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Xuldarinar
2013-07-09, 09:52 PM
PLANETOUCHED OF THE FAR-REALM:
THE ALLOPRAX

Having Ancestors born of madness, alloprax are to half-farspawn as tieflings are to half-fiends. Unlike most planetouched, most alloprax belong to or trace their lineage back to a community of (primarily) human alienists that retreated into the underdark.

Personality: Alloprax are known, aside from their heritage, for their curiosity and their hands on approach. Wizards, for example, among the alloprax are more likely to go toe to toe with a threat than stand back to cast spells. They approach problems up close, and come at things from unusual angles. Rogues among them are more likely to intentionally set off traps than work on disarming them to get rid of them.

Physical Description: An alloprax resembles a human or a tall elf, but with subtle variances. This most notably sometimes manifests as unnatural colors of skin, eyes, or hair. Typically greys, violets, and reds, though any color is possible. Other traits can include; unusual muscle structure, oddly bending or long limbs, strange markings, small vestigial tentacles, and so on.

Relations: Alloprax are despised by most who are aware of their nature. Persecuted with some of the same spite that tieflings face when their nature is revealed. Because of this they often are found among their own kin, those ignorant of their lineage, or among lesser intelligent aberrations. Alienists also are often friendly to alloprax.

Alignment: Due to their aberrant blood and mind set, most alloprax would be considered evil or at best neutral. Many simply feel they are above morality and do as they wish to reach their goals. While they take this attitude, they tend to follow ideologies. They tend to conduct themselves in a manner that express and promote any of a number and combination of ideals, positive or negative, yet lack a code of right and wrong.

Religion: Very few alloprax pay attention to the gods. Their clerics typically instead worship concepts and ideas. Those that do turn to the gods have been known to worship almost any deity. Common domains include Darkness, Madness, and Magic. But they certainly are not limited to these.

Language: Being raised among their own kind and humans, they speak common as their primary tongue. Undercommon, however, comes naturally to them. It’s not unheard of though to hear them speak in a mixture of the two.

Names: Most alloprax have human names, though truly strange names are not uncommon.

Adventurers: Tough in mind and body, alloprax make natural clerics. Their devotion to various concepts can make even some of the most devoted priests appear unfaithful. Seldom healers, they wield their magic to lash out at foes in combat. As ardents, they are no different.

Alloprax Racial Traits

+2 Con, +2 Wis, -2 Cha: Alloprax alien heritage grants them durability and strength of will, however their presence is unsettling to most.
Outsider (native): Alloprax are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, alloprax have no special bonuses or penalties due to size.
Alloprax base land speed is 30 feet
Blindsight: Alloprax possess blindsight out to 60 feet.
+2 racial bonus on sense motive and spot checks: Alloprax are innately more perceptive than most when it comes to noticing thing about people and their environment.
Blur (Sp):An alloprax can use Blur once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5 and electricity 5
Common and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Cleric, Ardent (Psionics). The cleric class levels of an alloprax do not count when determining whether they take an experience point penalty for multiclassing. If psionics are used in the campaign, ardent class levels can be exempt instead of cleric.
Level adjustment +1.


Lesser Alloprax Racial Traits
Lesser alloprax have the same statistics as standard alloprax, except as listed below.

Humanoid (Planetouched): Lesser alloprax, unlike their standard kin, are considered humanoids of the Planetouched subtype.
Level adjustment +0.


Table 1-1:Random Starting Ages
Adulthood|Simple Classes|Moderate Classes|Complex Classes
15 years|+1d6|+1d8|+2d8

Table 1-2: Aging Effects
Middle Age|Old|Vulnerable|Maximum Age
45 years|68 years|90 years|+3d20 years

Table 1-3: Random Starting Height and Weight
{table=head]Race|Base Height|Height Modifier|Base Weight|Weight Modifier
Alloprax, m.|4' 10"|+2d10|120 lb.|x (2d4) lb.
Alloprax, f.|4' 5"|+2d10|85 lb.|x (2d4) lb. [/table]

Alloprax: Pathfinder Stats (http://www.giantitp.com/forums/showthread.php?t=295049)

Alloprax: D&D 4e Stats

Racial Traits
Average Height: 5'6" - 6'2"
Average Weight: 140-123 lb.

Ability Scores: +2 Constitution and +2 Wisdom or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses: +2 Dungeoneering, +2 Insight
Unsettling Presence: You grant allies within 10 squares of you a +1 racial bonus to Intimidate checks.
Aberrant Origin: You have ancestors who were native to the far-realm, so you are considerers an aberrant creature for the purpose of effects that relate to creature origin.
Blur: You can use Blur as an encounter power.
Wild Talent: You gain a wild talent.

Blur, Alloprax Racial Power
Encounter
Minor Action, Personal
Effect: You can slightly remove yourself from reality. Until the beginning of your next turn, opponents must roll twice to determine if they hit you. They must take the lower result.



Alloprax: D&D Next Stats

[Note: Will be updated as time goes on, being consistent with the latest of D&D Next.]
Traits
As a alloprax, you have the following racial traits.
Ability Score Adjustment: Your starting Constitution score and Wisdom score increase by 1.
Size: Medium.
Speed: 30 feet.
Aberration: You have the aberration type.
Darkvision: You treat darkness within 60 feet of you as dim light. When you do so, your vision is in black and white.
Perceptive: You have advantage on all Wisdom checks to Sense Motive and Spot checks
Blurring Form: You may, as an action, briefly shift yourself partially out of reality. Anything targeting you until the start of your next turn have a 20% chance of missing. Recharge 10 minus your wisdom modifier.
Minor Illusion: You know and can cast the minor illusion cantrip from the wizard's cantrip list. Wisdom is your magic ability for it.
Languages: You can speak, read, and write Common and Undercommon, as well as a number of additional languages of your choice equal to your intelligence modifier, provided it is positive.


Alloprax in Eberron
In eberron, alloprax still belong to a singular group for the most part. Their ancestry ties back to half-farspawn as well as possibly being distant descendants of the daelkyr themselves. They, however, hold an allegiance to their own kin above all else. Their ties to the daelkyr are on an individual basis and by basis of blood, but little more. The alloprax of eberron may treat Daelkyr as a bonus language.

Alloprax and Dragonmarks
Primarily decedents of humans, the alloprax have been known to occasionally manifest dragonmarks. The only dragonmarks known to appear on alloprax, however, are aberrant dragonmarks, and take on the variant listed here (http://www.wizards.com/default.asp?x=dnd/ebee/20050704a). It is possible decedents of members of human, half-elf, and half-orc houses (and to an extent elven and orc houses) may be able to manifest the dragonmark of the house they are descended from, but no case has been documented. With the amount of mixing and aberrant taint throughout alloprax society, such cases would be exceptionally rare.

FEATS

Table 1-4: Feats
Racial Feats|Prerequisites|Benefit
Aberrant Embrace|Alloprax|Grants bonus on skill, allows other aberrant feats
Far-Elven Heritage|Alloprax, character level-1st|Elven blood, +2 Dex, -2 Con
Far-Orc Heritage|Alloprax, character level-1st|Orc blood, +2 Str, -2 Wis
Human Heritage|Half-human or human-decended race|You gain the human subtype and 4 skill points
Sense Quintessence|Detect magic, alloprax|You are able to sense quintessence using detect magic

ABERRANT EMBRACE [RACIAL][ABERRANT]
By embracing your ties to the far-realm, you manifest the aberrant taint flowing through your veins more than other members of your kin.
Prerequisites: Alloprax
Benefit: You gain a physical feature that grants syou a racial bonus on one type of check; once you select the check to which this bonus applies you cannot change it later. The bonus is chosen from the following list:

{table=head] Aberrant Feature|Benefit
Bulging eyes|+2 bonus on Spot checks
Flexible limbs|+2 bonus on Grapple checks
Segmented eyes|+3 bonus on Search checks
Slimy skin|+4 bonus on Escape Artist checks
Sticky fingers|+3 bonus on Climb checks
Tail|+4 bonus on Balance checks
Webbed hands|+4 bonus on Swim checks [/table]
Special: You can elect this feat more than once. Each time you select this feat, choose a different aberrant feature and gain the bonus associated with it.
Special: For the purposes of meeting prerequisites, you are treated as having the aberration blood feat.

FAR-ELVEN HERITAGE [RACIAL]
Your elf ancestry is more prominent than your human ancestry.
Prerequisites: Alloprax (lesser or standard), Character level 1st
Benefit: You gain Elven Blood as a racial trait and +2 dexterity but lose 2 Constitution. You may treat wizard as a favored class.
Special: This feat can only be taken at 1st level.

FAR-ORC HERITAGE[RACIAL]
Your orc ancestry is more prominent than your human ancestry.
Prerequisites: Alloprax (lesser or standard), Character level 1st
Benefit:You gain Orc Blood as a racial trait and gain +2 strength but lose 2 Wisdom. You may treat barbarian as a favored class.
Special: This feat can only be taken at 1st level.

HUMAN HERITAGE [RACIAL]
See: Races of Destiny, page 152.

SENSE QUINTESSENCE [RACIAL]
Prerequisites: Detect magic (as a spell, spell-like ability, or similar ability), Alloprax.
See: Monster Manual V, page 110.


THE ALLOPRAX/HALF-FARSPAWN TRANSITION CLASS

Table 1-5: The Alloprax/Half-Farspawn Transition Class
{table=head]Level|CR|Special
1st|*|Str +2, Con +2, natural armor +1, 2 tentacles, poison immunity, resistances (acid 5, electricity 5), spell-like abilities, spell resistance (lesser)
2nd|**|+2 Dex, natural armor +2, damage reduction, true strike
3rd|**|+2 Cha, +2 Con, +2 Wis, natural armor +3, resistances (acid 10, electricity 10), spell-like abilities, spell resistance (greater), change shape [/table]
*A 1st-level alloprax/half-farspawn with fewer than eleven character levels has a CR adjustment of +1. One with eleven or more character levels has a CR adjustment of +2.
**A 2nd- or 3rd-level alloprax/half-farspawn with fewer than five character levels has a CR adjustment of +1. One with five to ten character levels has a CR adjustment of +2. One with elven or more character levels has a CR adjustment of +3.

Alloprax/Half-farspawn Transition Class Features

All of the following are class features of the alloprax/half-farspawn transition class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvements: At 1st-level, an alloprax/half-farspawn's natural armor bonus increases by +1. At 2nd-level, this bonus increases to +2, and at 3rd-level, this bonus increases to +3. A character that does not normally have a natural armor bonus is considered to have an initial natural armor bonus of +0 for the purpose of this ability.

Tentacles: At 1st level, an alloprax/half-farspawn gains two tentacle attacks if he didn't already have them. Each tentacle attack deals 1d4 points of damage.

Poison Immunity (Ex): At 1st level, an alloprax/half-farspawn becomes immune to all poisons

Resistances (Ex): At 1st level, a alloprax/half-farspawn gains acid and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.

Spell-Like Abilities: Starting at 1st level, an alloprax/half-farspawn with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the alloprax/half-farspawn's character level and level in the transion class, according to the following table. In each case, the caster level equals the alloprax/half-farspawn's character level. Save DCs, where applicable, are Charisma-based (10 + sleep level + alloprax/half-farspawn's Charisma modifier). These abilities are in addition to his alloprax spell-like abilities.

Table 1-6: Spell-Like Abilities
{table=head]Minimum Transition Class Level|Minimum Character Level|Spell-Like Ability
1st|1st|Blur 3/day
|3rd|touch of idiocy
|6th|stinking cloud
|7th|blink 3/day
|13th|etherial jaunt 3/day
2nd|9th|greater invisibility
|15th|scintillating pattern
|17th|Summon monster IX (pseudonatural only)
3rd|11th|telekinesis
|19th|implosion [/table]

Spell Resistance (Su): At 1st level, an alloprax/half-farspawn gains spell resistance equal to his character level (maximum 25). At 3rd level, his spell resistance increases by +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher alloprax/half-farspawn has damage reduction 5/magic if his character level is 11th or lower, or damage reduction 10/magic if his character level is 12th or higher. An alloprax/half-farspawn treats his natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

True Strike (Su): Once per day, an alloprax/half-farspawn of at least 2nd level may make a normal attack with a +20 insight bonus on a single attack roll. The alloprax/half-farspawn is not affected by the miss chance that applies to attacks against a concealed target.

Change Shape (Su): As a standard action, an alloprax/half-farspawn of 3rd level can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability except as follows:

The alloprax/half-farspawn's movement modes do not change
The alloprax/half-farspawn retains the tentacle attacks granted by his transition class levels and gains two additional tentacle attacks when making a full attack.
The alloprax/half-farspawn becomes amorphous. He cannot be flanked, and is not subject to extra damage from critical hits.
Creatures native to the Materal Plane take a -1 morale penalty on attack rolls against the alloprax/half-farspawn in his amorphous form.


ALLOPRAX PARAGON

GAME RULE INFORMATION
Alignment: Any.
Hit Die: d8.

Class Skills
The alloprax paragon's class skills (and the key ability for each) are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table 1-6: The Alloprax Paragon
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+2|Improved resistance
2nd|+1|+3|+3|+3|Blur, skill bonus
3rd|+2|+3|+3|+3|Ability boost (Wis +2)

Class Features
All of the following are class features of the alloprax paragon class.
Weapon and Armor Proficiency: Alloprax paragons are proficient with all simple weapons and with light armor.
Improved Resistance (Ex): At 1st level, one of a alloprax's natural resistances to energy (acid or electricity) improves from 5 to 10. The character can choose which of his two resistances improves, but once he makes this choice it can never be altered
Blur (Sp): At 2nd level, an alloprax paragon can use his blur spell-like ability three times per day.
Skill Bonus (Ex): A 2nd-level alloprax paragon's racial bonus on Sense Motive and Spot check improves to +4
Ability Boost (Ex): At 3rd level, an alloprax paragon's Wisdom score increases by 2 points.

Xuldarinar
2013-07-09, 09:53 PM
Alloprax Substitution Levels

ALLOPRAX ARDENT

With the alloprax's devotion to individual concepts over deities, its no wonder that ardents are common among them. Alloprax ardents hold an unusually diverse set of concepts they can follow, but in their training they are taught to first embrace madness. Some say this is to honor their ancestry, others believe doing so gives them the ability to draw from such a diverse set of powers, and others still insist that madness simply is what comes naturally to them.

Hit Die: d6

Requirements
To take an alloprax ardent substitution level, a character must be an alloprax about to take their 1st, 2nd, or 5th level in ardent.

Class Skills
Alloprax ardent substitution levels grant the same class skills as the standard ardent class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-1: Alloprax Ardent Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manifesting
1st|+0|+0|+0|+2|Madness|As standard ardent
2nd|+1|+0|+0|+3|Assume Psionic mantle or domain|As standard ardent
5th|+3|+1|+1|+4|Assume Psionic mantle or domain|As standard ardent [/table]

Class Features

Madness: At 1st level, an alloprax ardent gains access to the Madness domain and the Corruption and Madness mantle. Domain spells are treated as psionic powers and cost the same amount of power points as powers of their equivalent level. For the purposes of damage and similar effects aside from DCs, treat them as the level they would normally be gained by a cleric with the domain. For instance, lesser confusion's range would be as if cast by a 1st level cleric and cost only 1 power point. Confusion, on the other hand, would last as long as and have a range as if cast by a 7th level cleric. As normal for an ardent, they do not automatically know all powers from their mantles and domains, and as such must still select powers known at each level. This replaces the ardent's ability to select two mantles at first level.
Assume Psionic Mantle or Domain: When an alloprax ardent has the opportunity to select a psionic mantle, they may choose mantles as a regular ardent or choose cleric domains. This alters, but does not replace, the ardent's assume Psionic mantle class feature.


ALLOPRAX ARTIFICER


The use of magic is a long standing tradition among the alloprax. It should come as no surprise that artificers are found among them, nor should it come as a surprise that they have their own approaches to the discipline.

Hit Die: d6

Requirements
To take an alloprax artificer substitution level, a character must be an alloprax about to take their 1st, 4th, or 5th level in artificer.

Class Skills
Alloprax artificer substitution levels grant the same class skills as the standard artificer class, plus Knowledge (dungeoneering).
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character)

Table 2-2: Alloprax Artificer Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Infusions per Day
1st|+0|+0|+0|+2|Artificer knowledge, artisan bonus, item creation, Scribe Scroll, Symbiont Mastery|as artificer
4th|+2|+1|+1|+4|Craft Symbiont, bonus feat|as artificer
5th|+2|+1|+1|+4|Craft Magic Arms and Armor, Infuse Flesh|as artificer [/table]

Class Features

Symbiont Mastery: An alloprax artificer gains symbiont mastery as a bonus feat. This replaces the artificer's disable trap.

Craft Symbiont: At 4th level, an alloprax artificer learns how to craft symbionts as if they were magical items. Doing so requires that they emulate the Stone shape and Aberrate spells. The material cost of making a symbiont is normal for a magic item of their value. (For the value of symbionts, see Magic of Eberron Pg.154)

Infuse Symbiont: At 5th level, an alloprax artificer gains the ability to use their infusions on symbionts as if they were constructs or pieces of equipment.

ALLOPRAX BARBARIAN


While a rarity among the alloprax, some are raised away from society. Those that are able to embrace the madness within their blood begin to exhibit the traits that their ancestors previously denied them. Their minds may not dulled, but their bloodlust is not so easily culled.

Hit Die: d12

Requirements
To take an alloprax barbarian substitution level, a character must be an alloprax about to take their 1st, 2nd, or 5th level in barbarian.

Class Skills
Alloprax barbarian substitution levels grant the same class skills as the standard barbarian class, plus Sense Motive.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character)

Table 2-3: Alloprax Barbarian Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Fast movement, illiteracy, Rage 1/day, Aberrant Embrace
2nd|+2|+3|+0|+0|Bonus Feat
5th|+5|+4|+1|+1|Bonus Feat[/table]

Class Features

Aberrant Embrace: An alloprax barbarian is closer to their heritage than most alloprax, as such they gain the aberrant embrace feat as a bonus feat at 1st level.

Bonus Aberrant Feat: An alloprax barbarian, upon attaining their 2nd level and again at 5th level, gain an aberrant feat they qualify for as a bonus feat. This replaces the barbarian's uncanny dodge and improved uncanny dodge class features.


ALLOPRAX BINDER



Hit Die: d8

Requirements
To take an alloprax binder substitution level, a character must be an alloprax about to take their 7th, 11th, or 18th level in binder.

Class Skills
Alloprax binder substitution levels grant the same class skills as the standard binder class.
Skill Points at Each Level: 2 + Int modifier

Table 2-4: Alloprax Binder Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Vestige Level
7th|+5|+5|+2|+5|Far-Binding|As standard binder
11th|+8/+3|+7|+3|+7|Bonus Feat|as standard binder
18th|+13/+8/+3|+11|+6|+11|Bonus Feat|as standard binder [/table]


Class Features

Bonus Feat: At 11th-level, and again at 18th-level, you are permitted to select aberrant feats as bonus feat, despite not having the aberration blood feat. However, as long as you do not have this feat, these feats only function and manifest while you have a far-realm vestige bound.

Far-Binding: For the purposes of Soulbinding vestiges associated with the far realm (Otiax and Zceryll), you may summon vestiges up to one level higher than normal. For example, binding otiax requires a minimum effective binder level of 7, where as binding zceryll requires a minimum effective binder level of 10. Furthermore, your charisma score is treated as 2 points higher for the purposes of determining DCs relating to their granted supernatural powers. This however comes at a cost, as for the purposes of binding any vestiges not associated with the far realm, your effective binder level is treated as 1 level lower.



ALLOPRAX INCARNATE

While most alloprax already embrace their heritage, the alloprax incarnate accentuate it. Capable combatants, coupled with their inherent madness and backed up by essentia, they are forces to be reckoned with. Most alloprax feel themselves above the concepts of good and evil, and as such chaotic and lawful incarnates are by far the most common.
An alloprax incarnate's number of soulmelds, total essentia, and chakra binds are as detailed on page 21 of Magic of Incarnum.
Hit Die: d8

Requirements
To take an alloprax incarnate substitution level, a character must be an alloprax about to take their 1st, 3rd, or 7th level in incarnate.

Class Skills
Alloprax incarnate substitution levels grant the same class skills as the standard incarnate class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-5: Alloprax Incarnate Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping
1st|+0|+2|+0|+2|Aura, detect opposition, martial weapon|As standard incarnate
3rd|+1|+3|+1|+3|Expand soulmeld capacity +1, incarnum radiance 1/day|As standard incarnate
7th|+3|+5|+2|+5|Telepathy|As standard incarnate [/table]

Class Features

Martial Weapon: Alloprax are notorious for approaching every situation head on. As such, they train for combat more than traditional incarnate. At 1st level, he can select any martial melee weapon and gain the Martial Weapon Proficiency and Weapon Focus feats with that weapon. Alloprax incarnates tend to select flails.
This benefit does not replace any incarnate class feature.

Incarnum Radiance (Su): An alloprax incarnate's incarnum radiance class feature functions normally, with one addition. While an alloprax incarnate has incarnate radiance active, creatures native to the Material Plane take a -1 morale penalty on attack rolls against the alloprax incarnate as the aura surrounding them forms writhing tentacles, giving their aura a faint resemblance to that of their horrific ancestors.

Telepathy (Su): An alloprax incarnate can mingle the soul energy of mortals with his aberrant mind to grant hi the ability to communicate telepathically with any other creature within 100 feet that has a language. This ability only functions as long as an alloprax incarnate has a soulmeld bout to his crown chakra.
This benefit replaces a standard incarnate's share incarnum radiance class feature gained at 7th level.

ALLOPRAX PALADIN


While the concepts of good and evil are 'beneath' most alloprax, some are capable of devoting themselves to the cause of good. Alloprax who take up this path gain a unique edge against their aberrant kin, better able to contain the monstrosities that their race readily study and unleash.

Hit Die: d10

Requirements
To take an alloprax paladin substitution level, a character must be an alloprax about to take their 1st, 2nd, or 4th level in paladin.

Class Skills
Alloprax paladin substitution levels grant the same class skills as the standard paladin class, plus Knowledge (the planes).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-6: Alloprax Paladin Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+1|+2|+0|+0|Aura of good, detect evil, smite evil 1/day, contain aberration|As standard paladin
2nd|+2|+3|+0|+0|Divine grace, Disrupt flesh|As standard paladin
4th|+4|+4|+1|+1|Domain|As standard paladin [/table]

Class Features

Contain Aberration (Su): An alloprax paladin can use his smite evil ability and detect evil ability on aberrations as if they were evil creatures, regardless of their alignment.

Disrupt Flesh (Su): Beginning at 2nd level, an alloprax paladin with a Charisma score of 10 or higher can inflict damage by touch. Each day he can deal a total number of hit point damage equal to his paladin level x his Charisma bonus. For the purposes of this ability, his charisma score is treated as 2 points higher. This replaces the paladin's lay on hands class feature.

Domain: At 4th level, an alloprax paladin gains access to a domain. They gain the domain's associated power along with its 1st-4th level spells as spells known. An alloprax paladin may select any domain and may cast spells from the selected domain regardless of their alignment. This replaces the paladin's ability to turn undead.


ALLOPRAX SHADOWCASTER


Living in the depths has granted a certain appreciation for darkness to the alloprax. As such, shadowcasters are not an uncommon sight among them. They have even had time to forge their own teachings, integrating their heritage with darkness itself.

Hit Die: d6

Requirements
To take an alloprax shadowcaster substitution level, a character must be an alloprax about to take their 1st, 2nd, or 6th level in shadowcaster.

Class Skills
Alloprax shadowcaster substitution levels grant the same class skills as the standard shadowcaster class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-7: Alloprax Shadowcaster Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mysteries
1st|+0|+2|+0|+2|Fundamentals of shadow, Apprentice mysteries|As standard shadowcaster
2nd|+1|+3|+0|+3|Bonus feat; see text|As standard shadowcaster
6th|+3|+5|+2|+5|Greater Blur|As standard shadowcaster [/table]

Class Features

Fundimentals of Shadow: An alloprax shadowcaster begins play knowing one less fundamental than other shadowcasters.

Mysteries and Paths: Due to their nature, alloprax draw from their strength of will as opposed to their force of will. As such, use wisdom for save DCs of mysteries and fundamentals instead of charisma.

Bonus Feat: Beginning at 2nd level, an alloprax shadowcaster gains bonus feats equal to half the total number of paths they have access to, rounded down. Unlike standard shadowcasters, their list of possible feats is a bit different, due to their connections to the far realm. The list of feats they can select includes; any metamagic feat, any shadow feet, any meta shadow feat, and any aberrant feat.

Greater Blur (Su): At 6th level, alloprax shadowcaster gains 1 additional uses of their blur spell-like ability. At 14th level, they gain another use of blur and may treat it as a supernatural ability.

Special: Alloprax shadowcasters with levels in alienist may apply summon alien to summon umbral servant and army of shadow. Alloprax Shadowcasters who gains the pseudonatural familiar class feature and has levels in masers of shadow may have their shadow servant treated as a familiar strictly for the purposes of pseudonatural familiar. In campaigns in which the cerebrosis feat is permitted, alloprax shadowcasters may use their shadowcaster level to qualify and sacrifice uses of mysteries to cast cerebrotic spells as mysteries, creatures summoned by means of cerebrotic mysteries gain the dark creature template.


ALLOPRAX SORCERER

Magic comes more easily for some individuals than it does to others. Alloprax are no different. Though, do to their blood and mindsets, some of their sorcerers are more focused in their gifts than mosts.

Hit Die: d4

Requirements
To take an alloprax sorcerer substitution level, a character must be an alloprax about to take their 1st, 2nd, or 6th level in sorcerer.

Class Skills
Alloprax sorcerer substitution levels grant the same class skills as the standard sorcerer class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-8: Alloprax Sorcerer Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day
1st|+0|+0|+0|+2|Summon Familiar,Specialized Gift, Wise Sorcerer|As standard sorcerer
2nd|+1|+0|+0|+3|Illithid Bloodline|As standard sorcerer
6th|+3|+2|+2|+5|Kin Mastery|As standard sorcerer [/table]

Class Features

Specialized Gift: At 1st level, an alloprax sorcerer can pick a school of magic to specialize in. This functions identically to the ability for a wizard's to specialize in a school of magic, where applicable.

Wise sorcerer: An alloprax sorcerer may add their wisdom modifier to their charisma score to determine the highest level spells they may cast, as well as the DCs of their spells. For instance, an alloprax sorcerer with a wisdom score of 14, and a charisma score of 13, is treated as having a charisma score of 15 for the purpose of casting spells.

Illithid Bloodline: An alloprax sorcerer gains the illithid bloodline feat as a bonus feat at 2nd level. While not necessarily decedents of mind flayers, they too trace their roots back to the far realm.

Kin Mastery: An alloprax sorcerer gains the kin mastery feat at 6th level as a bonus feat. Once per day they may turn or rebuke aberrations as a cleric of half their sorcerer level.


ALLOPRAX TRUE XENOTHEURGIST

[Homebrewed Class (http://www.giantitp.com/forums/showthread.php?t=122103)]


Hit Die: d6

Requirements
To take an alloprax true xenotheurgist substitution level, a character must be an alloprax about to take their 1st, or 6th level in true xenotheurgist.


Class Skills
Alloprax true xenotheurgist substitution levels grant the same class skills as the standard true xenotheurgist class.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character)

Table 2-9: Alloprax True Xenotheurgist Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Murmurs
1st|+0|+0|+0|+2|Disturbance, Pull from Beyond, Will of the Alloprax|As standard true xenotheurgist
6th|+4|+2|+2|+5|Bonus Feat, Disturbance|As standard true xenotheurgist [/table]

Class Features

Will of the Alloprax: You gain the ability to add half of your constitution modifier to your Will saves in addition to your Wisdom modifier. This replaces the true xenotheurgist's Unearthly Will.

Bonus Feat: The Aberrant Embrace feat, Aberrant feats, and Illithid heritage feats are added to the list of possible bonus feats an alloprax true xenotheurgist may take.

Xuldarinar
2013-07-09, 09:54 PM
Alloprax Prestige Substitution Levels

ALLOPRAX ALIENIST


As long as there been alloprax, there have been alloprax alienists. The very discipline that gave rise to their race, the tradition continues on today. Their approaches differ from the humans that led to the rise of their race, taking advantage of the alien blood that runs through their veins.

Hit Die: d4

Requirements
To take an alloprax alienist substitution level, a character must be an alloprax about to take their 2nd, 4th, 8th or 10th level in alienist.

Class Skills
Alloprax alienist substitution levels grant the same class skills as the standard alienist class.
Skill Points at Each Level: 2 + Int modifier

Table 3-1: Allorpax Alienist Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
2nd|+1|+2|+0|+2|Bonus Aberrant Feat|As standard alienist
4th|+2|+1|+1|+4|Bonus Aberrant Feat|As standard alienist
8th|+4|+2|+2|+6|Bonus Aberrant Feat|As standard alienist
10th|+5|+3|+3|+7|True Alien Transcendence|As standard alienist [/table]

Class Features

Bonus Aberrant Feat Upon attaining 2nd level, and again at 4th and 8th, an alloprax alienist gains an aberrant feat of their choice as a bonus feat. This replaces the alienist's alien blessing, mad certainty, and insane certainty class features.

True Alien Transcendence: Upon attaining 10th level, an alloprax alienist's embrace of their ancestry fully manifests. They gain: Resistance to acid 10 and electricity 10, 2 tentacles as natural weapons (1d4 damage, 5ft reach), Blur +2/day, and Change shape (Su)(Becoming a tentacled mass, as half-farspawn). In addition they gain a +2 circumstance bonus on all Charisma-based skill checks when interacting with anyone who shares their predilection for studying the Far Realms, and gains a +2 circumstance bonus on Intimidate checks involving any other creature. This alters the alienist's alien transcendence.


ALLOPRAX ASSASSIN



Hit Die: d6

Requirements
To take an alloprax assassin substitution level, a character must be an alloprax about to take their 2nd, 4th, 6th 8th or 10th level in assassin.

Class Skills
Alloprax assassin substitution levels grant the same class skills as the standard assassin class.
Skill Points at Each Level: 4 + Int modifier

Table 3-2: Alloprax Assassin Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
2nd|+1|+0|+3|+0|Blur +1/day, Uncanny dodge|As standard assassin
4th|+3|+1|+4|+1|Blur +2/day|As standard assassin
6th|+5|+2|+5|+2|Blur +3/day|As standard assassin
8th|+6|+2|+6|+2|Blur +4/day, hide in plain sight|As standard assassin
10th|+7|+3|+7|+3|Blur +5/day|As standard assassin [/table]

Class Features

Bonus uses of Blur: At every even numbered level of assassin, an alloprax assassin gains an additional use of their blur spell-like ability. this replaces the assassin's save bonus against poison.



ALLOPRAX BLACKGUARD


While no better in heart than standard blackguards, alloprax blackguards are more versatile and gain an edge when dealing with creatures of their heritage. Alloprax blackguards are as rare as alloprax paladins, both standing for concepts that are seen as beneath the alloprax.

Hit Die: d10

Requirements
To take an alloprax blackguard substitution level, a character must be an alloprax about to take their 1st, 2nd, or 5th level in blackguard. Furthermore, instead of requiring that they make peaceful contact with an evil outsider, an alloprax blackguard may have made peaceful contact with an evil creature native to the far-realm.

Class Skills
Alloprax blackguard substitution levels grant the same class skills as the standard blackguard class, plus Knowledge (the planes).
Skill Points at Each Level: 2 + Int modifier

Table 3-3: Alloprax Blackguard Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+1|+2|+0|+0|Aura of evil, detect good, contain aberration|As standard blackguard
3rd|+3|+3|+1|+1|Domain, Smite good 1/day|As standard blackguard
5th|+5|+4|+1|+1|Aberrant servant, Smite good 2/day|As standard blackguard [/table]

Class Features

Contain Aberration (Su): An alloprax blackguard can use his smite good ability and detect good ability on aberrations as if they were good aligned creatures, regardless of their alignment.

Domain: At 2nd level, an alloprax blackguard gains access to a domain. They gain the domain's associated power along with its 1st-4th level spells as spells known. An alloprax blackguard may select any domain and may cast spells from the selected domain regardless of their alignment. This replaces the blackguard's ability to command undead.

Aberrant Servant: This functions identically to the blackguard's Fiendish Servant class feature, except their servant possesses the psudonatural creature template instead.

Special: An alloprax blackguard benefits differently from other blackguards if they had levels in paladin. Make the following changes;

3-4: Disrupt Flesh. Once per day, an alloprax blackguard can use this supernatural ability to inflict damage equal to his Charisma bonus x his level. For the purposes of this ability, his charisma score is treated as 2 points higher.

7-8: Psudonatural summoning. Once per day, an alloprax blackguard can use a summon monster I spell to call forth a psudonatural creature. For this spell, the caster level is double the alloprax blackguard's class level.



ALLOPRAX BONE KNIGHT


Decendents of madness, the alloprax bone knight is adept at creating undead that are also born from madness. Allips are common companions to bone knights of the mawdark, raising them from the dead in place of the corporeal undead wielded by the bone knights of karrnath. Insane and aberrant undead, vour for example, are often lent to alloprax bone knights to serve as guards and are favorites of theirs.

Hit Die: d10

Requirements
To take an alloprax bone knight substitution level, a character must be an alloprax about to take their 1st or 5th level in bone knight.

Class Skills
Alloprax bone knight substitution levels grant the same class skills as the standard bone knight class.
Skill Points at Each Level: 2 + Int modifier

Table 3-4: Alloprax Bone Knight Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+0|+2|+0|+0|Bonecraft armor, paladin conversion, rebuke undead, rebuke aberration|As standard bone knight
5th|+3|+4|+1|+1|Fill the ranks 1/day|As standard bone knight [/table]

Class Features

Rebuke Aberration: An alloprax bone knight who had, or has, the contain aberration class feature may treat aberrations as undead strictly for the purposes of rebuke undead.

Fill the Ranks (Sp): At 5th level, an alloprax bone knight can use a limited form of animate dead once per day. The corpse rises as an allip. This undead's Hit Dice count against the maximum number of undead the alloprax bone knight can control once with their bone march ability.
This alters the standard bone knight's fill the ranks class feature.



ALLOPRAX IMPURE PRINCE


Devoted gatekeepers, alloprax impure princes use their heritage and their skills to help contain the creatures they readily study and summon. Unlike most things connected to Xoriat (or the far-realm, pending on the setting), the alloprax have no desire to corrupt the world of their human ancestors.

Hit Die: d8

Requirements
To take an alloprax impure prince substitution level, a character must be an alloprax about to take their 2nd, or 6th level in impure prince. Furthermore, they are subject to different prerequisites. Alloprax may qualify for the impure prince PrC with Contain Aberration (see paladin/blackguard substitution levels) instead of Favored enemy (aberrations) or Gatekeeper Initiate.

Class Skills
Alloprax impure prince substitution levels grant the same class skills as the standard impure prince class.
Skill Points at Each Level: 4 + Int modifier

Table 3-5: Alloprax Impure Prince Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day
2nd|+2|+0|+0|+3|Smite +1/day|As standard impure prince
6th|+6|+2|+2|+5|Aberrant anatomy (50%), Smite +2/day|As standard impure prince [/table]

Class Features

Smite: At 2nd-level, and again at 6th-level, an alloprax impure prince gain an additional daily use of their smite good or smite evil class feature. This replaces the impure prince's Favored enemy (aberration) class feature.


ALLOPRAX (PYRO)KINETICIST

With their devotions to concepts and connections to psionics, it should come as no surprise that pyrokineticists are found among the alloprax. Their approach to the discipline may differ, but their power is no different. Tendrils made from their chosen element reach from their sides as additional limbs, making an extension of themselves rather than making simply a weapon.

Hit Die: d8

Requirements
To take an alloprax pyrokineticist substitution level, a character must be an alloprax about to take their 1st level in pyrokineticist.
Variants: The substitution levels described here may be applied to the pyrokineticist element variants described here (http://www.wizards.com/default.asp?x=dnd/psm/20040625e), making the same adjustments between versions. Acid, Electricity, and Cold are common elements.
Variant:(Umbrakineticist): Following the same rules as the variants linked above, simply make the damage untyped, but is subject to the same penalties as illusion (shadow) spells, dealing only 40% damage if disbelieved. The special requirement for this becomes; Special: Must have been exposed to shadow at some point prior to taking this class, either through travel on the Plane of Shadow, being subject to a mystery or a spell with the darkness descriptor, or through physical contact with a shadow or dark creature.

Class Skills
Alloprax pyrokineticist substitution levels grant the same class skills as the standard pyrokineticist class.
Skill Points at Each Level: 2 + Int modifier

Table 3-6: Alloprax Pyrokineticist Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+0|Fire Tentacle[/table]

Class Features

Fire Tentacle (Ps): An alloprax pyrokineticist gains the ability to create tentacles made from fire as a move-equivalent action. He takes no damage from a fire tentacle, and may release them as an immediate action. This tentacle may occupy any space on the body but is treated as a secondary natural weapon. The tentacle deals 1d4 points of fire damage on a successful melee touch attack. An alloprax pyro can attack with weapons and also make fire tentacle attacks but their fire tentacle attacks are treated as secondary weapons. An alloprax pyro can take Weapon Focus and Weapon Specialization in congestion with fire tentacle, as well as any feats that apply to natural weapons. The fire tentacle only vanishes when the alloprax pyro chooses to get rid of it, they run out of power points, or they fall unconscious.
An alloprax pyrokineticist normally may have only one fire tentacle active, however they may increase the maximum number of fire tentacles they may have active at any given time at 4th, 6th, and 8th level, to a maximum of 4. For every fire tentacle they have active, an alloprax pyro gains a +1 bonus on grapple checks.
This replaces the pyrokineticist's fire lash class feature.


ALLOPRAX UR-PRIEST


Most alloprax hold little regard for deities, so it comes as little surprise that some choose to steal from the gods for power. Most alloprax ur-priests prefer to steal from dead gods rather than living, though they have found another source. Alloprax ur-priests have learned to draw magic through or even directly from the far-realm and frequently teach this skill to others of their kind.

Hit Die: d8

Requirements
To take an alloprax ur-priest substitution level, a character must be an alloprax about to take their 2nd, or 4th level in ur-priest.

Class Skills
Alloprax ur-priest substitution levels grant the same class skills as the standard ur-priest class.
Skill Points at Each Level: 2 + Int modifier

Table 3-7: Alloprax Ur-Priest Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
2nd|+1|+0|+0|+3|Domain|As standard Ur-priest
4th|+3|+1|+1|+4|Far-Wild Magic|As standard Ur-priest [/table]

Class Features

Domain: At 2nd level, an alloprax ur-priest gains access to a domain. They gain the domain's associated power along with its spells as spells known. An alloprax ur-priest may select any domain and may cast spells from the selected domain regardless of their alignment. This replaces the ur-priest's ability to rebuke undead.

Far-Wild magic: An alloprax ur-priest, starting at 4th level, knows how to draw their power through the far-realm, leading to unpredictable results. When preparing spells, they must choose which spells to prepare as Far-Wild, drawing their essence from or through the far-realm. Spells prepared in this fashion are cast as if in an area of wild magic. If a creature is summoned by the spell, then they have the psudonatural template applied to them. This replaces the ur-priest's ability to better resist divine spells.

Xuldarinar
2013-07-09, 09:56 PM
THE MAWDARK SPIRAL
Deep in the underdark exists a massive pocket. A spiraling pit that is nearly a mile wide at the top, growing more narrow as one descends. Following the main road counter-clockwise leads to a gradual descent. Buildings line the outer edge all the way down with only a few tunnels in existence to get in, or out. There is a constant rain, though the spiral's design keeps it from collecting out in the open. On a daily basis, a tremor shakes the entirety of the spiral, but never enough to do any lasting damage. The deeper one goes, the more unsettling the environment gets as stone warps and sometimes takes the appearance of flesh. At the very base, the very center, lies a pit. Massive teeth keep the slime-lined pit closed. On occasion, typically when a creature is foolish enough or unfortunate enough to get too close to the teeth, they part, revealing a opening to beyond the planes.
The mawdark spiral is where most of the alloprax live. Their ancestors having found the cerebrotic blot upon which it stands and carved most of what is seen today. The alloprax are housed throughout the spiral, but many of their spellcasters, wishing to study the realm of their non-humanoid ancestors, spend most of their time near the spiral's base. The few tunnels in and out of the spiral are foci, the entirety of the spiral being a cerebrotic marrow centered around it's core. Alloprax towns exist outside of the spiral, though many are still within the blot, staying within it's periphery.
Would be travelers into the spiral would find no clear tunnel into it. In some tunnels branching off of a few of the smaller alloprax towns and outposts in the underdark, a faintly glowing slime oozes from small patches of stone. Those that touch this slime can proceed through it, to others appearing to fade from existence. To them, they simply proceed down a tunnel, entering the mawdark spiral itself.

NOTABLE ALLOPRAX
As with most races, some individuals rise above the rest. While not always the greatest, or the worst, they are known.

Solae Jhanil: Archivist and current leader of a prominent cult among the alloprax, Solae has caught the attention of many as she attempts to rally her people to make good on an ancient pact that supposedly gave rise to the alloprax. While most shrug her off as insane, her intelligence and aptitude for divine magic are indisputable.

Xuldarinar
2013-07-09, 09:57 PM
PRESTIGE CLASSES

FARBINDER


The farbinder draws the essence of aberrations into himself to acquire their power. Such an act made by any other creature would result in madness, but the alloprax's innate connections to the far-realm allow them to not only survive this process, but to thrive with it. While invocation-users among the alloprax are rare, the few that do exist have learned from observing the demonbinders of the drow. Twisting this process to their own ancestry, they have made it their own, drawing upon the far-realm instead of the abyss.

Hit Die: d4

Requirements
Race: Alloprax
Skills: Concentration 4 ranks, Knowledge (the planes) 8 ranks, Sense Motive 4 ranks.
Language: Undercommon.
Invocations: Breath of the Night plus any two others.

Class Skills
The farbinder's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Table 4-1: The Farbinder
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known
1st|+0|+2|+0|+2|Aberration points, farbind|-
2nd|+1|+3|+0|+3|Blur +1/day|+1 level of existing class
3rd|+1|+3|+1|+3|Resistance to cold 5|+1 level of existing class
4th|+2|+4|+1|+4|Blur +2/day|+1 level of existing class
5th|+2|+4|+1|+4|Resistance to cold 10|+1 level of existing class
6th|+3|+5|+2|+5|Blur +3/day|+1 level of existing class
7th|+3|+5|+2|+5|Immunity to poison|+1 level of existing class
8th|+4|+6|+2|+6|Blur +4/day|+1 level of existing class
9th|+4|+6|+3|+6|Immunity to cold|+1 level of existing class
10th|+5|+7|+3|+7|Blur +5/day|+1 level of existing class

Class Features

Weapon and Armor Proficiency: Farbinders gain no proficiency with any weapon or armor.

Invocations Known: At each level above 1st, you gain new invocations and advance eldritch blast damage as if you had also gained a level in the warlock class. You do not gain any other benefits a warlock would have otherwise gained.


Aberration Points (Ex): You gain a number of aberration points equal to your Charisma modifier plus your class level plus one. You use aberration points to activate your farbind abilities. You cannot spend aberration points when the in the area of a zone of natural purity spell. You regain all spent aberration points after 5 minutes of rest.

Farbind (Sp): Once per day per class level, you can spend aberration points to invoke the essence of an aberration and bind it to your soul. This changes your general appearance and also grants you certain benefits. Binding the essence of an aberration in this way is a full-round action and lasts for 10 rounds.
If you invoke a second farbind when another is still active, the new one replaces the old one. Temporary hit points granted by a farbind vanish when the far bind ends (or is replaced by a new far bind).
Some farbinds allow you to spend additional aberration points to gain an extra benefit. You can use this option only when affected by the farbind, and the benefit lasts until the start of your next turn or until the far bind tends, whichever comes first. Any saving throw allowed has a DC of 10 + class level + Cha modifier.
When under the affect of a farbind, you gain telepathy out to 100 feet. If you enter an area protected by a zone of natural purity spell, the farbind is suppressed for as long as you remain in the area.
Each farbind is equivalent of a spell whose level equals the farbind point cost for invoking the farbind.
Umber Hulk (1 point): Your skin hardens to form an exoskeleton.
You gain 5 temporary hit points and +2 natural armor.
Shadow Flayer (2 points): Your skin becomes jet black and rubbery. You gain 10 temporary hit points and sneak attack +1d6.
In addition, you can spend 1 aberration point as a swift action to lace your eldritch blast with psionic energy, stunning for 1 round. A Will save (appropriate for your invocations) negates.
Gibbering Mouther (3 points): Your skin appears to be flowing as eyes and mouths perpetually appear and vanish along it's surface.
You gain 15 temporary hit points and the benefits of the tongues spell.
You can spend 1 aberration point as a swift action to gain a +5 competence bonus on Intimidate and spot checks.
Neogi (4 points): Your skin turns pale brown and six vestigial limbs hang uselessly for the duration from your ribs.
You gain 20 temporary hit points and you can spend 1 aberration point as a swift action to gain a climb speed equal to your land speed.
Destrachan (5 points): Your skin turns to fine brown scales and your nails turn black.
You gain 25 temporary hit points.
In addition, you can spend 1 spend 1 aberration point as a swift action to augment your eldritch blast with screeching sonic energy. A target struck by this eldritch blast takes an additional 10 points of sonic damage and becomes deafened for 5 rounds (Fort negates deafness).
Grell (6 points): Your lips harden to form a sharp beak and tentacles erupt from your ribs. Your skin becomes grey and heavily wrinkled.
You gain 30 temporary hit points and a +5 bonus on Grapple checks.
in addition, you can spend 1 aberration point as a swift action to deal damage equal to your eldritch blast damage to a grappled target.
Rust Monster (7 points): Your skin hardens into a rust colored exoskeleton and a pair of antennae sprout from your forehead.
You gain 35 temporary hit points and +2 natural armor.
Additionally, you can spend 1 aberration point as a swift action to lace your eldritch blast with corrosive power. Upon hitting an object with your eldritch blast destroys a 10-foot cube of metal instantly. Magical armor and weapons, and other magic items made of metal, must succeed on a Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
Tsochar (8 points): An extra two sets of arms grow from the sides of your body as your legs twist around one another. Your flesh turns blue and rubbery.
You gain 40 temporary hit points.
Your original arms (if any) are your primary arms, and the new limbs are secondary limbs. You can wield extra weapons with these new limbs, but all such attacks are treated as off-hand attacks.
Also, you can spend 1 aberraation point as a swift action to use one of your new limbs to fire an eldritch blast at a -5 penalty on the attack roll; you can't apply any eldritch essence or blast shape invocations to this eldritch blast.
Beholder (9 points): Tentacles ending in eyes sprout from your back as your skin becomes a rough hide.
You gain 45 temporary hit points and a fly speed equal to your land speed (good maneuverability)
Also, you can spend 1 aberration point as a swift action to produce a 150-foot cone of anti-magic for 1 round in front of you. This functions just like anti magic field (caster level equal to your effective caster level).

Blur (Sp): Beginning at 2nd level, and at every even numbered level thereafter, you gain an additional daily use of your blur spell-like ability.

Resistance to Cold (Su): Beginning at 3rd level, you gain resistance to cold 5. At 5th level, this resistance increases to 10. This resistance stacks with the energy resistance class feature gained by the warlock.

Immunity to Poison (Su): At 7th level, you gain immunity to all types of poison, even magical poison.

Immunity to Cold (Su): At 9th level, your resistance to cold is replaced by immunity to cold.


QUINTESSENCE MAGE

"Ever wonder what it would be like to become a spell? Come closer.." Talus Ilthimer, Alloprax Quintessence mage

Quintessence, its purpose in the universe along with it's presence has gone unknown to most. To some, however, it is fuel. The primary users of quintessence are the illithids of thoon. Madder than their standard brethren, the illithids of thoon pursue quintessence with single minded zealotry. The alloprax, on the other hand, have come upon knowledge of quintessence through personal study. The quintessence mage, regardless of their origin, is among the few capable of finding, extracting, and wielding quintessence.

Hit Die: d4

Requirements
Skills: Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) 8 ranks, Knowledge (the planes) 4 ranks
Feats: Sense Quintessence, Craft Wondrous Item
Special: Alloprax may be treated as affiliated with thoon for the purposes of taking and using sense quintessence.

Class Skills
The quintessence mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table 4-2: The Quintessence Mage
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Quntessence Extraction Time|Spells per Day
1st|+0|+2|+0|+2|Quintessential Casting, Quintessence Receptacle, Extract Quintessence|1 minute/10 rounds|-
2nd|+1|+3|+0|+3|-|54 seconds/9 rounds|+1 level of existing spellcasting class
3rd|+1|+3|+1|+3|-|48 seconds/8 rounds|+1 level of existing spellcasting class
4th|+2|+4|+1|+4|-|42 seconds/7 rounds|+1 level of existing spellcasting class
5th|+2|+4|+1|+4|-|36 seconds/6 rounds|+1 level of existing spellcasting class
6th|+3|+5|+2|+5|-|30 seconds/5 rounds|+1 level of existing spellcasting class
7th|+3|+5|+2|+5|-|24 seconds/4 rounds|+1 level of existing spellcasting class
8th|+4|+6|+2|+6|-|18 seconds/3 rounds|+1 level of existing spellcasting class
9th|+4|+6|+3|+6|-|12 seconds/2 rounds|+1 level of existing spellcasting class
10th|+5|+7|+3|+7|-|6 seconds/1 round|+1 level of existing spellcasting class


Class Features

Weapon and Armor Proficiency: Quintessence mages gain no proficiency with any weapon or armor.

Spells per Day: When a new quintessence mage level is gained, with the exception of 1st level, the character gains new spells per day as if he had also gained a level in any one spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of quintessence mage, minus 1, to the level of what ever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he becomes a quintessence mage, he must decide to which class he adds each level of quintessence mage for the purpose of determining spells per day.

Quintessence Receptacle: Upon becoming a quintessence mage, the character puts themself through a grueling and painful ordeal, requiring a full day of construction and surgery, at the end of which their quintessence receptacle is complete. Typically the quintessence is stored in a tank on the quintessence mage's back, with tubes running through their arms to their palms to use the quintessence in their spells and to draw quintessence back into the receptacle. A quintessence receptacle typically stores up to 6 gallons of quintessence, or 18 units of quintessence, and is typically made of glass and metal.

Quintessential Casting: True to their name, quintessence mages are capable of using quintessence to cast spells. To cast a spell using quintessence, they must use a number of units of quintessence (QUC) based on the level of the spell, listed below. Furthermore, a quintessence mage cannot cast a spell with quintessence that is higher than their class level minus 1 (1st level quintessence mages can only cast cantrips with quintessence, where as 10th level quintessence mages can cast up to 9th level spells with quintessence). Casting a spell using quintessence takes the place of a spell slot. A gallon of quintessence is equal to 3 units of quintessence.

Table 4-3: Quintessence Unit Cost for Spells
{table=head] Spell Level|QUC
0|1
1|1
2|3
3|5
4|7
5|9
6|11
7|13
8|15
9|17 [/table]

Extract Quintessence: A quintessence mage is capable of extracting quintessence from objects and even creatures. Extracting quintessence requires the quintessence mage spend a full minute (or 10 rounds) of concentration in contact with the object (or corpse) containing quintessence. As time goes on they become more adept at extracting the quintessence they need. The amount of time it takes to extract quintessence decreases by 6 seconds (or 1 round) at each level, requiring only a full-round action at 10th level to extract a gallon of quintessence. Objects that contain quintessence are broken when the quintessence is extracted, where as corpses that had quintessence drawn from them cannot be resurrected short of a greater resurrection without the quintessence being recovered.
Some objects or creatures may contain more or less than 1 gallon of quintessence. Increase or decrease the amount of time it takes to extract the quintessence accordingly, for instance; If a 5th level quintessence mage tries drawing quintessence from an object that has 2 units of quintessence, it only requires 24 seconds (4 rounds). On the other hand, lets say an object contains 4 units of quintessence, the same level of quintessence mage would require 48 seconds (8 rounds). To determine the amount of time, multiply the time it would require to extract 1 gallon of quintessence by the number of units of quintessence divided by 3.
It is up to the DM who or what actually contains quintessence. Quintessence appears black when detected via detect magic and is invisible otherwise, until it is extracted. Once extracted, it appears as a green, glowing fluid.

Variant (Quintessential Shadow):Quintessential shadows are mystery-users who have learned to use quintessence to cast mysteries. They may use the mystic reflection fundamental to qualify for and use sense quintessence. The QUC for mysteries is based on mystery level instead of spell level.

Variant (Quintessence Psion):Quintessence Psion match the quintessence mage's capacity for using quintessence. Instead of requiring craft wondrous item, quintessence psion require craft universal item. They may qualify for sense quintessence, and use it in conjunction with, detect psionics instead of detect magic. Instead of spellcraft as a class skill they have psicraft, they may use quintessence psion levels to advance manifester level, and the QUC for powers are equal to the power's cost. Unfortunately, quintessence psions only gain the ability to actually use quintessence to manifest at their 2nd level.

Variant (Quintessence Invoker):Quintessence Invokers are invocation-users who have learned to use quintessence to power their eldritch blast/breath weapon. Warlocks may qualify for sense essentia using their detect magic class feature, where as dragonfire adepts may qualify instead with the magic insight invocation. A quintessence invoker may expend quintessence to increase the damage of their eldritch blast (for warlock) or breath weapon (for dragonfire adept) by the number of units of quintessence expended times two. A quintessence invoker is restricted in the amount of quintessence they can expend at any given time the same way a quintessence mage is restricted from spending quintessence on higher level spells. For example, a 5th level quintessence invoker can only expend up to 7 units of quintessence to power their eldritch blast or breath weapon, increasing damage dealt by 14 points.

Xuldarinar
2013-07-10, 05:13 PM
UPDATE LOG

-9/11/13-
Entrance into the Mawdark Spiral added.
Pharin changed to Alloprax.

Older updates

-9/10/13-
Edits to Prestige Classes.
Prestige classes (Farbinder and Quintessence Mage) given separate thread for discussion.
Pharin Paragon Added.

-7/22/13-
Pharin/Half-farspawn transition class added.
Pharin and lesser pharin racial traits adjusted.

-7/21/13-
Notable Pharin entry added. Solae Jhanil added.

-7/16/13-
Help wanted post added, Pharanam entry added.

-7/12/13-
Entry added: Pharin and Dragonmarks

-7/11/13-
Typos fixes made.
Aberrant Embrace feat added.

-7/10/13-
Prestige Classes Section Added, Quintessence Mage PrC Added.
Pharin Bone Knight substitution levels added.
Farbinder PrC Added.
Quintessence Invoker variant note added to quintessence mage.
Feats Section Added, 6 feat(s) added.

SolarEdge
2013-07-21, 02:21 AM
How about famous people? or new spells? I can help you with both of those.

Xuldarinar
2013-07-21, 04:00 AM
How about famous people? or new spells? I can help you with both of those.

Those would help out a lot actually, thank you. I'd appreciate the help, all the help I can get in fact. I invite you and anyone else interested to do so. Thematically fitting spells, and potential famous individuals among the pharin.

123456789blaaa
2013-07-21, 06:25 PM
Nice. I've been wanting to stat up this concept for some time but never really got around to doing so. Looks like you beat me to it :smalltongue:.

Suggestions and Questions:


The name seems a bit bland. I heard that the name "Tiefling" was coined by Wolfgang Baur, when original Planescape designer David "Zeb" Cook asked for a Germanic-sounding word for humans with fiendish blood (Baur derived the name from Teufel, or "Devil" in German). I'm not sure if it's true but you could do the same thing by deriving a name from one of Lovecraft's works. It would certainly fit the subject matter.


How about instead of saying "Having Ancestors born of madness, pharin are considered the far realm’s answer to Tieflings." you say something like "The pharin are to Half-Farspawn as tieflings are to Half-Fiends". While the parallel is somewhat obvious already, I think making it a bit more obvious would clear up a bit of confusion.


The ability of the Aboleth Born feat to let you count as an aboleth for prereqs can create some very strange results. What happens when a pharin with this feat takes the Enlarge Mucus Cloud feat for example?


The pharin shadowcaster substitution levels say "Pharin shadowcasters with levels in alienist may apply summon alien to their summon monster mysteries" but shadowcasters don't have summon monster mysteries as far as I know? :smallconfused:. I thought you were talking about the Umbral Servant and Army of Shadow mysteries but you mentioned those separately...


Why do pharin gain a +2 bonus on 4 different skills while tieflings only gain a +2 bonus to 2 different skills? And why the bonus on those skills specifically for the pharin?


Why do pharin not get resistances?


Shouldn't the sentence for the pharins Blur SLA be more like "A pharin can use Blur once per day as a 1st-level caster or a caster of his class levels, whichever is higher"?


A Half-Farspawn transition class in the same vein as the Half-Fiend transition class (http://www.wizards.com/default.asp?x=dnd/sp/20040319a)could be cool.


Lesser Pharin seem to have changes that go beyond just becoming humanoids. For example, they become aberrations instead of humanoids and they lose their Blur SLA. I presume this was done for balance reasons? Personally I don't think they're really that powerful even retaining all that stuff, more powerful than races like rilkans yeah but those races kind of suck. Normal lesser planetouched are actually competitive against humans and warforged. Changing them mars the symmetry when compared to the aasimar and tieflings and IMO isn't necessary for maintain balance.


The Half-Farspawn template grants blindsight and not darkvision. Now before you say anything, I get that it would probably be too powerful. Just wanted to mention it in the unlikely case that you or someone else in this thread gets an idea on how to include it while maintaining balance. Little things like this gnaw at my mind.



And an unrelated question: I'm getting a very strong Uzumaki vibe from the Mawdark Spiral. Have you read that manga?

Xuldarinar
2013-07-21, 07:45 PM
Nice. I've been wanting to stat up this concept for some time but never really got around to doing so. Looks like you beat me to it :smalltongue:.

Suggestions and Questions:


The name seems a bit bland. I heard that the name "Tiefling" was coined by Wolfgang Baur, when original Planescape designer David "Zeb" Cook asked for a Germanic-sounding word for humans with fiendish blood (Baur derived the name from Teufel, or "Devil" in German). I'm not sure if it's true but you could do the same thing by deriving a name from one of Lovecraft's works. It would certainly fit the subject matter.


How about instead of saying "Having Ancestors born of madness, pharin are considered the far realm’s answer to Tieflings." you say something like "The pharin are to Half-Farspawn as tieflings are to Half-Fiends". While the parallel is somewhat obvious already, I think making it a bit more obvious would clear up a bit of confusion.


The ability of the Aboleth Born feat to let you count as an aboleth for prereqs can create some very strange results. What happens when a pharin with this feat takes the Enlarge Mucus Cloud feat for example?


The pharin shadowcaster substitution levels say "Pharin shadowcasters with levels in alienist may apply summon alien to their summon monster mysteries" but shadowcasters don't have summon monster mysteries as far as I know? :smallconfused:. I thought you were talking about the Umbral Servant and Army of Shadow mysteries but you mentioned those separately...


Why do pharin gain a +2 bonus on 4 different skills while tieflings only gain a +2 bonus to 2 different skills? And why the bonus on those skills specifically for the pharin?


Why do pharin not get resistances?


Shouldn't the sentence for the pharins Blur SLA be more like "A pharin can use Blur once per day as a 1st-level caster or a caster of his class levels, whichever is higher"?


A Half-Farspawn transition class in the same vein as the Half-Fiend transition class (http://www.wizards.com/default.asp?x=dnd/sp/20040319a)could be cool.


Lesser Pharin seem to have changes that go beyond just becoming humanoids. For example, they become aberrations instead of humanoids and they lose their Blur SLA. I presume this was done for balance reasons? Personally I don't think they're really that powerful even retaining all that stuff, more powerful than races like rilkans yeah but those races kind of suck. Normal lesser planetouched are actually competitive against humans and warforged. Changing them mars the symmetry when compared to the aasimar and tieflings and IMO isn't necessary for maintain balance.


The Half-Farspawn template grants blindsight and not darkvision. Now before you say anything, I get that it would probably be too powerful. Just wanted to mention it in the unlikely case that you or someone else in this thread gets an idea on how to include it while maintaining balance. Little things like this gnaw at my mind.



And an unrelated question: I'm getting a very strong Uzumaki vibe from the Mawdark Spiral. Have you read that manga?



1. I do agree that it is a tad bland, and perhaps I should look into Lovecraft's works for inspiration for a better name.

2. Hmm, good point, I will make that adjustment

3. Well, I hadn't really considered that. The 'born' feats really we're tossed in just so there were more feats, and it seemed like a good idea at the time. Though, I think that feat would be useless as they lack mucus cloud.

4. Interesting you caught that. Under that I added a note that they may treat summon monster I-IX as mysteries. Instead of summoning celestial and fiendish creatures they summon creatures with the shadow creature template (though i've considered having it apply the dark template instead)

5. I wanted their skill bonuses to reflect that they are very perceptive. Those four skills seemed appropriate, though I could easily pair that down to two.

6. Honestly, when I was creating this race.. It was either I didn't notice the resistances given to other planetouched, or I simply couldn't decide on appropriate resistances.

7. That wording is probably better, so I'll adjust it.

8. That, i had never heard of before. And, I must admit, It is awesome to see.

9. You have a good point, I'll take another look at the lesser aasimar/tiefling and adjust for symmetry.

10. Early on I believe I was actually considering going with blindsight, as it was what half-farspawn gained. To be perfectly honest, I don't recall as to why darkvision was taken over blindsight.

Extra: Im afraid I'm not familiar with that manga.

Xuldarinar
2013-07-22, 01:32 PM
I've now included a transition class and adjusted the pharin racial traits. Im still looking for all the help I can get. As someone suggested earlier, perhaps their name is a little bland. If you have any suggestions for that, or anything else, then by all means.

SolarEdge
2013-07-22, 04:11 PM
Chathuliods? Elder-spawn? zor-al-dorunga?

if it sounds alien and is hard to pronounce its fair game

Xuldarinar
2013-07-22, 04:47 PM
Chathuliods? Elder-spawn? zor-al-dorunga?

if it sounds alien and is hard to pronounce its fair game

How about, Cyaegthian? Tsathogan?

123456789blaaa
2013-07-22, 06:17 PM
1. I do agree that it is a tad bland, and perhaps I should look into Lovecraft's works for inspiration for a better name.

2. Hmm, good point, I will make that adjustment

3. Well, I hadn't really considered that. The 'born' feats really we're tossed in just so there were more feats, and it seemed like a good idea at the time. Though, I think that feat would be useless as they lack mucus cloud.

4. Interesting you caught that. Under that I added a note that they may treat summon monster I-IX as mysteries. Instead of summoning celestial and fiendish creatures they summon creatures with the shadow creature template (though i've considered having it apply the dark template instead)

5. I wanted their skill bonuses to reflect that they are very perceptive. Those four skills seemed appropriate, though I could easily pair that down to two.

6. Honestly, when I was creating this race.. It was either I didn't notice the resistances given to other planetouched, or I simply couldn't decide on appropriate resistances.

7. That wording is probably better, so I'll adjust it.

8. That, i had never heard of before. And, I must admit, It is awesome to see.

9. You have a good point, I'll take another look at the lesser aasimar/tiefling and adjust for symmetry.

10. Early on I believe I was actually considering going with blindsight, as it was what half-farspawn gained. To be perfectly honest, I don't recall as to why darkvision was taken over blindsight.

Extra: Im afraid I'm not familiar with that manga.

The changes and transition class look good. Two more things:

3. They also don't really make sense from a fluff perspective either. The entities that breed with humans to create Half-Farspawn are native to the Far Realm. That's why Half-Farspawn are Outsiders. Aboleth and beholders are aberrations. And remember that all Half-Farspawn have the same template. No differences so for some reason both an aboleth and beholder that breed (somehow) with the same being produce the same progeny.

4. That seems to not have much to do with the pharin though...I recommend just allowing Umbral Servant and Army of Shadow for Alienist (a problem though is that the Summon Alien class feature states "Whenever an alienist would use any summon monster spell to summon a celestial or fiendish creature". The Umbral Servant and Army of Shadow creatures don't have those templates. The shadowcaster ACF will need different wording). Sure it's weaker but not weaker than a normal shadowcaster is. In the end it's your call though.

And I'd recommend checking the manga out. It kind of alternates between goofy and horrifying as well as terrible art for humans but great art for monsters. I found it pretty enjoyable and creepy though. You can read it for free online.


Chathuliods? Elder-spawn? zor-al-dorunga?

if it sounds alien and is hard to pronounce its fair game

Eh I don't think so. Being hard to pronounce may just end up being goofy.


How about, Cyaegthian? Tsathogan?

I'd recommend looking at the meanings of the words and basing the name of one that fits instead of just making stuff up wholecloth. It will probably sound more authentic. Here's (http://www.yog-sothoth.com/wiki/index.php/R'lyehian) a dictionary for a language in Lovecraft. You may be able to find more.

Xuldarinar
2013-07-22, 06:32 PM
The changes and transition class look good. Two more things:

3. They also don't really make sense from a fluff perspective either. The entities that breed with humans to create Half-Farspawn are native to the Far Realm. That's why Half-Farspawn are Outsiders. Aboleth and beholders are aberrations. And remember that all Half-Farspawn have the same template. No differences so for some reason both an aboleth and beholder that breed (somehow) with the same being produce the same progeny.

4. That seems to not have much to do with the pharin though...I recommend just allowing Umbral Servant and Army of Shadow for Alienist (a problem though is that the Summon Alien class feature states "Whenever an alienist would use any summon monster spell to summon a celestial or fiendish creature". The Umbral Servant and Army of Shadow creatures don't have those templates. The shadowcaster ACF will need different wording). Sure it's weaker but not weaker than a normal shadowcaster is. In the end it's your call though.

And I'd recommend checking the manga out. It kind of alternates between goofy and horrifying as well as terrible art for humans but great art for monsters. I found it pretty enjoyable and creepy though. You can read it for free online.




I'd recommend looking at the meanings of the words and basing the name of one that fits instead of just making stuff up. It will probably sound more authentic. Here's (http://www.yog-sothoth.com/wiki/index.php/R'lyehian) a dictionary for a language in Lovecraft. You may be able to find more.



3: Good point, I have now removed them. Edit: Well, there are half-beholders (Bastards and Bloodlines).

4: You have a good point. I'll make adjustments to that. Edit: made appropriate adjustments.

Name: I'll look through it. The names I suggested are derived from things in love craft. Edit: Ph'oth? Ph'orr'e? Ph'uh'e? I don't know.

123456789blaaa
2013-08-05, 10:45 PM
I was going to keep making suggestion but you seem to have created a new thread :smallconfused:. Shall I post there?

Xuldarinar
2013-08-05, 11:06 PM
I was going to keep making suggestion but you seem to have created a new thread :smallconfused:. Shall I post there?

This thread remains viable. The thread I created more recently is for Pathfinder exclusively. Where you post is up to you.

123456789blaaa
2013-08-05, 11:30 PM
3: Good point, I have now removed them. Edit: Well, there are half-beholders (Bastards and Bloodlines).

4: You have a good point. I'll make adjustments to that. Edit: made appropriate adjustments.

Name: I'll look through it. The names I suggested are derived from things in love craft. Edit: Ph'oth? Ph'orr'e? Ph'uh'e? I don't know.

Well what sorts of words on that list do you associate with the Pharin? Look at those and then consider their translations. Examples:


'bthnk-body / essence

ch' -cross over / travel

ftaghu-skin/ boundary

gof'nn-children

grah'n-lost one / larva

hupadgh-born of

shugg-realm of Earth

Those are just for inspiration of course. Feel free to combine and change as you please. I would suggest removing apostrophes and making the resulting word roll off easier on the tongue. Something like "Grahupashugg". That may be a little too long though...t also sounds a little silly. Anyways, you get my suggestion? This isn't some urgent thing but you can toy around with it until you find a name you like better than the current one.

Other stuff:

Uhh...there's some minor stuff that I'll probably get to later but its looking pretty good. Congrats :smallcool:.

Xuldarinar
2013-08-05, 11:40 PM
Well what sorts of words on that list do you associate with the Pharin? Look at those and then consider their translations. Examples:



Those are just for inspiration of course. Feel free to combine and change as you please. I would suggest removing apostrophes and making the resulting word roll off easier on the tongue. Something like "Grahupashugg". That may be a little too long though...t also sounds a little silly. Anyways, you get my suggestion? This isn't some urgent thing but you can toy around with it until you find a name you like better than the current one.

Other stuff:

Uhh...there's some minor stuff that I'll probably get to later but its looking pretty good. Congrats :smallcool:.

I do appreciate the help. Might I ask what the minor stuff are? You can get to them when you feel so, no rush. I'll experiment, though to me its tough. I am so accustomed to thinking of them as the pharin, it is difficult to rename my creation.



Odd that my avatar is a shadow elemental, but my main creation is a race of far-realm planetouched. Perhaps i'll also try my hand at something related to shadows in terms of a race.

123456789blaaa
2013-08-05, 11:58 PM
I do appreciate the help. Might I ask what the minor stuff are? You can get to them when you feel so, no rush. I'll experiment, though to me its tough. I am so accustomed to thinking of them as the pharin, it is difficult to rename my creation.



Odd that my avatar is a shadow elemental, but my main creation is a race of far-realm planetouched. Perhaps i'll also try my hand at something related to shadows in terms of a race.

Some of the substitution levels have minor weird stuff going on with them. I'll need to go over it more closely when I'm less tired.

Also, here's (http://www.giantitp.com/forums/showthread.php?t=296408) a thread I made that kind of related to the pharin but not enough to warrant posting here.

There is some planar theory tying a realm of darkness and ice to the Far Realm. This could be of use when coming up with racial heritage bonuses for the Pathfinder version of the pharin. I'll elaborate when I'm less tired.

Xuldarinar
2013-09-10, 06:51 PM
Update: Pharin Paragon class, finally added.

123456789blaaa
2013-09-11, 09:05 PM
Some possible new names for the pharin from Afroakuma (a notable planes buff): Xenozoi, Alloprax, Alloxene, Allosyn, Xenosyn, Xenoprax.

Some stuff about realm of darkness and ice I was talking about in the previous post (They are phrased as questions because I asked about it in Afroakuma's planar questions thread):


There are some references to a realm of darkness and ice in the Far Realm. It seems to be where Father Lymic (from Elder Evils)and probably the Shivhads (Frostburn) emerged from (possibly Ghulurak as well? He's from the DMGII). Could this be a Proxima besides the Amoebic Sea?

Wherever Otiax (a vestige from Tome of Magic).comes from in the Far Realm, it's also probably completely different than the previous two realms no?

I'm wondering if the Farspawn can be split into 3 different races just like the Fiends and Celestials are...perhaps from the Amoebic Sea, Father Lymics realm, and wherever Otiax comes from respectively? I'm just bouncing ideas at you honestly...

Proxima BTW are part of the Far Realm. Here's some info on them from Afroakuma:




Are there any (canonical) permanent or semi-permanent gates to the Far Realms? What effects do they have on the area "immediately around" either end of those gates (quotation marks used because 'around' isn't really a thing in the Far Realms except where material taint infects it)?
Yes indeedy. The most famous would be from the Gates of Firestorm Peak - the Vast Gate, an invention of elder elves in a time long since past. Leicester's Gap in the Ethereal Plane is also known to lead to the Far Realm. In the reality of the Great Wheel, prolonged Far Realm exposure creates a region known as a cerebrotic blot, which infects the border of the Region of Dreams and begins to taint and warp lesser life in the area. Powerful and extensive blots warp higher forms of life as well, and entities of the Far Realm may leak through. Laws of physics may "wobble" a bit in these areas.

On the Far Realm side, a gate to the Great Wheel is like a light in the deep darkness; tiny and pinpoint, but it attracts attention. The nature of any possible "inverse taint" caused by the Great Wheel is impossible to nail down, since it would be diffused across the infinite layers of the Far Realm.

I'm going to delve into speculation here, though; the Far Realm is by nature impossible to chart or map. "Regions" can be discussed, though, insofar as their "nearness" to a fixed portal or planar entry point. These are not stable, but rather exist contingent on a brush with the Great Wheel.

So, first you have Proxima, the margin of the Far Realm closest to a continuous planar link. The Vast Gate counts as such insofar as the Far Realm is disconnected from conventional time and so this portal is effectively a continuous link. This is the region most commonly described, the realm of the Amoebic Sea and the horrors discharged into known reality. That's right; everything commonly experienced, all the squamous tentacles and disorienting soup of insanity, that's the most hospitable the Far Realm ever gets. Being located near a continuous link, Proxima is "filtered" by the incursion of reality to appear comprehensible to mortal senses. Note that in this case, when I say "comprehensible" I mean "you look and see things," not "it makes any degree of sense."

Approxima is the margin that forms around any instantaneous or terminal incursion; smaller and less stable than Proxima, this region is most notable for the repulsing current in antireality that slowly drags intruders back out through the pinhole puncture they caused. Ostensibly, this bungee cord effect should make Approxima safer, but if you believe that then you've never been dragged backward through a pinhole.

Next up is Mesia, the region where reality's incursion begins to fail. Xaxox is located in Mesia, constantly refreshed by Daruth Winterwood's maddened work. Mesia is where the supposed "facts" of the Far Realm themselves begin to slip away. This margin fills with those entities that combine curiosity with caution, presences that are far removed from the penetration point itself but are near to it in thought. Mesia is severely taxing on the mind and body; reality wanes severely here and very little can be done to protect from that.

Distalia is the farthest of what can even semi-seriously be called the "safe" regions, and can run perilously thin at times. This margin often floods with the nothingness beyond, sucking the unwary well outside any possibility of retrieval. Recognition begins to plummet off here as any veneer of reality mutates into warped abstractions and the native entities shrug off their incursion-inflicted forms. Distalia is effectively the glimmer of light in the darkness for the lords of the Far Realm, and those that did not project forward into Mesia to observe an incursion will likely impose their presence here, should they be at all interested.

Finally, Ultimon is a... not so much a region as a borderline. Ultimon represents the terminus of reality's influence and the effective event horizon of the Far Realm. To enter Ultimon is to give up any reasonable hope of escaping the strange plane, and marks you for certain doom. The mind cannot interpret the nature of Ultimon.

These 3 races might be good inspiration for Heritage stuff for the Pathfinder Pharin (like how tieflings in Pathfinder can descend from the different races off fiends).

It seems kind of weird that a racial substitution level for a base class can also change a PRC. Or that a PRC changed by a racial substitution level can change another PRC. I don't think I've seen that before :smallconfused:.

Xuldarinar
2013-09-11, 09:27 PM
-Snip-

Some interesting suggestions for names. I might just use one of those.


As for:

It seems kind of weird that a racial substitution level for a base class can also change a PRC. Or that a PRC changed by a racial substitution level can change another PRC. I don't think I've seen that before .

Im afraid you are going to have to remind me of which example(s) you are referring to. Are they problems that should be fixed or are they simply odd to you?

Xuldarinar
2013-09-11, 10:48 PM
From now on, they shall be known as Alloprax. That is all.

123456789blaaa
2013-09-12, 01:16 PM
Some interesting suggestions for names. I might just use one of those.


As for:


Im afraid you are going to have to remind me of which example(s) you are referring to. Are they problems that should be fixed or are they simply odd to you?


Special: Alloprax shadowcasters with levels in alienist may apply summon alien to summon umbral servant and army of shadow. Alloprax Shadowcasters who gains the pseudonatural familiar class feature and has levels in masers of shadow may have their shadow servant treated as a familiar strictly for the purposes of pseudonatural familiar.

So we have a substitution level for a base class (shadowcaster) also changing a PRC (alienist). Furthermore, we have another PRC (master of shadow) interacting with the previous two things (alienist and shadowcaster). So in total we have four things changing each other in a line: Alloprax, Shadowcaster, Alienist, and Master of Shadow.

Is it a problem? Well that depends. I wouldn't do it since I prefer to remain as close to existing mechanics as possible when I do something like this but it doesn't cause any mechanical problems or anything. It's mostly a matter of taste.

Xuldarinar
2013-09-12, 01:34 PM
So we have a substitution level for a base class (shadowcaster) also changing a PRC (alienist). Furthermore, we have another PRC (master of shadow) interacting with the previous two things (alienist and shadowcaster). So in total we have four things changing each other in a line: Alloprax, Shadowcaster, Alienist, and Master of Shadow.

Is it a problem? Well that depends. I wouldn't do it since I prefer to remain as close to existing mechanics as possible when I do something like this but it doesn't cause any mechanical problems or anything. It's mostly a matter of taste.

Ah. Thats right. Well, fortunately substitution levels are optional, and people may choose to use or not use these. If taste is all then it should be fine. I do see your point, as it can mess with mechanics, causing problems. But with combining subpar classes and mechanics, I doubt things will become broken, at least in the direction of most concern. At some point one should test to see how well these function, as then adjustments can be made for the purposes of balancing.