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Xuldarinar
2013-10-14, 05:10 AM
PLANETOUCHED OF THE FAR-REALM:
THE ALLOPRAX

Having Ancestors born of madness, alloprax are to half-farspawn as tieflings are to half-fiends. Unlike most planetouched, most alloprax belong to or trace their lineage back to a community of (primarily) human alienists that retreated into the underdark.

Personality: Alloprax are known, aside from their heritage, for their curiosity and their hands on approach. Wizards, for example, among the alloprax are more likely to go toe to toe with a threat than stand back to cast spells. They approach problems up close, and come at things from unusual angles. Rogues among them are more likely to intentionally set off traps than work on disarming them to get rid of them.

Physical Description: An alloprax resembles a human or a tall elf, but with subtle variances. This most notably sometimes manifests as unnatural colors of skin, eyes, or hair. Typically greys, violets, and reds, though any color is possible. Other traits can include; unusual muscle structure, oddly bending or long limbs, strange markings, small vestigial tentacles, and so on.

Relations: Alloprax are despised by most who are aware of their nature. Persecuted with some of the same spite that tieflings face when their nature is revealed. Because of this they often are found among their own kin, those ignorant of their lineage, or among lesser intelligent aberrations. Alienists also are often friendly to alloprax.

Alignment: Due to their aberrant blood and mind set, most alloprax would be considered evil or at best neutral. Many simply feel they are above morality and do as they wish to reach their goals. While they take this attitude, they tend to follow ideologies. They tend to conduct themselves in a manner that express and promote any of a number and combination of ideals, positive or negative, yet lack a code of right and wrong.

Religion: Very few alloprax pay attention to the gods. Their clerics typically instead worship concepts and ideas. Those that do turn to the gods have been known to worship almost any deity. Common domains include Darkness, Madness, and Magic. But they certainly are not limited to these.

Language: Being raised among their own kind and humans, they speak common as their primary tongue. Undercommon, however, comes naturally to them. Itís not unheard of though to hear them speak in a mixture of the two.

Names: Most alloprax have human names, though truly strange names are not uncommon.

Adventurers: Tough in mind and body, alloprax make natural clerics. Their devotion to various concepts can make even some of the most devoted priests appear unfaithful. Seldom healers, they wield their magic to lash out at foes in combat. As ardents, they are no different.

Alloprax Racial Traits

+2 Con, +2 Wis, -2 Cha: Alloprax alien heritage grants them durability and strength of will, however their presence is unsettling to most.
Outsider (native): Alloprax are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, alloprax have no special bonuses or penalties due to size.
Alloprax base land speed is 30 feet
Blindsense: Alloprax possess blindsense out to 60 feet.
+2 racial bonus on sense motive and spot checks: Alloprax are innately more perceptive than most when it comes to noticing thing about people and their environment.
Blur (Sp):An alloprax can use Blur once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5 and electricity 5
Common and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Cleric, Ardent (Psionics). The cleric class levels of an alloprax do not count when determining whether they take an experience point penalty for multiclassing. If psionics are used in the campaign, ardent class levels can be exempt instead of cleric.
Level adjustment +1.


Lesser Alloprax Racial Traits
Lesser alloprax have the same statistics as standard alloprax, except as listed below.

Humanoid (Planetouched): Lesser alloprax, unlike their standard kin, are considered humanoids of the Planetouched subtype.
Level adjustment +0.


Table 1-1:Random Starting Ages
Adulthood Simple Classes Moderate Classes Complex Classes
15 years +1d6 +1d8 +2d8

Table 1-2: Aging Effects
Middle Age Old Vulnerable Maximum Age
45 years 68 years 90 years +3d20 years

Table 1-3: Random Starting Height and Weight
Race Base Height Height Modifier Base Weight Weight Modifier
Alloprax, m. 4' 10" +2d10 120 lb. x (2d4) lb.
Alloprax, f. 4' 5" +2d10 85 lb. x (2d4) lb.

Alloprax: Pathfinder Stats (See extended signature)

Alloprax: D&D 4e Stats

Racial Traits
Average Height: 5'6" - 6'2"
Average Weight: 140-123 lb.

Ability Scores: +2 Constitution and +2 Wisdom or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses: +2 Dungeoneering, +2 Insight
Unsettling Presence: You grant allies within 10 squares of you a +1 racial bonus to Intimidate checks.
Aberrant Origin: You have ancestors who were native to the far-realm, so you are considerers an aberrant creature for the purpose of effects that relate to creature origin.
Blur: You can use Blur as an encounter power.
Wild Talent: You gain a wild talent.

Blur, Alloprax Racial Power
Encounter
Minor Action, Personal
Effect: You can slightly remove yourself from reality. Until the beginning of your next turn, opponents must roll twice to determine if they hit you. They must take the lower result.



Alloprax in Eberron
In eberron, alloprax still belong to a singular group for the most part. Their ancestry ties back to half-farspawn as well as possibly being distant descendants of the daelkyr themselves. They, however, hold an allegiance to their own kin above all else. Their ties to the daelkyr are on an individual basis and by basis of blood, but little more. The alloprax of eberron may treat Daelkyr as a bonus language.

Alloprax and Dragonmarks
Primarily decedents of humans, the alloprax have been known to occasionally manifest dragonmarks. The only dragonmarks known to appear on alloprax, however, are aberrant dragonmarks, and take on the variant listed here (http://www.wizards.com/default.asp?x=dnd/ebee/20050704a). It is possible decedents of members of human, half-elf, and half-orc houses (and to an extent elven and orc houses) may be able to manifest the dragonmark of the house they are descended from, but no case has been documented. With the amount of mixing and aberrant taint throughout alloprax society, such cases would be exceptionally rare.

FEATS

Table 1-4: Feats
Racial Feats Prerequisites Benefit
Aberrant Embrace Alloprax Grants bonus on skill, allows other aberrant feats
Far-Elven Heritage Alloprax, character level-1st Elven blood, +2 Dex, -2 Con
Far-Orc Heritage Alloprax, character level-1st Orc blood, +2 Str, -2 Wis
Human Heritage Half-human or human-decended race You gain the human subtype and 4 skill points
Sense Quintessence|Detect magic, alloprax|You are able to sense quintessence using detect magic

ABERRANT EMBRACE [RACIAL][ABERRANT]
By embracing your ties to the far-realm, you manifest the aberrant taint flowing through your veins more than other members of your kin.
Prerequisites: Alloprax
Benefit: You gain a physical feature that grants you a racial bonus on one type of check; once you select the check to which this bonus applies you cannot change it later. The bonus is chosen from the following list:

Aberrant Feature Benefit
Bulging eyes +2 bonus on Spot checks
Flexible limbs +2 bonus on Grapple checks
Segmented eyes +3 bonus on Search checks
Slimy skin +4 bonus on Escape Artist checks
Sticky fingers +3 bonus on Climb checks
Tail +4 bonus on Balance checks
Webbed hands +4 bonus on Swim checks
Special: You can elect this feat more than once. Each time you select this feat, choose a different aberrant feature and gain the bonus associated with it.
Special: For the purposes of meeting prerequisites, you are treated as having the aberration blood feat.

FAR-ELVEN HERITAGE [RACIAL]
Your elf ancestry is more prominent than your human ancestry.
Prerequisites: Alloprax (lesser or standard), Character level 1st
Benefit: You gain Elven Blood as a racial trait and +2 dexterity but lose 2 Constitution. You may treat wizard as a favored class.
Special: This feat can only be taken at 1st level.

FAR-ORC HERITAGE[RACIAL]
Your orc ancestry is more prominent than your human ancestry.
Prerequisites: Alloprax (lesser or standard), Character level 1st
Benefit:You gain Orc Blood as a racial trait and gain +2 strength but lose 2 Wisdom. You may treat barbarian as a favored class.
Special: This feat can only be taken at 1st level.

HUMAN HERITAGE [RACIAL]
See: Races of Destiny, page 152.

SENSE QUINTESSENCE [RACIAL]
Prerequisites: Detect magic (as a spell, spell-like ability, or similar ability), Alloprax.
See: Monster Manual V, page 110.


THE ALLOPRAX/HALF-FARSPAWN TRANSITION CLASS

Table 1-5: The Alloprax/Half-Farspawn Transition Class
Level CR Special
1st * Str +2, Con +2, natural armor +1, 2 tentacles, poison immunity, resistances (acid 5, electricity 5), spell-like abilities, spell resistance (lesser)
2nd ** +2 Dex, natural armor +2, damage reduction, true strike
3rd ** +2 Cha, +2 Con, +2 Wis, natural armor +3, resistances (acid 10, electricity 10), spell-like abilities, spell resistance (greater), change shape
*A 1st-level alloprax/half-farspawn with fewer than eleven character levels has a CR adjustment of +1. One with eleven or more character levels has a CR adjustment of +2.
**A 2nd- or 3rd-level alloprax/half-farspawn with fewer than five character levels has a CR adjustment of +1. One with five to ten character levels has a CR adjustment of +2. One with elven or more character levels has a CR adjustment of +3.

Alloprax/Half-farspawn Transition Class Features

All of the following are class features of the alloprax/half-farspawn transition class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvements: At 1st-level, an alloprax/half-farspawn's natural armor bonus increases by +1. At 2nd-level, this bonus increases to +2, and at 3rd-level, this bonus increases to +3. A character that does not normally have a natural armor bonus is considered to have an initial natural armor bonus of +0 for the purpose of this ability.

Tentacles: At 1st level, an alloprax/half-farspawn gains two tentacle attacks if he didn't already have them. Each tentacle attack deals 1d4 points of damage.

Poison Immunity (Ex): At 1st level, an alloprax/half-farspawn becomes immune to all poisons

Resistances (Ex): At 1st level, a alloprax/half-farspawn gains acid and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.

Spell-Like Abilities: Starting at 1st level, an alloprax/half-farspawn with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the alloprax/half-farspawn's character level and level in the transion class, according to the following table. In each case, the caster level equals the alloprax/half-farspawn's character level. Save DCs, where applicable, are Charisma-based (10 + sleep level + alloprax/half-farspawn's Charisma modifier). These abilities are in addition to his alloprax spell-like abilities.

Table 1-6: Spell-Like Abilities
Minimum Transition Class Level Minimum Character Level Spell-Like Ability
1st 1st Blur 3/day
3rd touch of idiocy
6th stinking cloud
7th blink 3/day
13th etherial jaunt 3/day
2nd 9th greater invisibility
15th scintillating pattern
17th Summon monster IX (pseudonatural only)
3rd 11th telekinesis
19th implosion

Spell Resistance (Su): At 1st level, an alloprax/half-farspawn gains spell resistance equal to his character level (maximum 25). At 3rd level, his spell resistance increases by +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher alloprax/half-farspawn has damage reduction 5/magic if his character level is 11th or lower, or damage reduction 10/magic if his character level is 12th or higher. An alloprax/half-farspawn treats his natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

True Strike (Su): Once per day, an alloprax/half-farspawn of at least 2nd level may make a normal attack with a +20 insight bonus on a single attack roll. The alloprax/half-farspawn is not affected by the miss chance that applies to attacks against a concealed target.

Change Shape (Su): As a standard action, an alloprax/half-farspawn of 3rd level can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability except as follows:

The alloprax/half-farspawn's movement modes do not change
The alloprax/half-farspawn retains the tentacle attacks granted by his transition class levels and gains two additional tentacle attacks when making a full attack.
The alloprax/half-farspawn becomes amorphous. He cannot be flanked, and is not subject to extra damage from critical hits.
Creatures native to the Materal Plane take a -1 morale penalty on attack rolls against the alloprax/half-farspawn in his amorphous form.


ALLOPRAX PARAGON

GAME RULE INFORMATION
Alignment: Any.
Hit Die: d8.

Class Skills
The alloprax paragon's class skills (and the key ability for each) are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table 1-6: The Alloprax Paragon
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+2|Improved resistance
2nd|+1|+3|+3|+3|Blur, skill bonus
3rd|+2|+3|+3|+3|Ability boost (Wis +2)

Class Features
All of the following are class features of the alloprax paragon class.
Weapon and Armor Proficiency: Alloprax paragons are proficient with all simple weapons and with light armor.
Improved Resistance (Ex): At 1st level, one of a alloprax's natural resistances to energy (acid or electricity) improves from 5 to 10. The character can choose which of his two resistances improves, but once he makes this choice it can never be altered
Blur (Sp): At 2nd level, an alloprax paragon can use his blur spell-like ability three times per day.
Skill Bonus (Ex): A 2nd-level alloprax paragon's racial bonus on Sense Motive and Spot check improves to +4
Ability Boost (Ex): At 3rd level, an alloprax paragon's Wisdom score increases by 2 points.

Xuldarinar
2013-10-14, 05:12 AM
Alloprax Substitution Levels

ALLOPRAX ARDENT

With the alloprax's devotion to individual concepts over deities, its no wonder that ardents are common among them. Alloprax ardents hold an unusually diverse set of concepts they can follow, but in their training they are taught to first embrace madness. Some say this is to honor their ancestry, others believe doing so gives them the ability to draw from such a diverse set of powers, and others still insist that madness simply is what comes naturally to them.

Hit Die: d6

Requirements
To take an alloprax ardent substitution level, a character must be an alloprax about to take their 1st, 2nd, or 5th level in ardent.

Class Skills
Alloprax ardent substitution levels grant the same class skills as the standard ardent class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-1: Alloprax Ardent Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manifesting
1st|+0|+0|+0|+2|Madness|As standard ardent
2nd|+1|+0|+0|+3|Assume Psionic mantle or domain|As standard ardent
5th|+3|+1|+1|+4|Assume Psionic mantle or domain|As standard ardent [/table]

Class Features

Madness: At 1st level, an alloprax ardent gains access to the Madness domain and the Corruption and Madness mantle. Domain spells are treated as psionic powers and cost the same amount of power points as powers of their equivalent level. For the purposes of damage and similar effects aside from DCs, treat them as the level they would normally be gained by a cleric with the domain. For instance, lesser confusion's range would be as if cast by a 1st level cleric and cost only 1 power point. Confusion, on the other hand, would last as long as and have a range as if cast by a 7th level cleric. As normal for an ardent, they do not automatically know all powers from their mantles and domains, and as such must still select powers known at each level. This replaces the ardent's ability to select two mantles at first level.
Assume Psionic Mantle or Domain: When an alloprax ardent has the opportunity to select a psionic mantle, they may choose mantles as a regular ardent or choose cleric domains. This alters, but does not replace, the ardent's assume Psionic mantle class feature.


ALLOPRAX ARTIFICER


The use of magic is a long standing tradition among the alloprax. It should come as no surprise that artificers are found among them, nor should it come as a surprise that they have their own approaches to the discipline.

Hit Die: d6

Requirements
To take an alloprax artificer substitution level, a character must be an alloprax about to take their 1st, 4th, or 5th level in artificer.

Class Skills
Alloprax artificer substitution levels grant the same class skills as the standard artificer class, plus Knowledge (dungeoneering).
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character)

Table 2-2: Alloprax Artificer Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Infusions per Day
1st|+0|+0|+0|+2|Artificer knowledge, artisan bonus, item creation, Scribe Scroll, Symbiont Mastery|as artificer
4th|+2|+1|+1|+4|Craft Symbiont, bonus feat|as artificer
5th|+2|+1|+1|+4|Craft Magic Arms and Armor, Infuse Flesh|as artificer [/table]

Class Features

Symbiont Mastery: An alloprax artificer gains symbiont mastery as a bonus feat. This replaces the artificer's disable trap.

Craft Symbiont: At 4th level, an alloprax artificer learns how to craft symbionts as if they were magical items. Doing so requires that they emulate the Stone shape and Aberrate spells. The material cost of making a symbiont is normal for a magic item of their value. (For the value of symbionts, see Magic of Eberron Pg.154)

Infuse Symbiont: At 5th level, an alloprax artificer gains the ability to use their infusions on symbionts as if they were constructs or pieces of equipment.

ALLOPRAX BARBARIAN


While a rarity among the alloprax, some are raised away from society. Those that are able to embrace the madness within their blood begin to exhibit the traits that their ancestors previously denied them. Their minds may not dulled, but their bloodlust is not so easily culled.

Hit Die: d12

Requirements
To take an alloprax barbarian substitution level, a character must be an alloprax about to take their 1st, 2nd, or 5th level in barbarian.

Class Skills
Alloprax barbarian substitution levels grant the same class skills as the standard barbarian class, plus Sense Motive.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character)

Table 2-3: Alloprax Barbarian Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+0|Fast movement, illiteracy, Rage 1/day, Aberrant Embrace
2nd|+2|+3|+0|+0|Bonus Feat
5th|+5|+4|+1|+1|Bonus Feat[/table]

Class Features

Aberrant Embrace: An alloprax barbarian is closer to their heritage than most alloprax, as such they gain the aberrant embrace feat as a bonus feat at 1st level.

Bonus Aberrant Feat: An alloprax barbarian, upon attaining their 2nd level and again at 5th level, gain an aberrant feat they qualify for as a bonus feat. This replaces the barbarian's uncanny dodge and improved uncanny dodge class features.


ALLOPRAX BINDER



Hit Die: d8

Requirements
To take an alloprax binder substitution level, a character must be an alloprax about to take their 7th, 11th, or 18th level in binder.

Class Skills
Alloprax binder substitution levels grant the same class skills as the standard binder class.
Skill Points at Each Level: 2 + Int modifier

Table 2-4: Alloprax Binder Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maximum Vestige Level
7th|+5|+5|+2|+5|Far-Binding|As standard binder
11th|+8/+3|+7|+3|+7|Bonus Feat|as standard binder
18th|+13/+8/+3|+11|+6|+11|Bonus Feat|as standard binder [/table]


Class Features

Bonus Feat: At 11th-level, and again at 18th-level, you are permitted to select aberrant feats as bonus feat, despite not having the aberration blood feat. However, as long as you do not have this feat, these feats only function and manifest while you have a far-realm vestige bound.

Far-Binding: For the purposes of Soulbinding vestiges associated with the far realm (Otiax and Zceryll), you may summon vestiges up to one level higher than normal. For example, binding otiax requires a minimum effective binder level of 7, where as binding zceryll requires a minimum effective binder level of 10. Furthermore, your charisma score is treated as 2 points higher for the purposes of determining DCs relating to their granted supernatural powers. This however comes at a cost, as for the purposes of binding any vestiges not associated with the far realm, your effective binder level is treated as 1 level lower.



ALLOPRAX INCARNATE

While most alloprax already embrace their heritage, the alloprax incarnate accentuate it. Capable combatants, coupled with their inherent madness and backed up by essentia, they are forces to be reckoned with. Most alloprax feel themselves above the concepts of good and evil, and as such chaotic and lawful incarnates are by far the most common.
An alloprax incarnate's number of soulmelds, total essentia, and chakra binds are as detailed on page 21 of Magic of Incarnum.
Hit Die: d8

Requirements
To take an alloprax incarnate substitution level, a character must be an alloprax about to take their 1st, 3rd, or 7th level in incarnate.

Class Skills
Alloprax incarnate substitution levels grant the same class skills as the standard incarnate class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-5: Alloprax Incarnate Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Meldshaping
1st|+0|+2|+0|+2|Aura, detect opposition, martial weapon|As standard incarnate
3rd|+1|+3|+1|+3|Expand soulmeld capacity +1, incarnum radiance 1/day|As standard incarnate
7th|+3|+5|+2|+5|Telepathy|As standard incarnate [/table]

Class Features

Martial Weapon: Alloprax are notorious for approaching every situation head on. As such, they train for combat more than traditional incarnate. At 1st level, he can select any martial melee weapon and gain the Martial Weapon Proficiency and Weapon Focus feats with that weapon. Alloprax incarnates tend to select flails.
This benefit does not replace any incarnate class feature.

Incarnum Radiance (Su): An alloprax incarnate's incarnum radiance class feature functions normally, with one addition. While an alloprax incarnate has incarnate radiance active, creatures native to the Material Plane take a -1 morale penalty on attack rolls against the alloprax incarnate as the aura surrounding them forms writhing tentacles, giving their aura a faint resemblance to that of their horrific ancestors.

Telepathy (Su): An alloprax incarnate can mingle the soul energy of mortals with his aberrant mind to grant hi the ability to communicate telepathically with any other creature within 100 feet that has a language. This ability only functions as long as an alloprax incarnate has a soulmeld bout to his crown chakra.
This benefit replaces a standard incarnate's share incarnum radiance class feature gained at 7th level.

ALLOPRAX PALADIN


While the concepts of good and evil are 'beneath' most alloprax, some are capable of devoting themselves to the cause of good. Alloprax who take up this path gain a unique edge against their aberrant kin, better able to contain the monstrosities that their race readily study and unleash.

Hit Die: d10

Requirements
To take an alloprax paladin substitution level, a character must be an alloprax about to take their 1st, 2nd, or 4th level in paladin.

Class Skills
Alloprax paladin substitution levels grant the same class skills as the standard paladin class, plus Knowledge (the planes).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-6: Alloprax Paladin Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+1|+2|+0|+0|Aura of good, detect evil, smite evil 1/day, contain aberration|As standard paladin
2nd|+2|+3|+0|+0|Divine grace, Disrupt flesh|As standard paladin
4th|+4|+4|+1|+1|Domain|As standard paladin [/table]

Class Features

Contain Aberration (Su): An alloprax paladin can use his smite evil ability and detect evil ability on aberrations as if they were evil creatures, regardless of their alignment.

Disrupt Flesh (Su): Beginning at 2nd level, an alloprax paladin with a Charisma score of 10 or higher can inflict damage by touch. Each day he can deal a total number of hit point damage equal to his paladin level x his Charisma bonus. For the purposes of this ability, his charisma score is treated as 2 points higher. This replaces the paladin's lay on hands class feature.

Domain: At 4th level, an alloprax paladin gains access to a domain. They gain the domain's associated power along with its 1st-4th level spells as spells known. An alloprax paladin may select any domain and may cast spells from the selected domain regardless of their alignment. This replaces the paladin's ability to turn undead.


ALLOPRAX SHADOWCASTER


Living in the depths has granted a certain appreciation for darkness to the alloprax. As such, shadowcasters are not an uncommon sight among them. They have even had time to forge their own teachings, integrating their heritage with darkness itself.

Hit Die: d6

Requirements
To take an alloprax shadowcaster substitution level, a character must be an alloprax about to take their 1st, 2nd, or 6th level in shadowcaster.

Class Skills
Alloprax shadowcaster substitution levels grant the same class skills as the standard shadowcaster class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-7: Alloprax Shadowcaster Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mysteries
1st|+0|+2|+0|+2|Fundamentals of shadow, Apprentice mysteries|As standard shadowcaster
2nd|+1|+3|+0|+3|Bonus feat; see text|As standard shadowcaster
6th|+3|+5|+2|+5|Greater Blur|As standard shadowcaster [/table]

Class Features

Fundimentals of Shadow: An alloprax shadowcaster begins play knowing one less fundamental than other shadowcasters.

Mysteries and Paths: Due to their nature, alloprax draw from their strength of will as opposed to their force of will. As such, use wisdom for save DCs of mysteries and fundamentals instead of charisma.

Bonus Feat: Beginning at 2nd level, an alloprax shadowcaster gains bonus feats equal to half the total number of paths they have access to, rounded down. Unlike standard shadowcasters, their list of possible feats is a bit different, due to their connections to the far realm. The list of feats they can select includes; any metamagic feat, any shadow feet, any meta shadow feat, and any aberrant feat.

Greater Blur (Su): At 6th level, alloprax shadowcaster gains 1 additional uses of their blur spell-like ability. At 14th level, they gain another use of blur and may treat it as a supernatural ability.

Special: Alloprax shadowcasters with levels in alienist may apply summon alien to summon umbral servant and army of shadow. Alloprax Shadowcasters who gains the pseudonatural familiar class feature and has levels in masers of shadow may have their shadow servant treated as a familiar strictly for the purposes of pseudonatural familiar. In campaigns in which the cerebrosis feat is permitted, alloprax shadowcasters may use their shadowcaster level to qualify and sacrifice uses of mysteries to cast cerebrotic spells as mysteries, creatures summoned by means of cerebrotic mysteries gain the dark creature template.


ALLOPRAX SORCERER

Magic comes more easily for some individuals than it does to others. Alloprax are no different. Though, do to their blood and mindsets, some of their sorcerers are more focused in their gifts than mosts.

Hit Die: d4

Requirements
To take an alloprax sorcerer substitution level, a character must be an alloprax about to take their 1st, 2nd, or 6th level in sorcerer.

Class Skills
Alloprax sorcerer substitution levels grant the same class skills as the standard sorcerer class, plus Sense Motive.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character)

Table 2-8: Alloprax Sorcerer Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day
1st|+0|+0|+0|+2|Summon Familiar,Specialized Gift, Wise Sorcerer|As standard sorcerer
2nd|+1|+0|+0|+3|Illithid Bloodline|As standard sorcerer
6th|+3|+2|+2|+5|Kin Mastery|As standard sorcerer [/table]

Class Features

Specialized Gift: At 1st level, an alloprax sorcerer can pick a school of magic to specialize in. This functions identically to the ability for a wizard's to specialize in a school of magic, where applicable.

Wise sorcerer: An alloprax sorcerer may add their wisdom modifier to their charisma score to determine the highest level spells they may cast, as well as the DCs of their spells. For instance, an alloprax sorcerer with a wisdom score of 14, and a charisma score of 13, is treated as having a charisma score of 15 for the purpose of casting spells.

Illithid Bloodline: An alloprax sorcerer gains the illithid bloodline feat as a bonus feat at 2nd level. While not necessarily decedents of mind flayers, they too trace their roots back to the far realm.

Kin Mastery: An alloprax sorcerer gains the kin mastery feat at 6th level as a bonus feat. Once per day they may turn or rebuke aberrations as a cleric of half their sorcerer level.


ALLOPRAX TRUE XENOTHEURGIST

[Homebrewed Class (http://www.giantitp.com/forums/showthread.php?t=122103)]


Hit Die: d6

Requirements
To take an alloprax true xenotheurgist substitution level, a character must be an alloprax about to take their 1st, or 6th level in true xenotheurgist.


Class Skills
Alloprax true xenotheurgist substitution levels grant the same class skills as the standard true xenotheurgist class.
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character)

Table 2-9: Alloprax True Xenotheurgist Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Murmurs
1st|+0|+0|+0|+2|Disturbance, Pull from Beyond, Will of the Alloprax|As standard true xenotheurgist
6th|+4|+2|+2|+5|Bonus Feat, Disturbance|As standard true xenotheurgist [/table]

Class Features

Will of the Alloprax: You gain the ability to add half of your constitution modifier to your Will saves in addition to your Wisdom modifier. This replaces the true xenotheurgist's Unearthly Will.

Bonus Feat: The Aberrant Embrace feat, Aberrant feats, and Illithid heritage feats are added to the list of possible bonus feats an alloprax true xenotheurgist may take.

Xuldarinar
2013-10-14, 05:13 AM
Alloprax Prestige Substitution Levels

ALLOPRAX ALIENIST


As long as there been alloprax, there have been alloprax alienists. The very discipline that gave rise to their race, the tradition continues on today. Their approaches differ from the humans that led to the rise of their race, taking advantage of the alien blood that runs through their veins.

Hit Die: d4

Requirements
To take an alloprax alienist substitution level, a character must be an alloprax about to take their 2nd, 4th, 8th or 10th level in alienist.

Class Skills
Alloprax alienist substitution levels grant the same class skills as the standard alienist class.
Skill Points at Each Level: 2 + Int modifier

Table 3-1: Allorpax Alienist Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
2nd|+1|+2|+0|+2|Bonus Aberrant Feat|As standard alienist
4th|+2|+1|+1|+4|Bonus Aberrant Feat|As standard alienist
8th|+4|+2|+2|+6|Bonus Aberrant Feat|As standard alienist
10th|+5|+3|+3|+7|True Alien Transcendence|As standard alienist [/table]

Class Features

Bonus Aberrant Feat Upon attaining 2nd level, and again at 4th and 8th, an alloprax alienist gains an aberrant feat of their choice as a bonus feat. This replaces the alienist's alien blessing, mad certainty, and insane certainty class features.

True Alien Transcendence: Upon attaining 10th level, an alloprax alienist's embrace of their ancestry fully manifests. They gain: Resistance to acid 10 and electricity 10, 2 tentacles as natural weapons (1d4 damage, 5ft reach), Blur +2/day, and Change shape (Su)(Becoming a tentacled mass, as half-farspawn). In addition they gain a +2 circumstance bonus on all Charisma-based skill checks when interacting with anyone who shares their predilection for studying the Far Realms, and gains a +2 circumstance bonus on Intimidate checks involving any other creature. This alters the alienist's alien transcendence.


ALLOPRAX ASSASSIN



Hit Die: d6

Requirements
To take an alloprax assassin substitution level, a character must be an alloprax about to take their 2nd, 4th, 6th 8th or 10th level in assassin.

Class Skills
Alloprax assassin substitution levels grant the same class skills as the standard assassin class.
Skill Points at Each Level: 4 + Int modifier

Table 3-2: Alloprax Assassin Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
2nd|+1|+0|+3|+0|Blur +1/day, Uncanny dodge|As standard assassin
4th|+3|+1|+4|+1|Blur +2/day|As standard assassin
6th|+5|+2|+5|+2|Blur +3/day|As standard assassin
8th|+6|+2|+6|+2|Blur +4/day, hide in plain sight|As standard assassin
10th|+7|+3|+7|+3|Blur +5/day|As standard assassin [/table]

Class Features

Bonus uses of Blur: At every even numbered level of assassin, an alloprax assassin gains an additional use of their blur spell-like ability. this replaces the assassin's save bonus against poison.



ALLOPRAX BLACKGUARD


While no better in heart than standard blackguards, alloprax blackguards are more versatile and gain an edge when dealing with creatures of their heritage. Alloprax blackguards are as rare as alloprax paladins, both standing for concepts that are seen as beneath the alloprax.

Hit Die: d10

Requirements
To take an alloprax blackguard substitution level, a character must be an alloprax about to take their 1st, 2nd, or 5th level in blackguard. Furthermore, instead of requiring that they make peaceful contact with an evil outsider, an alloprax blackguard may have made peaceful contact with an evil creature native to the far-realm.

Class Skills
Alloprax blackguard substitution levels grant the same class skills as the standard blackguard class, plus Knowledge (the planes).
Skill Points at Each Level: 2 + Int modifier

Table 3-3: Alloprax Blackguard Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+1|+2|+0|+0|Aura of evil, detect good, contain aberration|As standard blackguard
3rd|+3|+3|+1|+1|Domain, Smite good 1/day|As standard blackguard
5th|+5|+4|+1|+1|Aberrant servant, Smite good 2/day|As standard blackguard [/table]

Class Features

Contain Aberration (Su): An alloprax blackguard can use his smite good ability and detect good ability on aberrations as if they were good aligned creatures, regardless of their alignment.

Domain: At 2nd level, an alloprax blackguard gains access to a domain. They gain the domain's associated power along with its 1st-4th level spells as spells known. An alloprax blackguard may select any domain and may cast spells from the selected domain regardless of their alignment. This replaces the blackguard's ability to command undead.

Aberrant Servant: This functions identically to the blackguard's Fiendish Servant class feature, except their servant possesses the psudonatural creature template instead.

Special: An alloprax blackguard benefits differently from other blackguards if they had levels in paladin. Make the following changes;

3-4: Disrupt Flesh. Once per day, an alloprax blackguard can use this supernatural ability to inflict damage equal to his Charisma bonus x his level. For the purposes of this ability, his charisma score is treated as 2 points higher.

7-8: Psudonatural summoning. Once per day, an alloprax blackguard can use a summon monster I spell to call forth a psudonatural creature. For this spell, the caster level is double the alloprax blackguard's class level.



ALLOPRAX BONE KNIGHT


Decendents of madness, the alloprax bone knight is adept at creating undead that are also born from madness. Allips are common companions to bone knights of the mawdark, raising them from the dead in place of the corporeal undead wielded by the bone knights of karrnath. Insane and aberrant undead, vour for example, are often lent to alloprax bone knights to serve as guards and are favorites of theirs.

Hit Die: d10

Requirements
To take an alloprax bone knight substitution level, a character must be an alloprax about to take their 1st or 5th level in bone knight.

Class Skills
Alloprax bone knight substitution levels grant the same class skills as the standard bone knight class.
Skill Points at Each Level: 2 + Int modifier

Table 3-4: Alloprax Bone Knight Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+0|+2|+0|+0|Bonecraft armor, paladin conversion, rebuke undead, rebuke aberration|As standard bone knight
5th|+3|+4|+1|+1|Fill the ranks 1/day|As standard bone knight [/table]

Class Features

Rebuke Aberration: An alloprax bone knight who had, or has, the contain aberration class feature may treat aberrations as undead strictly for the purposes of rebuke undead.

Fill the Ranks (Sp): At 5th level, an alloprax bone knight can use a limited form of animate dead once per day. The corpse rises as an allip. This undead's Hit Dice count against the maximum number of undead the alloprax bone knight can control once with their bone march ability.
This alters the standard bone knight's fill the ranks class feature.



ALLOPRAX IMPURE PRINCE


Devoted gatekeepers, alloprax impure princes use their heritage and their skills to help contain the creatures they readily study and summon. Unlike most things connected to Xoriat (or the far-realm, pending on the setting), the alloprax have no desire to corrupt the world of their human ancestors.

Hit Die: d8

Requirements
To take an alloprax impure prince substitution level, a character must be an alloprax about to take their 2nd, or 6th level in impure prince. Furthermore, they are subject to different prerequisites. Alloprax may qualify for the impure prince PrC with Contain Aberration (see paladin/blackguard substitution levels) instead of Favored enemy (aberrations) or Gatekeeper Initiate.

Class Skills
Alloprax impure prince substitution levels grant the same class skills as the standard impure prince class.
Skill Points at Each Level: 4 + Int modifier

Table 3-5: Alloprax Impure Prince Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day
2nd|+2|+0|+0|+3|Smite +1/day|As standard impure prince
6th|+6|+2|+2|+5|Aberrant anatomy (50%), Smite +2/day|As standard impure prince [/table]

Class Features

Smite: At 2nd-level, and again at 6th-level, an alloprax impure prince gain an additional daily use of their smite good or smite evil class feature. This replaces the impure prince's Favored enemy (aberration) class feature.


ALLOPRAX (PYRO)KINETICIST

With their devotions to concepts and connections to psionics, it should come as no surprise that pyrokineticists are found among the alloprax. Their approach to the discipline may differ, but their power is no different. Tendrils made from their chosen element reach from their sides as additional limbs, making an extension of themselves rather than making simply a weapon.

Hit Die: d8

Requirements
To take an alloprax pyrokineticist substitution level, a character must be an alloprax about to take their 1st level in pyrokineticist.
Variants: The substitution levels described here may be applied to the pyrokineticist element variants described here (http://www.wizards.com/default.asp?x=dnd/psm/20040625e), making the same adjustments between versions. Acid, Electricity, and Cold are common elements.
Variant:(Umbrakineticist): Following the same rules as the variants linked above, simply make the damage untyped, but is subject to the same penalties as illusion (shadow) spells, dealing only 40% damage if disbelieved. The special requirement for this becomes; Special: Must have been exposed to shadow at some point prior to taking this class, either through travel on the Plane of Shadow, being subject to a mystery or a spell with the darkness descriptor, or through physical contact with a shadow or dark creature.

Class Skills
Alloprax pyrokineticist substitution levels grant the same class skills as the standard pyrokineticist class.
Skill Points at Each Level: 2 + Int modifier

Table 3-6: Alloprax Pyrokineticist Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+0|Fire Tentacle[/table]

Class Features

Fire Tentacle (Ps): An alloprax pyrokineticist gains the ability to create tentacles made from fire as a move-equivalent action. He takes no damage from a fire tentacle, and may release them as an immediate action. This tentacle may occupy any space on the body but is treated as a secondary natural weapon. The tentacle deals 1d4 points of fire damage on a successful melee touch attack. An alloprax pyro can attack with weapons and also make fire tentacle attacks but their fire tentacle attacks are treated as secondary weapons. An alloprax pyro can take Weapon Focus and Weapon Specialization in congestion with fire tentacle, as well as any feats that apply to natural weapons. The fire tentacle only vanishes when the alloprax pyro chooses to get rid of it, they run out of power points, or they fall unconscious.
An alloprax pyrokineticist normally may have only one fire tentacle active, however they may increase the maximum number of fire tentacles they may have active at any given time at 4th, 6th, and 8th level, to a maximum of 4. For every fire tentacle they have active, an alloprax pyro gains a +1 bonus on grapple checks.
This replaces the pyrokineticist's fire lash class feature.


ALLOPRAX UR-PRIEST


Most alloprax hold little regard for deities, so it comes as little surprise that some choose to steal from the gods for power. Most alloprax ur-priests prefer to steal from dead gods rather than living, though they have found another source. Alloprax ur-priests have learned to draw magic through or even directly from the far-realm and frequently teach this skill to others of their kind.

Hit Die: d8

Requirements
To take an alloprax ur-priest substitution level, a character must be an alloprax about to take their 2nd, or 4th level in ur-priest.

Class Skills
Alloprax ur-priest substitution levels grant the same class skills as the standard ur-priest class.
Skill Points at Each Level: 2 + Int modifier

Table 3-7: Alloprax Ur-Priest Substitution Levels
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
2nd|+1|+0|+0|+3|Domain|As standard Ur-priest
4th|+3|+1|+1|+4|Far-Wild Magic|As standard Ur-priest [/table]

Class Features

Domain: At 2nd level, an alloprax ur-priest gains access to a domain. They gain the domain's associated power along with its spells as spells known. An alloprax ur-priest may select any domain and may cast spells from the selected domain regardless of their alignment. This replaces the ur-priest's ability to rebuke undead.

Far-Wild magic: An alloprax ur-priest, starting at 4th level, knows how to draw their power through the far-realm, leading to unpredictable results. When preparing spells, they must choose which spells to prepare as Far-Wild, drawing their essence from or through the far-realm. Spells prepared in this fashion are cast as if in an area of wild magic. If a creature is summoned by the spell, then they have the psudonatural template applied to them. This replaces the ur-priest's ability to better resist divine spells.

Xuldarinar
2013-10-14, 05:15 AM
THE MAWDARK SPIRAL
Deep in the underdark exists a massive pocket. A spiraling pit that is nearly a mile wide at the top, growing more narrow as one descends. Following the main road counter-clockwise leads to a gradual descent. Buildings line the outer edge all the way down with only a few tunnels in existence to get in, or out. There is a constant rain, though the spiral's design keeps it from collecting out in the open. On a daily basis, a tremor shakes the entirety of the spiral, but never enough to do any lasting damage. The deeper one goes, the more unsettling the environment gets as stone warps and sometimes takes the appearance of flesh. At the very base, the very center, lies a pit. Massive teeth keep the slime-lined pit closed. On occasion, typically when a creature is foolish enough or unfortunate enough to get too close to the teeth, they part, revealing a opening to beyond the planes.
The mawdark spiral is where most of the alloprax live. Their ancestors having found the cerebrotic blot upon which it stands and carved most of what is seen today. The alloprax are housed throughout the spiral, but many of their spellcasters, wishing to study the realm of their non-humanoid ancestors, spend most of their time near the spiral's base. The few tunnels in and out of the spiral are foci, the entirety of the spiral being a cerebrotic marrow centered around it's core. Alloprax towns exist outside of the spiral, though many are still within the blot, staying within it's periphery.
Would be travelers into the spiral would find no clear tunnel into it. In some tunnels branching off of a few of the smaller alloprax towns and outposts in the underdark, a faintly glowing slime oozes from small patches of stone. Those that touch this slime can proceed through it, to others appearing to fade from existence. To them, they simply proceed down a tunnel, entering the mawdark spiral itself.

NOTABLE ALLOPRAX
As with most races, some individuals rise above the rest. While not always the greatest, or the worst, they are known.

Solae Jhanil: Archivist and current leader of a prominent cult among the alloprax, Solae has caught the attention of many as she attempts to rally her people to make good on an ancient pact that supposedly gave rise to the alloprax. While most shrug her off as insane, her intelligence and aptitude for divine magic are indisputable.

Xuldarinar
2013-10-28, 03:22 AM
ECTOXENE
Where tanar'ri and tiefling have cambions, the alloprax have ectoxenes. Horrors to behold, they are born as testaments to the alloprax's devotion to the far-realm. Frequently they are prominent members in alloprax cults, guards, and are even seen in political positions, though they are seldom put in the highest position of authority in any chain of command.


For more information on Ectoxenes, Click Here: (*) (http://www.giantitp.com/forums/showthread.php?t=311409)

GNAIIH'R'LUH
While deities hold little place in alloprax society, frequently do they prayer and praise to one called Gnaiih'r'luh, the hidden father.

Gnaiih'r'luh is an advanced hupadgh'hlirgh. For information on hupadgh'hlirghi, Click Here: (*) (http://www.giantitp.com/forums/showthread.php?t=334192)

123456789blaaa
2013-11-09, 08:59 PM
It might be interesting to try and do a Far Realm counterpart to the Infernal (http://www.d20srd.org/srd/epic/monsters/abomination.htm) (either scroll down or Ctrl+F). Infernals are the spawn of gods and fiends (so a special type of Half-Fiend). Just replace "fiend" with "farspawn".

Xuldarinar
2013-11-09, 09:10 PM
It might be interesting to try and do a Far Realm counterpart to the Infernal (http://www.d20srd.org/srd/epic/monsters/abomination.htm) (either scroll down or Ctrl+F). Infernals are the spawn of gods and fiends (so a special type of Half-Fiend). Just replace "fiend" with "farspawn".

Im quite familiar with the creatures and have entertained the idea myself. Certainly at some point, perhaps even in the near future, I may create such a creature. Some questions then follow. How to approach it, and do I tie it to the alloprax? If I do tie it to them, then it turns to how.

123456789blaaa
2013-11-23, 10:48 PM
Im quite familiar with the creatures and have entertained the idea myself. Certainly at some point, perhaps even in the near future, I may create such a creature. Some questions then follow. How to approach it, and do I tie it to the alloprax? If I do tie it to them, then it turns to how.

Hmm...looking at it, some unforeseen issues pop up. "Farspawn" aren't detailed at all which presents a problem when converting some abilities. For example, Infernals can summon balors or Pit Fiends. There is no Farspawn counterpart for those so they'd have to be homebrewed from scratch.

Xuldarinar
2013-11-23, 10:52 PM
Granted. Looking at existing beings that would be considered far-spawn, we can certainly guess at what they would be like, the outsiders hailing from the far-realm.

One could certainly re-fluff a number of outsiders to be far-realm entities, tweaking abilities as appropriate.

Xuldarinar
2014-01-16, 08:06 AM
In the end, I suppose I'll always return to this homebrew. Gotta pose that ever important question: What is missing? I cannot help but feel there is just something this needs.

Mighty_Chicken
2014-01-16, 10:57 AM
I loved the Mawdark Spiral, and the class features are quite clever. But though I like the concept of a far realm touched race, I don't feel like playing it. Maybe it's because I was never into the planetouched? Or maybe I'm a cheesy guy who wants more cheesy aberrant traits? Aberrant feats never felt enough for me.

The race is good too, I just don't understand why being an humanoid is enough to drop the LA to 0.

Xuldarinar
2014-01-16, 12:32 PM
I loved the Mawdark Spiral, and the class features are quite clever. But though I like the concept of a far realm touched race, I don't feel like playing it. Maybe it's because I was never into the planetouched? Or maybe I'm a cheesy guy who wants more cheesy aberrant traits? Aberrant feats never felt enough for me.

The race is good too, I just don't understand why being an humanoid is enough to drop the LA to 0.

Im glad you like it, tough its not something you'd necissarily play.

I was never entirely sure on that either but its consistant with tiefling and aasimar so..

Anachronity
2014-01-21, 10:35 PM
blindSIGHT??? to 60 feet?!?

I wouldn't make the range on that more than 5 or 10 feet, seriously. Read the rules on blindsight, it basically makes hide, invisibility, illusions, concealment of any kind, or really any visual effect not matter.

Xuldarinar
2014-01-21, 11:32 PM
blindSIGHT??? to 60 feet?!?

I wouldn't make the range on that more than 5 or 10 feet, seriously. Read the rules on blindsight, it basically makes hide, invisibility, illusions, concealment of any kind, or really any visual effect not matter.

Im well aware of the rules for blindsight. A hold over from the template ised as a reference in all honesty. Curious, your among the first to make a big deal of this element.

For the sake of it, I've downgraded it to blindsense.