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View Full Version : Knight of the Forbidden Gate [D&D 3.5, Xenotheurge/Limit Dragoon PrC][PEACH]



Fable Wright
2010-11-12, 07:24 PM
Knight of the Forbidden Gate

http://fc01.deviantart.net/fs16/i/2007/183/e/0/G_E_N_E_R_A_T_I_O_N_by_ravenousdarkhart.jpg

My mind is the gate.
Through it, madness unbidden
Comes forth, seeping doom.

My lance is the key;
A focus to restrict it,
And to grant passage.

I, The Gatekeeper,
Control the flow of madness,
Though it controls me.

-Elissa, Scion of the Mad,
Knight of the Forbidden Gate


Ages ago, when the Elder Elves first came to pierce a hole from this realm to the far realms, they doomed themselves. By drawing the attention of the denizens of that realm, they opened a permanent gate between the worlds. It cannot be sealed, for as long as knowledge of the far realms exists, it is linked to our multiverse. However, most contact with the far realms had ceased. Most who know of it attribute it to spectacular feats of magic, and the race sacrificing itself in order to seal the portal. This was a lie. The race was wiped from the multiverse by their curiosity, and the beings from the far realms came into our worlds in greater and greater numbers. The thing that truly closed the portal was the establishment of the Order of the Knights of the Forbidden Gate. They were normal humans and elves who had been touched by the far realms; they retained their sanity, for the most part, and lived. But in their brains, a cyst connected to the far realms was created, and these poor souls were used as secondary gates. However, people with these cysts within them eventually built up a resistance to the powers. By focusing their will, they were able to restrict the flow of energy from the far realms. Eventually, a group of these people who had managed to control the flow of energy, called True Xenotheurges, got together. They wanted to seal the gate to the far realms once and for all, but their individual wills were barely able to contain the small portal within their own minds. After much deliberation and experimentation, they realized a startling fact- that they didn’t have to bear all of the madness seeping into their minds by themselves. Rather, they were able to turn objects into foci to store the energy from the far realms. The bigger the object, in general, the more energy it was able to contain. It was decided that they would use lances, being amongst the largest weapons that could be wielded, to be the standard weapon for the organization. Able to finally restrict the flow of energy from the far realms from within their own minds, they used their newly-found abilities to store the powers of the aberrations in their lances, weakening the connections between the beings and the multiverse itself. Over time, the denizens of the far realms were unable to maintain a connection with the plane once they were on it, and it became harder and harder for them to cross through the portal. Eventually, they were unable to maintain a presence in the multiverse altogether, and soon lost interest.

The Order remained though, albeit in reduced numbers. The threat had passed, and many of its members returned to their old lives. However, some of them remained as stewards of the knights. A certain number of knights always had to remain in the world in order to prevent the portal from ever reopening. Speaking through dreams, the stewards found promising new recruits, and trained them in the art. They would pass on the techniques, and the lore of the Order. Through these new trainees, the order would be maintained even after the death of the elder members. Ideally, this way, the Order would be preserved, and the multiverse kept safe, in addition to allowing new ideas and abilities to influence the Order. One such innovation was the idea of creating additional foci. While a knight might only ever have one lance-focus, it was possible for them to attain additional foci. Eventually, they found that they were able to use other animals, even people, as foci. However, the most efficient creature was the dragon. Most other beings would go insane after just a few days after being converted into a focus, but dragons had the same willpower as the knights. Over time, the Order adopted the idea of using dragon companions as additional foci, although not so much as the lance was. Even with this added later of protection, motes of energy would occasionally seep through into this multiverse, although the knight’s combined will is enough to block out the largest entity of the far realms.

However, in practice, the Knights were actually mentally damaged. Although the foci negated the brunt of the impact, many of the Knights would, over time, become mentally unstable. Many avoided this fate, but most members broke down at some time or other. Their connection to the portals earned them a perilous position: they were able to control the flow of energy to and from the far realms. This connection worked in two ways: They could keep the energies and creatures out of the world, or they could invite them in. The more the Order drew upon the will of any particular Knight, the larger the entity that knight could draw through. They obtained the position of gatekeeper, able to determine what can and cannot cross the boundaries between the far realms and this realm. With their lance-foci, they were able to pierce into the fabric of nature, allowing energy and entities to enter the world. They also were equipped to block them. The gate between this world and that of the far realms is entrusted in the hands of a group of mentally unstable warriors whose numbers dwindle every year, who constantly allow more and more energy from the far realms to enter the multiverse as their faith in their original principles begins to fade.

May the Gods help us all.

Becoming a Knight of the Forbidden Gate
One being chosen to become a Knight of the Forbidden Gate is an extraordinarily rare event. Those who are connected to the Far Realms, such as those with the curse of Xenotheurgy, and have the will to combat it's powers, rather than submitting to them, are often called into service. Those who have proficiency with the lance, the chosen weapon of the Order's Knights, and the ability to use it while retaining speed, mobility, and defence are also chosen, as they have the skill needed to face the horrors of the far realms in single combat. Those who are chosen by the Order receive messages through their dreams; teaching them how to control the power of the far realms, or how to square up against them in single combat. Those who heed these dreams and become proficient with both the lance and powers of the far realms are drafted into the service of the Order as Knights of the Forbidden Gate.

ENTRY REQUIREMENTS
Feats: Iron will
Skills: Jump 6 ranks, Knowledge (The Planes) 4 ranks, Knowledge (arcana) 4 ranks
Special: Subverted Insanity 1/day, Lancet + 2d6, Must own a Lance
(Note: The first two requirements are class features from the Xenotheurge (http://www.giantitp.com/forums/showthread.php?t=122103) class and the Limit Dragoon (http://www.giantitp.com/forums/showthread.php?t=168962) class.)
Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Intimidate (CHA), Jump (STR), Listen (WIS), Knowledge (arcana) (INT), Knowledge (dungeoneering) (INT), Knowledge (history) (INT), Knowledge (the planes) (INT), Ride (DEX), Search (INT), Spot (WIS), Survival (WIS), Tumble (DEX), Use Magic Device (CHA).
Skills Points at Each Level: 4 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Limit Breaks/Xenotheurgy

1st|
+0|
+2|
+0|
+2|Lesser Breaks, Catalyst +1 |+1 Xenotheurge level/+1 Limit break level

2nd|
+1|
+3|
+0|
+3|Pierce +1d6, Open the Gate (Amoebic Crawler)|+1 Limit break level

3rd|
+2|
+3|
+1|
+3|Catalyst +2, Mutation, Surge of Madness, Reduce the Gates|+1 Xenotheurge level/+1 Limit break level

4th|
+3|
+4|
+1|
+4|Greater Breaks, Pierce +2d6, Between the lines|+1 Limit break level

5th|
+3|
+4|
+1|
+4|Catalyst +3, Store the Madness, Restrict the Aether|+1 Xenotheurge level/+1 Limit break level

6th|
+4|
+5|
+2|
+5|Pierce +3d6, Mutation, Open the Gate(Kaortic Hulk)|+1 Limit break level

7th|
+5|
+5|
+2|
+5|Dark Breaks, Catalyst +4, Close the Gate|+1 Xenotheurge level/+1 Limit break level

8th|
+6|
+6|
+2|
+6|Pierce +4d6 Space between the seconds|+1 Limit break level

9th|
+6|
+6|
+3|
+6|Catalyst +5, Mutation, Reverse the Gate|+1 Xenotheurge level/+1 Limit break level

10th|
+7|
+7|
+3|
+7|Gate of Madness, Pierce +5d6, Open the Gate (Nightseed)|+1 Limit break level[/table]

Weapon Proficiencies: A Knight of the Forbidden Gate does not gain any proficiency with any weapons or armor.

Class Features:
Breaks/Murmurs: A Knight of the Forbidden Gate adds his class level to his Limit Dragoon level for the purposes of determining the maximum number of limit breaks they know, the highest level limit break they can use, their effective limit dragoon level for the purposes of calculating the damage and duration of their limit breaks, and the maximum size of their limit gauge. In addition, a Knight of the Forbidden Gate adds ½ their class level (rounded up) to their Xenotheurge level for the purposes of determining the highest level breach that the Xenotheurge can use, their effective level when determining damage and other effects caused by breaches or incursions, and the number of murmurs and disturbances possessed by the character.
Catalyst: At first level, a Knight of the Forbidden Gate bonds with one lance that he owns. This lance must be a +1 or higher magic item. The Knight may, during a ritual that lasts for 24 hours, choose to bond with his lance and imbue his weapon with magical properties. At the end of this ritual, the Knight sacrifices an amount of XP and grants the weapon a magical enhancement bonus and/or special abilities, as seen on the table below. At any time, they may choose to imbue more properties within their lance. In this case, they must pay a number of experience points equal to the difference between the points already paid and the number of experience points needed for the next augmentation of the lance. (For example, if a Knight of the Forbidden Gate wanted to increase the bonus of his weapon from +2 to +3, he would pay 200 exp points; 360-160 points.)
{table=head]Class level | Weapon Bonus | Minimum XP cost
1st|+1|40
2nd|+1|40
3rd|+2|160
4th|+2|160
5th|+3|360
6th|+3|360
7th|+4|640
8th|+4|640
9th|+5|1000
10th|+5|1000
[/table]
However, the powers come at a cost. As this lance is the focus to control the energy from the far realms, each day that the knight does not have it, each active murmur that the Knight possesses is increased by one, and he suffers a cumulative -1 penalty to all will saves each day he does not have access to his lance. These penalties stop accumulating when he reacquires his weapon, and the penalty to will saves is reduced by one every 24 hours after he regains control of his lance. If the lance is destroyed, each active murmur possessed by the Knight’s level is increased by 3. When this occurs, the Knight may choose to bond with a different lance.
In addition, while his lance is within 5ft of him, for each die of lancet or pierce a Knight possesses, they gain a +1 bonus to their Xenotheurge level for the purposes of determining the maximum level of breaches they can use and for the purposes of calculating their effective Xenotheurge level when determining damage and other effects caused by breaches or incursions.
Breaks: At first level when taking this class, a Knight of the Forbidden Gate gains direct mental access to the far realms. While his lance absorbs most of the massive tide of energy, it can leak through his defenses in a moment of weakness. Whenever a Knight uses a limit break, he makes a fortitude save (DC = 10 + Murmur level + Breach level). If he succeeds, he resolves the ability as normal. However, if he fails, in addition to the normal effect of the limit break, he uses one lesser break, selected from the list below. He may only select a lesser break from a murmur he has active.
At fourth level, when he uses a limit break of third level or higher, if any of his active murmurs is level 3 or above, instead of selecting a lesser break from those murmurs, he uses a greater break instead.
At seventh level or higher, when he uses a limit break of fifth level or higher, if any of his murmurs is level 5 or above, instead of using a medium break from those murmurs, he uses a dark break instead.
While empowered, as per the True Xenomancer ability, he suffers a -4 penalty on this save, and each break gains additional powers, as noted in their entries.
Pierce: At 2nd level, the Knight of the Forbidden Gate learns his signature power- the ability to pierce a hole in the fabric of reality. When they make a lancet attack, they add number of pierce dice on the above table to the number of lancet dice they may use in an attack. In this manner, pierce dice are completely identical to lancet dice. However, they have another property: whenever the Knight would make a lancet attack, he may instead make a pierce attack. This is, in all ways, identical to a lancet attack, except that they may ‘use’ a number of dice, up to twice their pierce dice, but no more than the sum of their pierce and lancet dice, on this attack. Upon using the attack, they choose one active murmur. They use that murmur’s pierce ability (From the list on the next post). However, they must make a will save (DC 10 + breach bonus + murmur level), or increase the murmur level by one. Even if you succeed, your breach bonus increases by 1. However, this power is hard to control. When a Knight of the Forbidden Gate would make a lancet attack without a pierce effect, they must make a will save (DC 10 + breach bonus), or be forced to make a pierce attack using a number of dice equal to the number by which they failed the DC. E.g., Rose the Knight of the Forbidden Gate made a lancet attempt, but failed her will save by 5 points. She makes a pierce attack using 5 dice.
Open the Gate: At 2nd level, you gain the ability to open a small portal to the far realm; just largeenough for stray thoughts to come in. 1/day, you can summon 1d4+1 amoebic crawlers (Dragon Magazine #330, page 32). You gain an additional use of this power at 6th and 10th levels. However, when you use this ability, you must make a will save (DC 14+breach bonus), or increase the level of one murmur of your choice by one.
At 6th level, 1/day, you can summon a Kaortic Hulk (Dragon Magazine #330, page 35). You gain an additional use of this ability at 10th level. However, when you use this power, you must make a will save (DC 16+breach bonus), or increase the level of one murmur of your choice by one.
At 10th level, 1/day, you can summon a Nightseed (Dragon Magazine #330, page 36). However, when you use this ability, you must make a will save (DC 18+breach bonus), or increase the level of one murmur of your choice by one.
Mutation: At second level, and every 3 levels thereafter, a Knight of the Forbidden Gate selects one of the mutations from the following list. This choice may not be changed later.

Steel-Winged: Your dragon companion gains 2 HD, and their fly speed it reduced by 20ft. However, they gain a +4 armor bonus to armor class, and 2 natural primary attacks. These deal 1d6 points of slashing damage + ½ their strength modifier. This damage increases to 1d8 + Str mod damage if the dragon is medium sized, and 2d6+1.5 x str mod if they are large. In addition, you gain a +4 armor bonus to armor class, and a pair of vestigial steel wings. Whenever you would take falling damage, calculate it as if you had fallen 20ft less than you actually did. In addition, each round, you may spend a number of limit points no greater than 10x your class level. You gain a fly speed equal to the number of points expended in this way for 1 round.
Psionic Soul: Your dragon companion gains 1 HD. In addition, it gains a psionic manifesting progression as a psion of a level equal to ½ their HD +2. In addition, they gain arcane spellcasting as a wizard of ½ their HD +2. Whenever they cast a spell, they may spend a number of power points equal to or less than ½ their HD. Their caster level, for the purposes of that casting, is increased by the number of power points expended in this way. In addition, you gain 1 power point, and you gain a +2 bonus on will saves when psionically focused.
Form of Madness: Your dragon companion gains 2 HD and the pseudonatural template (C. Arc p. 160). In addition, they gain 2 secondary natural tentacle attacks. These deal 1d3 points of bludgeoning if the creature is small, 1d4+ ½ their strength modifier if medium, and 1d6+ their strength modifier if they’re large. In addition, you gain a pair of secondary natural tentacle attacks that deal 1d4+ ½ strength modifier points of bludgeoning damage. This damage increases to 1d6+ your strength modifier damage if you have the powerful build racial trait.
Bloated with Power: Your dragon companion gains 3 HD and increases by one size category. They gain +4 STR and +2 CON, and a +2 bonus to natural armor. You gain the powerful build racial trait.
Untouched by Magic: Your dragon companion gains 2 HD. In addition, you and your dragon companion gain spell and power resistance equal to 15+ your class level, and a +2 bonus on all saving throws against spells, powers, spell-like abilities, and psionic-like abities.

Surge of Madness: Once per day, at third level, you may choose to gain the benefits and drawbacks of empowerment for one round.
Reduce the Gates: The Knight of the Forbidden Gate, at 3rd level, has learned how to reduce the potency of spells that summon extraplanar beings. They gain an aura that causes all spells that summon monsters from a list based on spell level (e.g., summon monster spells, summon nature’s ally spells, summon undead spells), they summon creatures from the list one level lower than the actual spell slot used (e.g., if Tardek the Sorcerer attempts to cast Summon Monster 3 within this aura. Rather than selecting a monster to summon of the Summon Monster 3 list, he summons a monster from the Summon Monster 2 list). A Knight of the Forbidden Gate may activate or deactivate this aura as a swift action.
Between the Lines: At 4th level, a Knight of the Forbidden Gate has learned how to apply the non-Euclidean geometry of the far realms to this world, for a brief moment. Once per day, they may use Dimension Door, as the spell, on themselves.
Store the Madness: At 5th level, a Knight of the Forbidden Gate has learned how to store the insane whispers within his mind into his lance. Once per day, he may choose to store a murmur level in the lance; the murmur level is decreased by one, and there is one murmur stored in the lance. For each murmur stored within the lance, it suffers a -1 penalty on all attack and damage rolls, as the energy from the far realms corrupts its structure. At any time thereafter, a Knight of the Forbidden Gate may choose to extract a murmur level from there; he adds one level to the murmur he originally took it from. If that murmur is not active, he instead increases the level of any murmur he possesses by one. Only one level/3 class levels can be stored in this manner.
Restrict the Aether: At 5th level, the Knight of the Forbidden Gate has learned how to reduce the number of creatures allowed into this world. They gain an aura that causes all spells that summon multiple creatures to only summon one creature of that kind. For example, if Tardek the Sorcerer tried to summon 1d4+1 Celestial eagles with his summon monster 4 spell, it instead only summons 1 Celestial eagle. This does not affect spells that summon swarms of creatures. Activating or deactivating this ability is a swift action.
Close the Gate: At 7th level, a Knight of the Forbidden Gate learns how to prevent any extraplanar beings from entering the world. They gain an aura with a radius of 10ft/class level. Within that radius, no creatures can be summoned or called, and each creature within the area is affected by a Dimensional Anchor spell. This aura may be activated or deactivated as a swift action.
Space Between the Seconds: At 8th level, the Knight of the Forbidden Gate has learned to see time as an object, and is able to move through it as one of the creatures of the far realms can. 1/day, as an immediate action, the Knight of the Forbidden Gate may take a full round of actions.
Reverse the Gate: At 9th level, the Knight of the Forbidden Gate has learned not only how to block the extradimensional travel of creatures, but also how to reverse it. At will as a move action, a Knight of the Forbidden Gate may use Dismissal, as the spell.
Gate of Madness:
Playing a Knight of the Forbidden Gate
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Knights of the Forbidden Gate in the World
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Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Fable Wright
2010-11-12, 07:25 PM
Pierces and Breaks, Part 1

Abomination of Nature
Pierce: As your lance scars a path in the multiverse to the far realms, the vibrant, alien life’s energy seems into your mind through your lance, called by the murmurs in your head. As it strikes, the energy within is released, the foreign life mixing with nature, and the newly formed life wraps around the largest source of the energy: the person who you just saturated with alien energy that came from your lance.
Vines entangle the person you hit with your Lancet. They must make a strength check (DC 10 + ½ class level + murmur level) each time they try to move, or they are rendered immobile for the round. This ability lasts for 1 round/lancet dice used and may be negated by a successful reflex save.
Empowerment: Each round, the vines deal 1d4/murmur level points of damage to the subject.
Lesser Break: As you release the energy that you gained from the damage you maintained, some of the animated energy of the far realms seeping out with it. As the energy comes out, it seeps into the natural life in the world, causing seedlings to grow, and wrap around solid objects containing the energy. In other words, every living being in the area.
A 5ft/limit break level area becomes filled with plants, as the energy nourishes seeds in the area and causes them to grow. However, given the nature of the energy, the plants in the area become animated, twisting and turning, grappling the feet of people in the area. All creatures in the area of large size or smaller move as though their base land speed were 5ft less than it is. This ability lasts for 1 round/2 class levels.
Empowerment: The plants grow spikes and burrs, dealing 1d4 points of damage/murmur level each round to creatures in the area, and creatures in the area move at half speed, as their feet become injured.
Greater Break: As you release greater amounts of energy, the plants, growing to large size, need to protect themselves from others, and to extract the energy sustaining them faster. The obvious adaptation: Spikes.
All plants within 10ft/limit break level grow larger, seeds sprouting and growing to large size in just seconds. The entire area counts as if it were covered in light undergrowth. In addition, spikes flourish on each of the plants, dealing damage equal to 1d4/murmur level damage to all creatures in the area. In addition, creatures must make a DC 10 + murmur level strength check each round or be unable to move. This ability lasts for 1 round/class level.
Empowerment: The spiky undergrowth becomes even more animated than before. Creatures who cannot move each round take an additional 1d4 points of damage/murmur level, and suffer a cumulative -2 penalty each round on the strength check to move.
Dark Break: The energy flooding out of your body takes on the form of a massive wave of plants. They grow to massive proportions, and tear into the flesh of the creatures there, nourishing themselves not only with the energy you released, but also the flesh of the beings trapped within the area.
The wave of aberrant energy causes massive growth and animation of the plants in the area. Everything within 20ft/breach level counts as heavy undergrowth as plants and seeds sprout and grow to ridiculous sizes, causing creatures in the area must make a DC 15+murmur level strength check or be unable to move each round. In addition, each creature takes 2d4 points of damage/murmur level each round. This ability lasts for 1 minute/class level.
Empowerment: Each round, creatures in the area must make a fortitude save or get poisoned by the plants (1d4 dex damage initial and secondary).
Blasphemous Avenger
Pierce: As you scar a gash to the other realms, the murmurs of violence in your head call to the power in the far realms, having it seep into you. As the lance pierces into your foe at the end of your arc, the power takes form: Energy and power is transferred from the target, seeping into you, as the energy of the far realms floods into him. As you pull back your lance, the power he had dissipates, but yours remains.
For each die of lancet used, the person you hit takes 1 point of strength damage, and you gain a +1 bonus to strength for a number of rounds equal to your class level unless they succeed on a fortitude save.
Empowerment: The person hit must also take constitution damage equal to ½ the amount of strength damage they took from this ability (rounded up). You gain a bonus to constitution
Lesser Break: As the energy is released from you, you begin to see things in a different light. The geometry of this world has gaps that you can now see. Gaps that you can easily exploit…
For 1 round/murmur level, you get a +1 bonus on all attack and weapon damage rolls.
Empowerment: You gain an additional bonus on all attack and weapon damage rolls equal to ½ murmur level (Rounded up).
Greater Break: As the energy begins to flow, the Euclidean geometry of the world begins to peel back, and the True Geometry of the far realms begins to assert itself over natural forces, twisting bodies in ways they were never meant to be possible…
Whenever a creature within 5 ft/limit break level of you takes weapon damage, they must make a fortitude save or take an additional 1d6 points of damage, as the energy of the far realms starts to rearrange their weakened anatomy into a non-Euclidean mass. In addition, they take a -1 penalty to strength and take an extra 1d4 damage per round for a number of rounds equal to the murmur level. This ability 2 rounds/breach level.
Empowerment: Whenever a creature deals damage with a melee weapon within range, they gain a +2 bonus to strength for 1 round/murmur level.
Dark Break: The savage might of the far realms itself emits from you, rapidly absorbed by the creatures within. The energy causes them to instantly adapt to the alien space, and enhances their fighting. However, they cannot comprehend the far realms. The power that was given to them, coupled with their confusion, makes for a dangerous combination.
All creatures within 10ft/limit break level gain a +4 bonus to strength and dexterity, a +2 bonus to will saves, and a -2 penalty to armor class for 3 + their constitution modifier rounds. This bonus stacks with all other bonuses to strength and constitution. At the end of this effect, they are fatigued until they rest for 10 minutes. In addition, everyone within the area must make a will save (which does not include the bonus to will saves normally granted by this ability). If they fail, they are confused, as per the spell, for the duration of their rage. You may choose to be exempt from this ability (If you do, you don’t get the effects of the rage, and you are unaffected by the confusion effect.)
Empowerment: When you use this ability, you automatically get the effects of the rage, but are immune to the confusion effects. In addition, if creatures would attack you as a result of the confusion effect, they instead attack a target of your choice. Finally, you are affected by a sanctuary effect (DC = save for this ability), except that you are only protected against attacks of confused creatures.
Called From Nothing
Pierce: As you leap into the air, and pierce the planes with your spear, the idea strongest in your mind, your lance, is filled with the power of the far realms. The murmur in your mind grows louder and louder, shaping the power pouring into you into a solid form: That of a lance. Twisted in form, and strangely alive, it soars out into another foe, piercing them in the manner that you strike your target.
You get to make a second lancet attack in this round. When you use this pierce, you create a second lance that attacks a target on its own. It has a strength score equal to 10+ your strength modifier, and a base attack bonus equal to your own. It deals damage as a non-magical copy of your weapon, and it deals lancet damage equal to half the lancet dice you use.
Empowerment: You create a third lance, identical to the one produced by the non-empowered copy of this pierce.
Lesser Break: The energy from the far realms emanating from you seeks a form and function. Molded by your subconscious mind, it adds on to the things you trust your life to, enhancing their powers to kill others and defend you- at a cost.
The energy molds on to your weapons and armor, encasing them in aberrant steel. For 1 round/level, you get a +1 armor bonus to AC and on all weapon damage rolls, but a -1 penalty on attack rolls and an additional -2 armor check penalty.
Empowerment: You gain an additional +1 armor bonus to AC and on all armor damage rolls per murmur level, but an additional -1 penalty to attack rolls, and a -1 penalty to armor class/2 murmur levels (round down).
Greater Break: The energy emanating from you seeks a purpose. The strongest thing you focus on, your weapon, is the form it takes. But, as you cannot wield the weapon that it forms, it launches them at your opponents, to mimic the movement you cause in your weapon. However, this does not exhaust the power released; it manifest the weapons of others, too…
Every creature within 10ft/breach level immediately makes an attack against any target within 30ft. Attacks made in this way are treated as if the attacker had strength 10, and had the base attack bonus of the attacker, and the used weapon was nonmagical.
Empowerment: All attacks made this way deal an extra 2d6 points of damage, as the energy from the far realms accelerates them towards their target.
Dark Break: The sheer amount of energy allows it to be shaped by the conscious mind, and not just the unconscious. The energy spreads, and gathers in the minds of all nearby, pushing to be released, but limited by the amount of energy the conscious mind can contain.
Each round, for 1 round/class level, everyone within 10ft/breach level creates an object, as per major creation as a free action. Alternatively, they may just manifest the ambient energy in the form of a bolt of force, dealing 3d4 points of damage to any target within 30ft. Created objects last for 1 minute/level.
Empowerment: Objects created may be created out of any material, within some limits. The created object may be worth no more than 3,000gp. It may be magical. However, it may not be used as a material component for spells and abilities. In addition, all bolts of force deal 6d4 points of damage.
Distant Presence
Pierce: As you bore a hole through into the far realms, you take advantage of its powers. As the energy floods into your lance, you give it form as you accelerate, covering massive distances in no time. When the lance finally pierces your foe and floods them with the energy, the power and speed of your fall flows into them, launching them a long distance away.
When you hit your enemy, the kinetic energy that you stored while in the fall is released, and knocks the opponent back. They must succeed on a fortitude save (DC 10+class level + lancet dice used) or be knocked back 10ft/lancet die used. If they hit a solid object, their path stops there, and they take no damage.
Empowerment: The kinetic energy has a recoil effect. You move 5ft/pierce die used in a direction opposite the opponent you hit.
Lesser Break: As you release the energy of the far realms into the world, the non-euclidean geometry begins applying itself to this world’s structure. As a result, the word seems… fractured, with jagged lines of energy crossing the area, and by striking at a fracture, you can hit foes your sword would never be allowed to reach normally.
The reach of all melee weapons within 10ft/breach level doubles. This ability lasts for 1 round/class level.
Empowerment: Creatures within the area cannot be flat-footed, as they can see in all directions.
Greater Break: As the energy from the far realms enters the area, it seeks purpose. As people try to bring themselves to circumvent their opponent’s defenses, trying to be in multiple places at once, the energy allows them to do so, creating dream-like reflections of the attackers all around their opponents.
Each being within 10ft/breach level of the character is treated as flanked while within the area. However, every creature in the area may also choose to, as a standard action each round, use mirror image, as the spell, as a sorcerer of their HD.
Empowerment: Any creature within the area that used the mirror image ability may choose to attack as if they were in the same square as any of the illusionary beings they made. However, ifa creature attacks an illusion, the creature who created the illusion takes damage equal to half the damage dealt to the illusion.
Dark Break: The sheer energy released from the far realms takes on a menacing power: Every being has the ability to strike every other being. By focusing, any attack a creature makes within the area may be redirected to strike any other area. By sheer force of will, they can strike at any creature…
Everyone within 10ft/breach level of the caster may, whenever they make an attack, make a will save. The creature who made the attack may choose to have the attack deal damage to any creature or object within a number of feet equal to 5 x the result of the will save.
Empowerment: Creatures who successfully attack another creature by using this break deal bonus damage equal to their will save to the creature they hit.
Endless Evolution
Pierce: As you open a hole between the material plane and the far realms, your lance and you become infused with the adaptability of the far realms. Shaping a new body with your mind, your form changes rapidly, and by the time the lance pierces your foe, you have become a true Monster.
You gain 1 ability from the following list per 2 points of lanced dice used (Rounded up). They last 1 round/class level. You may take the same ability twice, unless otherwise noted.

Claws: All hands you posses now can make claw attacks that deal 1d6 points of slashing damage. For each additional time this is selected, the die size is increased by 1 (d6 -> 1d8 -> 1d10). You also gain a +2 bonus to strength for each time you select this power.
Arms: You gain another arm. You may use this arm to wield a weapon or make claw attacks. Any attacks gained with extra arms are treated as secondary attacks, and do not incur penalties for multi-weapon fighting. You gain a +5 racial bonus on all skill checks based on manual dexterity per each extra hand grown.
Tail: You gain a tail, which may be used as a secondary attack that deals 1d8+½ str mod bludgeoning damage on a successful hit.
Head: You grow an extra head, shaped like that of a predator. It has a bite attack that deals 1d6+½ str mod piercing and slashing damage on a successful hit. In addition, you gain scent out to 15 ft/extra head grown.
Leg: You grow an extra leg. This leg gives you a +10ft base land speed, and a +4 racial bonus on jump checks. You also gain a +4 racial bonus to avoid being tripped.
Wings: You grow a pair of wings. You gain a fly speed equal to your base land speed. For each additional time you select this, you gain a +30ft fly speed.
Carapace: You gain natural armor equal to your base will save. This may only be selected once.
Spines: You gain the ability to shoot out spines as a primary ranged attack. Each spine deals 1d6 damage + your strength modifier, and have a range increment of 30ft. Each time you select this, you may increase the damage die by one size, or increase the range increment by 15ft.

Empowerment: You gain the powerful build ability, and all weapons you possess (including weapons gained from this power) deal damage as if you were large. Additionally, you gain +1 strength/2 lancet dice used for the duration of this power.
Lesser Break: As the energy from the far realms leaks from you, the trickle of energy grants your body a bit of an amorphous quality, as your organs constantly rearrange each other and your body slightly reshapes itself to aid in your attacks.
For 1 round/breach level, you gain immunity to critical hits.
Empowerment: Your form mutates further, as your weakened frame cannot resist. You gain the pseudonatural template (C. Arcane) for 1 round/class level.
Greater Break: As the energy flows from you, it seeks to enhance the life around it. Flowing from you, it manifests in a seemingly random form in each creature there, evolving and enhancing the life around you.
Each creature within 10ft/breach level gains one random mutation from the list above. This lasts for 1 round/class level.
Empowerment: Each creature within 10ft/breach level gains an additional random mutation/murmur level. This ability’s duration increases to 1 minute/class level.
Dark Break: The energy within you grows stronger and stronger, flooding out in a giant wave of progress. The energy of the far realms experiments with creatures, offering them different choices on how to progress, experimenting and evolving their bodies.
Each creature within 10ft/breach level gains 3 random mutations from the list above. Once each round, they must select one mutation to keep, and they lose the other 2 mutations and gain two random mutations. This ability lasts for 1 round/class level.
Empowerment: Each creature gains an additional number of mutations equal to the murmur level, and each person may select which mutations they get. They may change this selection once per round as a swift action, if they choose to.
Eternal Anathema
Pierce: As you open a gate to the eternal madness of the far realms, the energy seeps into your lance. It is both an unstoppable force, and mobile one, one that pierces all defenses. Focusing on this aspect, as you pierce your foes, your lance, shattering their defenses, gathers the fragments of their failed safeguards and uses them to augment your natural defenses, at the expense of their mobility.
For each point of lancet you use, you deal 1 point of dexterity damage to your opponent and your natural armor bonus increases by one point unless they succeed on a will save. This ability lasts for 1 round/class level.
Empowerment: Your opponent’s base land speed decreases by 10ft, and they may no longer fly through nonmagical means for the duration of this ability. In addition, your base land speed increases by 10ft/murmur level for the duration of this power.
Lesser Break: As the energy of the far realms seeps out with your concentration, the energy augments your defenses, hardening the shell of the vessel that allows the energy to seep into the world, keeping the gate that allows the power of the far realms to seep into the world alive…
Your natural armor increases by 1 point. This lasts for 1 round/class level.
Empowerment: You gain as additional natural armor bonus equal to the murmur level.
Greater Break: The energy of the far realms, eternal and potent, seeps out of your flesh and encases the world in a shell. The air becomes thick and hard, like the carapace of a beetle, constantly being crushed by movement. Yet, it absorbs blows, making it easier to survive, at the price of reduced mobility.
All creatures within 10ft/breach level of you suffer a -4 penalty to dexterity, and their base land speed is reduced by 10ft. However, each creature in the area gains natural armor equal to the murmur level. This lasts for 1 round/class level.
Empowerment: All creatures in the area additionally gain DR X/-, where X is the murmur level.
Dark Break: The energy of the far realms seeks to preserve life in the multiverse, if only as a curio. Seeping into the air is the tough, potent energy of the place, reducing speed to almost zero, and making creatures almost impossible to seriously injure.
Every creature in the area gains regeneration X, where X is the murmur’s level. However, creatures still die after they reach 10 HP. Additionally, all movement speed in the area is reduced to 5 ft, no creatures may make an attack of opportunity, and all creatures in the area automatically fail any reflex saving throws. This ability lasts for 1 round/breach level.
Empowerment: When creatures in the area would die, they instead enter a coma-like state and become completely indestructible. However, they may be returned to normal through a Restoration or Greater restoration spell.
Fading Whispers
Pierce: As the boundaries between the far realms and the multiverse begin to fade, the energy seeping through the leak empowers your lance. As you fall to your foe, whispers in your head speak of fading reality. As you pierce your foe, your lance serves as a bond between the two of you- sealed by the power of the far realms, you shall both fade together- but in different ways.
When you hit your target with this pierce, you and they begin to fade. Starting the round they are hit, whenever they try to take any action, there is an X% chance that the action will have failed, where X is the number of lancet dice used. Any uses of the ability are expended as if used, and the action is wasted. Additionally, whenever an opponent attempts to attack or harm you in any way, there is an X% chance that you are unaffected by it. Each round, the target makes a will save. If they fail, double X. If they succeed, halve X. If X ever becomes greater than 100, you become incorporeal and your lance is treated as a ghost touch weapon, and the opponent is immediately killed, simply ceasing to exist. They may not be brought back by any means short of a Greater Resurrection. This ability may last a number of rounds no greater than your class level.
Empowerment: This ability lasts an additional number of rounds equal to 1/2 the number of lancet dice used.
Lesser Break: As the energy flows out of you, a trace of the far realms seeps out with it, causing parts of you to fade in and out while the null energy mixes with that of the material plane. In fact, you the energy makes it hard for you to be seen at all, unless the opponent really focuses on you…
For 1 round/2 class level, you gain the ability to disappear from people’s consciousness. Whenever someone tries to attack you, make an opposed will save with a -10 penalty. If you win the check, you gain partial concealment against the opponent for the duration of the attack. This may only affect an opponent once each round.
Empowerment: If you win the opposed will save, you gain total concealment for the duration of the attack, and this may affect an opponent a number of times each round equal to the murmur level.
Greater Break: As the energy dissipates into the area around you, things begin to flicker in and out of reality, if for but seconds. An otherworldly fog covers the area, causing outlines to fade and forms to blur together.
For 1 round/class level, all characters within 10ft/breach level gain partial concealment. In addition, they gain a bonus on hide and move silently checks equal to twice the murmur level, and they take a penalty to spot and listen checks equal to twice the murmur level.
Empowerment: All creatures within the area gain total concealment, and creatures gain the hide in plain sight extraordinary ability while within the area.
Dark Break: As the energy surges out from you unbidden, the world fades completely. You see nothing, hear nothing, and can touch nothing- but you can sense that everyone else in the area can’t, either.
Each creature within 10ft/breach level becomes blind, deaf, and incorporeal for 1 round/class level. Each creature is entitled to a will save against each of the individual effects (for example, one might succeed on the first save, but fail the other two, and be able to see, but be deaf and incorporeal).
Empowerment: Each creature affected by this ability becomes ethereal, and you may select which saves match up with each affliction (for example, if you succeeded on one save, and failed the other two, you may choose to be corporeal, blind, and deaf, or able to see, but incorporeal and deaf).
Generous Madness
Pierce: As you open a rift between this world and the far realms, you feel the power carried within it attempting to strengthen you, enhancing the powers of the one foolish or desperate enough to open a link to it. Storing this energy within your lance, you pour it into your foe. And then you offer those around them a choice- do they protect their friend, enhancing the person’s powers, or leave them to take the blow themselves?
Each creature within 10ft/lancet die used of the struck creature may choose to reduce the lancet damage dealt to the creature by 1d6 points. If they do, they take 2d6 points of damage, which may not be reduced by damage reduction or regeneration. Creatures may choose to take the damage multiple times, but if they would die due to damage caused to them, the damage dealt by lancet it not reduced. The number of lancet dice prevented may not decrease by a number more than the number of lancet dice used. Creatures that prevent damage in excess of this do not take damage, nor prevent any further damage.
Empowerment: For each lancet die prevented in this manner, you heal 1d6 points of damage.
Lesser Break: As some of the energy of the far realms leaks out, its madness grants you a moment of utter clarity; you glimpse moments into an ally’s future, and know how you can help them change it.
You may select one ally within 30ft. They gain a +2 bonus on the next attack roll, skill check, or saving throw that they make within the next round.
Empowerment: You may affect a number of additional creatures equal to the murmur level to be affected by this ability.
Greater Break: As the madness of the alien energy seeps past your mind’s safeguards, it seeps into other’s minds, invigorating them and letting them make the most of their action, allowing them to accomplish two actions at once…
Each creature within 10ft/breach level gains an extra standard or move action (their choice) on their next turn.
Empowerment: Each creature within the area gains an additional standard or move action each round for an additional number of rounds equal to the murmur level.
Dark Break: As the madness floods into the world, it bypasses the minds of creatures directly, merging their subconscious minds into one great mass, and linking their bodies into one. Allies suddenly become one entity- a hivemind.
Each creature within 10ft/breach level forms a hivemind with each of their allies. Creatures within a hivemind may not be flanked, may telepathically communicate with each other, and act on the same initiative. In addition, when any creature in a hivemind affected by a mind-affecting ability, each creature in the hivemind rolls a will save. The highest result is used as the result for all creatures. However, if it fails, all creatures in the hivemind are affected by the ability. Finally, creatures within the hivemind may take 1 point of damage as a free action in order to heal an ally 1 point of damage. This ability lasts for 1 round/class level.
Empowerment: You may give one suggestion, as the spell, to each hivemind in the area. They are all affected by the same suggestion. This suggestion may not be obviously harmful for any creature in the area, or else this ability will automatically fail. The suggestion lasts for as long as the hiveminds are active.
Half-Heard Secrets
Pierce: As you allow energy to seep into the multiverse from the far realms, secrets known and unknown whisper throughout it, a bastion of knowledge, but to learn from it would be insanity. It is a font of absolute knowledge; no being would be able to learn all of its secrets. Its very presence in the mind creates a great distraction to the target. Bearing that in mind, as you plunge your lance into your foe, you release all of the knowledge into their mind, filling their heads with the insane murmurings and distracting secrets, causing them to overload from the knowledge.
The creature injured by this pierce has some of the mad knowledge of the far realms directly inserted into their minds. As a result, they gain a bonus on all knowledge checks made equal to 4 x the number of lancet dice used. However, the knowledge distracts them and hinders them in combat, causing them to take a penalty on all attack rolls and concentration checks they make equal to the number of lancet dice used. They may negate the entire effect with a successful will save.
Empowerment: You gain insight from the scraps of knowledge from the far realms that you can handle. You gain a bonus on all attack rolls and skill checks equal to ½ the number of lancet dice used, but you take an equal penalty on all reflex saves.
Lesser Break: As the energy and knowledge of the far realms leaks out into your mind, you learn the location of anything you can think of, it but for a second, before the energy leaves. In this time, your mind learns the location of nearly everything you can think of- but only the knowledge of the location of one object is remembered from this brief contact with omniscience.
You immediately learn the location of one unattended, nonmagical object that you have personally seen.
Empowerment: You immediately learn the location of one magical creature or object. This ability counts as a scrying divination effect.
Greater Break: The far realms’ energy saturates the air, granting knowledge of the past, present, and future within the presence of a force so outside of time. Thus, creatures in the area gain knowledge in what the future holds in store for them- all possible futures. The sheer number of possibilities assaults their minds, driving them slowly insane, though blessing them with great insight.
All creatures within 10ft/breach level gain a +2 insight bonus on all skill checks and attack rolls for a number of rounds equal to your class level. However, each round, creatures within the area must make a will save or act confused for the round.
Empowerment: Creatures within the area gain an additional insight bonus on all skill checks and attack rolls equal to the murmur level, and the duration of all confusion effects increases by that many rounds.
Dark Break: The sheer insanity of the far realms floods into the area, driving all beings within the area insane while the sheer amount of knowledge assaults their minds. They act in random, irrational patterns, but they succeed in what they do; the knowledge guiding them grants them insight into how to best utilize their insanity.
All creatures within 10ft/breach level are confused, as the spell, for one round/class level. In addition, they gain access to a random murmur, and may manifest breaches as a Xenotheurge of their HD for the duration of this ability. You may choose to exempt yourself from this ability.
Empowerment: Each creature in the area may manifest a breach as a swift action once/round. They manifest the breach as if they were not confused, but otherwise act confused.
Insidious Pact
Pierce: As you take your lance and strike against the fabric of the material plane, you understand what bargain you strike as you use this power- you are making a pact with forces that may destroy our multiverse, hastening its destruction with each breach and each pierce, in order to destroy your foes. Keeping that knowledge in mind, you strike your foe- and make a similar pact with him.
When you strike your foe with this ability, you offer him a pact- he may choose to increase any of his ability scores by any number of points, so long as the total number of points gained does not exceed the number of lancet dice used. You may augment your stats with a number of points equal to double the number of points they used. The creature hit is not aware of the consequences of making this pact, however. The bonus to stats last for a number of rounds equal to your class level, or until the creature you hit with lancet dies, whichever comes first. At any time in the duration of this ability, you may increase your ability scores by a number of points equal to or less than the number of lancet dice used. However, the person who you struck this pact with may augment their abilities by twice this number of points.
Empowerment: You can choose to take one point of ability damage to any stat to deal two damage to any of the target’s stats at any point during this ability as a free action. You may use this ability a total number of times equal to the number of lancet dice you used for this ability.
Lesser Break: The energy from the far realms is, itself, imbued with a form of consciousness. As the energy flows out of your mind, it offers a primitive form of deal: It will grant you temporary power, in exchange for a bit of your lasting power.
For one round/murmur level, you take 1 point of damage, and you gain a +1 bonus on all attack rolls, damage rolls, and skill checks, and a +1 deflection bonus to AC.
Empowerment: Each round, you may choose to take an amount of damage less than or equal to the murmur level. If you do, you gain an additional +1 to all of the bonuses granted by this ability.
Greater Break: As the energy from the far realms seeps out of your mind, filling the area, it desires to empower itself. And so, it drains the vitality of all the creatures present, with the side effect of empowering them, if but for a short time. This relation forms a sort of pact between the energy and the beings present- they may offer it more of their vitality, in exchange for a greater power.
Each round, for a number of rounds equal to your class level, each creature within 10ft/breach level takes damage equal to the murmur level. In exchange, they may gain a number of the following benefits equal to the amount of damage they take- gain a +1 bonus to attack rolls for the round, a +1 deflection bonus to AC, 2 temporary hit points that last for the duration of the effect, or a +1 bonus on all damage rolls for the round. In addition, a creature may choose to take an additional number of points of damage no more than your class level, and gain one of the above benefits for each two points of damage they take in this manner. Damage dealt by this ability may not be reduced by damage reduction or regeneration. Nonsentiant creatures never increase the amount of damage they would take.
Empowerment: Each round, creatures in the area may choose to take one point of ability damage in order to gain a +3 bonus to that ability for the duration of this effect. This power takes a swift action for each creature to activate.
Dark Break: As the energy pours from you as ink does from a spilled vial, it carries the insanity, power, and cunning of the entities of the far realms. As it seeps into the minds of the creatures there, it plays a game with them, at the expense of their power.
Each round, for one round/class level, each creature within 10ft/breach level must choose a number of hit points to sacrifice, minimum the murmur level. The creature who sacrifices the highest amount of health in this way may choose to deal damage equal to ½ the amount of damage they took to each creature in the area (including themselves). In the case of a tie, either one may choose to cause this damage. Nonsentient creatures always sacrifice a number of hit points equal to the murmur level. This damage may not be prevented by means of damage reduction or regeneration.
Empowerment: Each round, when a creature loses hit points, they may choose to deal damage equal to half that value to each creature in the area (including themselves).
Path of Entropy
Pierce: As you weaken the fabric of the universe and let the dark energy of the far realms to leak into your lance, you feel its presence. It’s timeless, powerful, and unstoppable. All will turn to dust before it, and it will wear against the material of the very planes itself. With the power stored within your lance, you pierce your foe with it, flooding their defenses with the power that cannot be stopped, aging them and overwhelming them, until there is but nothing left.
With the power of entropy, you begin to wear away at your opponent’s defenses. You deal sunder damage equal to half of your limit break damage to each item that the creature is wearing (including weapons, armor, and shields). This damage ignores hardness. In addition, the creature’s natural armor (if any) is reduced by a number of points equal to half the number of limit break dice used, to a minimum of zero, as the forces of decay cause the protective membrane to decompose. The natural armor is restored at the rate of one point/day, and a restoration spell immediately removes all damage from natural armor. Both effects may be halved by a successful fortitude save.
Empowerment: You deal damage equal to your full lancet damage to each piece of equipment the target is wearing.
Lesser Break: As the energy of entropy enters this multiverse, solids outlines begin to fade, things merging with each other, mingling, and weakening as they age and fade in the process…
For one round/class level, the hardness of all objects within 10ft/murmur level is halved.
Empowerment: Each object within 20ft/murmur level also takes damage equal to your class level (Fortitude half).
Greater Break: Entropy, breaking the boundaries between this world and the far realms, causes all things to fade. However, when merged with the energies and mutations of the far realms, objects don’t just fade… but change, as well. As the far realms reconstruct that which has fallen to the ravages of entropy, drastic altercations are made.
For 1 round/murmur level, each object within 10ft/breach level’s hardness is decreased by one and takes damage equal to your murmur level. This damage is not reduced by hardness. In addition, each round, give each object damaged in this way damage gains one random power from the list below. If you roll the same power twice, this ability has no effect on the object for the round. These abilities last for 1 round/murmur level after the effect fades.
Tendrils: The object is coated with slimy tentacles. Weapon with this power take a -1 penalty, as it is now coated with slimy tentacles and is difficult to grip. If this affects a piece of armor, it gives a +2 bonus on grapple checks.
Eye: This object has a giant, glaring, bloodshot eye glaring at you. Weapons with this power get a +1 bonus on all attack and damage rolls, as the weapon guides itself with its improved vision, and armor with this power grants the wielder a +2 bonus on all reflex saves, as it alerts the user to get out of the way ahead of time. In addition, a creature with a piece of equipment affected by this power gets a +2 bonus on all intimidate checks.
Fangs: This object is covered in fangs. All objects with this deal 1d4 points of damage to their bearers each round, but weapons with this power deal an extra 1d4 points of damage on a successful hit, and creatures with armor deal an extra 1d4 points of damage on a successful grapple check.
Non-Euclidean Geometry: Objects with this power don’t follow the normal laws of geometry, and have enhanced powers. Weapons with this ability adds 1d6-3 (This may be negative) to their attack rolls, and armor grants an extra 1d8-4 (This may be negative) deflection bonus/penalty to AC.
Jagged Maw: This object has a jagged line running across it, which opens and reveals a maw of toothy teeth. All weapons deal 1 point of constitution damage on a successful hit. If a creature wearing armor with this ability enters a grapple, and makes a successful grapple check, instead of resolving the damage normally, the creature is shunted into an extradimensional stomach. While in there, they take 2d4 slashing and bludgeoning damage and 1d4 points of acid damage. They may exit the area with a grapple or escape artist check (DC = the result of the grapple check that sent them there) once per round as a standard action. Other objects deal 2d4 points of damage to the creature that holds them every round.
Lashing Tentacle: The object either has tentacles growing out of it, or becomes a writhing strip of flesh. All weapons affected by this power gain reach. All armors grow 1d4-1 tentacles that each have a 10ft reach and deal 1d4 points of bludgeoning damage on a successful hit. These may be used as secondary attacks. All other objects are rendered useless.

Empowerment: Each creature in the area also undergoes this mutation; each round, they take 1d4 points of damage/murmur level and gain one random power granted by the Endless Evolution pierce attack.
Dark Break: Such a tidal wave of energy pours from you, it takes on the physical aspect of entropy: A small amount of mass from the amoebic sea. This vile energy corrodes all it touches, and leaves horrific images in the minds of those stranded in it.
For one round/murmur level, each object and creature within 10ft/breach level takes 1d6/murmur level points of damage. This damage cannot be negated by any means, including regeneration. In addition, each creature within this area makes a will save. If they succeed, they are frightened for 1 round. If they fail, they are panicked for 1 round/level. You are immune to this fear effect.
Empowerment: The energy is so great that not only does the amoebic sea find passage, but so do actual denizens of the far realms. Each round, 1d4+1 amoebic crawlers are summoned into random squares within the area of this effect, and they last for 1d4 rounds each. They act as they wish, disregarding any commands the character might give them.
Reflection of Nightmare
Pierce: As you allow the dread energies of the far realms to seep into your lance as you tear at the edges of reality, the dread and fear enter it, isolating it from the outer world. As you pierce the weak membrane of flesh surrounding your foe, the dread energy pours into them. And it fulfills their worst nightmare. They are immediately alone. In their mind, they are trapped in a prison, watching their greatest fears assault them, and yet they are unable to do nothing. The energies within them are powerful, but fragile.
Flooding your foes with the fear of being unable to do anything, they are paralyzed for 1 round/2 lancet dice used (Fortitude negates). If any damage is dealt to them in this time, this effect immediately ends. They are treated as flat-footed against the attack, and they may not be the target of a coup de grace attack. In addition, if they are dealt damage while paralyzed, each creature within 10ft must make a will save or be frightened for a number of rounds equal to the number of lancet dice used. If the target is dealt no damage, after they recover from the paralysis, they are panicked for a number of rounds equal to the number of rounds equal to the amount of lancet dice you used (Will negates).
Empowerment: If they take damage while paralyzed, the effect continues for 1 more round before ending.
Lesser Break: The energy of the far realms leaks into you, hinting ominously at horrific futures, terrifying you, but the fear it creates helps you be aware, helps you survive through the living nightmare you experience with it.
You are shaken, and gain a +4 bonus to strength and dex.
Empowerment: You are frightened, and gain an additional +2 bonus to strength and dex.
Greater Break: The energy from the far realms seeps outside of your consciousness, awakening the fears of those who haven’t seen true terror. They, rather than being empowered by their haunted visions, are terrified of them.
Each creature within 10ft/breach level must make a will save or be frightened for 1 round/murmur level. Even if they succeed, they are shaken for 1 round.
Empowerment: Each creature in the area is panicked for one round/murmur level if they fail the save, and frightened for 2 rounds if they succeed.
Dark Break: True terror pours from you, entering the world, in strong enough a form that it can physically sustain. The nightmare becomes real to them, and to you…
Each creature within 10ft/breach level is affected by the Phantasmal killer spell, and are panicked for 1 round/murmur level if they fail the save. Even if they succeed, they are shaken for 1 round.
Empowerment: The partially real entities become solid. Each creature who fails their initial will save summons one Kaortic Hulk. This creature attacks them, but after this, does not respond to any orders. They also attempt to kill anyone who attempts to give them orders.

Fable Wright
2010-11-12, 07:26 PM
Reserved for Breaks, part II if needed.

This is my GitP PrC Contest prestige class, a Xenotheurge/Limit dragoon crossover. PEACHs are appreciated.

Morph Bark
2010-11-14, 11:45 AM
While I sadly know next to nothing of the Xenotheurge (the massive amount of fluff and crunch it had discouraged me to try read the whole thing the first time I saw it, and I don't want to read something half-assedly, and haven't gotten around to it since then), I wholeheartedly support this endeavor. For obvious reasons.

I'd put some space between each class ability or break and all, gives a bit more readability.

I really like the Pierce stuff and the slow advancement to Dark Breaks. Quite inventive, well done.

Don't forget to finish Gate of Madness and all the required fluff in time. I barely did in the last contest. :smallsmile:

The Vorpal Tribble
2010-11-16, 06:47 AM
I'm STILL going over Xenotheurge :smalltongue:

Person_Man
2010-11-16, 01:52 PM
Well the artwork and fluff are awesome. I'll be honest and say that I haven't waded through all of the xenotheurgy and limit dragoon material, because it's just so abundant. So I can't intelligently offer any crunch advice, because everything is so self referential.

When you're done editing and rejiggering, I hope you consolidate everything into a single post (or wiki, or 3rd party gaming supplement). You may also start out each class/PrC with an introductory paragraph that doesn't follow the standard WotC format. "This is the Limit Dragoon. It's based on Final Fantasy. It's main ability is Limit Breaks. Whenever you take damage, your Limit Gauge increases. You can then spend your Limit Gauge points on Limit Breaks, which are basically spells." That way it would be easier to read through and understand.