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. It’s 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.
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. It’s 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.