well:
http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3

"At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required. The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list."

So druid spells are just as easily found as extra cleric spells. As xenoxera are interested in natural history (literally) it makes sense many of their extra spells or those they researched would be druidic.

That's why archivist is such a powerful class, can learn and cast any divine spell, period. Even domain spells.

SlaadLord
2010-08-29, 04:05 PM
Didn't know that. Cool!

The Vorpal Tribble
2010-08-30, 12:40 PM
Ok, added a separate power progression for ex-druids, so that should finish up the last of my worries with it.