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View Full Version : A Hideous Form from Beyond the Stars [3.5e, Base Class, PEACH]



Amechra
2012-05-18, 10:10 PM
http://fc03.deviantart.net/fs70/i/2012/125/d/0/___corruption____by_cryptdidical-d4yktgd.jpg (http://fc03.deviantart.net/fs70/i/2012/125/d/0/___corruption____by_cryptdidical-d4yktgd.jpg)

You know, he hates us... for being bad at being us.

He thinks he could do a much better job.

Pariah

There are some who are always on the outside, tapping on the glass, unable to get in.

That is, until they find the cracks. And once you know where the cracks are, they are everywhere.

And once they find their way inside... they find themselves stuck in there, with those disgusting creatures that walk around with a pretension to innocence; it would feel just wonderful to smash their hideous wrongness into the ground. It does not look so wonderful inside, does it?

But then they would die; so they have to bide their time... for now.

Alignment: Any, though they tend towards Evil.
HD: d8
Skill points per level: 4+int
Skill points at 1st level: 4*(4+int)

{table=head]Level|BAB|Fort|Ref|Will|Special|Blemishes Known|Blemishes Readied
1|+0|+0|+0|+2|Unnatural Form, Disguised Form|1|1
2|+1|+0|+0|+3|Suppress Alien Nature, Outcast Presence (Harmful Blows)|2|2
3|+2|+1|+1|+3|Offended Senses (Scent), Favored Mutilation|3|2
4|+3|+1|+1|+4|Voice of the Crowd|4|3
5|+3|+1|+1|+4|Outcast Presence (Cannot Hide)|5|3
6|+4|+2|+2|+5|Normal Presence, Favored Mutilation|5|4
7|+5|+2|+2|+5|Offended Senses (Synesthete)|6|4
8|+6/+1|+2|+2|+6|Outcast Presence (Cannot Prepare)|7|5
9|+6/+1|+3|+3|+6|Favored Mutilation|8|5
10|+7/+2|+3|+3|+7|Ancient Yearning (Aberration)|8|6
11|+8/+3|+3|+3|+7|Outcast Presence (Ease of Grace), Offended Senses (Status)|9|6
12|+9/+4|+4|+4|+8|Favored Mutilation|10|7
13|+9/+4|+4|+4|+8|Ancient Yearning (Broken Mind)|11|7
14|+10/+5|+4|+4|+9|Outcast Presence (Spells have Holes)|11|8
15|+11/+6/+1|+5|+5|+9|Offended Senses (Truthful Senses), Favored Mutilation|12|8
16|+12/+7/+2|+5|+5|+10|Ancient Yearning (Compleation)|13|9
17|+12/+7/+2|+5|+5|+10|Outcast Presence (Show the Flaws)|14|9
18|+13/+8/+3|+6|+6|+11|Favored Mutilation|14|10
19|+14/+9/+4|+6|+6|+11|Offended Senses (Omnipotent Senses)|15|10
20|+15/+10/+5|+6|+6|+12|Outcast Presence (Perfection), Abomination Against Nature|16|11[/table]
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Weapon and Armor Proficiencies: A Pariah is proficient in all Simple weapons and Light armor.

Outcast: A Pariah is an Outcast, a being that does not belong to the place where they are, no matter where they are. An Outcast's Outcast level is equal to their levels in this class, plus their levels in all other classes with the Outcast ability; their Warp is equal to half of that.

In addition, all Outcasts gain access to abilities called Blemishes, preternatural abilities that are in direct violation to the world around them, while simultaneously causing enough of a warp that world is forced to accept them; all Blemishes are Extraordinary abilities, unless stated otherwise. All Blemishes may be dispelled as if they were spells cast at a CL equal to the Outcast level of the character by Turning the Outcast; this special use of the ability automatically occurs to any creature able to use the proper type of Turning, and works as if the character was making a Targeted Dispel check, using their Turning check, with a Greater Dispel Magic. In the Pariah's case, any Blemishes gained through their class levels may be dispelled by any creature that can Turn or Rebuke Aberrations.

The saving throws against a Blemish are equal to 10+the character's Warp+the granting class' Key Ability Modifier; a Pariah's Key Ability Modifier is Constitution.

Unnatural Form (Ex): At every level other than 6th, 10th, 14th, and 18th, a Pariah learns a Blemish, a physical or metaphysical mutation that grants them certain powers. However, they don't automatically benefit from these mutations; they must prepare a selected few from the ones they have gained through their Pariah levels. They learn new Blemishes and may ready a number of them according to the table above, along with any they would be able to prepare due to any other classes that grant Blemishes Known and Readied. These Blemishes are drawn from the Pariah list of Blemishes.

To prepare their Blemishes a Pariah needs 10 minutes to allow their body to roil and mutate. During this time, they choose from among their known Blemishes those which they wish to use and prepares a number of Blemishes as shown on the table above. They do not benefit from any Blemishes they have not chosen through this process, although they are considered to have them for the purposes of prerequisites. They may prepare Blemishes at any time during the day, any number of times in a day they wish, as long as they have the time to do so.

A Pariah must prepare their maximum number of Blemishes, unless a feat or ability says otherwise.

Of course, there are drawbacks to this capability that are all to readily apparent to the people around the Pariah; a Pariah receives a penalty to all Diplomacy, Gather Information, Handle Animal, and wild empathy checks equal to their Warp, and are detected as Evil by any ability that detects alignment. This class feature counts as having Aberration Blood and Evil Brand for the purpose of prerequisites.

Disguised Form (Ex): It would not do to stick out in the crowd, like a sore thumb. It is far better to fake being one of those disgusting mortals, until it is time to strike. Yes, insinuate your way into their confidences, right until the point where you beat their pathetic faces in. The voices leading you back home will help, yes they will...

A Pariah receives a competence bonus on all Bluff, Intimidate, and Sense Motive checks equal to their Warp.

Suppress Alien Form (Ex): It makes sense that they run screaming from your seething form; its beauty robs their sanity of hideousness to hold onto. Alas, stealth is the name of the game, so you must dissimulate. Lucky you.

A Pariah of at least 2nd level may, as a move action, choose to suppress or activate their Blemishes. While they are suppressing their Blemishes, they do not gain the benefits of any of their Blemishes, unless otherwise stated, but also do not display any physical or presence-based mutations, allowing them to go where they wish without being detected; they do not take the penalty to checks from Unnatural Presence while they are suppressing their Blemishes. In addition, they receive a bonus on Disguise checks equal to their Warp while suppressing their Blemishes. They still are treated as if they are Evil by spells that detect alignment, and still are treated as if they had Aberration Blood and Evil brand for the purpose of prerequisites.

Outcast Presence (Ex and Su): Your very body is mutilated and broken by this horrid place; the blessed gifts from your home allows you to strengthen this horrid form that you have been forced to take.

At 2nd level, the Pariah gains Multiattack and Improved Unarmed Strike as bonus feats, and they may choose to deal either Lethal or Non-Lethal damage with any of their natural weapons. Finally, they gain the Unarmed Strike damage progression of a Monk of a level equal to their Warp. This is an Extraordinary ability.

At 5th level, their attacks warp around corners and through chinks in walls; they may ignore all cover except Total Cover and all concealment except for Total Concealment whenever they make an attack with a Natural Weapon or an Unarmed Strike. This is a Supernatural ability.

At 8th level, their attacks simply come from all directions simultaneously; any creature that they attack with a Natural Weapon or an Unarmed Strike is treated as if they were Flat-Footed against the attack. This is a Supernatural ability.

At 11th level, the Pariah gains the Improved Multiattack feat as a Bonus feat.

At 14th level, all of a Pariah's Natural Attacks and Unarmed Strikes ignore any bonus to Armor Class or any Miss Chance granted by a spell of a level lower than their Warp. This is a Supernatural ability.

At 17th level, all of a Pariah's Natural Attacks and Unarmed Strikes bypass any form of DR or Regeneration that a creature has that can be bypassed; in addition, their Natural Attacks and Unarmed Strikes ignore all hardness. This is a Supernatural ability.

At 20th level, all portions of the class feature become Extraordinary abilities.

Favored Mutilation (Ex): There are some parts that come through that mirror your old body, from back when you were whole. You like those pieces, and do all you can to encourage them.

At 3rd level, and every 3 levels thereafter, a Pariah may select a single Blemish that they know through this class; their Warp for that Blemish is equal to their Outcast level.

Offended Senses (Ex): They are so disgusting; their very presence makes you wretch, the looks on their faces make you want to scream, and their voice make you want to convulse. But this disgust helps you hunt, yes it does...

At 3rd level, a Pariah gains the Scent special quality, except that it only allows them to smell mortal creatures; a mortal creature is any creature that has a maximum age. If they later take the Track feat, they mat only use it to track mortal creatures. If a Pariah gains the Scent special quality from any other source, this class feature instead allows them to detect mortal creatures at twice the normal distance (remember, two doubles is a triple, and so on). As long as the Pariah is able to smell another non-Mindless creature that they have not travelled with for at least a week, they receive a penalty to all Balance, Concentration, Craft, Forgery, Profession, and Ride checks equal to their Warp.

At 7th level, a Pariah is entirely capable of using one sense in place of another; they are permanently treated as if they were continuously under the effects of a Synesthete (http://www.d20srd.org/srd/psionic/powers/synesthete.htm) power, except that the bonus for using the ability when their senses can still function normally is equal to their Warp, and use their sense of smell in place of their face for the purpose of detecting sensory inputs. If they choose to smell light, they may see any creature or object that they are able to smell, but cannot distinguish colors or fine detail; if they choose to smell sounds, they are able to hear any sound produced by any creature or object that they can smell, except that they are unable to distinguish pitch or volume. They may still understand speech as normal, however; they may change which version of this ability they are benefiting from as a full-round action that does not provoke attacks of opportunity.

At 11th level, a Pariah can smell the heartbeat of those around it, can taste the blood flowing through their veins; a Pariah may, at any time, elect to smell out the state of creatures around them by duplicating a Status (http://www.d20srd.org/srd/spells/status.htm) spell, using their Outcast level as their caster level, except that it is an Extraordinary ability, does not allow a save, can only target a creature that the Pariah can smell at that time, and upon the duration ending, the Pariah is nauseated for one minute, as they were able to smell every single bodily function of those they just monitored. Any creature under the effect of this status effect can be smelled by the Pariah, no matter the distance they travel before the effect wears off.

At 15th level, a Pariah gains a constant True Seeing effect, and can hear through Silence effects and effects that shape sound, except that they may only benefit from this ability using that particular sense through their Synesthete ability. In addition, the range of their scent ability doubles.

At 19th level, a Pariah's senses are beyond reproach; they are continually under all versions of their Synesthete ability, and they are also vaguely aware of who is watching them at all times, and through what means; this includes any attempts to divine information about them through Divination effects. Finally, they automatically hear their name whenever it is said while on the same plane, and the range of their Scent ability doubles again. By this point, this ability may not be turned off through any means, not even by deific intervention.

Voice of the Crowd (Su): Those hideous mortals have thousands of languages, but that doesn't stop you, not at all...

A Pariah of at least 4th level may attempt to communicate with the stupid creatures that they encounter with which they don't share a language; if they are trying to convey simple commands or phrases, such as “hello” or “come here”, they automatically succeed.

If they are trying to communicate with a creature in a more complicated manner, they must first roll two checks when they begin their conversation, each with an untyped bonus equal to the Pariah's Warp; a Charisma check to get their meaning across, and a Wisdom check to understand the creature they are speaking with. It is entirely possible for a Pariah to fail one of the checks but to succeed on the other, resulting in a conversation where only one side can understand what the other side is saying.

The DC for this check is 20 for any languages that share an alphabet with one that the Pariah knows, and 30 for all other languages; a Pariah may use this ability to use a Language-dependent effect on a creature that normally wouldn't be able to understand them, in which case they only have to roll the Charisma check as part of the same action that the language-dependent effect would normally require.

Normal Presence (Su): Those stupid, stupid creatures that surround you are perfectly willing to hide their heads in the sand, and ignore the very fact that you are present. This is fine by you, fine indeed...

At 6th level, any creature that sees or hears a Pariah while they are suppressing their Blemishes must make a Will save against a DC of 10+the Pariah's Warp+the Pariah's Charisma modifier, or treat everything that the Pariah does or says as completely mundane and normal until that creature sleeps for at least 1 hour. This effect does not prevent a creature from defending themselves, or from coming to the aid of their comrades; rather, it allows the Pariah to do things that are completely socially inappropriate, such as running around nude in public, taking the jewelry of the neck of the queen, or dragging a dead body through the streets, without anyone commenting or seeing anything odd in this; any creature whose possessions or person are interfered with by the Pariah while under the effect of this ability get an additional save with a +4 bonus.

This effect does not modify a creature's memory, so when the effect wears off, they are fully capable of reporting any crime that the Pariah may have committed to the proper authorities. This is a Mind-Affecting ability.

Ancient Yearnings (Ex): You feel it. Deep in your bones, in your skin, scratching at your mind... it makes you feel lonely, no matter how many of the horrible monkeys you surround yourself with... But now, those yearnings are reaching fruition, and are fed into your very essential form.

At 10th level, a Pariah's type changes to Aberration, with the Augmented subtype for their original type.

At 13th level, they become immune to [Mind-Affecting] abilities and spells, and cannot be detected by Mindsight.

At 16th level, they no longer have a maximum age; their bodies regress back to the state they were at whatever age the Pariah chooses, with their mental bonuses continuing to accrue as if they were their original age. In addition, they no longer have an alignment for any purpose; they are no longer treated as evil due to their Unnatural Form class feature, they lose any alignment subtype they have, and they ignore all alignment-based prerequisites. If they have any class-features that depend on their alignment, they may choose which alignment they use whenever they use that class feature.

Abomination against Nature (Ex): You have done it; you have achieved your true majesty! Now, what are those pitiful creatures doing, weeping or laughing? And why do they bleed so readily? No matter, it is what you desired.

At 20th level, a Pariah gains the Half-Farspawn template without any of the LA or type change that that normally entails, with the added benefit that the penalty inflicted by Change Shape is increased to equal the Pariah's Warp.

Whenever a Pariah suppresses their Blemishes, they also lose the tentacles and all appearance changes from the Half-Farspawn template until they stop suppressing them. They may now suppress or activate their Blemishes as a Swift action.

Finally, the Pariah's home plane changes to the Far Realm; they are immune to any harmful effects of that plane, and may use Plane Shift at will to travel to and from whatever plane they are currently on and the Far Realms, except that they may only do this if the area that they are going to appear in is not being observed by a sentient creature that is not also a Far-Realms native.
[hr]
Changelog
Major overhaul; Edro Grimshell saved a copy of the original here. (http://www.giantitp.com/forums/showpost.php?p=13257849&postcount=12)

The Offended Senses ability
Before you say anything, this is my disorder magnified to the heroic scale, giving a penalty to the skills that I happen to observe suffer in my day-to-day life.

That out of the way, this should truly be played up in any role-playing that you do. Notice that hearing through scent gets really confusing when everything is at exactly the same volume, and seeing through scent is kinda hard since it doesn't allow you to recgnize fine detail, which includes faces and the like.

Also, notice how painfully confusing and annoying the 19th level ability is; you hear through all effects that would stop you from hearing, and can ignore illusions for what they are... and can't stop it from happening. You also see people everywhere. And animals. All of them. You can see and hear the mice nesting in the wall, the dogs fighting in the streets, and can definitely hear all the conversations that go on around you. Again, all of them. Without an ability to turn it off.

What's worse is that now you know exactly how many people are watching you. Again, all the time. Did I mention that you can hear your name whenever it is spoken? I hope you don't have a common name.

Yes, the ability is fantastically useful. It also is a great way to drive a character insane.

Notes
I love the Ozodrin to bits, I really do... but it takes a lot of work to run in at a table, when you get down to it. So I made this, partially for the fun of it!

All of the abilities that allow a Pariah to interact more easily don't actually come out of nowhere; they are, at the root of it, camouflage as envisioned by a violent being of pure malice.

And why aren't they forced to be evil? Any hateful act they do is pretty much their nature; what would you do if literally everyone surrounding you was so disgusting that their voices scraped across your nerves and the smell of their sweat makes you want to vomit?

All credit for the feat swapping thing goes to Ziegander; the fluff is courtesy to SCP 682, Song of Saya, and my own difficulties with my Sensory Processing disorder (turned to 11), and I hope that all of you enjoy!

Amechra
2012-05-18, 10:15 PM
Auras
Anathematic Presence: An Outcast with this Blemish exudes an aura out to 5' per Warp (minimum 5'); any living creature that enters that aura must make a Fortitude save or take damage equal half of the Outcast's Warp (minimum 1). Plant creatures do not receive a save.

Aura of Alienation: The starting attitude of any mortal creature that meets an Outcast with this Blemish is lowered by one level; in addition, any creature of the Fey, Animal, Magical Beast, or Vermin type that goes within 5' per Warp of the Outcast must make a Will save or be Frightened for 1d4 rounds.

Aura of Hateful Energies: An Outcast with this Blemish constantly generates an aura out to 5' per Warp (minimum 5'); within this aura, all food and drink is unsafe to consume. Any creature consuming food tainted by the aura must make a Fortitude save or be nauseated for 1d4 rounds and gain no nutritional benefit, and any creature drinking liquid tainted by this aura must make a Fortitude save or take 1d4 Strength damage and gain no nutritional benefits; a liquid is only considered to be tainted if the entirety of the body of water was within the Outcast's aura.

In addition, spells and effects that channel positive or negative damage to inflict or heal damage are only half as effective within the aura.

Finally, all creatures within the aura take a -2 penalty to saves and cannot naturally stabilize. The Outcast is immune to the effects of their aura, and may eat the food and drink the liquids that are tainted by their aura with no ill effects.

Defensive
Alien Mentality: An Outcast with this Blemish inflicts damage to any creature attempting to read their mind equal to their Warp; in addition, any creature attempting to read the Outcast's mind must make a Will save or be confused for 1d4 rounds. Even if they succeed, the mind-reader is still staggered for one round.

Finally, the Outcast receives a single power point, sufficient to become a Psionic creature, and is considered to be able to use powers of a level up to one half of their Warp (minimum 1) for the purpose of prerequisites.

Apostacy Incarnate: An Outcast with this Blemish receives a morale bonus on all saves vs. Divine spells equal to their Warp. In addition, the Outcast receives a Will save to negate any Divine spell that targets them that does not normally allow a save.

Cast from Morality: An Outcast with this Blemish has unbeatable spell resistance against all spells with an Alignment descriptor that have a spell level equal to or less than half their Warp (minimum 1).

Chitinous Armor: An Outcast with this Blemish gains DR/Byeshk equal to half of their Warp (minimum 1).

Dense Flesh: An Outcast with this Blemish gains a number of Temporary Hit Points whenever they activate their Blemishes equal to twice their Warp. Any other Blemishes that grant Temporary Hit Points instead restore an equivalent number of Temporary Hit Points lost from this pool.

Is Not Dead Which Can Eternal Lie: An Outcast with this Blemish automatically stabilizes when below 0 HP, ignoring any effect that would stop them from doing so. In addition, as long as they are below 0 HP, Deathwatch treats them as if they were dead, and a DC 20 Heal check is required to tell that the Outcast is still alive. Finally, the Outcast is immune to the extra damage from a Coup de Grace, and always succeeds on the Fortitude save to not die.

Old-Home Comfort: An Outcast with this Blemish is immune to all targeted Mind-affecting abilities, but suffers a -4 penalty to their Wisdom ability score. However, once per minute, they may add their Warp to a single will save as an Insight bonus.

Parasite-Riddled Flesh: An Outcast with this Blemish may, as an Immediate action at will, choose to become Staggered until the end of their next round to either automatically succeed on a saving throw against Poison or Disease, or to remove a pre-existing Poison or Disease that is affecting them.

If their Warp is equal to at least 4, they heal HP and ability damage at three times the normal rate; if their Warp is at least 7, they gain Fast Healing equal to half of their Warp.

Resist the Pull: An Outcast with this Blemish may, when they are reduced below -10 HP, survive for a single additional round, during which time they can only either move up to their speed or make a single melee attack. If they kill a creature with their attack, they gain another additional round, which follows the same rules and restrictions. If the Outcast receives any amount of magical healing that would bring them above 0 HP, they leave this state.

Scabrous Hide: An Outcast with this Blemish gains an increase to their Natural Armor bonus to AC equal to half of their Warp (minimum 1).

Offensive
Brush Across Security:
An Outcast with this Blemish may, as an attack action once per round, make a touch attack. If they are successful, the creature touched must make a Will save or become Shaken for 1d4+1 rounds; the Outcast may apply the effects of this Blemish to an attack they make with one of their natural weapons, as if it were a spell with a range of Touch.

Cornered-Monster Understanding: An Outcast with this Blemish receives a cumulative +1 Morale bonus on all d20 rolls until the end of whatever encounter they are in whenever they reduce a mortal creature's hit points below 0, capped at their Warp. If they kill a mortal creature with a Coup de Grace, they instead gain a +2 morale bonus that stacks as normal for this ability.

Fractal-Blade Claws: An Outcast with this Blemish gains two Claw attacks, which may be used as either Primary attacks or as Secondary attacks if they are used with any other weapon, natural or otherwise. These claws deal 1d6 damage for a medium sized Outcast; however, the Outcast is treated as if they were a number of size categories larger for the purpose of the damage for their claws equal to 1/3 their Warp, up to a maximum of Colossal.

Heretical Alien-Knight: An Outcast with this Blemish gains a Fighter feat that they qualify for, chosen when they ready this Blemish; treat them as if they had a Fighter level equal to 3/4 of their Warp.

They may ready this Blemish a number of additional times equal to 1/2 their Warp; each time they ready this Blemish, they gain one additional Fighter feat that they qualify for.

If they ready this Blemish multiple times, they are able to take feats that they qualify for due to Feats that they would gain through this ability.

Hunger's Purest Expression: An Outcast with this Blemish gains a stacking +2 bonus on all damage rolls, attack rolls, and critical confirmation rolls for each time they successfully attacked that creature this round; this bonus cannot exceed their Warp.

Hunter's Venom: An Outcast with this Blemish may, once per minute, coat one of their natural weapons with poison as a Free Action; the save DC for the poison is the same as the one for this Blemish. If the creature fails the initial save, they are paralyzed for 1d4+1 rounds; there is no secondary save.

Long-Awaited Release of Violence: An Outcast with this Blemish may perform a Coup de Grace as a standard action; in addition, whenever they Coup de Grace a mortal creature, they heal a number of hit-points equal to twice the slain creature's HD, up to a maximum of their Warp. If there is any excess healing, the Outcast gains an equal amount of Temporary Hit Points, which last for 1 hour.

If their Warp is at least 8, any creature slain by the Outcast with a Coup de Grace cannot be resurrected by any spell or ability less potent than a True Resurrection unless the Outcast is killed first.

Plague-Carrier's Breath: An Outcast with this Blemish becomes infected by a disease that duplicates the effects of a single Blood Toxin (http://www.giantitp.com/forums/showthread.php?t=214607) that a Plague Doctor of a level equal to their Warp could use; the Outcast does not receive any ill effects from carrying this disease, and cannot be cured of it by any means.

An Outcast may attempt to infect a creature by hitting them with a touch attack; the targeted creature receives a Fortitude save to resist infection. If the creature fails their save, they go through the course of that Blood Toxin as normal. An Outcast may also spread the disease through exposing another creature to any of their bodily fluids; a creature still receives a Fortitude save, as normal.

An Outcast that is currently suppressing their Blemishes or who does not have this Blemish prepared is still infected by the disease, they just are incapable of acting as a vector. An Outcast may elect to change which Blood Toxin they are infected with whenever they reach a level where their Warp becomes even.

Razor-Barb Smile: An Outcast with this Blemish gains a Primary Bite attack that deals 1d6 damage, with a 19-20 critical. If their Warp is at least 4, the critical multiplier for their Bite attack increases to x3; if their Warp is at least 8, the threat range for their Bite increases to 18-20.

Rippling Reach: An Outcast with this Blemish increases their reach by a number of feet equal to their Warp, rounded up to the nearest 5' increment.

Spines of Bone: An Outcast with this Blemish is treated as if they were always wearing armor that had Fine-sized Armor Spikes; they are proficient in these spikes, though not in actual armor spikes; the Armor Spikes are considered to be a number of sizes larger than Fine equal to a third of the Outcast's Warp, rounded down (minimum 1).

Tentacular Scion: An Outcast with this Blemish gains a pair of primary tentacle attacks with a natural 10' reach that deal 1d4 damage for a Medium Outcast. In addition, they gain a racial bonus on all grapple checks equal to twice their Warp, and may enter a grapple with creatures of any size.

An Outcast may prepare this Blemish multiple times; each time they do so, they gain another set of tentacles. Any pair beyond the first must be secondary natural weapons.

Third-Hand Tongue: An Outcast with this Blemish gains a Secondary natural tongue attack, which deals 1d4 damage for a medium Outcast. In addition, they are treated as if they had a third hand for the purpose of carrying objects, and may use any skills or feats that can only be performed if at least one hand is free even if both of their hands are full, as long as they are not carrying anything with their tongue.

Violent Urges: An Outcast with this Blemish receives a bonus on all their damage rolls equal to their Warp. In addition, their natural weapons are treated as if they are magic for the purpose of piercing DR and determining whether or not they would be able to hit Incorporeal creatures.

Utility
Become as Scenery: An Outcast with this Blemish cannot be sensed in any way by a mindless creature; they do not receive a save vs. this effect. In addition, the Outcast gains an Insight bonus to all Hide and Move Silently checks equal to their Warp.

Cosmic Horror's Presence: An Outcast with this Blemish may completely ignore any immunity to fear that a creature with HD equal to or less than their Warp has, and may intimidate a creature with that many HD as if they weren't immune to fear. A creature that is immune to fear through another means other than explicitly being immune to fear, such as being Mindless or immune to Mind-affecting abilities, are not affected by this Blemish.

Curious Eldritch-Being: Upon first selecting this Blemish, the Outcast must select a gender. As long as they have this Blemish prepared, they do not receive a penalty on their skill checks used on creatures of that gender due to Unnatural Form. In addition, they may Seduce (http://www.wizards.com/default.asp?x=dnd/cwc/20070227x) creatures of that gender, and all creatures of that gender begin one category friendlier towards them, to a maximum of Friendly.

Deep-One Antecedent: An Outcast with this Blemish receives a Swim speed equal to their base land speed, a +8 to all Swim checks, the ability to take 10 on all Swim checks, and the ability to use the run action while swimming. Finally, they may breath in water and air with equal ease.

Disguise the Flesh: An Outcast with this Blemish gains the Minor Shapechange racial ability of a Changeling, allowing them to use Disguise Self at-will as a Supernatural ability that is not an illusion and does not affect their clothing. In addition, the Outcast may now qualify for any Changeling racial feat.

Earth-born Burrower: An Outcast with this Blemish receives a Burrow speed equal to half their base land speed, and also receives Tremorsense out to a range of 5' per Warp. They cannot burrow through stone or other solid materials using the burrow speed granted by this Blemish.

If the Outcast has a Warp of at least 5, their Burrowing speed increases to equal their base land speed, they gain the Earth Glide special ability of an Earth Elemental, and they may choose whether or not they leave behind a usable tunnel.

Ever-Ascending Horror:
An Outcast with this Blemish receives a climb speed equal to their base land speed, a +8 to all Climb checks, the ability to take 10 on all Climb checks, and the ability to use the run action while climbing.

Feathered Nostrils: An Outcast with this Blemish gains the Scent special quality; in addition, they may take a Standard action to discover what information a Deathwatch spell would return concerning a creature within the range of their scent (so they could smell how healthy it was, and whether or not it was alive or not.)

Innocence of the Mad: An Outcast with this Blemish is immune to any effect that would determine their alignment, and any class feature or ability that has varying effect based off of alignment treats the Outcast as if they had the same alignment as the one using the effect.

Last-Ditch Spasm: An Outcast with this Blemish may, as an Immediate action, take damage equal to their Warp to receive a bonus equal to their Warp on any one d20 roll. This damage is not reduced by DR, is always lethal, and cannot be redirected by a Shield Other spell or similar effect.

Madspawn Servant: An Outcast with this Blemish gains a Familiar as if they had a CL equal to their Warp; however, instead of gaining the ability to share spells and deliver touch spells, the Familiar instead gains the benefits of all of the Outcast's active Aberrencies except for Madspawn Servant. Any Blemishes that have a limited number of uses, or which can only be used a limited amount of times in a given time frame, have their uses shared between the Outcast and their Familiar.

If An Outcast is suppressing their Blemishes or does not have this Blemish prepared, their Familiar does not disappear; instead, it does not gain the benefits of any of the Outcast's active Blemishes.

Madthing Initiative: An Outcast with this Blemish receives an Insight bonus on their Initiative and all Knowledge checks equal to their Warp. In addition, they may make Knowledge checks untrained.

Membranous Wings: An Outcast with this Blemish gains a Fly speed with Average maneuverability equal to half of their base land speed. They may only fly for a number of consecutive rounds equal to half of their Warp, and are unable to fly for one round after they stop flying. They are also immune to all the negative effects of altitude.

If the Outcast has a Warp of at least 5, their Fly Speed increases to equal their base land speed, their maneuvereability increases by one category, and they no longer have a limit to when they can fly.

Nightmare Form Infusion: An Outcast with this Blemish may select a single ability score when activating this Blemish; they may use half of their Warp instead of their ability modifier for that ability score for all purposes if it would be higher. If their Warp is at least 7, they may select 2 ability scores instead of just one.

Other-Race Mask: An Outcast with this Blemish may, upon readying it, select a single LA +0 Template or Race; if they choose a Race, they lose all of their own Racial traits, and gain all of the traits of the selected race.

If they select a Template, they gain the benefits and penalties of that Template for as long as this Blemish is readied; they still lose the benefits of this Blemish when they Suppress their Blemishes.

Parent-Worshipping Cultist: An Outcast with this Blemish gains the granted ability of a single Cleric domain of their choice, using their Warp as their effective Cleric level; in addition, they gain the ability to rebuke Aberrations, which works exactly like how a normal Cleric turns Undead, except that they may use a number of times per day equal to two-thirds of their Warp, and they use their Warp as their effective turning level.
This Blemish counts as being able to Turn Undead for the purpose of prerequisites; uses of the Aberration-rebuking ability may be used to fuel class features and feats that normally require Turn Undead.

Sleepless Horror: An Outcast with this Blemish no longer needs to sleep and is immune to Fatigue; in addition, any creature that sleeps within 100' per Warp of the Outcast must sleep for two additional hours to be properly rested, and receives a -2 to Concentration checks for 24 hours.

Finally, An Outcast with this ability may, once per day, cause any creature currently affected by the penalty from this ability to automatically fail a Concentration check; they must be able to see the creature that they are using this ability on.

Stalk the Paranoid: An Outcast with this Blemish may select a single creature within 10' per Warp to follow as a Swift action; if they do so, they may, as an Immediate action, teleport anywhere within 5' per Warp of that creature, as long as the position that they select to teleport to has Concealment from the creature that they are following.

If the creature they are following is ever more than 20' per Warp away from the Outcast, they are no longer treated as if they are being followed, and the Outcast must select a new target for this ability.

If the Outcast has any Blemishes that generate an aura, the creature and all possessions on their bodies are treated as if they are inside that aura.

Supernal Shadow-cloak: An Outcast with this Blemish causes the area around them out to a radius of 2' per Warp, rounded up to the nearest 5' increment, to be treated as shadowy illumination. If the Outcast takes a -5 penalty to their hide check, they may use these shadows to hide; if they take a -10 penalty, they can hide even from creature that have Darkvision or can normally see through magical darkness.

Supernally Fortunate Monster
An Outcast with this Blemish treats all rolls on a d20 that are lower than their Warp as if they were equal to their Warp instead; this adjustment does not cause a critical to be threatened, or trigger any effect or ability that requires a particular roll on a d20.

Tasteless Palate: An Outcast with this Blemish may treat any solid object that it can physically chew as if it were food, and any liquid that it can drink as if it were potable; they are immune to all ingested poisons and diseases, and cannot be sickened (if they would be nauseated, they are instead sickened). In addition, the Outcast gains the Swallow Whole special quality as if they were a creature a number of size categories larger equal to one fifth of their Warp, rounded down, to a maximum of Colossal.

Unnatural Quickness: An Outcast with this Blemish gains a bonus to their base land speed equal to 5' per 2 points of Warp.

Warped Space: An Outcast with this Blemish is treated as if they were either a size larger than they actually are, or a size smaller, whichever would be better for them.

If their Warp is at least 7, they instead are treated as if they were up to 2 sizes larger or smaller.

Amechra
2012-05-19, 07:49 AM
Feats
Eldritch Soul Primacy[Aberrant]
You are recognized as a lord among your kind, as much as any being can be called a lord of the mad.
Prerequisites: Curious Eldritch-Being, Normal Presence
Benefit: Curious Eldritch-Being applies to all Aberrations as well as your chosen gender; in addition, you still receive the benefits of Curious Eldritch-Being while your Blemishes are suppressed, as long as you have it readied.

Additional Known Blemish
Prerequisites: At least 3 Blemishes Known.
Benefit: You learn a new Blemish from your class list.
Special: You may take this feat multiple times, each time selecting a new Blemish to learn. Blemishes learnt through this ability to not count as Blemishes Known for the purposes of Shintais or other class features that vary in power based off of the number of Blemishes you know.

Additional Readied Blemish
Prerequisites: At least 3 Blemishes Readied.
Benefit: You may Ready an additional Blemish.
Special: You may take this feat multiple times, each time increasing the number of Blemishes you can have Readied, to a maximum of the number of Blemishes you know. Blemishes learnt through this ability to not count as Blemishes Known for the purposes of Shintais or other class features that vary in power based off of the number of Blemishes you know.

Additional Favored Mutilation
Prerequisites: At least 2 Favored Mutilations
Benefit: You may select an additional Favored Mutilation.
Special: You may take this feat multiple times, selecting a new Blemish each time.

Homesick Outcast
Prerequisites: Outcast level 1
Benefit: You may treat up to 4 HD that are not levels in an Outcast class as if they supplied you with full Outcast levels for all intents and purposes.

Chronologist
2012-05-19, 11:15 AM
The class features are described in a very flavorful way but are still very easy to understand. Nicely done.

Instead of taking existing feats, it might be easier if the class instead chose from a number of beneficial abilities that cover what the Aberrant and Vile feats granted. Having them scale by character level rather than the number of feats you possess would stop the class from "cheating" into more powerful benefits by simply spending their normal feats on Vile and Aberrant feats. Otherwise, posting a list of feats the class could take would be appreciated.

The Mutilated Form link is pretty complex. A simplified version would be nice.

Some of the detection abilities like Clairvoyance seem a tad strong. Unlimited or permanent uses of spells are generally restricted in D&D.

I can see some serious abuse with the Natural Armor increasing Aberrant feat, especially if it's favored. Having an AC well beyond anything for your challenge rating could easily break the game.

Also, my twisted psyche desires an unholy fusion of the Pariah and the Magical Girl in order to make "Haiyore! Nyaruko-san", an anime about the Lovecraftian elder evil Nyarlathotep coming to earth in the guise of a cute teenage girl.

The fact that the show exists proves that this is truly the darkest timeline. :smalltongue:

radmelon
2012-05-19, 11:56 AM
It's nice to see an Eldritch Abomination class other than the ozodrin. No disrespect to the ozodrin, but it does kinda have the monopoly. Also, this class is a lot simpler than the ozodrin, so newer players would find it easier to play. I'm really fond of the 'voice of the crowd' and 'normal presence' abilities, they have a lot of flavour and open up interesting opportunities.

Amechra
2012-05-19, 02:00 PM
The class features are described in a very flavorful way but are still very easy to understand. Nicely done.

Instead of taking existing feats, it might be easier if the class instead chose from a number of beneficial abilities that cover what the Aberrant and Vile feats granted. Having them scale by character level rather than the number of feats you possess would stop the class from "cheating" into more powerful benefits by simply spending their normal feats on Vile and Aberrant feats. Otherwise, posting a list of feats the class could take would be appreciated.

The Mutilated Form link is pretty complex. A simplified version would be nice.

Some of the detection abilities like Clairvoyance seem a tad strong. Unlimited or permanent uses of spells are generally restricted in D&D.

I can see some serious abuse with the Natural Armor increasing Aberrant feat, especially if it's favored. Having an AC well beyond anything for your challenge rating could easily break the game.

Also, my twisted psyche desires an unholy fusion of the Pariah and the Magical Girl in order to make "Haiyore! Nyaruko-san", an anime about the Lovecraftian elder evil Nyarlathotep coming to earth in the guise of a cute teenage girl.

The fact that the show exists proves that this is truly the darkest timeline. :smalltongue:

Alright, thank you both for posting; I was actually planning on putting a note into Unnatural Form that states that feats you pick through it do not stack with aberrant or vile feats outside of it, but going through and making a list of abilities would help too, especially since I can strip away all the really OP Aberrant feats (I'm sorry, but currently you can have a Psionics progression, a maneuver progression, Ozodrin shapeshifting, and Binding all granted by the same base class, which is a tad excessive).

Mutilated Form will be cleaned up, somewhat; I can copy appropriate stuff from the link, and leave out stuff that doesn't fit (like throwing).

As for the senses... well, I'll go through and review my choices for each ability (Clairvoyance will probably be removed), but constant True-seeing and Arcane Sight? Both are, iirc, targettable by Permanency; however, I'll reviews them, due to how total-sensory they are (seriously, as is, by the time you complete this class, you can smell, hear, see, taste, feel, and telepathically sense magic and other auras. I might actually change it so that you don't get to use "True-Seeing" or "Arcane Sight", but you can get "True-Smelling", or "Arcane Hearing".)

Yeah... I did the math last night, and currently you can get a +25 natural armor bonus to AC (16 feats from Unnatural Form, 8 feats from levels (Human), 11 feats from Vow of Poverty (I made an Aberrant feat a while back that would allow you to take an Aberrant feat whenever you would take a Exalted or Vile feat, 2 feats from Flaws, 10 from Favored Mutilation, for a total of 47 feats, combo'd with the +3 from Half-Farspawn)), and that's before the +7 to AC from Mutilated Form.

So yeah, I'm thinking maybe it scales at 1/2 your level (so unbuffed Bestial Hide would give you a +5 bonus at level 20), with Favored Mutilation bringing it up to full level, and then scaling it down so you get a favored mutilation at 3rd and 6th levels as well?

And... I think I've seen that anime Webcomic (http://owmysanity.comicgenesis.com/d/20091225.html) (sadly on Hiatus). It will be done, as I needed some ideas for PrCs anyway!

And yeah, as I said, this is just plain easier to run than an Ozodrin at a table; also, I personally prefer slot-based abilities to point-based ones.

Voice of the Crowd is actually based off of an ACF that replaces Wild Empathy for, well, Voice of the Crowd. The normal presence ability is based off some homebrew invocation I found a while ago.

JoshuaZ
2012-05-19, 02:28 PM
Alright, thank you both for posting; I was actually planning on putting a note into Unnatural Form that states that feats you pick through it do not stack with aberrant or vile feats outside of it, but going through and making a list of abilities would help too, especially since I can strip away all the really OP Aberrant feats (I'm sorry, but currently you can have a Psionics progression, a maneuver progression, Ozodrin shapeshifting, and Binding all granted by the same base class, which is a tad excessive).

I'm not sure that's necessary. It isn't like you can easily get that many more feats, and if so, that's not essentially that different than a wizard or psion using their regular feats to synergize with their bonus feats.

I'm also not sure there's any real issue with the fact that you can get tidbits of psionics, binding, etc. from such feats, none of them allow you to get a lot of it. Even with all those feats, you still wouldn't be as good a binder as a straight binder or as much of a psionist as a psion or a wilder. A more substantial issue is that I'm not sure all the homebrewed vile and aberrant blood feats are fully balanced. Some of them may be much more OP than others, and I don't know think anyone has thought that hard about effective vile and aberrant feat combinations- it is likely there are some highly effective ones from the lists.

Amechra
2012-05-19, 03:09 PM
That's a reason why I'm going to go ahead and just make a list of abilities, rather than allowing any Vile/Aberrant feats; it will be a lot easier to find them, it allows for expansion in any PrCs that are eventually made, and it stops some unforeseen consequences (of the ones I linked, you can combo Aberrant Hide and Deformity: <something> Flesh, to get Natural Armor equal to the normal bonus+1+Con, which is pretty crazyful, especially at high levels; you shouldn't need touch attacks or True Strike to hit this guy.)

radmelon
2012-05-19, 04:17 PM
Actually, it makes perfect sense that True Strike is needed to hit the eldritch horror, but you're right, it is overpowered for a player class.

Amechra
2012-05-19, 04:26 PM
Wish me luck; I have 28 pages of feats to convert.

If anyone finds any nifty Vile/Aberrant feats for me to convert, just post/PM me a link. I already have all the Aberration Blood Expanded ones, and I have all the Vile feats from 66 Vile Feats by Realms of Chaos.

Amechra
2012-05-19, 06:44 PM
GRRRRRRRRRAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH!!!!!!

That is what a scream of primal rage when your computer crashes and manages to wipe all of the conversion work you did over the last 2 hours, including the back up files, sounds like.

This could take some time, folks.

EdroGrimshell
2012-05-19, 11:00 PM
Why not just have the feats gained from this class use half class level in place of aberrant feats. Other feats wouldn't benefit from the ones gained from this class. Seems appropriate.

Also, I like this version and would like to test it out before you decide to scrap it, so I am quoting and spoilering it here so that the original is not lost.

http://fc03.deviantart.net/fs70/i/2012/125/d/0/___corruption____by_cryptdidical-d4yktgd.jpg (http://fc03.deviantart.net/fs70/i/2012/125/d/0/___corruption____by_cryptdidical-d4yktgd.jpg)

You know, he hates us... for being bad at being us.

He thinks he could do a much better job.

Pariah

There are some who are always on the outside, tapping on the glass, unable to get in.

That is, until they find the cracks. And once you know where the cracks are, they are everywhere.

And once they find their way inside... they find themselves stuck in there, with those disgusting creatures that walk around with a pretension to innocence; it would feel just wonderful to smash their hideous wrongness into the ground. It does not look so wonderful inside, does it?

But then they would die; so they have to bide their time... for now.

Alignment: Any, though they tend towards Evil.
HD: d8
Skill points per level: 4+int
Skill points at 1st level: 4*(4+int)

{table=head]Level|BAB|Fort|Ref|Will|Special|Feats Known|Feats Readied
1|+0|+0|+0|+2|Unnatural Form, Disguised Form|1|1
2|+1|+0|+0|+3|Suppress Alien Nature, Mutilated Form (Exceptional)|2|2
3|+2|+1|+1|+3|Offended Senses (Scent)|3|2
4|+3|+1|+1|+4|Voice of the Crowd|4|3
5|+3|+1|+1|+4|Mutilated Form (Superior)|5|3
6|+4|+2|+2|+5|Normal Presence|5|4
7|+5|+2|+2|+5|Offended Senses (Sight)|6|4
8|+6/+1|+2|+2|+6|Mutilated Form (Masterwork)|7|5
9|+6/+1|+3|+3|+6|Favored Mutation|8|5
10|+7/+2|+3|+3|+7|Ancient Yearning (Aberration)|8|6
11|+8/+3|+3|+3|+7|Mutilated Form (Excellent), Offended Senses (Nemesis)|9|6
12|+9/+4|+4|+4|+8|Favored Mutation|10|7
13|+9/+4|+4|+4|+8|Ancient Yearning (Broken Mind)|11|7
14|+10/+5|+4|+4|+9|Mutilated Form (Wondrous)|11|8
15|+11/+6/+1|+5|+5|+9|Offended Senses (Truthful Senses), Favored Mutation|12|8
16|+12/+7/+2|+5|+5|+10|Ancient Yearning (Compleation)|13|9
17|+12/+7/+2|+5|+5|+10|Mutilated Form (Awe-Inspiring)|14|9
18|+13/+8/+3|+6|+6|+11|Favored Mutation|14|10
19|+14/+9/+4|+6|+6|+11|Offended Senses (Omnipotent Senses)|15|10
20|+15/+10/+5|+6|+6|+12|Mutilated Form (Perfect), Abomination Against Nature|16|11[/table]
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Weapon and Armor Proficiencies: A Pariah is proficient in all Simple weapons and Light armor.

Unnatural Form (Ex): At every level other than 6th, 10th, 14th, and 18th, a Pariah gains a bonus feat. However, they don't automatically benefit from these bonus feats, they must prepare a selected few from the ones they have gained through their Pariah levels. Over the course of their first two levels, they gain two bonus feats, and the ability to prepare two bonus feats, but from then on they may only prepare a number of additional bonus feats for every two levels beyond 2nd. These feats are drawn from the [Vile] and [Aberrant] feat lists, and all feats known through this class count as both [Aberrant] and [Vile] feats for the purpose of determining their benefits. A Pariah ignores alignment restricitions when selecting their feats, though unless another ability says otherwise, they are treated as if they were evil for all purposes except for prerequisites.

To prepare their feats a Pariah needs 10 minutes to allow their body to roil and mutate. During this time, they choose from among their known bonus feats those which they wish to use and prepares a number of feats as shown on the table above. They do not benefit from any feats they have not chosen through this process, although they are considered to have them for the purposes of prerequisites, the strength of their [Vile] and [Aberrant] feats, and their penalty to Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks. To prepare a feat that has another feat as a prerequisite, they must also prepare that feat. They may prepare feats at any time during the day, any number of times in a day they wish, as long as they have the time to do so. Their feats stay prepared indefinitely until the next time they choose to prepare feats. This class feature counts as having Aberration Blood and Evil Brand for the purpose of prerequisites.

Disguised Form (Ex): It would not do to stick out in the crowd, like a sore thumb. It is far better to fake being one of those disgusting mortals, until it is time to strike. Yes, insinuate your way into their confidences, right until the point where you beat their pathetic faces in. The voices leading you back home will help, yes they will...

A Pariah receives a competence bonus on all Disguise, Bluff, Intimidate, Sense Motive, and Knowledge checks equal to the penalty they receive to Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks from their [Aberrant] feats.

Suppress Alien Form (Ex): It makes sense that they run screaming from your seething form; its beauty robs their sanity of hideousness to hold onto. Alas, stealth is the name of the game, so you must dissimilate. Lucky you.

A Pariah of at least 2nd level may, as a move action, choose to suppress or activate their prepared feats. If they suppress their feats, they lose all benefits of their prepared feats, and do not display the physical mutations for as long as their feats stay suppressed. In addition, as long as their feats are suppressed, they do not take the penalty to their Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks that they receive from their [Aberrant] feats. However, they still gain the bonus to checks from Disguised Form in this state.

Mutilated Form (Ex): Your very body is mutilated and broken by this horrid place; the blessed gifts from your home allows you to strengthen this horrid form that you have been forced to take.

At 2nd level, and every 3 levels thereafter, each type of natural weapon a Pariah gains through their [Aberrant] feats increases in quality as detailed here (http://www.giantitp.com/forums/showthread.php?t=202722); this means that if a Pariah has multiple tentacles from different feats, they all have to have the same properties applied, while if they later gain a feat that gives them a claw attack, they may freely choose which properties to apply to it. If they have an [Aberrant] feat that grants them a natural armor bonus to AC prepared, their skin is treated as if it were Masterwork armor of the indicated grade.

All changes in quality are retroactive; if they take Bestial Hide at 7th level, their body “armor” is still treated as if it were Superior in quality, with the two properties that are alloted to armor of that quality. The properties that a given type of natural weapon or natural armor has may be changed whenever you gain a new feat that grants a natural attack of that category, or whenever this class feature improves.

They do not gain any benefits of a given level of masterwork if they are suppressing their feats.

Offended Senses (Ex): They are so disgusting; their very presence makes you wretch, the looks on their faces make you want to scream, and their voice make you want to convulse. But this disgust helps you hunt, yes it does...

At 3rd level, a Pariah gains the Scent special quality, except that it only allows them to smell mortal creatures; a mortal creature is any creature that has a maximum age. If they later take the Track feat, they mat only use it to track mortal creatures. If a Pariah gains the Scent special quality from any other source, this class feature instead allows them to detect mortal creatures at twice the normal distance (remember, two doubles is a triple, and so on).

At 7th level, a Pariah may use the Clairvoyance spell, using their character level as their caster level, as an Ex ability at will, with the added limitation that they may only project their vision to a location that they themselves can see. However, they do gain one benefit; they may use any of the different abilities granted by this class feature through their Clairvoyance effect.

At 11th level, a Pariah gains Mindsight out to a range of 10' per [Aberrant] feat that they have; they may sense the presence and general location of any creature with a mind within that radius.

At 15th level, a Pariah gains a constant True Seeing effect, except that it affects all of their senses; this allows the Pariah to, among other things, hear a creature through a silence effect.

At 19th level, a Pariah's senses are beyond reproach; they gain a constant Arcane Sight effect, that affects all of their senses, allowing them to detect auras using any of their senses. In addition, they are automatically aware of any Divination effect that is looking for information about them, and they may hear their name being spoken anywhere on the same plane.

Voice of the Crowd (Su): Those hideous mortals have thousands of languages, but that doesn't stop you, not at all...

A Pariah of at least 4th level may attempt to communicate with the stupid creatures that they encounter with which they don't share a language; if they are trying to convey simple commands or phrases, such as “hello” or “come here”, they automatically succeed.

If they are trying to communicate with a creature in a more complicated manner, they must first roll two checks when they begin their conversation, each with an untyped bonus equal to the bonus to skill checks from Disguised Form; a Charisma check to get their meaning across, and a Wisdom check to understand the creature they are speaking with. It is entirely possible for a Pariah to fail one of the checks but to succeed on the other, resulting in a conversation where only one side can understand what the other side is saying.

The DC for this check is 20 for any languages that share an alphabet with one that the Pariah knows, and 30 for all other languages; a Pariah may use this ability to use a Language-dependent effect on a creature that normally wouldn't be able to understand them, in which case they only have to roll the Charisma check as part of the same action that the language-dependent effect would normally require.

Normal Presence (Su): Those stupid, stupid creatures that surround you are perfectly willing to hide their heads in the sand, and ignore the very fact that you are present. This is fine by you, fine indeed...

At 6th level, any creature that sees or hears a Pariah while they are suppressing their feats must make a Will save against a DC of 10+the number of Aberrant feats that the Pariah has, or treat everything that the Pariah does or says as completely mundane and normal until that creature sleeps for at least 1 hour. This effect does not prevent a creature from defending themselves, or from coming to the aid of their comrades; rather, it allows the Pariah to do things that are completely socially inappropriate, such as running around nude in public, taking the jewelry of the neck of the queen, or dragging a dead body through the streets, without anyone commenting or seeing anything odd in this.

This effect does not modify a creature's memory, so when the effect wears off, they are fully capable of reporting any crime that the Pariah may have commited to the proper authorities.

Favored Mutilation (Ex): There are some parts that come through that mirror your old body, from back when you were whole. You like those pieces, and do all you can to encourage them.

At 9th level, and every 3 levels therafter, a Pariah may select a single feat that they know through Unnatural Form; they may add half their Pariah level to the number of [Abberant] or [Vile] feats they have when determining the benefit derived from that feat. They may only select a given feat once.

Ancient Yearnings (Ex): You feel it. Deep in your bones, in your skin, scratching at your mind... it makes you feel lonely, no matter how many of the horrible monkeys you surround yourself with... But now, those yearnings are reaching fruition, and are fed into your very essential form.

At 10th level, a Pariah's type changes to Aberration, with the Augmented subtype for their original type.

At 13th level, they become immune to [Mind-Affecting] abilities and spells, and cannot be detected by Mindsight.

At 16th level, they no longer have a maximum age; their bodies regress back to the state they were at whatever age the Pariah chooses, with their mental bonuses continuing to accrue as if they were their original age. In addition, they no longer have an alignment for any purpose; they are no longer treated as evil due to their Unnatural Form class feature, they lose any alignment subtype they have, and they ignore all alignment-based prerequisites. If they have any class-features that depend on their alignment, they may choose which alignment they use whenever they use that class feature.

Abomination against Nature (Ex): You have done it; you have achieved your true majesty! Now, what are those pitiful creatures doing, weeping or laughing? And why do they bleed so readily? No matter, it is what you desired.

At 20th level, a Pariah gains the Half-Farspawn template without any of the LA or the type change that that normally entails, with the added benefit that the tentacles and natural armor that it grants gain the benefits of their Mutilated Form class feature, and the penalty inflicted by Change Shape is increased to equal the penalty to checks from the Pariah's [Aberrant] feats.

Whenever a Pariah suppresses their feats, they also lose the tentacles and all appearance changes from the Half-Farspawn template until they stop suppressing them. They may now suppress or activate their feats as a Swift action.

Finally, the Pariah's home plane changes to the Far Realm; they are immune to any harmful effects of that plane, and may use Plane Shift at will to travel to and from whatever plane they are currently on and the Far Realms, except that they may only do this if the area that they are going to appear in is not being observed by a sentient creature that is not also a Far-Realms native.
</hr>
Changelog
-Error in the capstone corrected.

Notes
I love the Ozodrin to bits, I really do... but it takes a lot of work to run in at a table, when you get down to it. So I made this, partially for the fun of it!

All of the abilities that allow a Pariah to interact more easily don't actually come out of nowhere; they are, at the root of it, camouflage as envisioned by a violent being of pure malice.

And why aren't they forced to be evil? Any hateful act they do is pretty much their nature; what would you do if literally everyone surrounding you was so disgusting that their voices scraped across your nerves and the smell of their sweat makes you want to vomit?

All credit for the feat swapping thing goes to Ziegander; the fluff is courtesy to SCP 682, Song of Saya, and my own difficulties with my Sensory Processing disorder (turned to 11), and I hope that all of you enjoy!

Amechra
2012-05-20, 12:51 AM
Ah, Mr. Grimshell, we meet again!

Thanks for saving that; I was going to, but I was too busy converting feats (I have a sold ~6 pages of abilities that you can pick from).

And it does go to show that great minds think alike! My newer version I'm working on uses 1/2 class level for everything except Favored Mutilations, which use your full class level.

The one nice thing about them not being feats anymore is that I was able to rewrite my Familiar feat in a much more compact form! Great success!

Now to tackle the Mutilations... which I might end up scrapping anyway, and replacing with some other scaling ability.

EdroGrimshell
2012-05-20, 01:36 AM
Ah, Mr. Grimshell, we meet again!

As always, i do enjoy your works, and anything that uses my aberrant feats is something i like to see.


Thanks for saving that; I was going to, but I was too busy converting feats (I have a sold ~6 pages of abilities that you can pick from).

Yep, the original is interesting so I thought i'd save it. I also have a copy on a .txt doc in a prtable hard drive, just in case :smalltongue:


And it does go to show that great minds think alike! My newer version I'm working on uses 1/2 class level for everything except Favored Mutilations, which use your full class level.

Half class level isn't too strong and isn't too weak for that kind of progression, so it's a good starting point for this, esspecially considering i was thinking of it going with the feats rather than the alternates you're making.


The one nice thing about them not being feats anymore is that I was able to rewrite my Familiar feat in a much more compact form! Great success!

That is a good thing, while it was clunky as a feat it was still a good idea, so being able to streamline it helps.


Now to tackle the Mutilations... which I might end up scrapping anyway, and replacing with some other scaling ability.

Eh, that's always the way it goes.


BTW, can i request you take a look at a class i made not too long ago? (http://www.giantitp.com/forums/showthread.php?t=241137) It's a WIP that needs it's main features as well as a few more minor ones. Would like to know what you could think of.

Bhu
2012-05-21, 12:28 PM
:smallcool:you know my feelings on this i think

Amechra
2012-05-21, 02:46 PM
Yes. Yes I do.

I should have the second version up later tonight, barring anything serious; mostly just have to clean up my replacement for Mutilated Form, which should be awesome.

Amechra
2012-05-21, 09:21 PM
Alright, the new version is up!

The Outcast stuff is because I had an idea that kinda will mix with this while I was doing this write-up.

And I ask you to really think about what Offended Senses does. If it doesn't make you sick, then let me tell you that I was going to have Status' effect be constant...

radmelon
2012-05-21, 10:05 PM
I haven't looked at the blemishes yet, but the new class seems good, and offended senses is making me feel somewhat ill. Good work. I also like that you've taken some of the fluff from THE BESTEST LIZARD EVAR. However, the Disguised Form ability gives you a bonus on certain skills equal to your warp, while the Outcast ability gives you a penalty on some of the same skills equal to your warp. If you always break even like that, what's the point?

Amechra
2012-05-21, 10:12 PM
I haven't looked at the blemishes yet, but the new class seems good, and offended senses is making me feel somewhat ill. Good work. I also like that you've taken some of the fluff from THE BESTEST LIZARD EVAR. However, the Disguised Form ability gives you a bonus on certain skills equal to your warp, while the Outcast ability gives you a penalty on some of the same skills equal to your warp. If you always break even like that, what's the point?

I do feel a little bit of kinship with that big ol' piece of acid-washed meat, to tell the truth; I want to help him get home so badly!

Note that you lose all those penalties when you Suppress your Blemishes... Actually, I might as well just make you explicitly gain a bonus to Disguise checks while Suppressing. I also meant to remove the bonus to Knowledge checks... It overlaps with Madthing Initiative

And you don't have to rush through the blemishes; there are 44, after all, and I'm thinking of adding some more.

radmelon
2012-05-21, 10:47 PM
Oh geeze, I just realized what this class really reminds me of: The Dunwich Horror! It perfectly reflects the fact that the guy is secretly tainted with Things Man Was Not Meant To Know. Was the book another influence in your work?

Also, Unnatural Quickness is OP. +5ft. speed per level? Yes please!

Amechra
2012-05-21, 10:50 PM
I haven't read the book, but I'll take a look into it; it's PD, after all...

Should I drop that down to +5 for ever 2 points of Warp? So even with Favored Mutation you only get a +50' bonus to your speed?

Anything else jump out at you?

radmelon
2012-05-22, 01:08 PM
Right, I've looked at mroe of the Blemishes, and Nightmare Form Infusion is ridiculous. Having effectively be equal to 10+ twice your level? Too much. Way too much. I do, however, really like the Become As Scenery ability, really flavourful, and useful too.

Also, this, combined with reading the SCP writing contest archives, gave me a nightmare about 682 last night. Good job, have an internet.

Amechra
2012-05-22, 02:03 PM
It's half your WARP, so you would only effectively be getting 10+your level.

Edge
2012-05-22, 02:46 PM
You probably ought to change the table from Feats Known/Feats Readied to Blemishes Known/Blemishes Readied. :smalltongue:

That said, I really like what I'm seeing here. My only suggestions would be to change the effects with 2ft and 1ft radii per Warp to having a 5ft radius per 4 Warp, to a minimum of 5ft.

M. Mayonnaise
2012-05-22, 04:28 PM
Very cool class. Definitely want to play one of these someday!

I have one question though. What does Favored Mutilation actually do? Isn't your Warp for all Blemishes equal to your class level? Or did I read something wrong?

Amechra
2012-05-22, 05:16 PM
Warp is equal to 1/2 your class level; Favored Mutilation just brings it up to full class level.

EdroGrimshell
2012-05-22, 10:38 PM
I actually am going to try requesting the original incarnation in a game soon, if i make it in i'll give you some feedback.

Amechra
2012-05-22, 10:57 PM
Thanks; feedback makes me happy.

I suggest asking to use these Vile feats (http://wiki.faxcelestis.net/index.php?title=Truly_Vile_Feats) if you do get to play it...

eftexar
2012-05-22, 11:05 PM
This class looks like a lot of fun. I don't really have any comments on balance, because I think this is one of those classes that you can only really know once you playtest it. Though I don't see anything that should be a problem.
There is a minor bit of confusion for me though. You have feats known and readied on the table, but only mention feats in one other location. I had to search for it and it took a moment to sink in before I realized what the table was talking about. Why not just call them blemishes?

SecondRevan
2012-05-22, 11:32 PM
Warp is equal to 1/2 your class level; Favored Mutilation just brings it up to full class level.

Currently the description for Warp says that Warp is equal to you class level, so you should correct that.

I have to say, this is one of the most flavoursome classes Ive found, and I love the mechanics behind it. Truly an inspiring class, which I feel is the most important thing a base class needs to be. It is so inspiring, that I am actually going to be playing this class on a game here in this forum (http://www.giantitp.com/forums/showthread.php?t=243751). It is a level 30 epic gesalt game so it won't be the most useful playtest, but I will at the very least be showing what happens when you combine lots of tentacles, the half-farspawn transformation, the corrupted template, the warshaper prestige class and some other stuff together.

EdroGrimshell
2012-05-22, 11:48 PM
Thanks; feedback makes me happy.

I suggest asking to use these Vile feats (http://wiki.faxcelestis.net/index.php?title=Truly_Vile_Feats) if you do get to play it...

Will do, will also use RoCs if I do use Vile feats. I'm mainly going to be using Aberrant feats since i'm essentially refluffing it as a guy that was fused with a being from outside reality.

Amechra
2012-05-23, 12:00 AM
Will do, will also use RoCs if I do use Vile feats. I'm mainly going to be using Aberrant feats since i'm essentially refluffing it as a guy that was fused with a being from outside reality.

Sweet! Heh, this entire class is based off of a character I'm currently playing, at least in the gajillion Aberrant feat way.

Personal Symbiont is the best ability ever, fluff wise.

SecondRevan
2012-05-26, 04:55 AM
I'm building an epic Pariah for a game on this site, and am wondering what your plan for epic progression is. Most of it can be inferred through the normal techniques but I don't know how often you think bonus feats should be applied at epic levels. Do you know what it will be or should I just multiclass after level 20?

Amechra
2012-05-30, 06:11 PM
I would say that you get an epic feat every 4 levels, and you generally shouldn't be blocked in what you want to take.

EdroGrimshell, we're gonna need Epic Aberrant feats, if you would please.

Here's one, though:

Aberrant Epicosity [Aberrant][Epic]
OK, your epic nature is a little off...
Prerequisites: Any one [Epic] feat, any 8 [Aberrant] feats.
Benefits: All of your [Epic] feats count as [Aberrant] feats for the purpose of determining how many [Aberrant] feats you have.

Shadow Lord
2012-05-30, 06:49 PM
This class is pretty cool. Y'know what would make it even better? Formatting of the Blemishes and alphabetizing of the Blemishes. It would be totally awesome if you did that :smallsmile:

Amechra
2012-06-21, 12:24 PM
Alright, Blemishes are alphabetized, I fixed some typos and... questionable bits, and I added the Heretical Alien-Knight Blemish.

I'm thinking of adding a Blemish that allows you to integrate a weapon into your flesh, a la the Graft Weapon Psychic Warrior power. Everyone say it with me now...

Long live the new flesh.

Anyway, does anyone have opinions or ideas for additional Blemishes? I'm going to be working on the Tainted Savior (Magical Girl/Pariah PrC), so I'll just be over here...

TheWombatOfDoom
2012-06-21, 12:38 PM
Alright, Blemishes are alphabetized, I fixed some typos and... questionable bits, and I added the Heretical Alien-Knight Blemish.

I'm thinking of adding a Blemish that allows you to integrate a weapon into your flesh, a la the Graft Weapon Psychic Warrior power. Everyone say it with me now...

Long live the new flesh.

Anyway, does anyone have opinions or ideas for additional Blemishes? I'm going to be working on the Tainted Savior (Magical Girl/Pariah PrC), so I'll just be over here...

This makes me drool. I reeeeally want to test this out. Let me read this thing through all the way, but I like it a lot.

radmelon
2012-06-21, 12:39 PM
Wait, magical girl/pariah? THAT IS AWESOME! Quite disturbing to think about, but awesome.

Norad906
2012-06-21, 12:42 PM
*Reads stats* This class looks well thought out and reallt neat! *sees picture* :smalleek: Master...?

GFawkes
2012-06-22, 02:21 AM
First off, this is awesome. Next chance I get, I'm trying this class out.

Secondly, from the wording used (stupid monkeys, and so forth), it sets itself up to be semi-easily refluffed. It also reminded me of the Irken, for some reason.


Anyway, does anyone have opinions or ideas for additional Blemishes?

For additional blemishes, maybe something like a sort of "Glimpse of the Abyss" that does Wisdom damage/drain to someone you make contact with? Or maybe something that gives a climb speed. Ooh! Or how about something similar to Shadow Jump/Blood Walk (or whatever those abilities are called)?

On the subject of Blemishes, Resist the Pull seems a little weak. It's similar to the Frenzied Berserker's Deathless Frenzy, but allows much less time to live. Additionally, since you can't be healed, it gives you 1 attack, assuming you're in range of anyone. While you can be revived, it's just the same as if you died for a second. I'd have the "bring to life" spells (Raise Dead, Resurrection, True Resurrection) have a lowered cost when they're used on you in that state, but that's me.

EDIT: And I think I've got a selling point for this class: If the Ozodrin is like an Incarnate, then the Pariah is like a Warlock.

Bhu
2012-06-22, 09:08 PM
U has progressed most far since last i peeked :smallbiggrin:

Amechra
2012-06-22, 09:46 PM
Hey, um, Bhu...

Would you mind making a PrC for the Pariah? I would appreciate it muchly.

Bhu
2012-06-22, 10:15 PM
really???


what kind of prc?

Amechra
2012-06-22, 11:09 PM
One crossing it with the Cat Burgler, of course!

Bhu
2012-06-22, 11:36 PM
Hmmm...lemme think about how to work this in....maybe the Cats from Uranus...

Amechra
2012-06-26, 07:36 PM
Great news! Resist the Pull has been bumped up in power; now, if a healer can get to them in time, they don't give no cares about the whole death by HP damage thing (it still is kinda a problem until the healer can do it at a range, though.)

Also, I added Stalk the Paranoid and Other-Race Mask to the Blemish lists; there, now your Human Pariah can turn into an Elf or Dragonborn if there is a need!

I'm still working on that Pariah-Magical Girl PrC; any other ideas for PrCs that people want to see?

zorenathres
2012-07-06, 11:56 PM
great stuff here, i really like both the ozodrin & the pariah & i have made builds of both but i have yet to playtest either... looking at it though i enjoy the ease of use for a PC, im using the ozodrin for a bad guy so this fits for PC's who want to play aberrations with a lot of options without too many new mechanics. thanks!

Amechra
2012-07-07, 01:16 AM
You're welcome; please, tell me how it goes if any of those builds see play!

zorenathres
2012-07-09, 12:44 PM
My players & I have decided to run an E6 campaign & i was wondering if you had plans to make an E6 variant? i was thinking of either adding the Pariah's CHA or possible the total number of aberrant feats to his Warp total since his warp is now capped pretty low.

Amechra
2012-07-09, 08:59 PM
Just make a feat that gives a character who has all 6 levels of Pariah an additional Favored Mutilation each time they take it; just throw out another feat that gives them an extra Blemish, and they should be fine.

zorenathres
2012-07-12, 11:50 AM
thanks, I will do that...

Just reporting in, took my players through a one-shot adventure (one of which played a Lv-2 Pariah, choosing anathematic presence & earth-born burrower blemishes) & i must say the Pariah managed to outshine all the other players (the other two, a channeler homebrew & a sorcerer).

The anathematic aura did more damage than anything else, just from the high number of mooks used in this adventure & the other players builds (it was not too crazy, mainly the guy was charging into the fray while his mates hung in the back), & the player had a lot of fun with it (their first time playing D&D 3.5, i usually dm D20 apocalypse/ future etc..).

Earth born burrower was extremely useful as well in the setting (a desert planet, i recommended the blemish), getting the player out of pit traps, burrowing behind the goblin archers high on the cliffs above...

Amechra
2012-07-12, 12:39 PM
How much were the other two optimizing? Because if the Pariah is stronger than an optimized Sorcerer... I did something wrong.

Of course, that was at level 2; I look forward to seeing how it goes at higher levels, and I'm glad that the player is having fun.

zorenathres
2012-07-12, 02:57 PM
pretty low OP, the sorcerer is mainly good at buffing/ control. likely the sorc could have blasted a bit more, but the majority of mooks were all goblins & they were inside a mine with cramped tunnels most of the time.

its likely the Pariah shined in that particular adventure, we all know a high OP caster can mop the floor with most characters (thankfully its E6 & this is not so much the case).

Bhu
2012-07-17, 12:07 AM
http://www.giantitp.com/forums/showpost.php?p=13567909&postcount=664

it begins

Amechra
2012-07-17, 12:19 AM
Yes.

That is all.

Moose Man
2012-07-17, 07:23 PM
No PEACH as of yet, but will do one later.

This class reminds me of Slender Man. :eek:

Amechra
2012-07-17, 07:53 PM
Why do you think the class image includes him?

Hmm... I do remember building Slendy once.

He was a Wendigo Choker Totemist, if I remember correctly; Wendigos actually model Slendy's sanity-draining abilities.

EdroGrimshell
2012-07-17, 07:54 PM
Why do you think the class image includes him?

Hmm... I do remember building Slendy once.

He was a Wendigo Choker Totemist, if I remember correctly; Wendigos actually model Slendy's sanity-draining abilities.

Feeds on fear and despair, not sanity.

Amechra
2012-07-17, 07:55 PM
Well, he wrecks your sanity by being there.

Wendigos get an ability that let them follow people around and makes those people lose Wis because of their paranoia.

:smallcool:

Moose Man
2012-07-17, 09:20 PM
Suppress Alien Form, Outcast Presence, Anathematic Presence, Aura of Alienation, Become as Scenery, Cornered-Monster Understanding and Stalk the Paranoid all give off Slender Man vibes. There are more, but any longer of a list and I might have to carry a failing flashlight and wake up in a fenced in area to find eight notes... :smallwink:

Edit: Curse you Amechra! i must now go and stat out a Slender Man Pariah...

EditEdit: Amechra, what is the effect of not having a con score/modifier (such as by the ever fun necropolitan template) on the pariah's class abilities/saving throws for blemishes? Does it change to Cha, or are you not able to take the class (which wouldn't really make sense...)?

Also, The picture for a Pariah IS Slender Man.
3rd edit: apparently, reading when tired does not work for me...

Amechra
2012-07-17, 10:01 PM
You just don't get it as a bonus to your save DC; of course, if you are worried about your save DC for a given ability, just Favorite it; the DC for that Blemish would become 30, which is pretty much equal to a +10 modifier to your Constitution.

Or, alternatively, there is always Nightmare Form Incursion so that they can act like they have a 20 or 30 Con by 20th level (depending on whether or not you favorite it)...

TheWombatOfDoom
2012-07-18, 07:38 AM
Slendigos >.>

I still have to comment that I love the versatility of this class. And it allows additional homebrewing for blemishes. The gift that keeps on giving!

Merchant
2012-07-19, 12:18 AM
I agree with wombat. I love just about all your homebrew Amechra, but my favorites are the ones that have so much flavor that their prcs are also tasty.

One could make a prc for every blemish. The thought makes me drool. I was almost considering to suggest that the prc contest focuses on your base class and create prcs from its blemishes or even the other class features.

The same goes the two other Aberration champions Ozodrin and Xenotheurgist. I love how they are so different. When I play I'm more considered about flavor and if only there was a Tristalt game I would be the epitome of Aberration horror.

Great work as always Amechra. Your a master chef of homebrew.

Amechra
2012-07-19, 12:48 AM
Thanks!

If anyone is willing to 'brew up some Blemishes, be my guest; I would be more than happy to incorporate them with your name attached.

Bhu
2012-07-26, 09:24 PM
any thoughts on what features from your class you'd like adopted by the Cats from Uranus PrC?

I has fluff up and am getting ready fro crunch

Amechra
2012-07-26, 10:56 PM
Well, if you keep up the "Forced Normalcy" thing and the Offended Senses would be nice for teh kitties; also, you might want to keep the Blemishes and Favored Mutilation going...

Bhu
2012-07-30, 08:02 PM
I got some crunch up. You liek?

Network
2012-07-30, 10:05 PM
I like this class. It seems more balanced than the Ozodrin, even if in D&D that probably doesn't mean that much. :smallamused:

I'll probably make some blemishes soon, I like the concept, and saw there was none for climbing.

By the way, Colossal is misspelled in Fractal-Blade Claws.

Tacitus
2012-07-30, 10:55 PM
Outcast: A Pariah is an Outcast, a being that does not belong to the place where they are, no matter where they are. Every Outcast has what is called Warp, which is equal to the sum of all their levels in base classes with the Outcast feature, plus any levels marked as advancing such in a prestige class.

So, somewhere on the first page you mention Warp should be equal to 1/2 your level, but never changed it up here. Did you change it back, or just never actually get around to editing the class feature description?

Network
2012-08-01, 01:19 PM
Some ideas for blemishes. I couldn't think of other names :
Climbing Horror:
An Outcast with this Blemish receives a climb speed equal to their base land speed, a +8 to all Climb checks, the ability to take 10 on all Climb checks, and the ability to use the run action while climbing.

Touch of Terror:
Once per round, as a standard action or during a full attack, the Outcast may make a melee touch attack. If he touches, the target must succeed on a will save or become Frightened for 1 minute. The Outcast can also use a natural attack to deliver the Touch of Terror, in which case it becomes a normal melee attack.

May you take a turn at the Polymaster (http://www.giantitp.com/forums/showthread.php?t=250942) prestige class? I would like to make some Fused abilities for the Pariah.

Amechra
2012-08-01, 09:03 PM
Hello everyone, I am back from camping!

I will have to do some editing to correct spellings and such.

I'll take a look at the classes everyone, don't worry.

And I like those Blemishes; I'll add them once I can think of nice names for them.

And thanks for the compliment, Network; I try. :smallredface:

Network
2012-08-04, 06:47 PM
Aberrant Epicosity [Aberrant][Epic]
OK, your epic nature is a little off...
Prerequisites: Any one [Epic] feat, any 8 [Aberrant] feats.
Benefits: All of your [Epic] feats count as [Aberrant] feats for the purpose of determining how many [Aberrant] feats you have.
Epic characters will choose epic feats most of the time. It's not hard for them to get more. Think about Bestial hide, Durable form, Inhuman vision and Warped mind. If you are eligible for this feat, you get a whole lot of bonuses.

Granted, there are not many epic aberrant feats. I suppose you know how to abuse (http://www.giantitp.com/forums/showthread.php?t=155474) this one, though. I will see if I can work on other ones.

I wait for your consent, but I can fit a couple of useful things for the pariah in my PrC.

Edit : Here's a try :
Abominable Wings [Aberrant, Epic]
Your membraneous wings grow stronger, amply able to support your weight.
Prerequisites: Aberration Blood, Starspawn.
Benefit: Your fly speed (gained with the Starspawn feat) becomes equal to your base land speed, unless it was already higher. You can fly as long as you would be able to walk, and load affects your fly speed as it would affect your base land speed.
You also gain two wings natural attacks that each deal 1d6 points of damage plus half your strength modifier (for a medium-sized creature). They are secondary attacks, but you can still use them when you are armed.
Normal: Your fly speed from the Starspawn feat is equal to half your base land speed. You can only fly a few consecutive rounds.

Carnivorous Bite[Aberrant, Epic]
Your teeth become sharper, allowing you to snatch pieces of skin with your mouth.
Prerequisites: Aberration Blood, Scavenging Gullet.
Benefit: You gain a bite attack that deal 2d4 points of damage plus your strength modifier (for a medium-sized creature). You make a critical hit on a result of 19-20. It is a secondary attack.
If you already had a bite attack, the damage increase by 1d4 (or changes to 2d4, whichever is higher), but your critical threat range increase by 1 (or 2, if you took Improved Critical (bite) previously).
The damage of your bite increase by 1d4 for every two aberrant feats you have (including this one). Aberration Blood and Scavenging Gullet were already included in the aforementioned damage.
Finally, you are treated as if you ate 1/100 of a pound of food per point of damage you deal with your bite. Purposefully inflicted non-lethal damage doesn't count.

Far Realm Origins [Aberrant, Epic]
The explications behind all those mutations is finally revealed to you, as proves the gift you received.
Prerequisites: Aberration Blood, three other aberrant feats.
Benefit: This feat grants you two benefits. Both of them are supernatural.
First, once per day, you can gain a +20 insight bonus on a single attack roll. In addition, you suffers no miss chance against a target that has concealment or total concealment when making this attack, as with the True Strike spell.
Second, you can take the form of an horrible mass of tentacles as a standard action. Despite this appearance, your abilities remain unchanged, but other creatures receive a -1 morale penalty on their attacks rolls against you when you are in this alternate form.

If you think any of them shouldn't be epic, let me know.

Amechra
2012-08-04, 10:12 PM
I would definitely say that they all need to be buffed a little bit if they are going to be epic; everyone else could have been flying constantly by 8th level, for one thing.

I personally believe that pretty much every Aberrant feat should give you some kind of scaling benefit based off how many you have (So maybe Carnivorous Bite treats your Strength Modifier as +1 higher for every 1~2 Aberrant feats you have?)

And Far Realms Origin might as well give you the Pseudonatural template instead of you just giving them about half of the benefits; at that point, the fact is that, as long as you are using the proper template (i.e., the one in Complete Arcane (iirc)), it shouldn't be unbalancing, especially not since it has to contend with stuff like "I get 5 rounds of Haste per day" and "I don't have range increments anymore."

Network
2012-08-05, 09:23 AM
Carnivorous bite is probably a bit weak, it's true, but I don't think the two others are. Abominable Wings also grant you two natural attacks of a rare type (wings). The pseudonatural template seems too much as a 21st level feat, and what kind of lame power is damage reduction anyway?

Edit : Carnivorous bite was edited. It really needed that little bonus if you have more aberrant feats.

Edit 2 : After reading your signature, I decided to don't wait any longer to add fluff at my PrC. Sad I didn't see it before.

Bhu
2012-08-10, 11:10 PM
I'm all done if you wanna peek at result Amechra. I just need to make a few cat specific Blemishes.

Amechra
2012-08-12, 08:06 PM
Added Brush Accross Sanity, Ever-Ascending Horror, and Supernally Lucky Monster.

Yes, if Supernally Lucky Monster is a Favored Mutilation, at 20th level all your d20 rolls are 20s. No, they aren't NATURAL 20s.

Avalon®
2012-08-13, 12:17 PM
What's the benefit of Favored Mutation setting their warp for a blemish to be equal to their Outcast level if their warp is is already equal to the sum of all their levels in base classes with the Outcast feature, plus any levels marked as advancing such in a prestige class?

Does it mean that you spend warp to be used for each mutation but Favored Mutation allows you to have a certain number of blemishes act as if they had a warp equal to your Pariah level?

edit: Found that this has already been addressed a couple of times. You should really need to edit it into the OP. :smallwink:

Bhu
2012-08-13, 10:39 PM
Hi Amechra. Made some minor changes and added kitty blemishes. You like?

Amechra
2012-08-14, 12:44 AM
What's the benefit of Favored Mutation setting their warp for a blemish to be equal to their Outcast level if their warp is is already equal to the sum of all their levels in base classes with the Outcast feature, plus any levels marked as advancing such in a prestige class?

Does it mean that you spend warp to be used for each mutation but Favored Mutation allows you to have a certain number of blemishes act as if they had a warp equal to your Pariah level?

edit: Found that this has already been addressed a couple of times. You should really need to edit it into the OP. :smallwink:

Fixed.

Oh, and bhu... I love it; the Blemishes look good (could do with a bit of a boost), but otherwise, it works.

Alright, I'm going to try to write up some PrCs; I might do an Alienist rewrite as an Outcast/Spellcaster hybrid, and...

What else do people want to see?

radmelon
2012-08-14, 12:58 PM
Is the damage from Anathematic Presence each round or only on entering the area of effect?

Bhu
2012-08-15, 12:21 AM
how much of a boost?

Amechra
2012-08-15, 07:51 AM
Is the damage from Anathematic Presence each round or only on entering the area of effect?

Each round.

Bhu, they only need a bit of a boost; they're fine but they need to be slightly stronger.

Amechra
2012-08-15, 01:14 PM
I have organized the Blemishes somewhat, and am working on something crazy awesome and mysterious!

But here is a sneak peak:


When the Outcast is activating their Unnatural Form, they may select to instead activate this Shintai.

If they do so, the world around them seems to darken; they begin growing towards an impossible scale, larger than even the mountains themselves, as they channel the power of Isodoros, one of the Outcast-Numens that helped define reality.

For each Blemish that the Outcast had Readied, the Outcast instead gains the Powerful Build ability; for every 2 times that they would gain this ability, they instead increase their size by 1, up to a maximum of Colossal.

If this growth would cause them to grow beyond Colossal in scale, they're natural weapons, if any, continue to increase in effective size. They gain the Improved Unarmed Strike feat as a bonus feat for as long as they are in this form as soon as they enter this form.

They add their Warp to their Size modifier to opposed checks, and use their Size modifier to opposed checks as DR against all creatures smaller than them.

Finally, they are treated as if they did not share a language for all purposes with creatures at least 2 sizes smaller than them, and are immune to all Mind-Affecting abilities used by creatures at least 2 sizes smaller than them.

Avalon®
2012-08-15, 01:36 PM
All hail the pompadour pig. :smallbiggrin:

http://img.photobucket.com/albums/v35/Primus/Isidorable-1.gif

Garryl
2012-08-15, 03:37 PM
Outcast should describe Blemishes as Extraordinary except where noted otherwise (just like maneuvers). No sense limiting yourself if you ever want to make a second supernatural Blemish.

Is the Warp from PrCs equal to the levels added or 1/2 the levels added? The wording is unclear. If you change "plus" to "including", it will be very clear that it's 1/2 (not full), while also preventing any rounding errors.

Is there any connection between a Pariah's Warp and a Xenotheurge's Warp points?

For Unnatural Form, just say "A Pariah can prepare one Blemish, plus one more for every 2 Pariah levels." Don't confuse the matter with how long you can prepare all your blemishes, as the current wording would have you preparing all of your blemishes at levels 1 and 2 even if you got extra known Blemishes from another source.

Can you prepare fewer Blemishes than your maximum?

While suppressing your alien form, do you still count as evil for detection spells, and do you still qualify as having Aberration Blood and Evil Brand?

Best to just give Multiattack as a bonus feat at level 2 (and Imp Multiattack at 11th, etc.). That way you can actually take Improved Multiattack (and any other feats or options that require Multiattack). Also needs to give Improved Unarmed Strike along with the Monk's unarmed damage (unless you like provoking AoOs). The Monk's unarmed damage ability include IUS, but just giving the same damage progression as the Monk doesn't.

For Offended Senses, remember that 2x2=3 only for non-real-world units and values. For real-world values (like distance, which Scent uses), math is normal (2x2 = 4).

For the Status effect, how much is this like actually casting a Status spell? Does it provoke AoOs, allow spell resistance, require Concentration checks, etc.? What's the save DC?

Voice of the Crowd is cool.

Normal Presence is way too open-ended. Sure, you can defend yourself, but with what? You didn't see anything odd in the Pariah taking your weapons from their sheaths, unbuckling your armor, stealing your spell component pouch and spellbook, spending 5 minutes to set up a ballista, and seating you on the bolt.

For Favored Mutilation, this can actually reduce your Warp for a Blemish if you PrC or multiclass a lot with other Warp classes.

On the Blemishes

Anathemic Presence: This has a radius of 5' until you have 10 Warp. You don't get 10 Warp until level 20. Is the 5' per 5 Warp actually supposed to be 5' per Warp? Also, damage equal to half oyur Warp means it does absolutely nothing until level 3, and maxes out at 5 damage at level 20. This damage isn't even repeated (unless you run around like a headless chicken, Provoking AoOs and making someone enter and exit the aura multiple times per round, that is).

Aura of Alienation: Cool concept. Situational effect, but that's fine. Radius is 0' until level 10, then only 5' until level 20. See Anathemic Presence for comments on radius.

Aura of Hateful Energies: See previous comments about aura size. I don't really see the connection between pestilence and holy symbols melting (which, as the focus for nearly all Cleric spells, might be stronger than you realised).

... will come back to the other Blemishes later, maybe?


Amechra, I rather enjoy your stuff, but I do prefer the crazy and weird stuff over the creepy stuff.

Amechra
2012-08-15, 04:09 PM
Alright, I'll fix that stuff right up!

On another note, I've added 4 feats to the post below the Blemishes, and I moved the first level that Favored Mutilation is acquired down to 3rd.

And I'm curious: is the reason that you like my crazy/weird stuff more than my creepy stuff any fault of how I write it? Is creepy just not my bag?

Garryl
2012-08-15, 04:30 PM
Creepy just doesn't do it for me. I don't get that same buzz that other people do from horror, and I tend to analyse things too much which further disconnects me. In short, I don't find horror to be all that horrific (at least not until well after it crosses the line into plain unenjoyable).

Amechra
2012-08-15, 06:21 PM
Creepy just doesn't do it for me. I don't get that same buzz that other people do from horror, and I tend to analyse things too much which further disconnects me. In short, I don't find horror to be all that horrific (at least not until well after it crosses the line into plain unenjoyable).

I also don't get a buzz from horror; that's why I was asking about my technique in writing it.

Avalon®
2012-08-29, 02:08 PM
Any word on the shintais?

Amechra
2012-08-29, 03:00 PM
They are in the works.

M. Mayonnaise
2012-09-15, 04:44 PM
I'm thinking of using a Pariah in an epic-level game. What do you think of these feats I homebrewed up?

Epic Outcast [Epic]
Prereq: Outcast level 21
Benefit: Your Outcast level increases by two, even beyond your Hit Dice.
Special: You may select this feat more than once. Its effects stack.

Horrifying Blemished Form [Epic]
Prereq: Outcast level 21, ability to ready 10 Blemishes
Benefit: You can ready two more Blemishes than normal.
Special: You may select this feat more than once. Its effects stack.

Totipotent Enigma [Epic]
Prereq: Outcast level 21, 14 Blemishes known
Benefit: You may select two additional Blemishes known from your class list, or one additional Blemish known from any other class list.
Special: You may select this feat more than once. Its effects stack.

Unimaginable Truth of Madness [Epic]
Prereq: Outcast level 21, six favored mutilations
Benefit: You can select two additional favored mutilations.
Special: You may select this feat more than once. Its effects stack.

Unhindered Mutability of Chaos [Epic]
Prereq: Outcast level 21, Roiling Chaos Method
Benefit: You can change which Blemishes you have readied as a Full-Round action at will.

Madman's Structure of Chaos [Epic]
Prereq: Unhindered Mutability of Chaos
Benefit: You can change which Blemishes you have readied as a Swift action at will.

Amechra
2012-09-15, 05:25 PM
I like 'em!

Wait, have I linked to my work on minmaxboards?

Eh, here's a link to the most updated version of this. (http://www.minmaxboards.com/index.php?board=126.0)

Quiddle
2013-03-21, 08:52 AM
I'm thinking of using this as my BBEG any advice?

inuyasha
2013-03-21, 09:19 AM
https://static.prtst.net/asset-proxy/4960ce44dce7235a3b67459947cf75b946ff0284/687474703a2f2f6938392e70686f746f6275636b65742e636f 6d2f616c62756d732f6b3233362f5072726f756c2f54687265 61645f4e6563726f6d616e63792e6a7067/http://i89.photobucket.com/albums/k236/Prroul/Thread_Necromancy.jpg

did I use this right?

julia90
2017-02-21, 02:40 AM
Can we use natural materials to get rid of blemishes?