Maerok
2007-11-05, 06:06 PM
I Come From A Land Down Under Beyond Time and Space
The Far Realmer
Sometimes the boundaries between reality begin to shift, if only for a moment. Yet even the slightest instance is too much time for our existence to come into contact with the other; this other reality, the Far Realms, is a force more sinister than the Abyss, the Nine Hells, or the warped Plane of Shadows. While the deviant magics of these realms are exotic in comparison to the mundane studies of wizards and clerics, the powers of the Far Realm defy convention.
Known as far realmers, these half- or whole-bred aberrations initially possess only the tiniest speck of some infecting agent from the Far Realms. Once a proper catalyst is experienced, the far realmer's inner truth begins to boil from within until it reaches a point they call Transcendence, whereby the lies and weaknesses of our reality are torn asunder and they take up the mantle of their true nature and the reality that so threatens our own.
A far realmer can come from nearly anywhere and any style of life.
Prerequisites:
Alignment: Any nongood chaotic (Chaotic Evil, Neutral Evil, Chaotic Neutral)
Skills: Bluff 4 ranks, Disguise 4 ranks, Know (the planes) 8 ranks
Special: Must have come in contact with an aberration, a far realmer, rolled a natural 20 on a Knowledge (the planes) check, or been affected by a chaotic spell effect with a spell level of at least 6. This is the catalyst to realizing one's inner truth.
HD: d6
Skill Points: 2 + Int modifier
Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Hide, Intimidate, Knowledge (arcane), Knowledge (the planes), Move Silently, Profession, Spellcraft
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Aberrant Empathy; Unfettered by Mortal Magics
2nd|
+1|
+3|
+0|
+3|Powers of Beyond; Continued Spellcasting
3rd|
+1|
+3|
+1|
+3|Insane by Unnature
4th|
+2|
+4|
+1|
+4|Some Semblance Revealed
5th|
+2|
+4|
+1|
+4|Broken Geometries
6th|
+3|
+5|
+2|
+5|Chaos Re-undefined
7th|
+3|
+5|
+2|
+5|Form from Beyond[/table]
Class Features:
Weapon and Armor Proficiencies: The far realmer is proficient with all simple weapons, light armor, and shields.
*Progression Restriction*: As the far realmer develops, it becomes harder and harder for him to divert his attention away from developing further hideous powers. It requires a DC 16 + class level Will save to take a level in a class other than Far Realmer, unless he has already reached the 7th level.
Continued Spellcasting: At every even level, with the exception of 10th level, the far realmer gains an additional level in his previous spellcasting class for the purpose of caster level, new spells per day, spell slots, and accessible spell levels.
Aberrant Empathy (Su): Embracing his heritage, the far realmer may use a Knowledge (the planes) check to influence the actions of an aberration. This works like the wild empathy class feature of a druid, but roll 1d20+Cha modifier+class levels.
Unfettered by Mortal Magics (Su): The far realmer gains spell resistance equal to 10 + his class level. Any spell or effect defeated by this spell resistance is redirected to a random, legal target within 30 feet, if any. Otherwise the spell has no effect, as normal.
Powers of Beyond (Su): Once per day per two class levels, the far realmer may use one of the following abilities as a standard action. Some may require prerequisites to be fulfilled. The caster level is equal to his class levels, and the DC is equal to 10 + 1/2 class levels + Cha modifier.
The Great Ones Beckon - As charm person, but not language dependent.
Radiant Horrors - All enemies within a 10 foot burst must succeed on a Will save or become nauseated for 1d6 rounds.
Claws of Chaos - The far realmer may attempt to smite a lawful creature, as per a chaotic version of the paladin's smite ability (use character level for determining attack and damage bonuses).
Blood of Nightmares - The far realmer unleashes a wave of green acidic bile across his enemies. Enemies within a 20 foot cone take 1d4 acid damage per class level unless they succeed on a Reflex save.
We All Fall Up - As an immediate action if falling, the far realmer may use [i]levitate[/u] on himself. Otherwise it is a standard action.
Insane by Unnature (Su): Any attempt to read the thoughts or interact with the mind of the far realmer immediately fails and results in the intruder suffering 1d4 points of Wisdom damage. The far realmer is immune to confusion and insanity; when struck by such an effect, the far realmer heals one hitpoint per level of the effect (or 1/2 of the DC minus 10, if unknown).
Some Semblance Revealed (Su): When the far realmer has existed in the Material Realm for long enough, it has acquired enough power to fully manifest its true nature. The far realmer becomes an Aberration(Chaotic). He gains a +4 bonus to Aberrant Empathy. He is immune to transmutation effects, unless he allows the effect to happen.
Broken Geometries (Su): For the purpose of any line-based effects generated within 10 feet per class level, such as charging in a straight line, or invoking a spell effect that works along a line of some length, the far realmer can twist the geometries of the world around him to put a 90 degree bend in the movement as an immediate action once per round. For instance, if a barbarian were to charge a 7th-level far realmer starting from within 70 feet away, the far realmer could divert the warrior's attack to send him into a pit or an ally (where the attack is resolved as normal); he can divert a blue dragon's line of lightning breath to strike elsewhere. This ability cannot affect normal movement. To do so requires the far realmer to succeed on a level check against the attack roll of the charger or a ranged attacker, or the caster level of the spell or effect. A line-of-effect effect generated by the far realmer still requires a level check. The far realmer can also use this ability to see around a corner if it is up to 10 feet per class level away.
Chaos Re-undefined (Su): Any spell came from or taking effect within 50 feet of the far realmer with a spell descriptor of [chaos] gains a +1 bonus to its caster level and DC, and gains a +2 bonus in checks to avoid being dispelled. Any spell with the [law] descriptor takes a -1 penalty to caster level and DC, and gains a -2 penalty in checks to avoid being dispelled.
Form from Beyond (Su): The far realmer's body begins to radically alter itself, having fully come to terms with its aberrant origins. He chooses, permanently, whether he is really one single monstrous creature or a swarm of intelligent abominations functioning as one unit. In either case, he gains a +4 bonus to Intimidate but a -8 penalty to Disguise. The effects are as such:
Hulking Realmer - Gains the powerful build trait, one natural tentacle attack per five levels (based on actual size: 1d4 - Small; 1d6 - Medium; 1d8 - Large), and the ability to burrow or climb at thirty feet per round.
Shatted Realmer - May take on the swarm subtype (as 10,000 Diminutive aberrant insects) as a full-round action for a total of 30 minutes per day per class level. This can be deactivated as a standard action. He gains a flight speed of 50 feet per round (perfect). His new form grants him a +4 bonus to Escape Artist checks and a +4 bonus to Dexterity.
The Far Realmer
Sometimes the boundaries between reality begin to shift, if only for a moment. Yet even the slightest instance is too much time for our existence to come into contact with the other; this other reality, the Far Realms, is a force more sinister than the Abyss, the Nine Hells, or the warped Plane of Shadows. While the deviant magics of these realms are exotic in comparison to the mundane studies of wizards and clerics, the powers of the Far Realm defy convention.
Known as far realmers, these half- or whole-bred aberrations initially possess only the tiniest speck of some infecting agent from the Far Realms. Once a proper catalyst is experienced, the far realmer's inner truth begins to boil from within until it reaches a point they call Transcendence, whereby the lies and weaknesses of our reality are torn asunder and they take up the mantle of their true nature and the reality that so threatens our own.
A far realmer can come from nearly anywhere and any style of life.
Prerequisites:
Alignment: Any nongood chaotic (Chaotic Evil, Neutral Evil, Chaotic Neutral)
Skills: Bluff 4 ranks, Disguise 4 ranks, Know (the planes) 8 ranks
Special: Must have come in contact with an aberration, a far realmer, rolled a natural 20 on a Knowledge (the planes) check, or been affected by a chaotic spell effect with a spell level of at least 6. This is the catalyst to realizing one's inner truth.
HD: d6
Skill Points: 2 + Int modifier
Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Hide, Intimidate, Knowledge (arcane), Knowledge (the planes), Move Silently, Profession, Spellcraft
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Aberrant Empathy; Unfettered by Mortal Magics
2nd|
+1|
+3|
+0|
+3|Powers of Beyond; Continued Spellcasting
3rd|
+1|
+3|
+1|
+3|Insane by Unnature
4th|
+2|
+4|
+1|
+4|Some Semblance Revealed
5th|
+2|
+4|
+1|
+4|Broken Geometries
6th|
+3|
+5|
+2|
+5|Chaos Re-undefined
7th|
+3|
+5|
+2|
+5|Form from Beyond[/table]
Class Features:
Weapon and Armor Proficiencies: The far realmer is proficient with all simple weapons, light armor, and shields.
*Progression Restriction*: As the far realmer develops, it becomes harder and harder for him to divert his attention away from developing further hideous powers. It requires a DC 16 + class level Will save to take a level in a class other than Far Realmer, unless he has already reached the 7th level.
Continued Spellcasting: At every even level, with the exception of 10th level, the far realmer gains an additional level in his previous spellcasting class for the purpose of caster level, new spells per day, spell slots, and accessible spell levels.
Aberrant Empathy (Su): Embracing his heritage, the far realmer may use a Knowledge (the planes) check to influence the actions of an aberration. This works like the wild empathy class feature of a druid, but roll 1d20+Cha modifier+class levels.
Unfettered by Mortal Magics (Su): The far realmer gains spell resistance equal to 10 + his class level. Any spell or effect defeated by this spell resistance is redirected to a random, legal target within 30 feet, if any. Otherwise the spell has no effect, as normal.
Powers of Beyond (Su): Once per day per two class levels, the far realmer may use one of the following abilities as a standard action. Some may require prerequisites to be fulfilled. The caster level is equal to his class levels, and the DC is equal to 10 + 1/2 class levels + Cha modifier.
The Great Ones Beckon - As charm person, but not language dependent.
Radiant Horrors - All enemies within a 10 foot burst must succeed on a Will save or become nauseated for 1d6 rounds.
Claws of Chaos - The far realmer may attempt to smite a lawful creature, as per a chaotic version of the paladin's smite ability (use character level for determining attack and damage bonuses).
Blood of Nightmares - The far realmer unleashes a wave of green acidic bile across his enemies. Enemies within a 20 foot cone take 1d4 acid damage per class level unless they succeed on a Reflex save.
We All Fall Up - As an immediate action if falling, the far realmer may use [i]levitate[/u] on himself. Otherwise it is a standard action.
Insane by Unnature (Su): Any attempt to read the thoughts or interact with the mind of the far realmer immediately fails and results in the intruder suffering 1d4 points of Wisdom damage. The far realmer is immune to confusion and insanity; when struck by such an effect, the far realmer heals one hitpoint per level of the effect (or 1/2 of the DC minus 10, if unknown).
Some Semblance Revealed (Su): When the far realmer has existed in the Material Realm for long enough, it has acquired enough power to fully manifest its true nature. The far realmer becomes an Aberration(Chaotic). He gains a +4 bonus to Aberrant Empathy. He is immune to transmutation effects, unless he allows the effect to happen.
Broken Geometries (Su): For the purpose of any line-based effects generated within 10 feet per class level, such as charging in a straight line, or invoking a spell effect that works along a line of some length, the far realmer can twist the geometries of the world around him to put a 90 degree bend in the movement as an immediate action once per round. For instance, if a barbarian were to charge a 7th-level far realmer starting from within 70 feet away, the far realmer could divert the warrior's attack to send him into a pit or an ally (where the attack is resolved as normal); he can divert a blue dragon's line of lightning breath to strike elsewhere. This ability cannot affect normal movement. To do so requires the far realmer to succeed on a level check against the attack roll of the charger or a ranged attacker, or the caster level of the spell or effect. A line-of-effect effect generated by the far realmer still requires a level check. The far realmer can also use this ability to see around a corner if it is up to 10 feet per class level away.
Chaos Re-undefined (Su): Any spell came from or taking effect within 50 feet of the far realmer with a spell descriptor of [chaos] gains a +1 bonus to its caster level and DC, and gains a +2 bonus in checks to avoid being dispelled. Any spell with the [law] descriptor takes a -1 penalty to caster level and DC, and gains a -2 penalty in checks to avoid being dispelled.
Form from Beyond (Su): The far realmer's body begins to radically alter itself, having fully come to terms with its aberrant origins. He chooses, permanently, whether he is really one single monstrous creature or a swarm of intelligent abominations functioning as one unit. In either case, he gains a +4 bonus to Intimidate but a -8 penalty to Disguise. The effects are as such:
Hulking Realmer - Gains the powerful build trait, one natural tentacle attack per five levels (based on actual size: 1d4 - Small; 1d6 - Medium; 1d8 - Large), and the ability to burrow or climb at thirty feet per round.
Shatted Realmer - May take on the swarm subtype (as 10,000 Diminutive aberrant insects) as a full-round action for a total of 30 minutes per day per class level. This can be deactivated as a standard action. He gains a flight speed of 50 feet per round (perfect). His new form grants him a +4 bonus to Escape Artist checks and a +4 bonus to Dexterity.