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Realms of Chaos
2008-03-20, 09:41 PM
Blasphemous Preacher

“They have watched us for as long as we have watched them. I work only towards unity. Is that really so wrong?”
-Tereck Sivnil, Blasphemous Preacher

At the edge of existence rests a place of absolute madness and flux. This place, remarked only by those of dubious and scholarly intention, has been named, quite aptly, the far realm. Throughout the ages, those in our world have sought to pierce into the far realm and those in the far realm have sought to consume our world. A few rare individuals have seen method in madness, seeing the far realms as the eventual fate of our multiverse, which is itself an anomaly within the far realm. The far realms will eventually reclaim us. When that happens, somebody has to be ready. In come the Blasphemous Preachers, obtainers of forbidden and blasphemous secrets and rites, doomsayers to our entire multiverse. Although their intentions may not be ill, these preachers welcome madness into our world, speeding the consumption of all things sane.
Adventures: There are plenty of Reasons for a Blasphemous Preacher to adventure. Many adventure to discover lost lore referring to the far realms so that they may learn more about that enigmatic realm. Whether they wish to speed or slow the consumption of our world, they actively adventure for means by which to do so. Other Blasphemous Preachers use their strength to obtain power, adventuring to gain more of that commodity. Others still adventure to spread their warnings, viewing themselves as an actual preacher of sorts. Of course, as the Blasphemous Preacher rarely brings anything other than chaos with them, many “adventures” may be as simple as running for ones life from angry mob after angry mob.
Characteristics: Unlike the preachers that they may claim to be, Blasphemous Preachers have nothing to do with the divine. As they become more powerful, they work to ascend towards a form more compatible with the far realms (either by accident or by design). For power, they manifest spell-like abilities by causing minor rifts into the far realm. Furthermore, they can reveal terrible secrets or call creatures from beyond the plane to aid them. When they become sufficiently strong, Blasphemous Preachers can call upon beings completely beyond the realms of existence as we know it, vestiges.
Alignment: Although one might assume that all Blasphemous Preachers must be evil. Although that is unfortunately a good rule of thumb, this need not be so. In fact, there are no restrictions on alignment. Evil Blasphemous Preachers do what they do either to obtain more power or to speed the destruction of a world they care nothing for. Good Blasphemous Preachers, on the other hand, may try to stave off the consumption of the multiverse for as long as possible (even though it is going to happen eventually) or warn others of the impending danger so that they might prepare themselves (or at least let them think they can prepare themselves to give them peace of mind). Lawful Blasphemous Preachers believe that the consumption of the multiverse is a natural phenomenon, acting accordingly to this belief. Meanwhile, Chaotic Blasphemous Preachers rage against this precept, committing great deeds (or great atrocities) in the process.
Religion: Blasphemous Preachers have an interesting relationship with established religion. For one thing, they are universally hated by just about every religion out there (with the exceptions being particularly nihilistic cults such as that of Thurzidun). Blasphemous Preachers, however, realize that many good sources of lore and secrets may be found in temple libraries. Furthermore, neutral and good Blasphemous Preachers generally accept that having a higher power upon which to rely is a generally good thing. Keeping in mind that those higher powers will be consumed as well, however, Blasphemous Preachers are, almost without exception, atheists.
Background: The path of a Blasphemous Preacher begins the moment that they learn of the far realm. When a potential preacher realizes that its consumption of the multiverse is inevitable, they may begin their path in earnest. They begin to horde as many pieces of lore about the far realm as they can and begin to apply this knowledge, using essence from the far realm to protect themselves or harm others.
There are tales of a few individuals who were simply born with the potential to become Blasphemous Preachers, whether from dubious ancestry or planar phenomenon. In these cases, the knowledge that many Blasphemous Preachers seek is within them when they are born. Their learning of the far realm simply activates their latent powers. Further experience in the world merely unlocks more of their dormant strength and ancestral knowledge.
Races: Among races, no particular race produces more Blasphemous Preachers. Any civilized race with repositories of forbidden lore may come across the path completely by accident while savage races have greater frequency of those simply born with the gift. A Blasphemous Preacher can come from almost anywhere.
Other Classes: A Blasphemous Preacher has a hard time working with divine casters, who (all but) universally hate their doctrine. Furthermore, Blasphemous Preachers have a hard time working with others who have weak will saves, knowing that their blasphemous secrets are just as likely to take out a friend as a foe. Blasphemous Preachers generally get along best with monks and barbarians, who are less likely to judge them and stand a chance at escaping the detrimental effects of their blasphemous secrets. When a Blasphemous Preacher makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment.
Role: A Blasphemous Preacher does not readily fit into most roles. Their most noticeable feature is their spellcasting, coupled with their ability to cripple the minds of those around them. Through a combination of their spellcasting, mental destruction, and summoning capabilities, they often make fine battlefield controller. However, depending on their choice in spell-like abilities, a blasphemous preacher could just as easily become an expert healer.

Game Rule Information
Blasphemous Preachers have the following game statistics
Abilities: Wisdom increases the potency of a Blasphemous Preacher’s blasphemous secrets and increases the degree to which the far realm protects them from harm. However, charisma makes your spell-like abilities more virulent and aids you in your summoning of vestiges. Without proficiency in armor, Dexterity and Constitution are also important.
Alignment: Any
Hit Die: d6


Level BAB Fort Ref Will Special Maximum Vestige level Maximum Spell level
1 +0 +2 +2 +2 Invoke Breach, Unnatural Air, Blasphemous Secrets (Whisper Blasphemy) - 1st
2 +1 +3 +3 +3 Clarity In Madness, Call From Beyond - 1st
3 +1 +3 +3 +3 Abberation of Flesh, +1 Natural Armor - 1st
4 +2 +4 +4 +4 Soul Binding (1 vestige) 1st 1st
5 +2 +4 +4 +4 Blasphemous Secrets (Mutter Blasphemy) 1st 2nd
6 +3 +5 +5 +5 Beyond Mortal Ken 1st 2nd
7 +3 +5 +5 +5 Abberant Sight (darkvision) 2nd 3rd
8 +4 +6 +6 +6 Pact Augmentation (1 ability) 2nd 3rd
9 +4 +6 +6 +6 Blasphemous Secrets (Assert Blasphemy) 2nd 4th
10 +5 +7 +7 +7 Beyond Mortal Ken 3rd 4th
11 +5 +7 +7 +7 +2 Natural Armor 3rd 5th
12 +6/+1 +8 +8 +8 Suppress Sign 3rd 5th
13 +6/+1 +8 +8 +8 Blasphemous Secrets (Declare Blasphemy) 4th 6th
14 +7/+2 +9 +9 +9 Beyond Mortal Ken 4th 6th
15 +7/+2 +9 +9 +9 Abberant Sight (blindsight) 4th 7th
16 +8/+3 +10 +10 +10 Pact Augmentation (2 abilities) 5th 7th
17 +8/+3 +10 +10 +10 Blasphemous Secrets (Bellow Blasphemy) 5th 8th
18 +9/+4 +11 +11 +11 Beyond Mortal Ken 5th 8th
19 +9/+4 +11 +11 +11 Impossibility Realized, +3 natural armor 6th 9th
20 +10/+5 +12 +12 +12 Ascendance, Soul Binding (2 vestiges) 6th 9th


Class Skills
The Blasphemous Preacher’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features:
All of the following are class features of the Blasphemous Preacher.

Weapon and Armor Proficiency: Blasphemous Preachers are proficient with all simple weapons but with no armor or shields.

Invoke Breach (Sp): Instead of casting spells in the traditional sense, a Blasphemous Preacher opens minor breaches into the Far Realms, shaping the flow of chaotic energies into the desired effect. A Blasphemous Preacher begins play with access to one 1st-level spell and three 0-level spells. These spells may be chosen from both the cleric spell list and the sorcerer/wizard spell list. You may also select any cerebrotic spell as if you possessed the Cerebrosis feat (Dragon #330). If one spell appears on both spell lists under different spell levels, use the lower spell level.
With each additional level, you gain knowledge of an additional spell of a spell level up to the maximum listed on the table above. Each spell known may be cast once per day as a spell-like ability. A single spell may be selected twice, allowing it to be used once per encounter.
Due to the unique way in which you manifest your magic, it behaves slightly differently from normal. First of all, your spell-like abilities may not be dispelled. Secondly, unless you are within the Far Realms or a Cerebral Blot (see below), you may not use your spell-like abilities in any circumstance in which you would be unable to utilize extradimensional travel. Lastly, all spell-like abilities have their casting time increased to 1 full-round action unless it was originally longer.
Each day, in order to reclaim your allotment of spell-like abilities, you must spend 1 hour in meditation. Like other spellcasters, you must also have 8 hours of rest ahead of time.
The save DC for your spell-like abilities equals 10 + spell level + charisma modifier. Although you do not “cast spells” in a traditional sense, your caster level is equal to your class level.

Unnatural Air (Ex): A Blasphemous Preacher offers a distinct sense of wrongness to all who are around them. All creatures within 30 feet of one are rendered apprehensive and uneasy. Furthermore, if a Blasphemous Preacher is either in the area of or becomes the target of a divination spell, the caster must make a will save (DC 10 + class level) or become shaken for 1 round.
Furthermore, although the Blasphemous Preacher may never seem to move, attacks against them seem doomed to failure. While the Blasphemous Preacher is conscious, they add their Wisdom bonus (if any) as a bonus to their AC.

Blasphemous Secrets (Su): There are some secrets that we are simply not meant to know. Blasphemous Preachers may pronounce these secrets to the world around them as a full-round action, wrecking the minds of all who hear within 30 feet.
The Blasphemous Preacher may perform this ability at will, but they may only do so safely a number of times each day equal to 3 + Wisdom modifier. For each use beyond this, the Blasphemous Preacher takes 2 points of wisdom damage. If The Blasphemous Preacher is somehow immune to wisdom damage, they may not use this ability beyond its normal limit.
The saving throw DC to resist a blasphemous secret is 10 + 1/2 class level + Wisdom modifier. However, the secrets that a Blasphemous Preacher pronounces are insidious, able to wear down even the most indomitable will. For each use beyond the first within a single encounter, the Save DC is increased by +1.
Blasphemous Preachers are not exempt from making a saving throw to resist the effect of their own blasphemous secret, but receive a +4 bonus on all saving throws made to resist the effects of any blasphemous secret, regardless of whether it was them using it. Even depriving themselves of their sense of hearing does not exempt them from the saving throw when using their blasphemous secrets, although doing so grants an additional +2 bonus to their saving throw and protects them completely from the blasphemous secrets of others.
All blasphemous secrets are language-dependant, mind-affecting abilities.
Whisper Blasphemy: Starting at 1st level, a Blasphemous Preacher may utter a minor secret. All creatures within range must make a will save or be dazed for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). Dazed creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Mutter Blasphemy: Starting at 5th level, a Blasphemous Preacher may utter a lesser secret. All creatures within range must make a will save or fly into a bloodthirsty rage for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). While in such a state, creatures gain a +2 bonus to their Strength and Constitution stores and a –2 penalty to their AC and must attack the closest living creature each round. Enraged creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Assert Blasphemy: Starting at 9th level, a Blasphemous Preacher may utter a truly blasphemous secret. All creatures within range must make a will save or become panicked for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). Panicked creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Declare Blasphemy: Starting at 13th level, a Blasphemous Preacher may utter a greater secret. All creatures within range must make a will save or become confused (as the spell) for a number of rounds equal to your Wisdom modifier +1 (minimum 1 round). Confused creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Bellow Blasphemy: Starting at 17th level, you may utter a dark secret. All creatures within range must make a will save or fall comatose for a number of rounds equal to your Wisdom Modifier + 1 (minimum 1 round) comatose creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.

Clarity In Madness (Ex): Starting at 2nd level, the madness a Blasphemous Preacher pursues begins to wear away at their mind. They take a penalty equal to half of their class level to all wisdom-based skill checks and will saves.
However, with this madness comes true clarity. Once every ten rounds, as an immediate action, the Preacher may instead gain a bonus of equal size to all wisdom-based skill checks, will saves, and to their AC for 1 round.

Call from Beyond (Su): Starting at 2nd level, a Blasphemous Preacher can call creatures directly from the Far Realm. Once per day per two class levels, a Blasphemous Preacher may call any number of creatures, as long as neither their summed HD nor their summed CR exceeds half of your class level. All creatures called gain the pseudonatural template (see next post) and last for up to one hour or until they are slain or dismissed. All creatures summoned are under the mental control of the Blasphemous Preacher. If the Blasphemous Preacher uses this ability while creatures from a previous call from beyond are still present, all creatures from the previous call from beyond are dismissed. Symbionts may not be called in this way. Using this ability takes a full-round action that provokes an attack of opportunity. This is treated as a conjuration effect of the summoning subschool.
All beings within 100 feet who witness the summoning of a pseudonatural creature in this way through their sense of sight are shaken for 1 round. If at least one of the called the pseudonatural creatures' CRs exceeds that of a witness, the witness must make a will save (DC 10 + 1/2 level + the Blasphemous Speaker's Cha modifier) or be paralyzed with fear for 1 round. Creatures summoned in this way do not act on the turn they are summoned but act directly after the Blasphemous Speaker on subsequent rounds.

Natural Armor (Ex): Starting at 3rd level, a Blasphemous Preacher’s skin begins to harden and calcify. They gain a +1 bonus to their natural armor. At 11th level, this bonus increases to +2. At 19th level, the bonus increases to +3.

Abberation of Flesh (Ex): At 3rd level, A Blasphemous Preacher may create create a polyp of far realms energy within themselves, which manifests as an individual but symbiotic creature. The creation process requires a ritual that takes 24 hours and costs 100 gp in materials. The polyp may manifest itself in a variety of ways, each imitating the effect of a symbiont found in our world. The type of symbiont available to them is dependant upon their level. All choices from lower levels, however, are available to a higher-level Blasphemous Preacher.
At any time, the Blasphemous Preacher may create a new symbiont by destroying the old one and repeating the ritual. If their symbiont is unwillingly destroyed, the Blasphemous Preacher must wait 30 days before repeating the ritual.
So long as a Blasphemous Preacher possesses an Abberation of Flesh, they gain a -2 penalty on diplomacy, gather information, and perform checks checks, a +2 bonus on intimidate checks, and a +2 bonus on saving throws made against cerebrotic spells or against the spells and abilities of creatures native to the far realm.


Level Symbionts
3 Breed Leech(MoE), Crawling Gauntlet(MoE), Throwing Scarab(MoE)
5 Storm Stalk(MoE), Winter Cyst(MoE), Gutworm(FF)
10 Shadow Sibling(MoE), Tentacle Whip(ECS), Psionic Sinew(FF)
15 Tongue worm(ECS), Cerebral Hood(FF)
20 Living Breastplate*(ECS), Mind Leech(FF)

*A Blasphemous Preacher gains proficiency with any living breastplate that they form.
MoE= Magic of Ebberon
ECS= Ebberon Campaign Setting
FF= Fiend Folio

Bind Vestige (Su): Through special methods normally reserved for binders, a Blasphemous Preacher can contact a vestige and make a pact with it. At 4th level, a Blasphemous Preacher can make a pact with one vestige at a time. At 20th level, a Blasphemous Preacher can maintain two pacts simultaneously. They must complete the summoning and binding process with each separately, so each has its normal chance to influence the Blasphemous Preacher. The Blasphemous Preacher displays the physical sign of binding for each one. The Blasphemous Preacher’s effective binder level, or EBL, determines the maximum level of vestige they can summon, as well as all other functions related to binding vestiges. This value equals the Blasphemous Preacher’s class level. If the vestige they are trying to contact is of a higher level than their indicated maximum, they cannot summon it.
To contact a vestige, a Blasphemous Preacher must draw its unique seal visibly on a surface, making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency. A vestige might also have other requirements for contact.
Once the seal is drawn, the Blasphemous Preacher may perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, they must touch the seal and call out to the vestige using both its name and its title. The ritual fails if the Blasphemous Preacher cannot be heard. Otherwise, a manifestation of the vestige appears in the seal’s space as soon as they finish the ritual. Unlike with binders, who merely call forth a figment, your skill at piercing the fabric of reality allows you to call forth a small bit of its essence (which manifests in the normal manner). Although the essence may not harm others, all who can see it must make a will save (DC= 10 + 1/2 EBL + Blasphemous Preacher’s Cha modifier) or become shaken for as long as they remain in sight. The summoned essence ignores everyone but the Blasphemous Preacher. If they fail to address it within 1 round, it disappears. The vestige speaks in whatever language they used to call it.
To make a pact with their summoned vestige, the Blasphemous Preacher may make a binding check (1d20 + EBL + Blasphemous Preacher’s Cha modifier). If they are shaken by their summoned vestige, they take a –2 penalty on this roll. This process requires 1 minute and they may not make a rushed check. As a bit of the summoned vestige’s essence is summoned, this process can be interrupted if the essence is damaged too badly. The essence is treated as having hit points equal to 5 x EBL, an AC equal to 10 + EBL, and the incorporeal subtype. If it is “slain” during the minute that it takes to form the pact, the attempt is ruined and must be repeated from scratch. The Blasphemous Preacher must make your pact alone; others cannot aid them in any way.
Whether the binding check succeeds or fails, the Blasphemous Preacher gain the power granted by the vestige for 24 hours. During that time, they cannot rid yourself of the vestige unless they possess the expel vestige feat. Success or failure does, however, determine other aspects of the pact. If they fail their binding check, the vestige influences their personality and your actions, and the Blasphemous Preacher is said to have made a bad pact If their binding check is successful, the vestige has no control over their actions and does not influence their personality. In this case, the Blasphemous Preacher is said to have made a good pact.
When under the influence of a vestige, a Blasphemous Preacher must adhere to its requirements to the best of their ability. If they are conscious and free-willed, and they encounter a situation in which they cannot or will not refrain from a prohibited action or perform a required one, they take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves them. If the Blasphemous Preacher is influenced by more than one vestige, they must act according to all influences. If they fail to fulfill the requirements of multiple vestiges or disobey a single vestige multiple times, the penalties stack.
As long as the Blasphemous Preacher is bound to a vestige, they manifest a specific physical sign of its presence. This sign is real, not an illusory or shapechanging effect, and someone using True seeing perceives it just as it is. The Blasphemous Preacher can hide a sign by mundane or magical means without penalty, or prevent it from appearing at all if they possess the suppress sign ability.
Vestiges are bound to the Blasphemous Preacher’s soul by the pact. They cannot be targeted or expelled by any means except the expel vestige feat, nor can they be suppressed except by an antimagic field or similar effect.
The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 EBL + Blasphemous Preacher’s Cha modifier.
Although vestiges lend a smaller amount of power to Blasphemous Preachers than to binders, they may press their powers further. All granted abilities usually usable once every 5 rounds is available only once per encounter. However, if you have made a good pact with a vestige, you may turn that pact into a bad pact as a full round action in order to use all such abilities at will for 10 rounds or until the end of the encounter, which ever comes first.

Beyond Mortal Ken (Ex): Starting at 6th level, the Blasphemous Preacher begins the long process of ascension. Sustained by power best left to the imagination, the Blasphemous Preacher no longer needs to sleep or eat.
At 10th level, the Blasphemous Preacher’s skin becomes all but impenetrable for mundane weapons, gaining magic damage reduction equal to half of their class level.
At 14th level, the Blasphemous Preacher’s flesh allows spells to slide off, granting them Spell Resistance equal to their class level + 10.
At 18th level, the Blasphemous Preacher’s body seems to stop aging. They no longer take ability penalties for aging and cannot be magically aged. Ability score bonuses from aging still accrue, and any penalties the Blasphemous Preacher might have already taken remain in place. A Blasphemous Preacher is stolen away by horrible entitites when their time is up, and they are never seen again.

Abberant Sight (Ex): Starting at 7th level, the Blasphemous Preacher’s senses extend in unnatural ways. They gain darkvision out to 60 feet, or the range of their preexisting darkvision is extended by another 60 feet.
At 15th level, the Blasphemous Preacher gains blindsight out to 60 feet. If they already possessed blindsight or gain it later on, use the higher of the two values.

Pact Augmentation (Su): Beginning at 8th level, the Blasphemous Preacher can draw additional power from the vestiges they bind. As long as they are bound to at least one vestige, they can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability. At 16th level, you can make a second selection. You may choose the same ability multiple times, and their effects stack.

Pact Augmentation Abilities:
+1 hit point/class level
Energy Resistance 10 (acid, cold, electricity, fire, or sonic)
+2 insight bonus on saving throws
+2 insight bonus to Armor Class
+2 enhancement to one ability score
You form an additional symbiont that you are capable of making, except that it takes no time or money to create and that it lasts for 24 hours.
You gain two tentacle attacks, which may be used to deliver primary or secondary attacks. Each deals damage and possesses reach as indicated by its size*.


*tentacle damage and reach by size

Size Tentacle Damage Reach with Tentacles
Fine 1 0 ft.
Diminutive 1 0 ft.
Tiny 1d2 0 ft.
Small 1d3 5 ft.
Medium 1d4 5 ft.
Large 1d6 10 ft.
Huge 1d8 15 ft.
Gargantuan 2d6 20 ft.
Colossal 3d6 30 ft.

Suppress Sign (Ex): At 12th level and higher, when a Blasphemous Preacher makes a good pact, they can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. They can suppress or reveal the sign at will as a swift action. With a poor pact, the Blasphemous Preacher gains the powers of the vestige, but they cannot suppress its sign. They must show it for the duration of the pact and are influenced by it as normal.

Impossibility Realized (Sp): Starting at 19th level, a Blasphemous Preacher can cause a tear between their world of defined probability and the far realms of infinite possibilities, allowing anything to happen. This ability imitates the miracle spell, except that each use costs 10,000 XP, the request is never refused, and no material component is ever required. This ability may be used at will.

Alien Transcendance: At 20th level, a Blasphemous Preacher’s goal has been realized as they transform into a creature from beyond the stars. The Blasphemous Preacher gains the Half-Farspawn template. They do not, however, gain the spell-like abilities or natural armor usually granted by that template.
Furthermore, you may tear open holes into the far realms, altering the surrounding terrain through the creation of a cerebrotic blot (Dragon #330). In order to do so, you must spend 8 hours each day for one week working to create a cerebrotic core, during which time you may only engage in light activity. After completing this task, the cerebrotic periphery and cerebrotic marrow form over the next week and are populated over the week after. Such a cerebrotic blot forms over a 1-mile radius and possesses four foci.

Cerebrotic Blots, simplified:
Cerebrotic Blot: where far realm touches the world and stains reality
Cerebrotic Periphery: periphery of cerebrotic blot. Geometry and landscape are warped over time. Boundary can be identified by spot check. Feeling of wrongness recognized with Wisdom check. Corrupted dreams deal wisdom damage. Creatures encountered are maddened.
Cerebrotic Marrow: “center” of cerebrotic blot. The material plane reacts to cerebrotic blot by pulling the most corrupted area “inwards”. Walking across a cerebrotic blot, you will normally only see the cerebrotic periphery. You can only reach this place by passing through cerebrotic foci that act as “chokepoints”. In the area, tremors occur once per day, viscous amoebic rain provides penalties. Rage can break out spontaneously and magical healing can cause corruption of form.
Cerebrotic Core: the point where the far realm touches the world.
Cerebrosis: Far realms magic. It can normally only be learned if you gain the cerebrosis feat, which you can only gain access to through a special rite called the ritual of the blot (or something like that). Practitioners of this magic are called cerebrants. Each spell in this category can be escalated for greater effect but doing so runs the risk of the spell backfiring against you.

Realms of Chaos
2008-03-20, 09:52 PM
My pseudonatural template. This is something that I made over on the Alienist Modifications thread as a way to account for as many different images of a pseudonatural creature as possible. Feel free to use the original template instead if you do so desire.

Creating a Pseudonatural Creature:
"Pseudonatural" is an acquired template that can be added to any living creature.
A pseudonatural creature uses all the base creature's statistics and abilities except as noted here. Even though the creature's type changes, do not recalculate Hit Dice, base attack bonus, or skill points
Size and Type: The creature's type changes to outsider. Size is unchanged.
Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following attacks.
Abberant Assault (Su): As a full-round, a pseudonatural creature may use their alien essence to warp the universe to their advantage. This ability imitates the effect of any 1st level spell from the cleric list or wizard/sorcerer list with a casting time of one standard action or less. For all purposes, the caster level equals the pseudonatural creature's HD. In addition, the use of this ability momentarily reveals a form more fitting to the pseudonatural creature's alien nature. Upon using this ability, other creatures receive a -2 morale penalty on their attack rolls against the pseudonatural creature for 1 round. This ability may only be used once per encounter and only while in an encounter. If a pseudonatural creature possesses fewer than 1 HD, it imitates a 0 level spell instead.
Unnatural attack: As a full-round action, a pseudonatural creature may make a melee touch attack or automatically target a foe within 20 feet. The target of the mystery either takes 1 point of ability damage/4 levels to an ability score of the pseudonatural creature's choice, is knocked prone, is renderered sickened or shaken for 1d4 rounds, or is confused (as the spell) for 1 round. If the pseudonatural creature did not make an attack against its foe, the target may attempt a fortitude save (DC 10 + 1/2 HD) to negate the effect. Different uses of this ability may be used with each attempt. Once a creature has been hit by this ability or fails their saving throw, they are immune to this ability for 24 hours.
Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains thte following special qualities.
Alien Nature: Pseudonatural creatures defy most forms of classification, even if they resemble familiar creatures. For effects that target creatures of a specific race, type, or subtype, there is a 50% chance that it fails to affect the pseudonatural creature.
Impossible Geometry: Although pseudonatural creatures can exist in the cosmology, they do so through geometry that makes little or no sense. All attacks made against a pseudonatural creature have a 20% miss chance. Furthermore, pseudonatural creatures cannot be flanked and have a 50% chance to negate extra damage from sneak attack or critical hits.
Material Vulnerability: pseudonatural creatures and the material plane around them are in constant struggle with each other. The pseudonatural creature is fatigued for as long as they remain and suffer the penalties of starvation even if they eat.
Abilities: Same as base creature, but Intelligence is at least 3
Environment: Any land or underground.
CR: +1

Level20Commoner
2008-03-22, 04:03 AM
Other Classes: A Blasphemous Preacher has a hard time working with divine casters, who (all but) universally hate their doctrine.


Don't be so sure. Aboleth, Beholder, Cloaker, Ethergaunt, Intellect Devourer, Kaorti, Mind Flayer, Moon Beast, Moon Calf, Psurlon, Spell Weaver, and Tsochari priests will probably have no problem joining forces with you. Seriously though, quite an interesting class. Kind of a 4th version of dark speech/words of creation/truenaming mixed in with Alienist, Binder, and Shadowcaster features. It is very nice indeed to be able to defy the gods themselves by turning your adulation and worship to another 'great power' entirely. I cannot really speak to the balance (seems a little too powerful) issues, but I think the constant penalty to wisdom-based checks ability may make things kosher. Thank you for posting your class idea.

Demented
2008-03-22, 07:57 AM
Incredible.
Mixing up so many casting classes together like that is definitely capable of driving someone mad! :smallbiggrin:


Having pseudonatural creatures starve might be worse than it appears. Non-lethal damage from starvation can't be healed unless you eat. Since they can't eat, that means they're ticking time away until they fall unconscious. Intended, or lacking an exemption?

appending_doom
2008-03-22, 08:10 AM
I'm fairly certain it's intentional. Pseudonatural creatures cannot survive easily on the Material plane, unless they

1 - find a way to shield themselves from its effects (planar bubble, for example), or
2 - create a connection to the Far Realms (cerebotic blot, e.g.)

Otherwise, these things would be running around all the time.

Realms of Chaos
2008-03-22, 09:32 AM
As for their universally hated doctrine, yeah, it's universally hated. Even a beholder or mindflayer doesn't want to go so far as to completely destroy all of existance (it would destroy them and all of their minions as well). Good aligned priests may heed some of your advice if you are (or appear to be) good aligned but they still want to keep you at arms length even in that situation. Mind you, koarti would probably appreciate your goals (if you're evil) and may even work side by side with you for a while. Make no mistake about their intention to transform you at the first sign of weakness, however.

As for the material vulnerability, note that starvation deals damage each hour and that your summoned creatures only last 1 hour. In short, they don't stay around long enough to take so much as a single point of nonlethal damage.

Also, I am willing to reduce the hit dice to a d4, if such is the general consensus of the boards. Although it seems logical, I am also willing to take away the option to gain spell-like abilities at will if chosen a 3rd time (if some of you think that, for instance, casting heal at will at 15th level is a real issues).

Edit: what am I talking about?! I should've made that edit to spell-like abilities long ago. The change has been made.

Guyr Adamantine
2008-03-22, 12:28 PM
At first I was ready to smack you you in the face for bringing such an overpowered spawn upon this world, despite my innate love for squirming tentacles and such madness.

But then I was enlightened.

The casting sucks (Hard:smallyuk: ), the binding is hampered (But oh my, so flavorful!:smallbiggrin: ) and abilities are dangerous for your friendly adventurers:smallredface:. Good Balancing for a complete breakfast.

But that doesn't mean its finished, though! Summon Monster once per level may be too much. Half that could help.
(By the way, did I read the Material Vulnerability special quality? I really have to summon fatigued monsters?)
Bellow Blasphemy is pretty freaky in my taste.
Form Symbiont isn't ''core'' to the class concept, so you could throw it out.
(Be aware, I only mean it could your scapegoat to balance it more more. I like symbionts.)

Personally, I would drop Spellcasting in favor of Binding, but that's a mere taste issue.

I like it.

Realms of Chaos
2008-03-22, 01:17 PM
I intend to keep the casting so that it mimics the spell-like abilities one would normally gain through the half-farspawn template.

I guess I will halve the number of uses for the summoning. That really isn't a problem with me. You do, however, summon fatigued creatures. balancing the fatigued condition against the other goodies you are giving your summoned creature, however, it doesn't seem like a big deal.

I am willing to remove the symbiont ability but i want to hear what others have to say on the matter before i take such an action.

The class is balanced (I think), just in ways people aren't used to seeing. :smallbiggrin:

Guyr Adamantine
2008-03-22, 07:30 PM
The class is balanced (I think), just in ways people aren't used to seeing.
I think so. I merely wanted to point out possible modifications.

Primal Fury
2008-03-24, 08:25 AM
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!:smallyuk:
nah! i'm kiddin this is real nice! and i see how you tweaked unnatural air, seems alot better now. i like the addition of vestiges, and the spell-like abilities the way they mimic the half-farspawns. and everything looks to be in order. except for ONE little typo... i think its Beyond Motral Ken, not Kin. and i guess the symbionts fit... though... that makes them more like the Daeylker (sp?) doesnt it?

Kudos my friend, kudos. :smallbiggrin:

Sidenote: and could you explain the whole Cerebrosis thing? i have no idea what that is.

Realms of Chaos
2008-03-24, 10:23 AM
Primal Fury, I was wondering why you were taking so long to reply. :smallbiggrin:

I changed kin to ken (thanks for catching that).

Also, I slightly modified the flavor of the symbionts so that you are creating a polyp of the far realms within yourself that merely mimics a symbiont.

Primal Fury
2008-03-24, 01:14 PM
theres another thing, about call from beyond, what about the +1 to CR that the creature gaining the pseudonatural template recieves? does that allow the CR to exceed the maximum?

and is there a way i can find that particular article on the Far Realm? i want to know more about this Cerebrocis thing

EDIT: okay, i found the magazine with that article so thats cool, but i have another question. what about the 0 level spells? how often can they use those? or are they at will?

Realms of Chaos
2008-03-24, 04:56 PM
The limitations of spell-like abilities per day works for all spells in the exact same way. 1/day if selected once, 3/day is selected twice, and one more time per day for each time beyond that (I might change that to twice more per day for each additional time taken to simplify things).

With call from beyond, The CR does indeed push it over the edge. You choose weak creatures whose CR/HD don't exceed 1/2 of your class level and then you plop on the template. Of course, this is a matter of logic. If this were not true, for example, you would be restricted to summoning CR 0 creatures at 2nd level, which don't exist.

Bookmen
2008-03-25, 01:08 AM
Realms of Chaos please tell me you have read H.P. Lovecraft.
Because your class has many of the same ideas that are central in his works and you did it wonderfully.:smallsmile:
In case you don't know who he is it is his stories that inspired the creation of Mindflayers, the Far Realm, and Aberrations as a whole.

Realms of Chaos
2008-03-25, 10:03 AM
Who's H.P. Lovecraft?
I mean, you make it clear that he's a writer (and probably a horror writer) but is he the old Stephen King or something?

Inigo Montoya
2008-03-25, 10:07 AM
I love this class, and I'm putting it in a game my friend is running. You really need to read H.P. Lovecraft though. Start with "The Dunwhich Horror."

Edit: He was one of the insperations for Stephen King. Link to Wikipedia article. (http://en.wikipedia.org/wiki/H.P._Lovecraft)

Guyr Adamantine
2008-03-25, 10:12 AM
Who's H.P. Lovecraft?
I mean, you make it clear that he's a writer (and probably a horror writer) but is he the old Stephen King or something?

:eek:

I can't believe you said that! Not that you should be ashamed or anything, but this class screams so much Lovecraft I was convinced you were a fan.

Realms of Chaos
2008-03-25, 10:17 AM
Just joking. Of course I've read H.P. Lovecraft.

The Dunwitch Horror certainly freaked me out.


"Eh-ya-ya-ya-yahaah-e'yayayayaaaa...ngh'aaaaa...ngh'aaa...h'yuh...h'yu h...HELP! HELP!...ff-ff-ff-FATHER! FATHER! YOG-SOTHOTH!..."

The Thing on the Doorstep, however, managed to freak me out more.

Anyways, back to the class. :smallbiggrin:

MorkaisChosen
2008-03-25, 10:32 AM
You haven't read Lovecraft?

Gosh.

Reading this, it really looked like you had. Lovecraft is the guy who invented Cthulhu, who is the inspiration (read: creaturedirectly ripped off) for the appearance of the Mind Flayer.

In fact, ther're half-Farspawn in Lovecraft. I won't say which story I've seen them in, 'cause it spoils some suspense, but they're definitely there. And tentacular. Very tentacular.

Primal Fury
2008-03-25, 05:03 PM
i havent read as much Lovecraft as i feel like i should have. Lovecraft... such a strange name for someone who writes such horrifying (yet totally cool) literature. hm...

anyway, WHEN do we get to see this monstrocities epic levels? i know i'm not the only one who wants to see it!:smallbiggrin:

Realms of Chaos
2008-03-25, 08:40 PM
Why do I get the sudden feeling that people read that I didn't know who H.P. Lovecraft was and pressed the reply button on reflex instead of continuing to read down, in which case they would see in my previous post that I was joking (I actually own four books of his short stories).

As for epic advancement, this should do.


Class Level Special Maximum Vestige Level
21 - 6th
22 Bonus Feat 7th
23 - 7th
24 Pact Augmentation (3 abilities) 7th
25 Bonus Feat 8th
26 - 8th
27 +4 Natural Armor 8th
28 Bonus Feat 8th
29 - 8th
30 - 8th
31 Bonus Feat 8th
32 Pact Augmentation (4 abilities) 8th
33 - 8th
34 Bonus Feat 8th
35 +5 Natural Armor 8th
36 Soul Binding (3 Vestiges) 8th
37 Bonus Feat 8th
38 - 8th
39 - 8th
40 Pact Augmentation (5 abilities), Bonus Feat 8th

Epic Blasphemous Preacher:
Hit Die: d6
Skill points: 6 + Int modifier
Invoke Breach: At each level, you may select an additional spell-like ability. Your caster level is equal to your blasphemous preacher level. You may never gain access to epic spells.
Epic Blasphemous Preacher Feat List: Additional Magic Item Space, Armor Skin, Damage Reduction, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Will, Fast Healing, Great Charisma, Great Wisdom, Improved Spell Resistance, Polygot, Bind Additional Epic Vestige, Bind Additional Vestige, Bind Amun-her Khepeshef "Desecrated Scion", Bind Gaia, "Soul of the Land", Bind Tkhaluuljin "the Cephalopocalypse", Bind Zuriel "the Bronze God", and Epic Expel Vestige (http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080407a)


Pact Augmentation: At 24th level and every 8 levels afterwards, you gain access to an additional augmentation.
Natural Armor: At 27th level and every 8 levels afterwards, your natural armor increases by +1.
Soul Binding: At 36th level and every 16 levels afterwards, you may bind to one additional vestige.

P.S.: Morkais Chosen, when you reference to half-farspawn in H.P. lovecraft, are you talking about Wilbur Whately.:smallbiggrin:
Also, although less acknowledged, another direct ripoff would have to be the kuo-toa, some of whom apparently worship Dagon (shadow over innsmouth)

Primal Fury
2008-03-26, 08:45 AM
wow... just wow. this is without a doubt the best class i've seen yet on this, or any other forum. and its the only class i would ever play straight through without even thinking about a prestige class for.

i do have one concern though. while this may have a lot of built-in awsome-ness, what about making it even better with feats? i mean, i know theres feats that enhance spell-like abilities that could be useful here, but... i suppose thats left up to us then isnt it? kick ass:smallamused:

Realms of Chaos
2008-03-26, 10:40 AM
wow... just wow. this is without a doubt the best class i've seen yet on this, or any other forum. and its the only class i would ever play straight through without even thinking about a prestige class for.

Wow. That's about the highest praise that a class maker can get. :smallbiggrin:

As far as feats, this may be something to start you out with.

Enlarge Blaspheme
You can subject more people to the effects of your blasphemous secrets.
Prerequisites: Blasphemous secrets class feature
Benefits: Whenever you use your blasphemous secrets class feature, you may extend its range to 60 feet. Doing so reduces the save DC by 2, however.

Extra Calling
You can call creatures forth from beyond the stars with great frequency.
Prerequisites: Call from Beyond class feature
Benefits: You may use your call from beyond class feature one additional time each day.
Special: You may take this feat multiple times. Its effects stack.

Sensory Deprivation
To protect yourself, it is sometimes necessary to restrict your senses.
Benefits: As an immediate action, you may blind or deafen yourself. Each round, you may continue this condition by spending a swift action to do so.

Vestigial Castigation
Vestiges you call can protect themselves from those who attack them.
Prerequisites: Soul Binding class feature.
Benefits: Whenever a creature takes an offensive action against a vestige you are binding to, that creature takes 1 damage/binder level.


A couple of notes:
Although it may not seem like it, sensory deprivation plays two purposes, both deafening you while you utter blasphemous secrets to give you a +2 bonus and blinding you while you summon vestiges to prevent you from being shaken and taking that -2 penalty on your binding check.
Also, vestigial castigation can be taken by regular binders to deal with the shoot-first-ask-questions-never zealots.

Primal Fury
2008-03-26, 07:07 PM
awsome, hey a thought just occured to me. its about pseudonatural creatures. we know that they are subject to material vulnerability, but what if they are summoned within a cerebral blot?

Kellus
2008-03-26, 07:38 PM
Wow. This is really cool. Binding and spellcasting and Far Realms insanery all in one. Great work! I'm going to have to find a way to try this out! :smallsmile:

Realms of Chaos
2008-03-26, 11:02 PM
Well, although it would be possible to come up with variant rules concerning how pseudonatural creatures (and koarti, for that matter) deal with cerebral blots (and I fully encourage all DMs to take creative license with this), it may simply be easier to anounce that material vulnerability still works (a messed up material plane is still the material plane, after all) but that the cerebral core spawns pseudonatural creatures at a rate capable of keeping up with pseudonatural starvation. This seems to fit the nature of the far realms as a place where everything can be taken apart at any moment to make something else.

Finally made a change that has been needed for awhile. Now, if you select a spell more than once, you gain 2 additional daily uses each time (previously, you'd get 2 additional uses the second time you select is but only 1 additional use for each time after that).

MorkaisChosen
2008-03-27, 05:25 AM
Yes, I do mean Wilbur (and his brother, too).

Kuo-toa are nicked, Dagon is one of the Princes of the Abyss, too...

Bookmen
2008-03-28, 12:06 AM
Hey this isn't 100% related to the BlP but it is something to think about if a DM want to run a seriouse Cthulhu Mythos style game.

When a normal person (i.e. non-abberration/otherworldly being) sees one of the Otherworldly Beings they almost always take some kind of damage to their minds. Now I think that doing just Int and/or Wis damage doesn't really fit the way H.P. Lovecraft-ian stuff normally works/.

I mean I have seen plenty of people in H.P. Lovecraft-ian stories that after seeing one of the Otherworldly Beings beings are just as smart or just as wise. The only thing is that they are crazier.

In the Call of Cthulhu RPG game they had something for this. It was a Sanity Score. The way it worked ways that you any time you saw an Otherworldly Being you had to make a Sanity check. What happens next would depend on whether you succed or fail the check and what you are looking at.

If a DM really wants to create a great H.P. Lovecraft-ian game they should really add this in, imo.

MorkaisChosen
2008-03-28, 08:54 AM
Dark Heresy does a similar thing with Insanity and Corruption scores.

Primal Fury
2008-03-28, 09:14 AM
Actually Bookmen thats kinda cool, theres already a sanity mechanic at the d20srd site. but that could prove problematic. when using the Call From Beyond ability, in addition to effecting their own sanity (i think), a BP also effects their allies sanity, and could be blamed for them loosing it with all their summoning and what-not. so unless you REALLY want to use the sanity mechanic for flavor, i'd advise against it, seeing as how you might be responsible for your friends ending up in a mental institution, in addition to pissing them off.

and with your permission RoC, i would like to sig this thread for furture referance.:smallbiggrin:

Realms of Chaos
2008-03-28, 11:16 AM
Um, Heroes of Horror has its own set of Depravity/Corruption rules. I would have built some mechanics into the class but I didn't want to require the use of yet another source book and I wanted good blasphemous preachers to be a possibility. However, here is an alternate ability for those who want to use those taint mechanics.

Tainted Blasphemer
Your contact with creatures beyond the stars have tainted your mind and body, changing you drastically.
Class: Blasphemous Preacher
Level: 1st
Special Requirement: Evil Alignment
Replaces: Unnatural Air and Clarity in Madness
Benefits: You instantly gain 2 points of corruption and depravity. In addition, you gain 2 addition points of corruption and depravity whenever you take an additional level in Blasphemous Preacher. Furthermore, whenever you use your blasphemous secrets class feature, you gain 1 temporary point of corruption and depravity that lasts for 1 week.
Although you are definitely tainted, you are better able to resist outward sources of taint, gaining a bonus equal to 1/2 your class level on all saving throws made to resist accumulating taint. However, you may not be cured of taint by any means.
Any symptom of corruption that you gain may be replaced with internal corruption. If this replacement is made, the corruption becomes external under no circumstances, even while in a tainted area.
At the beginning of an encounter, your taint actively protects you as your corruption bolsters your body and your depravity shows you how to dodge. You gain a number of temporary hit points equal to 1/2 of your corruption score and an insight bonus to your AC equal to 1/2 of your depravity score. However, this state hinders your consciousness, rendering you capable of only taking one move or standard aciton each round. These bonuses last for 1 round if you suffer from mild taint, 3 rounds if you suffer from moderate taint, or 5 rounds if you suffer from severe taint.
Unlike others, you do not become a tainted reaver or tainted minion if your corruption and depravity scores drive you insane or kill you. Instead, when either taint score grows too high for you to handle, you appear to suffer the normal effects (insanity or death), only to be snatched away by otherworldly powers when you are next alone.
Although taint usually results from exposure to evil, taint gained through these means representative of the crystallization of one's own evil through exposure to unimaginable thoughts and creatures.

What I did:
Outside of his homeground (tainted areas), he looks like a complete lunatic.
WIthin his homeground, his insanity is gone, replaces by a series of disturbing physical mutations.
He is better at handling alien creatures without accumulating taint.
When relying on the taint within them, they can become nearly invincible for a short time. However, while "invincible", they may use neither their spell-like abilities, their summons, nor their blasphemous secrets.

Bookmen
2008-03-28, 11:17 AM
Well one thing to remember is that the lesser Otherworldly Beings would have an easy save to keep your Sanity score up and though Psduenatural creatures are nothing to laugh at they would still have a rather low DC.

Also if you really want to do it like the Call of Cthulhu RPG then everyone except for Wizards and Psions would have an even easier time.

Personal I would run the Sanity score if I really wanted a HPL style game and I know my players would think it is an awsome rule. As well many would likely rather take Sanity damage then damamge to their spell casting scores.

As well if you are really converting the Sanity score to DnD rules then most Sanity damage is going to be tempary.

I'll work on getting up some rules so you all can know what i am thinking better and that way you can use them if you want.

Realms of Chaos
2008-03-28, 11:26 AM
So no one just overlooks it, you may want to read my previous post.

P.S.: Primalfury, feel free to sig away. :smallsmile:

Bookmen
2008-03-28, 02:08 PM
Well the big problem with Taint is that it is tainting you with Evil and the Evil is driving you mad and mutating you.

With most HPL stuff they aren't evil they are just maddness made flesh and it is that maddness that is driving the viewer mad. Aswell most people dont mutate from seeing a HPL style monster.

Thus the taint rules don't do the job properly. Now a DM could make a ruling and make HPL's stuff more evil then usual (normally the Otherworldly beings just dont care and are thus more of a True Neutral then Evil) and have them be actively evil. If a DM does that then the Taint rules would make more sence.

Realms of Chaos
2008-03-28, 10:04 PM
Insanity rules already exist for DnD, in Unearthed Arcana, and I think that they fit rather well to this occasion.

In fact, here's a feat for Blasphemous Preachers using sanity rules:

Forbidden Lore
You know much of what should never be known.
Prerequisites: Unnatural Air, Sanity Points
Benefits: Knowledge (forbidden lore) is always a class skill for you. You may invest skill points to gain ranks in knowledge (forbidden lore), losing 1 point of sanity per rank. You never risk bouts of insanity from gaining ranks in this way. You may invest no more than 1 skill point at each level, or 4 at 1st level.
If you possess 5 or more ranks in Knowledge (forbidden lore), the save DC of your Blasphemous Secret class feature is increased by +2.

Well, as a creature who runs around sucking blood (gibbering mouther) isn't evil, I guess it's not too much of a stretch to say that beings who'd destroy the world on a passing whim (or completely by accident) aren't evil either.

While I was at it, I slightly modified the alternate ability. First of all, you may manifest corruption internally. Secondly, I have explained the taint in a different way. Instead of inheriting it from the far realms, interaction with the complete chaos and immorality of the far realms causes your own evil to crystallize into taint (reflections off of a void, as it were).

Also, I ask you to take a closer look at my pseudonatural template. Unnatural attack is already fully capable of wisdom damage, shaken, or confusing targets while use of abberant assault results in a morale penalty on rolls against it. I know that you’re goal with insanity in mind is to have every being in sight be mentally scarred (to some degree) but implementation of this idea as anything more than good roleplaying (or perhaps the aforementioned rules from unearthed arcana) seems just a bit harsh.

If you want, there is one more thing that I’d be willing to do. I’d change call from beyond so that the called creature(s) can’t act on the turn they are summoned but that all creatures witnessing the summon are shaken for 1 round. If a summoned creature’s CR exceeds that of a witness, I may require them to make a will save or be paralyzed with fear instead.

How does all of this sound?

Stycotl
2008-03-29, 03:05 AM
this is going to take a while to go over in-depth, but it looks pretty neat. kudos.

Bookmen
2008-03-30, 05:38 PM
Insanity rules already exist for DnD, in Unearthed Arcana, and I think that they fit rather well to this occasion.

In fact, here's a feat for Blasphemous Preachers using sanity rules:



Oh . . . I'll have to give those a look.

Primal Fury
2008-03-30, 07:24 PM
hm, i dont really see the point of that feat RoC, since all knowledge skills are taken indiviudally for this class anyway, right? or are those just the mechanics for the Knowledge (forbidden lore) skill when used in conjunction with sanity? and i like the idea of the sudden apperance of the... thing causing everyone to be shaken (and possibly paralyzed), but would that include the BP as well since many of his other abilities do?

Realms of Chaos
2008-03-30, 10:39 PM
Knowledge (forbidden lore) has special rules preventing you from taking ranks in it under normal circumstances. Instead, you take ranks in it when you lose sanity. Taking ranks in it lowers your maximum sanity score and requires no skill points. There is no upper limit on how many ranks you may have in it at any given time.

Well, as it has been given the a-okay, summoned ...things will shaken everyone who sees, including you (another incentive to blind yourself).

Primal Fury
2008-04-01, 08:33 AM
ah! i see. is there a way to use Blasphemous Secrets in tandem with Knowledge (Forbidden Lore)?

Realms of Chaos
2008-04-01, 06:44 PM
I added a little section onto the feat I made.
Now, in the same way that clerics with at least 5 ranks in Knowledge (Religion) get a +2 bonus on turn checks, so to does the DC of Blasphemous Secrets increase by +2 if you have at least 5 ranks in Knowledge (forbidden lore).

It will make yourself more vulnerable to blasphemous secrets, true, but you were already going insane anyway.

Primal Fury
2008-04-03, 01:34 PM
what happens to your sanity once you gain the half-farspawn template? do you become immune to sanity damage since you have become a creature of insanity? do outsiders even have sanity?:smallconfused:

EDIT: ah! about Invoke Breach what exactly do you mean by the limitation it has? example would be dimensional anchor. it stops you from going places, but does it stop the energy of those places from coming to you?

Realms of Chaos
2008-04-03, 06:33 PM
In order:

1. When you become half-farspawn, you continue losing sanity in the normal method. The thing is, however, that half-farspawn are not sane by nature. As such, you are merely getting closer to your natural mental state. :smallbiggrin:

2. When under the effects of dimensional anchor or dimensional lock, you cannot use your spell-like abilities (you would be similarly stopped by anchor mist but you would not take damage unless the spell-like abilities themselves try to teleport you). Simply put, its a bit hard to pierce a microscopic hole into a place beyond all of existance, siphon some essence from beyond, and shape it into a spell when you have access to no planar travel at all.

Primal Fury
2008-04-08, 08:14 AM
WOO HOO! check out my awsome new avatar! if that dont say "Primal Fury" i dont know what does! AND i got the link to that commercial in my sig! now THAT is a statment! :smallbiggrin:

anyway, on to my question. when using their spell-like abilities in the Far-Realm, or in a cerebral blot, do BP's get any sort of bonuses on caster level since they are in the very essence of where their power comes from? or is it the same all around? same for dimension lock & and anchor. would those prevent them from using their abilities within these places?

Bookmen
2008-04-10, 10:33 PM
Here are some HPL style things I though up awile back.
Though they may not have much to do with your class I thought you might like them.

-StonefLesh:
Stoneflesh is the bane of all organic matrial in existance.
Any organic matrial (living, dead, or undead) that touches it is quickly consumed by it and
converted into more Stoneflesh. The Stoneflesh progressess at a rate of one inch per second. When the Stoneflesh
has consumed all of the organic matrial it is touching the organic being will, if not all ready, be dead.

If someone or something touches Stoneflesh the only way to save them is to cut off the area that is
being consumed, making certian to also cut off some of the surrounding flesh so as to ensure that you don't
leave any Stoneflesh as even the smallest amount is deadly. Attempting to pull or brush Stoneflesh off of
a person is NOT advised. Once Stoneflesh begins consuming matrial it does not cover a person then consume
their insides, but consumes their internal organic matrial at the same rate as the external matrial. So
pulling or brushing Stoneflesh will only serve to spread it more quickly.

If someone has gotten Stoneflesh on a vital section of their body (head, chest [i.e. heart, stomach, etc.],
etc) we suggest you cut off/out the Stoneflesh section and the surrounding flesh and then find a Cleric to
Raise them if they have died.

Destroying and transporting Stoneflesh is hard, but possible. Extreme heat such as that of a volcano
will destroy Stoneflesh. Summoning up Lave or Fire Elementals who are capable of creating such levels of
heat is a possible choice when choosing how to destroy Stoneflesh.

If you wish to transport Stoneflesh you must use a non-organic contianer to carry it. Boxes made of pure
stone, magical force, ice, etc. are your only choices as they are not organic. For maximum security make certian
that the stone flesh is completely surrounded by the non-organic matrial so that no flesh can fall in.

There is no save vs being consumed. This is a "die with no save" kind of substance so you are warned to
use it in your games VERY CAREFULLY! That in mind we hope you use it and have fun with it. :)

-Silver vien:
Any organic matrial that it touches will be slowly transformed into "something else". The process
takes several days. The new form of the creatures is almost always violent, omnivores, and mobile.

-Thought crystal:
Thought Crystal has a "thought smell" that most Otherworldly beings can not stand to be around. It has
been documented that some Otherworldly beings have even stopped hunting someone that has Thoughtstone on them.

-Black, Gold, and Clear crystal (Creature Gates):
A quasi-gate/demiplane/extrademinsional Space/portal toward some place/thing on this/another plane of existance. The things inside are similar to Devils in that they make deals with those who contact them. The price of a deal is never obvious to the person(s) making a deal with them. The deals
almost always seem free; this is unlikely, but no solid proof can be brought up to disprove that the gifts
are free.

The different crystals seem to contain/channel the same basic type of creature-thing. The primary differences are in how the creature-things "feel" and "sound" as they make a deal with someone. During a deal they seem to wash over a person as if the person is swimming in them. Black feels slick, chilly, and thick, Gold feels light, quick, and "deep," Clear seems to diffy proper discriptions even by the standards of the Otherworldly beings. The best description that can be gained is "warm."

The voices that the Creature-things use are also different for each crystal. The Black talk with a croking, gutural male voice that often reminds the more Elementaly educated of a cross between the croke of a toad and the voice of a Earth Elemental. The Gold talk with a happy female voice that giggles quite often. Listeners have described her as many different races as she seems to use the talking habits that the listener has. If the listener is speak in a very educated manner then so does the voice. The Clear crystal's voice follows much the same patteren as its "feel" in that no one can ever describe it well. In fact after talking with a Clear Crystal the listener never remembers what the voice sounded like or what they talked about. Only that they talked, it gave the listener something, and what that something is. These descriptions do not propperly prepar a person for how it "feels" and "sounds" to talk to these creature-things.

Realms of Chaos
2008-04-12, 12:09 AM
Primal fury, I added in text saying that in the offhand chance that you find yourself in the far realm or cerebral blot, effects blocking extradimensional travel no longer stops your spellcasting.

And behind door number 2, my attempt to make some of Bookmen's ideas usable in an everyday campaign...

Dread Alchemy
Your connection to alien realms allows you to craft bizarre, and often inimical, items.
Prerequisites: Invoke Breach, Craft (alchemy) 4 ranks.
Benefits: You can now craft dread alchemic substances, as listed below.
Special: For each dread alchemic substance that you knowingly carry, you take a -1 penalty on fortitude saves. Close exposure to such inimical forces simply wears away at your health.

Thought Crystal
This shard of crystal seems to bend the light around it in a most unnatural fashion.
Thought Crystals are raw manifestations of the order that our multiverse has placed within the far realms. As such, their pressence is detestable and painful to creatures from that far place. All pseudonatural creatures, half-farspawn creatures, and creatures native to the Far Realms within 20 feet of an exposed crystal take a -2 penalty on all attack rolls, skill checks, and saving throws.
Prerequisites: Dread Alchemy, Craft (alchemy) 4 ranks, 500 gp

Silver Vein
The small item before you has the look of a mesh of veins made from iron, weakly moving as if alive.
This strange item may be planted on a helpless foe as a standard action or thrown at an active foe as a thrown weapon (simply dissipating if it misses). When it makes contact with a creature, that creature must make a DC 15 Fort save or become helpless and immobilized as they are wrapped up in a cocoon of silvery mesh, which emerges from the victim's skin. Each day over the next week, the target may attempt a new saving throw, although the DC is increased by 1 each day. If they succeed, the transformation process is aborted and the creature can break free. In addition, any target receiving the benefits of a heal spell automatically breaks free. If the creature fails all saving throws for one week, they emerge at the end of that week as a pseudonatural creature with -6 intelligence, wisdom, and charisma (to a minimum of 3 in each of those ability scores) who is treated as hostile towards all creatures. At this point, only a wish or miracle can restore the creature to its former shape.
Prerequisites: Dread Alchemy, Craft (alchemy) 12 ranks, 9,000 gp

Pact Gem
As you gaze at this incredibly flawed gem, you get the feeling that you look at it not just with your eyes but with your entire soul.
As unpredictable as the Far Realms is, it undoubtedly seeks to remove us from its pressence. Among its means to do so are a few gems granted with the ability to exchange a willing party's soul for power. When first grasped by a willing creature, that creature gains benefits as if they had signed a pact certain with a devil (Fiendish Codex II, pg 23-24), except that they choose the benefits and may not choose to receive XP.
In return for the boons, when the creature is slain, no means, including divine intervention, may bring them back to life.
A single creature can only bind to one Pact Gem and a single Pact Gem can only bind to one creature. A pact gem can be destroyed (Hardness 10, HP 5). Doing so denies the creature of the benefits that they have gained but does not allow them to bind to a new pact gem (or save their soul after death).
Prerequisites: Dread Alchemy, Craft Alchemy 15 ranks, 12,000 gp

I'm sorry if any of these fail to convey your original intent or possess serious power issues but right now, I am too tired to really tell one way or the other.

Everyone out there is free to submit their own dread alchemic items. :smallsmile:

Bookmen
2008-04-15, 11:58 PM
And behind door number 2, my attempt to make some of Bookmen's ideas usable in an everyday campaign...
Before going on I must say that I really like your take on my ideas.
Now to the comments.:smallbiggrin:


Dread Alchemy
Your connection to alien realms allows you to craft bizarre, and often inimical, items.
Prerequisites: Invoke Breach, Craft (alchemy) 4 ranks.
Benefits: You can now craft dread alchemic substances, as listed below.
Special: For each dread alchemic substance that you knowingly carry, you take a -1 penalty on fortitude saves. Close exposure to such inimical forces simply wears away at your health.
Nice. I like the special part. It really fits with the BP theme.


Thought Crystal
This shard of crystal seems to bend the light around it in a most unnatural fashion.
Thought Crystals are raw manifestations of the order that our multiverse has placed within the far realms. As such, their pressence is detestable and painful to creatures from that far place. All pseudonatural creatures, half-farspawn creatures, and creatures native to the Far Realms within 20 feet of an exposed crystal take a -2 penalty on all attack rolls, skill checks, and saving throws.
Prerequisites: Dread Alchemy, Craft (alchemy) 4 ranks, 500 gp
That looks very good and is truely a great stating of my idea. The only thing I have to say, and the error is my fault not yours, is that when I thought this up I had called it Thought Stone not Crystal. I'm not quite sure which idea fitting better, Crystal or Stone. Crystals are more often used by Otherworldly beings (and the like) then stones, but there are Otherworldly beings (and the like) that are made of stone.

Silver Vein
The small item before you has the look of a mesh of veins made from iron, weakly moving as if alive.
This strange item may be planted on a helpless foe as a standard action or thrown at an active foe as a thrown weapon (simply dissipating if it misses). When it makes contact with a creature, that creature must make a DC 15 Fort save or become helpless and immobilized as they are wrapped up in a cocoon of silvery mesh, which emerges from the victim's skin. Each day over the next week, the target may attempt a new saving throw, although the DC is increased by 1 each day. If they succeed, the transformation process is aborted and the creature can break free. In addition, any target receiving the benefits of a heal spell automatically breaks free. If the creature fails all saving throws for one week, they emerge at the end of that week as a pseudonatural creature with -6 intelligence, wisdom, and charisma (to a minimum of 3 in each of those ability scores) who is treated as hostile towards all creatures. At this point, only a wish or miracle can restore the creature to its former shape.
Prerequisites: Dread Alchemy, Craft (alchemy) 12 ranks, 9,000 gp
My original idea was more drastic then this, but I really like this. I'll work on creating something else with my original idea.

Pact Gem
As you gaze at this incredibly flawed gem, you get the feeling that you look at it not just with your eyes but with your entire soul.
As unpredictable as the Far Realms is, it undoubtedly seeks to remove us from its pressence. Among its means to do so are a few gems granted with the ability to exchange a willing party's soul for power. When first grasped by a willing creature, that creature gains benefits as if they had signed a pact certain with a devil (Fiendish Codex II, pg 23-24), except that they choose the benefits and may not choose to receive XP.
In return for the boons, when the creature is slain, no means, including divine intervention, may bring them back to life.
A single creature can only bind to one Pact Gem and a single Pact Gem can only bind to one creature. A pact gem can be destroyed (Hardness 10, HP 5). Doing so denies the creature of the benefits that they have gained but does not allow them to bind to a new pact gem (or save their soul after death).
Prerequisites: Dread Alchemy, Craft Alchemy 15 ranks, 12,000 gp
Very nice! :smallcool: I'm not sure what else to say as it is very nice.:smallsmile:

Realms of Chaos
2008-04-17, 11:45 PM
I thought that I'd try adding something new. Without further Adeu, the first Blasphemous Preacher PrC

Harbinger

“What hope do you have once my master appears. My service ensures my swift death. You can not even hope for this.”
-Barron Goltaff, Harbinger

There are certain beings in our world that are inimical to all of existence. These beings, collectively known as elder evils, have destroyed entire worlds on their never ending campaign of existence. Some of these beings have originated from the Far Realms. Although these monstrosities are truly something to fear, the true fear we should hold are the countless such beings that have yet to escape and the mortals who would bow before such terrible powers.
Although mere mortals cannot hope to bring their displaced master into the world, they can still serve its ends and channel a shard of its apocalyptic might. Through these actions, these horrific cultists create great destruction in their wake, ravaging the world. Unlike most worshippers of Elder Evils, a mortal is under no specific compulsion to free their master. So long as they continue spreading chaos and destruction, their master is content to bide its time.
Hit Die: d6

Prerequisites:
The following are prerequisites for becoming a Harbinger.
Skills: Knowledge (the Planes) 10 ranks, Spellcraft 10 ranks
Feats: Chosen of Evil, Slave to Evil
Special: Blasphemous Secrets class feature
Special: Must have dedicated oneself to an elder evil (as described in Elder Evils, page 10).

Class Skills:
A Harbinger’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate, Knowledge (all skills, taken individually) (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier


The Harbinger

Level BAB Fort Ref Will Special
1 +0 +2 +2 +2 Aspect of Ending, Dark Dreams
2 +1 +3 +3 +3 Spurn Divinity
3 +1 +3 +3 +3 Aura of Dread
4 +2 +4 +4 +4 Aspect of Ending
5 +2 +4 +4 +4 Hidden Threat
6 +3 +5 +5 +5 Aura of Dread
7 +3 +5 +5 +5 Aspect of Ending
8 +4 +6 +6 +6 Divine Scourge
9 +4 +6 +6 +6 Aura of Dread
10 +5 +7 +7 +7 The End is Near

Class Features:
All of the following are class features of the Harbinger prestige class.
Weapon and Armor Proficiency: A Harbinger gains no new proficiencies with weapons or armor.
Aspect of Ending (Su): As a Harbinger, you work towards the destruction of all in existence. Through your dedication to an elder evil, you can wield a similar power. At 1st level, and again at 4th and 7th levels, you may choose from any of the aspects below. They act in many ways as signs of the apocalypse (Elder Evils, page 7). However, knowledge checks are insufficient to identify them. Each aspect of ending is a supernatural ability with a range equal to 400 feet + 40 feet/level. If any saving throw is allowed, its DC is equal to 10 + class level + Charisma modifier. You need not select the same sign that your elder evil would unleash upon the world.
At any time, you may only display one Aspect of Ending. You may switch between two known Aspects of Ending as a Full-Round Action. In addition, for up to 1 hour each day, you may suppress all known aspects simultaneously.
Blood Moon: All creatures within range become one step closer to hostile towards all other creatures. In addition, the first time another creature in the area is damaged, they must make a will save or fly into a blind rage, attacking the closest target available until they are dead or leave the area. They may also make a new saving throw each round to end the effect prematurely. If a creature leaves the area of this aspect of ending, reenters it, and is damaged, they must make a new saving throw.
Dead Sun: All light in the area is reduced to shadowy illumination, all mundane light sources such as torches and lanterns are automatically extinguished (no saving throw), and all spells of the light descriptor with a spell level equal to or less than your class level are suppressed while in the area. Furthermore, every 10 minutes that another creature remains in the area, they must make a fortitude save or take 1d6 cold damage.
Eerie Weather: The area around you is filled with unnatural precipitation. This precipitation may either be regular rain or snow or any nonmagical item no more than 6 inches in its largest dimension and weighing no more than 1 pound. Although the falling of items deals no damage (even flaming or freezing precipitation fails to deal damage to creatures or items), the range of sight within the area is halved and both listen checks and ranged attack rolls take –4 penalties. Any precipitation that leaves the area instantly unravels into nothing.
Infestation: Select one variety of diminutive or fine animal. That breed of animal follows you unerringly and in great numbers. To others it may seem that you walk upon a sea of creatures. At the beginning of each of your turns, all creatures within the area other than you must make a fortitude save or take 1d6 damage and be sickened for 1 round.
Restless Dead: Whenever a creature capable of being revived as a skeleton or zombie dies within the range of this ability, it rises as the more appropriate form of undead (according to the current state of its body) 1d4 rounds later. These undead treat you as being invisible and inaudible but attack other creatures normally.
Seal of Binding: Always floating a couple hundred feet above your head is a weakly glowing sigil. Within range of this ability, spells or abilities of the divination school or summoning subschool fail to function. However, you may use your call from beyond ability without penalty.
Twisted Life: All other living creatures within this ability gain fast healing 2 while all other undead within the area of this ability lose 2 health each round. Any creature may attempt a Fortitude Save each round to stave off these effects. On any round in which a creature is healed or damaged by this ability, they take a –2 penalty on all saving throws. Lastly, any creature healed through this ability takes 1d4 points of charisma damage. A creature dealt charisma damage in this way gains immunity to further charisma damage from your Twisted Life aspect of ending for 24 hours.
Dark Dreams (Su): Starting at 1st level, a Harbinger is contacted nightly by their patron. Their patron may give orders or cryptic clues, which the Harbinger is free to follow or ignore at their own discretion without punishment (at least before death…). Furthermore, each night functions as a contact other planes spell, allowing a single question to be asked as if you had asked the question of a greater deity on an outer plane. Lastly, contact with such a nihilistic being wears your body quickly, rendering your continuously exhausted.
Spurn Divinity (Ex): Starting at 2nd level, you can spurn the effects of divine magic with great impunity. You add your charisma modifier as a bonus to all saving throws made against divine spells. Furthermore, whenever you are subjected to a divine spell that does not normally allow for a saving throw, you may make a will save as if it did allow such a saving throw. If it is successful, the spell is negated.
Aura of Dread (Su): Starting at 3rd level, you develop an aura around you, representing the manner with which reality begins to break down around you. This aura extends out to a 1,000 foot-radius + 100 feet/level.
Starting at 3rd level, this aura projects only a sliver of what is to come, unleashing mass unease as creatures begin seeing and hearing the unnatural and impossible. Any creature to remain within the area of your aura for 24 hours or longer is fatigued. Furthermore, natural healing is halved in this area.
Starting at 6th level, this aura begins to break down the concept of space and distance within range. All speed in the aura is reduced by 5 feet. As such, 5-foot steps are no longer possible. Furthermore, no means of extradimensional travel with function within the area.
Starting at 9th level, this aura breaks down the very fabric of time, eliminating entire expanses of it. All other creatures within range except you may take neither swift nor immediate actions.
Hidden Threat (Ex): Starting at 5th level, the servants of deities have a much harder time discovering anything about you. All divine spells of the divination school automatically fails when used to ascertain information about you. Divination spells that are also arcane function if they are cast by a nondivine spellcaster.
Divine Scourge (Su): Starting at 8th level, you have mastered your defense against the divine. Once per day, as a swift action, you may unleash a deadly pulse similar to that produced by some elder evils. All divine spellcasters and extraplanar creatures within a 1 mile radius are sickened for 1d4 minutes and take 1 point of vile damage/class level.
The End is Near (Su): Starting at 10th level, you can go through your final apotheosis, learning how to bring forth a true sign of the apocalypse. In order to do so, you must spend a 24 hour period entering a special meditative state. In this state, you gain immunity to polymorphing, petrification, energy drain, ability drain, ability damage, death from massive damage, and mind-affecting spells and abilities. Furthermore, you gain resistance to cold 20 and fire 20, blindsight out to 500 feet, and can telepathically communicate with any creature within 1,000 feet that has a language. Lastly, you need not eat, drink, nor breathe while in this state.
When you enter this state, choose one sign of the apocalypse. You need not choose one for which you possess an aspect of ending or the one that your elder evil will unleash upon the land. You manifest that sign upon the world, albeit under faint intensity. If you remain in this state for at least one month, the intensity increases to moderate. The intensity never increases past this point.
Even while in this state, you may still manipulate what, if any, aspect of ending you have active. Furthermore, your aura of dread continues to function while in this meditative state, you may use your Divine Scourge ability, and you may use your call from beyond class feature. However, you may take no other action other than these or to leave the meditative trance. Leaving the meditative trance takes 1 minute of work, during which time you do not benefit from it and are considered helpless for all purposes.


I already have the ideas for 3 more PrCs, a preacher dedicated to breaching their way into the far realms and calling more powerful creatures from beyond; a warper obsessed with the corruption of all flesh; and a repetant doomsayer for the few good blasphemous preacher, dedicated to preventing damage caused by the far realm whenever possible.

Hairb
2008-05-14, 08:06 AM
Clarity In Madness (Ex): [/B]Starting at 2nd level, the madness a Blasphemous Preacher pursues begins to wear away at their mind. They take a penalty equal to half of their class level to all wisdom-based skill checks and will saves.
However, with this madness comes true clarity. Once per minute, as an immediate action, the Preacher may instead gain a bonus of equal size to all wisdom-based skill checks, will saves, and to their AC for 1 round.


Because DM's rarely keep track of time like this (YMMV), why not say once every 10 turns?

An artful bit of homebrew, in any case.

wakazashi.juice
2008-05-14, 10:10 AM
Awesome class- I want to play one now.

Realms of Chaos
2008-05-14, 06:46 PM
It's always nice when one of my creations gets a good dose of fresh air. :smallbiggrin:

Thank you two for your kind words.

As for the once per minute thing, that was stolen from the wording of Deformity (madness) in Elder Evils.

Bookmen
2008-05-20, 11:24 PM
Because DM's rarely keep track of time like this (YMMV), why not say once every 10 turns?

An artful bit of homebrew, in any case.

It is doubly good to have it be 10 rounds and not 1 minute as from what I have heard on the grapevine in 4E they will not be saying "1 minute" but instead "10 rounds."

Realms of Chaos
2008-05-21, 09:50 AM
changed clarity in madness so that it reads once per ten rounds.

I also changed the wording of invoke breach, blasphemous utterance, and summon vestige to be more friendly with the 1/day, 1/encounter, at will model that is being made.

However, I can't figure out a way to use this model with call from beyond and the aforementioned clarity in madness. any help would be welcome.

The-Mage-King
2009-12-01, 04:41 PM
This... Is... Win. Epic. Win.

Realms of Chaos
2009-12-04, 06:33 AM
I'm glad that you seem to like it.

Edit: In response to the post below, yeah. I'm sorry to have perpetuated the necromancy by giving thanks to the person who rose this from the dead. I'd make this point in a new post but that would make me an even worse offender so I am content just doing this...

I'm sorry. *droops head*

Frog Dragon
2009-12-04, 09:05 AM
http://i270.photobucket.com/albums/jj95/lonewolf_achaea/Thread_Necromancy.jpg
I'd say this is a pretty bad case.

Sydonai
2010-03-22, 11:51 PM
[QUOTE=Bookmen;4177274]Here are some HPL style things I though up awile back.
Though they may not have much to do with your class I thought you might like them.

-StonefLesh:
Stoneflesh is the bane of all organic matrial in existance.
Any organic matrial (living, dead, or undead) that touches it is quickly consumed by it and
converted into more Stoneflesh. The Stoneflesh progressess at a rate of one inch per second. When the Stoneflesh
has consumed all of the organic matrial it is touching the organic being will, if not all ready, be dead.

If someone or something touches Stoneflesh the only way to save them is to cut off the area that is
being consumed, making certian to also cut off some of the surrounding flesh so as to ensure that you don't
leave any Stoneflesh as even the smallest amount is deadly. Attempting to pull or brush Stoneflesh off of
a person is NOT advised. Once Stoneflesh begins consuming matrial it does not cover a person then consume
their insides, but consumes their internal organic matrial at the same rate as the external matrial. So
pulling or brushing Stoneflesh will only serve to spread it more quickly.

If someone has gotten Stoneflesh on a vital section of their body (head, chest [i.e. heart, stomach, etc.],
etc) we suggest you cut off/out the Stoneflesh section and the surrounding flesh and then find a Cleric to
Raise them if they have died.

Destroying and transporting Stoneflesh is hard, but possible. Extreme heat such as that of a volcano
will destroy Stoneflesh. Summoning up Lave or Fire Elementals who are capable of creating such levels of
heat is a possible choice when choosing how to destroy Stoneflesh.

If you wish to transport Stoneflesh you must use a non-organic contianer to carry it. Boxes made of pure
stone, magical force, ice, etc. are your only choices as they are not organic. For maximum security make certian
that the stone flesh is completely surrounded by the non-organic matrial so that no flesh can fall in.

There is no save vs being consumed. This is a "die with no save" kind of substance so you are warned to
use it in your games VERY CAREFULLY! That in mind we hope you use it and have fun with it. :)[QUOTE]


I keep thinking of an evil Cleric using stoneshape to make a stone mace with a chunk of this stuff on the end.

And by the way, Binding Naberius(Level 1 vestige) gives you "Ability regeneration"; you heal one point of ability damage to eath score every round and one point of ability drain each hour. It just seems like something that might make this class a bit exploitable.

GrassyGnoll
2010-03-23, 04:15 AM
Nice pseudonatural template there. Mind if I link to it on my Alienist (psionic) (http://www.giantitp.com/forums/showthread.php?p=5138250#post5138250) PrC?

Realms of Chaos
2010-03-23, 04:44 AM
Wait...what...how... People still remember this thing???

Sure, link away. I had alot of fun making this monstrosity so that everyone could have some fun with it.