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Lvl45DM!
2016-06-13, 11:43 PM
HEY, first time I've Homebrewed in a while. Im running a game that, due to the PC's screwing up, is swiftly becoming more about the Far Realms invading. Now since I play with lunatics and psychos, I know my players are gonna want some of that sweet sweet Far Realms power. So I'm giving it to them!
The Incursion Knight: Warrior of the Far Realms, warped by it, and in turns warps its opponents.
The Creeping Chaos Killer:Stealthy assassin of the Far Realms, corrupted by them, and corrupts its victims in turn, uses non-Euclidian movement.
The Void Rager: Barbarian of entropic power, bringing despair and obliteration.
Musician of the Outer Spheres:It will sing the song that ends the world. Its music soothes chaos, and destabilizes order. It knows that which man woman dwarf and orc was not meant to know. Its the Far Realms Bard!







Incursion Knight

http://img04.deviantart.net/2f1a/i/2016/151/2/e/mindflayer_knight_by_halycon450-da4haa9.jpg

"I've served a necromancer lich, guarded a mad, spoiled princeling, worked for drow invaders. They are nothing compared to what I saw in front of the Black Star of Carcosa. They are coming. Squamous, eldritch, cosmic things. Beings who eat time, and wear robes of entropy. All the stars in the sky are but a glisten on the ooze dripping from their pseudopods.
Your death will be a mercy. I'll make it quick"- Smythe, Incursion Knight

HD:10
Skill points: 2+Int/level

Prereqs
Alignment: Chaotic non-good
BAB:+5
Feats: Abberation Blood, Weapon Focus (any), Improved Critical (any)
Skills: Swim 8 ranks, Climb 8 ranks, Knowledge (Dungeoneering) 4 ranks)



Level
BAB
Fort
Ref
Will
Special Abilities
Tentacle


1
+1
+2
+0
+0
Bonus Abberant Feat
-


2
+2
+3
+0
+0
Warped Body
d6

3
+3
+3
+1
+1
Hostile Mind
d6

4
+4
+4
+1
+1
Bonus Abberant Feat
d6


5
+5
+4
+1
+1
Corrupted Body
d8


6
+6/+1
+5
+2
+2
Transdimensional Strike
d8


7
+7/+2
+5
+2
+2
Abberant Feat
d8


8
+8/+3
+6
+2
+2
Alien Body
d10


9
+9/+4
+6
+3
+3
Maddening Strike
d10


10
+10/+5
+7
+3
+3
Bonus Abberant Feat, Abberant Body, Destablizing Blow
d12



Bonus Abberant Feat: At first level and every 3 levels thereafter, the Incursion Knight gains a bonus feat. This feat may be any feat with the [Abberant] tag, any feat that cannot be selected if the character can use psionic powers, or Improved Natural Attack.
Warped Body:At second level the Incursion Knight gains a tentacle attack as a natural attack, the damage of which improves as the class gains level, d6 from level 2-4, d8 from level 5-7, d10 from level 8-9, and d12 at level 10. At second level this may be used as a secondary natural attack, at -5 to hit, using half Strength bonus for damage. It has Reach 10' and any feats which apply to a specific weapon, such as Weapon Focus can be switched to apply to the tentacle when it grows. This decision cannot be made later. The knight can choose where on his body this tentacle may appear. Armour may cover the tentacle and render it useless, requiring special armour to be forged, multiplying the base armour price by 2.
Hostile Mind:At third level, the Incursion Knight's mind begins to follow his body, warping and shifting with the effects of the Far Realms. He gains the Hostile Mind feat, though it also affects any magical effect that reads or communicates with the Knight's mind. If he already has the Hostile Mind feat, it now affects magical effects as well, and deals double damage. The Will Save DC is (10+1/2 character level+Con modifier).
Corrupted Body: At 6th level the Tentacle now becomes more connected to the Knights mind and can be used for Attacks of Opportunity. It gains a +4 to grapple checks, (with the tentacle only) and can Constrict for full tentacle damage with a successful grapple check.
Transdimensional Strike:The Incursion Knight knows how to angle his blows to pierce through the layers of the planes. All attacks by the Incursion Knight affect incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space.
Alien Body: At 8th level Incursion Knights body begins to soften and weep a foul viscous fluid as his tissues change and warp. All of the Incursion Knights natural weapons now deal an extra d6 acid damage. Any creature striking the Incursion Knight with a natural weapon suffers a d6 acid damage. He also gains 25% fortification against all precision-based damage.
Maddening Strike: At 9th level The Incursion Knight learns how to strike through the planes of reality with properly angled blows, and strike not at the body but at the mind. 1+Con modifier/day the Incursion Knight, as a standard action, can make a single melee touch attack, and deal 1d6+Class Level Wisdom Damage. A Will Save, DC being (10+1/2 character level+Con modifier), halves this damage.
Abberant Body: At 10th level the Abberant knight grows a second tentacle, with identical capabilities as the first. The Knights body also softens further losing all internal organs and becoming a rigid ooze-like substance. They are immune to precision damage, if wearing nothing rigid can slip through spaces as small as an inch square and their type changes to Abberation.
Destablizing Strike:The Knights ability to angle his blows so as to cut through other planes reaches its apex. By striking at the right angle, requiring a full round action can strike a creature, dealing normal damage and afflict it with corporeal instability. This works only against a living creature. The victim must succeed on a (10+1/2 character level+Con modifier) Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
The Knight cannot combine his Maddening Strike and Destablizing blow, though he could use both in sequential rounds.

Lvl45DM!
2016-06-14, 12:32 AM
CREEPING CHAOS KILLER

"Once I killed for money, then just for the fun of it. That all changed when I heard the Call. The Call of the Elder Gods. I am marked by the Harbinger, The Creeping Chaos. The world must be made ready. The universe must be made ready.
I'll start with you" -Mengle, Creeping Chaos Killer

https://41.media.tumblr.com/599d7539342ca2ec6ad54534be04988e/tumblr_o45em4G4aq1r6qxveo1_1280.png

HD:d6
Skill points: 6+Int/level

Prereqs
Alignment: Chaotic non-good
BAB:+3
Feats: Abberation Blood, Darkstalker, Mobility
Skills: Swim 8 ranks, Climb 8 ranks, Knowledge (Dungeoneering) 4 ranks, Hide 8, Move Silently 8





Level
BAB
Fort
Ref
Will
Special Abilities



1
+1
+2
+0
+0
Warp Step (Standard), Diseased Blood



2
+2
+3
+0
+0
Sneak Attack +1d6, Slippery Mind



3
+3
+3
+1
+1
Further Warp Step (move), Blank Void


4
+4
+4
+1
+1
Sneak Attack +2d6, Improved Evasion



5
+5
+4
+1
+1
Cosmic Warp Step, Rushing Chaos Strike




Warp Step:The Creeping Chaos Killer knows that space is curved, and that distance is an illusion of the Material plane. At first level, as a move action, the Killer can Dimension Door itself ,to any destination in range that can be seen. Caster Level is the same as class level. Line of sight AND effect must be available since the Killer is, in a way, just walking. Such movement is not warded against by such spells as Dimensional Anchor, since it doesn't pass through external dimensions. This ability also allows the user to make each step reach further, granting fast movement. This ability can be used 1/day per level.

Diseased Blood:The Creeping Chaos Killer is afflicted with the taint of the Far Realms. Unlike others so afflicted, the Killer keeps this taint inside. Its blood is toxic, any being that successfully hits it with a bite attack must save or contract the disease Creeping Chaos, described below. It may also, as a move action, slash it'self, dealing 1d6 damage, to coat an edged weapon in this corruption. Any being summarily hit by such a blade, must also save or contract the disease. The Creeping Chaos Killer also gains immunity to disease.

Slippery Mind: This ability represents the Killer's ability to wriggle free from magical effects that would otherwise control or compel it. If a rogue with slippery mind is affected by an enchantment spell or effect and fails its saving throw, the Killer can attempt it again 1 round later at the same DC. It gets only this one extra chance to succeed on its saving throw

Further Warp Step:At 3rd level the Killer sees how small their world truly is compared to the vast expanse of the multiverse, and how insane our ideas of geometry are in a world where parallel lines can intersect and triangles can have more, or less, than three points. It's knowledge allows it to break through the mental blocks that prevent unrestricted movement. The Killer can now Teleport to any place that the Killer can see with their own eyes as a standard action. Caster level is the same as class level. If the Killer moves less than or equal to, the range of their Dimension Door ability, it works as a swift action. Using this ability counts against their amount of Warp Steps for the day. Their fast movement increases again as they no longer walk the same paths as others.

Blank Void:The Creeping Chaos Killer does not truly exist on the same plane as other mortals. Their mind walks stranger paths and sees stranger sights. These facts mean that it is difficult to divine the Killer. A continuous Nondetection effect cloaks the Killer, with caster level equalling 5+Class Level. Any caster who makes the Caster Level Check to pierce this effect stares into the same void the Killer sees in their dreams and is tainted in much the same way. They must make a Fortitude save or contract Creeping Chaos disease.

Improved Evasion:This ability works like evasion, except that while the Killer still takes no damage on a successful Reflex saving throw against attacks henceforth it takes only half damage on a failed save. A helpless Killer does not gain the benefit of improved evasion.

Cosmic Warp Step:Space isn't a field, or an expanse. It was once a single point, and thats still true in a way. All the multiverse was once in a single point. Using this knowledge, this insight, the Chaos Killer can Plane Shift with their warp step. This can work with up to 8 willing beings holding hands, or it can affect a single creature touched, but regardless, the Killer goes with them. The Will save against this is (15+the Killer's Int score). Unlike others, the Killer can Plane Shift directly to the Far Realms, taking hapless enemies with them, if they choose. What happens there is up to DM discretion. Use of this ability counts against their daily limit of Warp Steps.
The speed of their Further Warp Step increases to a move action. Their movement increases again as each stride partially travels through the Far Realms.

Rushing Chaos:The incubation period of the Creeping Chaos disease in the Killer's blood is now 1 round. The DC increases by 4. Saves must be made every hour, instead of every day, to halt the spread of the disease.

Diseased Skin:The disease in their blood now so pollutes the Killer that a mere touch is required to pass the disease on. All items held by the Killer carry the disease, any unarmed or natural attack against the killer risks contracting the disease, and any unarmed or natural attack by the killer carries the disease.





CREEPING CHAOS DISEASE

Injury:DC 18
Incubation: 1 minute
Damage: 50% d4 Con 50% d4 Cha
The wild energies of the Far Realms contained within a body, the infinite mutations of evolution condensed into days instead of hundreds of thousands of years, the mind numbing eternity of the multiverse experienced in hours. This is the effect of the Creeping Chaos Disease.
When this disease is contracted, roll to see whether it affects Constitution or Charisma.
Every 4 Con damage taken by the disease afflicts the victim with a random affect of Corruption as described in the Taint Rules
When a victim dies of Con Damage their body rises as a Ghoul, but with the Creeping Chaos disease instead of Ghoul Fever
Every 4 Cha damage taken by the disease afflicts the victim with a random affect of Depravity as described in the Taint Rules
When a victim dies of Cha damage their mind shatters, and leaves their body, becoming a Shadow, that drains Charisma, instead of Strength. Their body is brain dead.
Optional
Any victim of Creeping Chaos cannot be brought back by ordinary restorative magics. Even a Wish and Miracle fail.

Lvl45DM!
2016-06-14, 12:34 AM
Reserved for VOIDSPAWNED RAGER

"If a man stares into that...that damn nothingness, they'll go mad. Frothing and raving and murdering and ripping their own eyes out. But if a madman stares into it...someone who's already bibbeldy...well something much scarier happens. Aye, only the mad ones can understand what that total lack of anything is. When the loony ones stare into the abyss
They go sane."

HD:d12
Skill points: 4+Int/level

Prereqs
Alignment: Chaotic non-good
BAB:+5
Feats: Abberation Blood, Power Attack, Mad Foam Rager,
Skills: Swim 8 ranks, Climb 8 ranks, Knowledge (Dungeoneering) 4 ranks
Special: Rage or frenzy ability






Level
BAB
Fort
Ref
Will
Special Abilities



1
+1
+2
+0
+0
No Fear But Despair, Void Madness 1/day



2
+2
+3
+0
+0
Share My Misery



3
+3
+3
+1
+1
Bodily Corruption


4
+4
+4
+1
+1
No Thoughts But Despair, Void Survival



5
+5
+4
+1
+1
Stare Into The Void, Void Madness 2/day




No Fear, But Despair:Fear comes from uncertainty. When there is certainty of your end, when the utter inevitability of the end of all things is not just known, but seen, fear no longer has a place in your heart. Voidspawn Ragers are immune to fear and their Intimidate skill works differently. Rather than becoming shaken, frightened and panicked, the victim becomes hopeless, despairing and suicidal. Hopeless works the same as shaken, despairing is the same as cowering and suicidal causes the victim to spend their next turn committing suicide. If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.. Taking damage breaks any one of these conditions. Despairing a person under the effects of fear changes their fear state to the despair state of the same level.
Void Madness: This alters all existing rage abilities. All uses of rages become uses of Void Madness. The Rager gains +4 Strength, +4 Charisma and their melee attacks deal an extra 1d6 void damage. This damage is identical to negative energy except it does not heal undead, instead having no effect. Neither does it affect Constructs. During the Madness, the Rager gains blindsight 30' as his consciousness becomes more in tune with reality. The Madness also renders the Rage immune to death effects. What is dead may never die. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s Charisma modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter
Share My Misery:As a full round action, the Void Rager can grant his Void Madness to another. If an ally, they gain all the benefits of Void Madness for 3+ that characters Charisma modifier. At the end of the Madness they must make a Will save, DC equal to (15+the Ragers Cha modifier+ Levels in Void Rager). If failed, then the character becomes suicidal.
Bodily Corruption: The Void Ragers body becomes as warped as their mind. They gain a mutation from the list below

No Thoughts But Despair:The Void Rager has fallen deep into nihilism. Any attempts at divination affecting the Rager causes the diviner to make a Will Save, DC equal to (15+the Ragers Cha modifier+ Levels in Void Rager) or become suicidal. If they pass, they do not become suicidal but do not gain any information about the Rager. If they pass, and survive their suicide attempt, they may learn what they wish. Once affected by this ability, they cannot be affected for 24 hours.
Void Survival:The dark tapestry between the worlds is the most hostile place in existence, and it is that to which all existence shall return. In preparation for this the Void Ragers body becomes more able to survive it. They no longer need to breathe, though they must still eat and drink. They gain Cold Resistance 10.
Stare Into The Void: The Void Rager has stared so long into the abyss that it now stares through them. Their eyes are replaced with a dark starry void. They gain blindsense 30' and darkvision 120' but suffer from Light Blindness. They may stare at a being as a move action, up to 30 feat away and cause them to make a Will Save, DC (15+the Ragers Cha modifier+ Levels in Void Rager) or become suicidal. This Suicidal urge lasts 2 turns instead of 1.
However if the victim survives this suicide, then they are forever immune to fear affects. Any interruption to their attempt, such as being physically prevented from attacking,

Lvl45DM!
2016-06-14, 12:35 AM
Reserved for MUSICIAN OF THE OUTER SPHERES

Lvl45DM!
2016-07-06, 07:24 AM
Also any other ideas for Abberation prestige classes would be great.

I am avoiding making any for full casters, but ideas are welcome anyway

khadgar567
2016-07-06, 08:58 AM
Any thing for warlock with 2d6 eldricth blast per level would be nice

Lvl45DM!
2016-07-06, 10:08 AM
Any thing for warlock with 2d6 eldricth blast per level would be nice

Are you saying this is overpowered?

khadgar567
2016-07-06, 10:58 AM
Are you saying this is overpowered?
Nah just want some warlock love i have a home brew class and prc can deal 70d6 eldricth blast and can go 3 or five times more with no sweet

Lvl45DM!
2016-07-06, 09:08 PM
Nah just want some warlock love i have a home brew class and prc can deal 70d6 eldricth blast and can go 3 or five times more with no sweet

Reserved for STARSWORN DISCIPLE