The Fleshwarper Devotee
"The world is like a pineapple, and bloody rainbows shall purge the greed of squirrels!" ~G.O. Hatecraft, Human(?) Fleshwarper Devotee
Beyond the reaches of existence, there is a place known only as the Far Realm. It is completely alien in every way, and those who interact with it are doomed to madness. Some individuals embrace that madness and worship the beings of the Far Realm. They become Fleshwarper Devotees, mad cultists who abandon their humanity.
Adventures: A Fleshwarper Devotee tends to adventure not out of desire but necessity. They are frequently shunned and hated by others and are cast out of society. They adventure for lack of a home.
Characteristics: As a Fleshwarper Devotee's connection to the Far Realm strengthens, he grows numerous tentacles to aid in combat. He also becomes stark raving mad and can inflict that madness on others.
Alignment: Fleshwarper Devotees are always chaotic, but they tend to be morally apathetic.
Religion: A Fleshwarper Devotee devoutly worships the beings of the Far Realm and no others. They view the gods as lesser creatures that mock the true masters of the multiverse.
Background: There are several ways one can become a Fleshwarper Devotee. The first is to be recruited into the cult by another Fleshwarper Devotee. Cults are wont to spread, after all. The second way is to discover ancient and forgotten tomes and be seduced by the forbidden knowledge therein. Finally, one might simply feel the sudden and inexplicable influence of the Far Realm.
Races: Fleshwarper Devotees are not common among any race. It is a small and hidden cult. However, races that vie for power at any cost or races that tend towards chaos are the most typical among the members.
Other Classes: Fleshwarper Devotees have poor relations with most classes. Clerics, especially, despise them, a reciprocal hatred. The more chaotically-inclined classes, like barbarians, are often less hostile, however.
Role: The Fleshwarper Devotee is a melee combatant and can fill most any such role.
Adaptation: A setting that lacks the Far Realm can substitute an adequate replacement. Perhaps they worship the aberrations of the Underdark, for example.
GAME RULE INFORMATION
Fleshwarper Devotees have the following game statistics.
Abilities: Strength, Dexterity, and Constitution are as important as with any combat-centric character. Some later class features also use Intelligence.
Alignment: Any Chaotic
Hit Die: d10
Starting Age: As Cleric
Starting Gold: As Cleric
The Fleshwarper Devotee's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
||Number of Tentacles
||Eldritch Gift, Tentacle Growth, Toughness
||Aura of Confusion
||Energy Resistance 10
||Improved Grab, Multiattack
||Improved Eldritch Gift
||Superior Deranged Mind, Energy Resistance 30
||Fleshwarped Regeneration, Improved Multiattack
||Greater Eldritch Gift
||Improved Fleshwarped Weapons
||Aura of Insanity, Improved Fleshwarped Reach
||Avatar of the Far Realm
Weapon and Armor Proficiency: All simple weapons and light armor and shields (except tower shields).
Eldritch Gift (Ex): A Fleshwarper Devotee is a mad cultist who has given himself up to the Far Realm. In exchange, he has been granted power and secret knowledge. At every level, he permanently increases either his Strength, Dexterity, or Constitution by one point. He also gains a bonus on all Knowledge checks equal to his level. However, learning things that no mortal was meant to learn carries a detrimental effect on the mind. At every level, he permanently decreases either his Wisdom or Charisma by one point (minimum 1). This is not ability damage or ability drain. It cannot be healed or restored in any way, not even by a wish, miracle, or reality revision. By level ten, his connection to the Far Realm has grown, and he now gains one point in two ability scores at each level. At level fifteen, his connection again becomes stronger, and he now gains one point in all three ability scores at each level.
Tentacle Growth (Ex): Upon forming his bond with the Far Realm, the body of a Fleshwarper Devotee begins undergoing radical changes. It starts with the sudden growth of a tentacle from his torso. This tentacle grants a natural weapon that deals 1d8 bludgeoning damage. As he levels, he gains more tentacles as per the table, each one granting an additional natural weapon. For every two tentacles he has, the Fleshwarper Devotee gains a cumulative + 4 bonus on Grapple and Climb checks.
Toughness: At first level, a Fleshwarper Devotee gains Toughness as a bonus feat.
Resilient Hide (Ex): At level two, a Fleshwarper Devotee's skin begins growing more resistant to attack. He gains a natural armor bonus equal to one half his level and gains Damage Reduction of 1/magic.
Fleshwarped Healing (Ex): By third level, a Fleshwarper Devotee's body has grown more indistinct and malleable. It becomes better able to heal itself, as a result. He gains an amount of Fast Healing equal to his Constitution modifier.
Deranged Mind (Ex): At fourth level, the mind of a Fleshwarper Devotee has degraded to the point where it becomes difficult to understand or control. He adds his Intelligence modifier to Will saves instead of his Wisdom modifier and also gains a bonus on Will saves vs. mind-affecting effects equal to one fourth his level. Lastly, any attempt to read his thoughts produces only unintelligible gibberish.
Aura of Confusion (Su): There is a certain clarity to be found in madness, and a Fleshwarper Devotee has found it. At level five, his personal enlightenment results in him unlocking his hidden potential and gains Wild Talent as a bonus feat. With his new psionic potential, he can project his madness onto others. Any creature with an Intelligence score of 3 or higher who comes within 10 feet of him must make a Will save or become Confused as the spell. The DC for the save is equal to 10 + 1/2 his level + his Wisdom pealty. That is, the penalty he receives for a low Wisdom score becomes a positive bonus on the save DC. The more insane he is, the more difficult it becomes for others to resist his insanity. A creature who succeeds on its save cannot be affected by this aura again for 24 hours. This is a mind-affecting effect.
Energy Resistance (Ex): By level six, a Fleshwarper Devotee has become morphic enough that his body becomes less vulnerable to certain types of energy. He gains Resistance 10 to Acid and Electricity. At level twelve, this improves to 30, and at level eighteen, he becomes completely immune.
Fleshwarped Reach (Ex): At seventh level, a Fleshwarper Devotee has enough control over his body to slightly modify aspects of it. He can stretch out his limbs to unnatural lengths and increases his reach by 5 feet. At level seventeen, his reach improves by another 5 feet, giving him an extra 10 feet in total.
Improved Grab (Ex): At level eight, a Fleshwarper Devotee becomes better able to restrain his opponents with his tentacles and gains the Improved Grab ability. To use this ability, a he must hit with a tentacle attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Bonus Feats: As a Fleshwarper Devotee gains more experience in combat with his many tentacles, he becomes more adept at using them. At level eight, he gains Multiattack as a bonus feat, and at level thirteen, he gains Improved Multiattack as a bonus feat.
Morphic Body (Ex): By level nine, a Fleshwarper Devotee has achieved such mastery over his body that he can reshape it to his whim. He can modify his appearance in a manner similar to the spell Alter Self. This is, however, a true change and not an illusion. It is not magical and cannot be dispelled. However, True Seeing will reveal his true form. He gains the Shapechanger subtype and becomes immune to polymorphing effects. He also no longer suffers aging penalties and cannot die of old age.
Fleshwarped Weapons (Ex): At level eleven, a Fleshwarper Devotee can temporarily sprout entire new limbs from his body. This can be used as a swift action to give him additional natural weapons up to half his Constitution modifier (minimum 1). These natural weapons, regarless of their form, deal 1d6 damage. Every round he must make a Fortitude save against a DC of 15 + 3/additional limb. If he fails, he takes 2d10 damage, and his extra limb immediately retract back into his body. He can also retract them willingly as a free action. Either way, after using this ability, he cannot do so again for double the number of rounds that he used it for. At level sixteen, he can use his natural weapons for a number of rounds equal to his Constitution modifier before he has to start rolling Fortitude saves. He can also modify his existing natural weapons and can change his tentacles into different shapes, making them sharper. He can, as a swift action, alternate his tentacle attacks to deal slashing damage, piercing damage, or back to bludgeoning damage.
Superior Deranged Mind (Ex): By level twelve, a Fleshwarper Devotee has become insane enough that he becomes completely immune to mind-affecting effects. In addition, anyone who attempts to use a mind-affecting effect on him must make a Will save (DC10 + 1/2 level + Wisdom penalty) or become permanently Insane. Even if they succeed the save, they still become stunned and dazed for 1d4 rounds. A psionic creature who attempts to use a mind-affecting effect also loses their psionic focus. This is a mind-affecting effect.
Fleshwarped Regeneration (Ex): At thirteenth level, a Fleshwarper Devotee's healing has become more potent. His Fast Healing is replaced with an equal amount of Regeneration. He takes normal damage from cold, fire, and sonic.
Amorphous Body (Ex): By level fourteen, a Fleshwarper Devotee has fully lost all his humanity, and his body devolves into an amorphous blob. His type changes to Aberration, but he can still use his Morphic Body ability to take the forms of creatures of his previous type. Due to his nearly insubstantial form, he becomes immune to all non-magical weapons and further becomes immune to all bludgeoning weapons. He can also achieve a near liquid state and can fit through openings as small as half an inch wide. He also gains 60 feet of Darkvision and no longer needs to sleep. His tentacles become fully prehensile and can manipulate objects or perform somatic components just like hands.
Aura of Insanity (Su): At level seventeen, a Fleshwarper Devotee's aura is upgraded by his further descent into madness. It now causes permanent Insanity on a failed save and Confusion on a successful one. In addition, the smarter a creature is, the more vulnerable they become. Any creature with an Intelligence bonus applies that as a penalty on their Will save.
Mind Blast (Ps): By level ninteen, a Fleshwarper Devotee has advanced his psionic powers and can now violently attack others. He can launch out a psionic attack against all creatures in a 20 ft radius burst centered on him that deals 20d10 psychic damage, Will negates (DC10 + 1/2 level + Intelligence modifier). He can use this ability a number of times per day equal to his Intelligence modifier. This is a mind-affecting effect.
Avatar of the Far Realm (Su): By twentieth level, a Fleshwarper Devotee has become a physical gateway into the Far Realm. Any creature that makes physical contact with him must make a Fortitude save (DC10 + 1/2 level + Intelligence modifier) or be instantly Plane Shifted into the Far Realm. This ability only activates when a creature touches him, not when he touches the creature.