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View Full Version : D&D 3.x Class Far Realm Wars: The Prestige Menace



Bluydee
2014-05-04, 12:17 PM
I watched a certain movie franchise, and the pieces fell into place...

DEJI

The far realm is a mystical and insane place, filled with horrors beyond anything imaginable and madness unlike anything in the Material or even any other Outer Plane. Visitors to the plane come out hideous, disfigured monsters from eyes sprouting from their body to reformation into a freakish amorphous shape of body parts. Ans indeed, for this is the place that aberrations such as aboleths originate. One could not go their and return normal. However, connections to the Far Realm are rare and between and we may take this as a fortunate sign. But there is two gates that never close, and it is one of these gates protected by an order of warriors known as the Deji, not unlike a monastic order. They believe there is a meaning, peace, law behind the madness of the Far Realm, and whether it be proximity to the realm itself, the bored machinations of some elder being, or peace truly is to be found within, these Deji can tap into the Far Realm and rearrange the very world itself. Deji are rarely found far from their order, and are only sent out in crisis situations, such as a city in danger or plans against the order itself.
Hitdie: d10

Requirements:
Base Attack Bonus: +6
Alignment: Any nonevil and nonchaotic.
Feats: Combat Reflexes, Combat Expertise

Class Skills:
The deji class skills are Sense Motive, Knowledge (the planes), Bluff, Jump, Tumble, Balance, Concentration, Diplomacy, Use Magic Device, Search, Spot, and Listen.

DEJI


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+2

+2
Uncanny Dodge, Telekinesis 3/day, mage hand


2nd

+2

+0

+3

+3
Tuned To The Far Realm, Deflect Arrows


3rd

+3

+1

+3

+3
Telekinesis 5/day, feather fall, Superior Defensive Fighting


4th

+4

+1

+4

+4
Improved Combat Expertise


5th

+5

+1

+4

+4
Telekinesis 7/day, telekinesis, Attached to the Far Realm


6th

+6

+2

+5

+5
Improved Deflect Arrows, suggestion 3/day


7th

+7

+2

+5

+5
Telekinesis 9/day, Master Telekinetic, Defense as a Weapon


8th

+8

+2

+6

+6
Master of Guard


9th

+9

+3

+6

+6
Supreme Deflect Arrows


10th

+10

+3

+7

+7
One with the Far Realm, Press the Advantage



Class Features:
Weapon and Armor Profeciency: Deji are proficent with all martial and simple weapons as well as light and medium armor.

Uncanny Dodge: Starting at 1st level, a Deji can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Deji already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Telekinesis: Starting at level 1, a Deji can influence the material planes and move people. 3 times a day, increasing every even number, they can use mage hand. This spell is identical to the normal mage hand ability except it requires no vocal component and is cast as if by a wizard equal to your character level.

Tuned to the Far Realm: At level 2, Deji grow more in tune with the far realm and can sense what others can't. They gain a +2 insight bonus on Sense Motive, Search, Bluff, and Diplomacy, and gain blindsight up to 30 feet away.

Deflect Arrows: At level 2, Deji gain Deflect Arrows as a bonus feat.

Feather Fall: At level 3, Deji can use a usage of telekinesis to cast Feather Fall with no components.

Superior Defensive Fighting: At level 3, when a Deji fights defensively, they instead gain +2 attack bonus while fighting defensively as well as a +4 dodge bonus to AC.

Improved Combat Expertise: At level 4, Deji gain Improved Combat Expertise as a bonus feat.

Telekinesis: At level 5, Deji can use a usage of telekinesis to cast as the spell without any verbal or material components.

Attached to the Far Realm: At level 5, Deji grow more in touch with the far realm. They get a +4 bonus to skills and a +4 insight bonus to AC.

Improved Deflect Arrows: At level 6, Deji gain Improved Deflect Arrows as a bonus feat.

Suggestion: At level 6, Deji can use suggestion as the spell 3 times a day.

Master Telekinetic: At level 7, Deji become more skilled with their telekinetic power. They can use a usage of telekinesis in an event of a strength check, with character level in place of a strength modifier. They can also lift up to 750 pounds, use violent thrust to 20 feet, and use sustained force to 50 feet.

Defense as a Weapon:At level 7, Deji can add their total AC bonus to their damage rolls as an insight bonus when fighting defensively.

Master of Guard: At level 8, a Deji can take a full round action to fight defensively. When an enemy attacks and fails their attack roll, then a Deji can make an attack of opportunity if they are threatened by him. Any other time an opportunity happens, he can take 2 attacks instead of 1.

Supreme Deflect Arrows: At level 9, when a Deji is fighting defensively, he can deflect as many ranged attacks they want as well as any ranged spell attacks. This include touch attacks. These do not take attacks of opportunity.

One with the Far Realm: At level 10, Deji become one with the far realm. They improve to a +6 insight bonus, and can cast Telekinesis at will.

Press the Advantage: At level 10, whenever a Deji uses an attack of opportunity, he deals double damage.

I know this is quite sloppy, as some grammar is messed up.

What are ways to improve this class? I feel it may have some weak levels compared to others and such, but I can't really think of a fix. I also believe this needs better descriptions for the features, but I don't know what I need to clarify and explain in detail.