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    Mar 2011
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    Default Re: Base Class Challenge VIII - One Small Step for a Contest...

    Farslayer

    Hold that thought.


    Beyond the planes lies an outer space drifting eternally with a madness that defies all logic, including that of the most vile and twisted fiend. It's the chiefly unknown and aptly named Far Realm, where unspeakable beings dwell. The Far Realm is warded off by the Living Gate, but as Fate would have it contacts between the realms are not unheard off, albeit rare; many creatures in their lust for knowledge and power, or teeming with mere curiosity towards occultism delve into secrets that should've been left undisclosed, and tap into dangerous sources of raw power, for it is whispered that the mere acknowledgment of the existance of the Far Realm allows a small portion of it to leak into our planes.
    Thankfully, just as there are creatures who discover the forbidden knowledge by chance or willingly seek to establish a contact with it, there are also those who devote their life to contrasting its influence after becoming aware of the threat it poses.
    Farslayers are very few in number, chosen carefully and usually precociously by older Farslayers and those precious few arcane spellcasters who have plunged into the forbidden lore and resisted its lure, their mind and bodies drilled mercilessly for years. Physically, they are trained in hunting, stalking, and eradicating any denizen of the Far Realms leaking into their own home plane and their cultists, but it is their training of the mind and the soul which is painfully cruel and specifically designed to fracture their mind beyond repair, hardening its fragments to resist corruption, and to imbue their soul with arcane power.
    Through retaining a vast portion of their personality and free will beyond the duty that has been ingrained into their very being, Farslayers are usually shattered individuals who have been subjected to the knowledge of disgusting truths since young youth to better prepare them to face the depths of horror without a flinch. As such, a majority of them are wanderers seeking to erase knowledge of the Far Realm wherever it presents itself, and make sure no record survives afterwards.
    When the Elders enter our planes, it will be unto Primordials, Gods, Celestial Courts and even Archfiends to repel them, but these mortals put their lives on the stake any day to delay that fateful day.

    Adventures: Farslayers are adventurers by trade, incessantly scouring the lands and the planes to better hone their skills and find traces of the beyond. They can often be found travelling to great length to acquire powerful items or great treasures, too, for it is but a mean to sustain their struggle against their foes.

    Characteristics: A Farslayer's mind is hard to fool, and the Farslayer himself is an accomplished fighter with a great variety of weapons. As he grows in power he can also benefit from a small number of invocations usable at will and from several abilities which help in the process of locating, fighting and dispatching as quickly as possible his foes as well as protecting him from harm.

    Alignment: To face monsters that can't be bargained or reasoned with, one must be a monster himself, at least to some degree. Farslayers are often ruthless and prefer to strike first and not to ask questions later. Any non-Good alignment is equally common, although they tend slightly towards Neutral alignments.

    Religion: Farslayers are not particularly religious as a whole, but several of them pay their respects to ideals or entities which hold great power such as cosmic forces, Gods, and powerful Fiends. One notable exception is Tharizdun, believed by some to be an Elder Evil disguised as a God.

    Background: Farslayers are made, not born. Members of the class may stumble upon promising or orphaned children and young adults in their travels, and to bolster their numbers they may take them under their wing, or deliver them to their own old trainers as well as trusted arcane spellcasters. Whatever the choice, the chosen is then administered harsh training, and not every mind proves resilient enough to see it through the end with its sanity intact. Apprentices turned insane are regretfully terminated, while successful ones are presented with parting gifts and all that is required to survive on the short term. Normally, they are also assigned to a particular plane or location, but after departing Farslayers are almost exclusively on their own and hardly recognize any bound in their hunt.

    Races: It seems impossible to determine which race is more common or suited to be a Farslayer, if there is any, the members of this class being extremely rare and secretive by nature.

    Other Classes: In spite of concealing their true nature from discreet and indiscreet eyes alike, Farslayers tend to work well with a team of like-minded individuals or adventuring parties. Due to their pratical nature, they will tolerate any class as long as their goals coincide - their ideal of tolerance, however, actually coincides with merely ignoring any behaviour he may find displeasing, which may be as diverse as a Cleric's blind faith in his God, a Wizard's devotion to knowledge, or a Barbarian's naivety.

    Role: Farslayers can be melèe combatants as well as ranged ones, but they are not as apt at tanking due to their lack of heavy armor and shields, and are better served by swift and destructive attacks mixed with generous abuse of their invocations to empower and disguise themselves, beguile others and manipulate the nature of gravity and terrain. With the correct skill selection, they can become good at scouting ahead of the party, and can easily locate creatures both by tracking and more mundane means.

    GAME RULE INFORMATION
    Farslayers have the following game statistics.
    Abilities: Due to the light-armored nature of the Farslayer, high Dexterity can be the most valuable score both defensively and offensively. Melèe oriented characters would do best not neglecting Strength and Constitution, for they address the ability to deal damage and increase the chances of surviving in prolonged close quarter combat. Wisdom further increases the Farslayer's high Will saves and makes some of her invocations harder to resist.
    Alignment: Any non-Good.
    Hit Die: d8
    Starting Age: As Wizard.
    Starting Gold: As Ranger. [6d4x10 (150gp)]

    Class Skills
    The Farslayer's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (the Planes, Int), Knowledge (Forbidden Lore, Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    TABLE: THE FARSLAYER
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known
    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Defense Mechanisms, Forbidden Lore, Track|
    1
    |
    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Jaded|
    1
    |
    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |-|
    2
    |
    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Favored Enemy (Farspawn)|
    2
    |
    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Evade 'em|
    3
    |
    6th|
    +6/+1
    |
    +2
    |
    +2
    |
    +5
    |-|
    4
    |
    7th|
    +7/+2
    |
    +2
    |
    +2
    |
    +5
    |Unfettered|
    4
    |
    8th|
    +8/+3
    |
    +2
    |
    +2
    |
    +6
    |Favored Enemy (Humanoid)|
    5
    |
    9th|
    +9/+4
    |
    +3
    |
    +3
    |
    +6
    |-|
    5
    |
    10th|
    +10/+5
    |
    +3
    |
    +3
    |
    +7
    |Finish 'em|
    6
    |
    11th|
    +11/+6/+1
    |
    +3
    |
    +3
    |
    +7
    |-|
    7
    |
    12th|
    +12/+7/+2
    |
    +4
    |
    +4
    |
    +8
    |Favored Enemy (Aberrations)|
    7
    |
    13th|
    +13/+8/+3
    |
    +4
    |
    +4
    |
    +8
    |Greater Favored Enemy|
    8
    |
    14th|
    +14/+9/+4
    |
    +4
    |
    +4
    |
    +9
    |-|
    8
    |
    15th|
    +15/+10/+5
    |
    +5
    |
    +5
    |
    +9
    |Seek 'em|
    9
    |
    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +5
    |
    +10
    |Favored Enemy (Humanoid)|
    10
    |
    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |-|
    10
    |
    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Blank Thoughts|
    11
    |
    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Bloody Mess|
    11
    |
    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Realmswalker, Favored Enemy (Humanoid)|
    12|
    [/table]

    Class Features

    Weapon and Armor Proficiencies: Farslayers are proficient with all simple and martial weapons. They are proficient with light armor but not with shields.

    Invocations: A Farslayer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the arcane power that has been imbued in his soul. A Farslayer can use any invocation he knows at will, with the following qualifications: the character's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacksof opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Farslayer is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. He can also choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A Farslayer’s caster level with his invocations is equal to his class level.
    The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + Wisdom modifier.
    The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Farslayer begins with knowledge of one invocation, which must be of the lowest grade (least). As he gains levels, he learns new invocations, as summarized on the Table below. At any level when a Farslayer learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade.
    Unlike other spell-like abilities, invocations are subject to arcane spell failure chance; however, because the somatic components required for Farslayer invocations are relatively simple, he can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance.

    TABLE: INVOCATIONS KNOWN
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    {table=head]Level|Invocations (Least)|Invocations (Lesser)|Invocations (Greater)|Invocations (Dark)
    1st|
    1
    |
    -
    |
    -
    |
    -
    |
    2nd|
    1
    |
    -
    |
    -
    |
    -
    |
    3rd|
    2
    |
    -
    |
    -
    |
    -
    |
    4th|
    2
    |
    -
    |
    -
    |
    -
    |
    5th|
    3
    |
    -
    |
    -
    |
    -
    |
    6th|
    3
    |
    1
    |
    -
    |
    -
    |
    7th|
    3
    |
    1
    |
    -
    |
    -
    |
    8th|
    3
    |
    2
    |
    -
    |
    -
    |
    9th|
    3
    |
    2
    |
    -
    |
    -
    |
    10th|
    3
    |
    3
    |
    -
    |
    -
    |
    11th|
    3
    |
    3
    |
    1
    |
    -
    |
    12th|
    3
    |
    3
    |
    1
    |
    -
    |
    13th|
    3
    |
    3
    |
    2
    |
    -
    |
    14th|
    3
    |
    3
    |
    2
    |
    -
    |
    15th|
    3
    |
    3
    |
    3
    |
    -
    |
    16th|
    3
    |
    3
    |
    3
    |
    1
    |
    17th|
    3
    |
    3
    |
    3
    |
    1
    |
    18th|
    3
    |
    3
    |
    3
    |
    2
    |
    19th|
    3
    |
    3
    |
    3
    |
    2
    |
    20th|
    3
    |
    3
    |
    3
    |
    3
    [/table]


    Defense Mechanisms (Ex): The Farslayer's mind has been fractured and drilled with the explicit purpose of denying and repelling outright the madness-inducing sight of the denizens of the Far Realm and any effect that attempt to control or sway its perceptions. As long as the Farslayer's INT modifier is no higher than +0, the character automatically takes 20 on any Sanity check and gains a +2 untyped bonus against spells and spell-like abilities from the Enchantment and Illusion sub-schools. This bonus increases by an additional +1 every five levels (at 6th, 11th, and 16th level) up to a maximum of +5. If for any reason the Farslayer's INT modifier becomes positive (+1 or higher) he immediately loses the benefits of this class ability, but regains them upon attaining an appropriate score modifier.

    Forbidden Lore: A Farslayer knows that which should not be known. He has been subjected to horrible supernatural experiences and has read forbidden tomes, learning truly dark secrets that have challenged everything he thought he knew. He has also been taught how to store this knowledge into the recesses of his mind and let it surface only when sorely needed. The character adds 1/2 his Farslayer level, rounded up, as a competence bonus to Knowledge (the Planes) and Knowledge (Forbidden Lore) checks.

    Track: A Farslayer gains Track as a bonus feat.

    Jaded (Ex): Accustomed as he is to the horrors of the Far Realm, a Farslayer is by extension dispassionate towards the frightening aspects or behaviours of native creatures. The character is immune to fear (magical or otherwise) and fear-induced effects.

    Favored Enemy (Ex): A Farslayer is drilled and conditioned to fight specifically against certain creature types, be it denizens of the Far Realm or their cultists.
    At 4th level, the Farslayer selects as his favored enemy creatures with the Outsider (Extraplanar) subtype, the Pseudonatural template and Half-Farspawn template.
    At 8th, 16th and 20th level, the Farslayer may select a type of Humanoid creature, including Monstrous Humanoids, from among those given on Table: Ranger Favored Enemies.
    At 12th level, the Farslayer selects creatures with the Aberration type.
    Due to his extensive study on his foe and training in the proper techniques for combating such creatures, the character gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. In addition, the bonus against any favored enemy increase by an additional +1 at 8th, 12th, 16th, and 20th level.

    Evade 'em (Ex): First and foremost, a Farslayer must learn how to survive in combat - some foes are sometimes just too powerful to defeat, and an useless death is far more ignominious than retreat. Anytime he is not flat-flooted or helpless, the character gains a 10% miss chance against any form of attack, and an additional 10% whenever one or more of the creatures selected with the Favored Enemy class ability is within sight of the Farslayer. This is an extraordinary ability, and therefore is of a different nature and stacks with the miss chance granted by spells such as Blur or Displacement.

    Unfettered (Ex): Farslayers are relentless in their pursuits, and are often able to shrug off negative conditions via sheer will.
    If the character is Confused, Dazed, Fascinated, Nausated, Paralyzed, Sickened or Stunned, he is entitled a new saving throw each round he is under one of these conditions - a successful saving throw negates the effect. Only one saving throw per round can be taken in this way; if multiple of these conditions apply to the character, he must designate first which one he is trying to negate.

    Finish 'em (Ex): When he defeats or subdues an enemy a Farslayer can quickly finish it off with a Coup de Grace. As a full-round action, you can use a melee weapon to deliver a coup de grace to a paralyzed or pinned opponent as well as an helpless one. You can also use a bow or crossbow, provided you are adjacent to the target. You gain temporary hit points equal to 1d8+1 for every enemy killed this way, for a duration of one hour.

    Greater Favored Enemy (Ex): Due to his prolonged studies on his foes, the Farslayer's skill to fight such creatures has truly reached surgical levels. The character gets a bonus on attack rolls equal to the bonus he gets to weapon damage rolls against such creatures.

    Seek 'em (Ex): As his abilities at locating enemies improve, a Farslayer needs not to see his targets anymore to discern their location.
    The character gains the Scent and Blindsight abilities against opponents who are no more than 15 ft. away from him.

    Blank Thoughts (Ex): A Farslayer can negate access to his own mind by inducing within himself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms and morale effects). He can suppress or resume this ability as a free action.

    Bloody Mess: A Farslayer's attacks are frightening to see, drenching the terrain with abundant gushes of blood and fluids and weakening their enemies even as they stand defiant. The character gains a +4 bonus to any roll made to confirm critical hits, as well as dealing an additional 2d6 points of damage and 2 points of constitution damage on scoring a successful critical hit.

    Realmswalker (Su): At the pinnacle of his power a Farslayer can perform feats that few others mortals can claim to be able to, such as visiting the Far Realm and surviving the experience. As a supernatural ability, a Farslayer learns to create a literal bubble of safety.
    As a free action, he can create a sphere in a 30 ft. radius centered around himself; the sphere moves with the Farslayer, and as a full-round action he can shape terrain, wheater and gravity as he pleases within the affected squares, which override the standard conditions of the plane.
    The sphere can be successfully dismissed by means of Mage's Disjunction or Antimagic Field, although a Farslayer has a 1% chance per caster level of retaining the effects of the sphere via his sheer will for one entire round after its dismissal.
    Last edited by Andre; 2011-10-31 at 05:04 PM.
    The Pen is mightier than the Sword - when the message is written in Blood.