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.
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.