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    Default Re: GitP PrC Contest XXXVIII: Chaos is as Chaos... Oh look, shiny!

    Farchaos Realmshaper


    ”You think you have a say in your destiny? Maybe, but wouldn't you rather have a say in others?”
    --Relvexon Vorsiverok


    Farchaos Realmshapers (henceforth Realmshapers) are a powerful but dangerous group. They care little for their own lives, preferring to royally screw over others for fun. Their power comes from a mysterious place known as the Far Realm, a plane beyond the stars that, put simply, makes no sense. Those that inhabit the world cannot comprehend it. Realmshapers don’t even try, they just look and see how they can pull a four dimensional string and ruin someone’s day. You don’t need to comprehend the Far Realm to mess it up. They focus on changing their immediate sroundings, earing them the name of Realmshapers. They can alter reality in pesky ways and create obstacles that only exist for certain creatures. They are the ultimate creators of chaos; Farchaos Relamshapers literally make phyisical chaos of their suroundings. It’s up for others to interpret.

    [color=maroon]BECOMING A FARCHAOS REALMSHAPER/color]
    There’s hardly, as you might guess, a standard procedure, as “standard” is contrary to the Realmshaper’s way of life. Usually it comes from their first view of the Far Realm, however that happened. Those that walk away undaunted and unscathed should probably take the hint: There’s something wrong with them. That’s what sets them down the path of learning more about this terribly interesting place. Then, there are those who go deeper; who set out to make SSSthe world more like this bizzar place. These are Farchaos Realmshapers.

    ENTRY REQUIREMENTS
    There are three ways to enter this class.
    Entry 1:
    Spellcasting: Caster level of at least 7 or ability to cast 4th level spells.
    Feat: Chaos Spellrisk
    Skills: Knowledge (the planes and arcana) 13 ranks
    Entry 2
    BAB: +7
    Skills: Any five skills 3 ranks, UMD 13 ranks
    Feat: Chaos Sneakrisk
    Entry 3:
    BAB: +10
    Feats: Power Attack, Chaos Strikerisk
    Skills: Knowledge (any 2) 2 ranks
    All Entries
    Alignment: Any nonlawful

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are....
    Skills Points at Each Level: Entry 1: 2 + int
    Entry 2: 6 + int
    Entry 3: 4 + int

    Hit Dice: Entry 1: d6
    Entry 2: d8
    Entry 3: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Cosmic Spells, Alterations Pool

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Nope 1/day

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Shift Space, Chaos Roll

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Explosive Runes, Nope 2/day

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Different Realities, Chaos Roll +2

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Entry Power, Nope 3/day

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Chaos Roll +4, Reorientation

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Stretch the Distance, Nope 4/day

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Chaos Roll +6, Bizarre Alterations

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Esher, Greater Entry Power, Nope 5/day[/table]

    Weapon Proficiencies: A Farchaos Realmshaper gains no new proficiencies, but is proficient with whatever weapons or armor they produce with any of their abilities
    Entry Modifications: Depending on your entry, there are a few alterations to the chassis of the class. Entry one has poor BAB, and entry 3 has good. Entry one has a good Will save (as the table), Entry 2 has a good Reflex and Fortitude, and Entry 3 has good Fortitude and Will. Entry 1 adds all knowledge skills to the skill list, Entry 2 adds all rogue skills, and Entry 3 adds all strength and constitution based skills. Their spellcasting is also slightly modified. (see below)

    Cosmic Spells: There are three spellcasting progressions that Farchaos Realmshapers follow. They all know their entire, extremely limited list. The table shows how many spells they can cast per day. They do not get bonus spells from a high ability score, and do not have to have to meet an ability score requirement to learn the spells. Your DCs are equal to 14+Spell Level. As is their nature, Realmshapers cast spontaneously.
    PROGRESSIONS
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    Entry 1:
    {table=head]Level|3rd|4th|5th|6th|7th|8th|9th
    1|2|-|-|-|-|-|-
    2|2|1|-|-|-|-|-
    3|3|1|1|-|-|-|-
    4|3|2|1|1|-|-|-
    5|3|3|2|1|1|-|-
    6|3|3|3|2|1|1|-
    7|3|3|3|3|2|1|1
    8|3|3|3|3|3|2|2
    9|3|3|3|3|3|3|3
    10|4|4|3|3|3|3|3[/table]
    Entry 2
    {table=head]Level|3rd|4th|5th|6th|7th|8th|9th
    1|1|-|-|-|-|-|-
    2|2|-|-|-|-|-|-
    3|2|1|-|-|-|-|-
    4|2|1|1|-|-|-|-
    5|2|2|1|1|-|-|-
    6|2|2|2|1|1|-|-
    7|3|2|2|2|1|1|-
    8|3|3|3|2|2|1|-
    9|3|3|3|3|2|2|1
    10|3|3|3|3|2|2|2[/table]
    Entry 3
    {table=head]Class Level|3rd|4th|5th|6th|7th|8th|9th
    1|-|-|-|-|-|-|-
    2|1|-|-|-|-|-|-
    3|2|-|-|-|-|-|-
    4|2|1|-|-|-|-|-
    5|2|1|1|-|-|-|-
    6|2|2|1|1|-|-|-
    7|2|2|2|1|1|-|-
    8|3|2|2|2|1|1|-
    9|3|3|3|2|2|1|-
    10|3|3|3|3|2|2|1[/table]

    SPELL LIST
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    3rd level:Hideous Laughter, Misdirection, Magic Circle Against Law, Displacement, Blink, Align Weapon (Chaotic), Contagion, Summon Swarm.
    4th level: Freedom of Movement, Giant Vermin, Lesser Planer Ally (Only from Chaos Plane), Illusory Wall, Shadow Conjuration, Ennervation, Lesser Geas, Black Tenticles.
    5th level: [i]Planar Binding, lesser (Only from Chaos Plane), Prying Eyes, Feeblemind, Flase Vision, Magic Jar, Transmute Rock to Mud, Transmute Mud to Rock, Baeful Polymorph, Insect Plague.
    6th level: Animate Objects, Geas/Quest, Repulsion, Chain Lightning, Mislead, Eyebite, Stone to Flesh, Flesh to Stone.
    7th level: [i]Spell Turning, Teleport Object, Insanity, Prismatic Spray, Delayed Blast Fireball, Reverse Gravity, Limited Wish.
    8th level: Prismatic Wall, Maze, Greater Prying Eyes, Irrisistable Dance, Symbol of Insanity, Scintillating Pattern, Polymorph any Object.
    9th level: Prismatic Sphere, Meteor Swarm, Weird, Wail of the Banshee, Shapechange, Time Stop, Wish.

    Alterations Pool (Su): The basis of a Farchaos Realmshaper is the ability to make comprehensible what is not, and vice versa. You gain a set of alterations, which change physics and laws of the universe like magic, but in a more chaotic way. You must invest a certain number of alternation points to create an alteration. Then, depending on the power of said alteration, you pick one of three categories and roll a die to find out the result. You may add or subtract a number up to half your class level from this roll. These categories are Relephisical (objects and physical changes), Teramational (terrain), and Devokaos (directly offensive). All alterations have a DC of 12+Class Level, should they require one.
    POINTS IN POOL
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    {table=head]Level|Points
    1|5
    2|10
    3|15
    4|25
    5|40
    6|55
    7|70
    8|80
    9|90
    10|100[/table]

    CATEGORIES AND TABLES
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    Investment Reference
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    Least:
    Investment of 1 point allows you roll a d4 on the table.
    Investment of 2 points allows you to roll a d8.
    Investment of 5 allows you roll a d12.

    Lesser:
    Investment of 3 points allows you to roll a d4.
    Investment of 5 points allows you to roll a d8.
    Investment of 8 points allows you to roll a d12.

    Greater:
    Investment of 5 points allows you to roll a d4.
    Investment of 10 points allows you to roll a d8.
    Investment of 20 points allows you to roll a d12.

    ALTERATIONS
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    Tables
    Relephisical
    Note: Format is as follows: Object or mutation. Use and effect. Duration (if applicable). (Save or not)
    Least:
    {table=head]Roll|Effect
    1|Chaos Glow. You are the subject of a persistent purple dancing lights. 24 hours. (N/A)
    2|Spikes. Scatter within 5’ as a swift action, 1d4 damage when in or passing through spiked square. You may deactivate/reactivate as a free action on your turn. 1d4+1 rounds. (No)
    3|Ice Hands. You may preform a touch attack as an immidiate action to half an enemies movement speed for 1 round. 1d6 rounds.
    4|Explosive Sword. Looks and acts like longsword, Detonates dealing 1d6 within 10’ in 1d4 rounds. (No)
    5|Slimy Hands. You may make a touch attack to Slime as an Aboleth, but you also must save against become Slimed if you succeed. 1d6 rounds. (Yes, Ref)
    6|Shock. Must be loaded into a ranged weapon. Dazes enemy if you succeed on a ranged attack. Until fired (No).
    7|Metal Fists. Unarmed attack as monk of level+5 (including BAB), cannot wield weapons. 1d6+1 rounds. (N/A)
    8|Flame Body. You take 1d6 damage per round. You may make an immediate action touch attack to deal 1d6 damage. 1d6 rounds.(N/A)
    9|Wings. You grow wings that allow you to fly up to half your speed (average maneuverability). 1 minute. (N/A)
    10|Floating Baubles. Create 1d6 floating spheres within 20ft, 20HP. Intercept attacks going to those squares (If the ally is hit by an attack, the bauble is hit instead.). Until destroyed. (N/A)
    11|Tentacles. Gain a natural attack (BAB-5, 1d8).1d3 minutes. (N/A)
    12|Flayer hands: hands turn into Mind Flayer tentacles. Allows eating brains while pinning (instant death if you succeed on grapple while pinning). 1d4 rounds. (N/A)
    [/table]
    Lesser:
    {table=head]Roll|Effect
    1|Fish Transformation. You gain a swim speed of 30’ and immunity to water and fire spells. 1d6 hours.
    2| Ball of Fire. A five foot ball of fire appears in your square. Pushing it 20’ in a line is a standard action. If it passes through a creature’s space, that creature takes 1d10 damage (No save). Detonates after 1d4 rounds (secret), as CL 3 Fireball. (Yes, as Fireball.)
    3|Stomp boot. A boot appears on your foot. Stomping it once, hussling, or running activates it. Knocks all prone within 10’ (including you). Until stomped. (Yes, ref)
    4|Explosive Sword. Looks and acts like longsword, Detonates dealing 2d6 within 15’ in 1d4 rounds. (No)
    5|Extra Limb. You gain an extra arm. 1d8 rounds.
    6|Wind Wake. You become a large Wind Wall (as the spell). 1d6+1 rounds. (N/A)
    7|Vampire fangs. You may use Vampiric Touch as the spell at will. 1d6 rounds.
    8|Teleporing Bolt. Must be loaded into a ranged weapon. Teleports enemy 60’ on a sucsessful ranged attack. Until fired. (No)
    9|Wings. You grow wings that allow you to move at your speed (Very Good maneuverability). 1 minute. (N/A)
    10|Globe of Invulerability. You become a Globe of Invulerabiltiy. You act as normal, but are immune to spell levels 1-3. You may share a square with another creature. If you do, they are also affected by a Globe of Invulerabiltiy. 1d6+1 rounds.
    11|Tentacles. Gain two tentacle attacks (BAB-5, 1d10). 1d6+1 rounds. (N/A)
    12|Stoneskin, as the spell. (N/A)
    [/table]
    Greater:
    {table=head]Roll|Effect
    1|Gasious Form, as the spell. (N/A)
    2|Magic Hat. You may cast Summon Monser I from it 1/round as a standard action. 1d6 rounds from first activation. (N/A)
    3|Enlarged or Reduced. You become Enlarged or Reduced as the Enlarged or Reduce Person spells. You may switch as a free action on your turn for the duration. 1d6+1 rounds. (N/A)
    4|Vermin. You get a tube. When opened, vermin pour out as the Summon Vermin spell. 1d4+1 once activated. (N/A)
    5|Extra Limbs. You gain two extra arms. 1d8 rounds. (N/A)
    6|Flares. You gain 10 multicolored flares, which can be used as the spell of the same name. N/A. (N/A)
    7|Prismatic Body. You may use Prismatic Spray 1/round as a swift action.. 1d8+1 rounds. (Yes, as the Prismatic Spray spell)
    8|Hideous Visage: You Scare as the spell 1/round. 1d4+1 rounds. (Yes, as Scare)
    9|Wings. You gain wings that give you flyby attack and allow you to fly twice your speed. 1 minute. (N/A)
    10|You Polymorph as the spell. (N/A)
    11|Gain four tentacle attacks (BAB-5, 1d12). 1d8+1 rounds. (N/A)
    12|Phantasmal Killer. One enemy who can see you is affected by a Phantasmal Killer spell every round for the duration. 1d4+1 rounds. (Yes, as Phantasmal Killer)
    [/table]
    Teramational
    Pressure plates appear in a square within 10’ of you and activate when stepped on. DC 5 spot to notice.
    Least:
    {table=head]Roll|Effect
    1|
    2|Terrain
    3|
    4|
    5|
    6|
    7|Sepia Snake Sigil, as the spell. 1d10 rounds, no component. Standard action.
    8|
    9|
    10|
    11|
    12|Summon Monster 3 pressure plate. Attacks activator, creature chosen at random. 1 round/level.
    [/table]
    Lesser:
    {table=head]Roll|Effect
    1|Spell Trap
    2|Terain
    3|
    4|Stinking Cloud pressure plate. Until activation or 1 hour.
    5|Symbol of Pain, as the spell.1d10 rounds, no component. Standard action.
    6|
    7|Symbol of Sleep, as the spell.1d10 rounds, no component. Standard action.
    8|
    9|Symbol of Fear, as the spell.1d10 rounds, no component. Standard action.
    10|
    11|Symbol of Persuasion, as the spell.1d10 rounds, no component. Standard action.
    12|
    [/table]
    Greater:
    {table=head]Roll|Effect
    1|Spell Trap
    2|Terrain
    3|
    4|
    5|
    6|
    7|Symbol of Weakness, as the spell. 1d10 rounds, no component. Standard action.
    8|
    9|Symbol of Insanity, as the spell. 1d10 rounds, no component. Standard action.
    10|
    11|
    12|Symbol of Death, as the spell.1d10 rounds, no component. Standard action.
    [/table]
    Devokaos
    Least:
    {table=head]Roll|Effect
    1|Single
    2|AoA
    3|
    4|
    5|
    6|
    7|
    8|
    9|
    10|
    11|
    12|
    [/table]
    Lesser:
    {table=head]Roll|Effect
    1|Single
    2|AoA
    3|
    4|
    5|
    6|
    7|
    8|
    9|
    10|
    11|
    12|
    [/table]
    Greater:
    {table=head]Roll|Effect
    1|Single
    2|AoA
    3|
    4|
    5|
    6|
    7|
    8|
    9|
    10|
    11|
    12|
    [/table]


    Nope (Su): Starting at 2nd level, 1/day, as an immediate action, you may force an enemy to change their last action, undoing all it’s consequences. They may take any action of the same kind, provided it is different. For example, a spellcaster wouldn't be able to cast the same spell, but he could a different one. A fighter couldn’t perform the same attack, but he could charge instead of full attack, or make a standard attack instead of a full attack. The enemy is aware of taking the previous action as well as the new action, as are you. However, no one else remembers the first events happening. He may perform this ability an additional time per day at 4th level and every two levels thereafter.

    Shift Space (Su): At 3rd level, a Realmshaper gains the ability to alter the playing field a bit, although he has almost no control over this. 1d10 (round up to even number) creatures in a 20ft radius, chosen by the Realmshaper, randomly switch places with another creature affected by this ability. He may use this ability once per day. You may spend ___ points from your alteration pool to use this an additional time.

    Chaos Roll (Su): At 3rd level, a Farchaos Realmshaper gains the ability to apply a special effect to a roll once per encounter. On any d20 roll, you may, as a free action, force it to be a Chaos Roll. You must do this before you see the result but after the intention to roll is declared Depending on the result, check the table below to determine the effect.You may add or subtract a number to the result (not the actual result, but the Chaos effect) as shown in the table starting at 5th level.
    CHAOS ROLL EFFECTS
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    {table=head]Result|Effect
    1|Creature disappears for 1d4 rounds.
    2|All creatures within one mile are pushed five feet from the creature.
    3|Creature must fly at his speed (perfect maneuverability) as a free action, not crossing any of the same squares.
    4|The target looks like a shadow, granting +10 to hide for 1d4 rounds.
    5|+1d6-3 to caster level and BAB (min: -2) for 1d4 rounds.
    6|Creature and all within 30ft are deafened for 1d4 rounds.
    7|Target is nauseated for 1d4 rounds, as are all within 200ft.
    8|Creature projectile vomits, dealing 1d6 damage to itself and 1d6 in a 10 foot line in any direction.
    9|Time stops for 1d4 rounds in a 120’ radius. Those outside this radius can act normally, but they freeze when they come within the zone, as do any objects or projectiles that enter it.
    10|Creature their next action repeats itself in three rounds.*
    11|Creature gains 1d2 limbs for 1d6 rounds. They then fall off.
    12|Creature becomes unable to effect or be affected by anything for 1d2 rounds.
    13|Creature becomes a construct for 1d6 minutes.
    14|Creature becomes invisible and incoperal but immoble for 1d4 rounds.
    15|All creatures within 10’ take 1d6 damage, and creature gains Temp HP equal to that amount.
    16|Creature takes 1d12 damage and all creatures within 10’ gain that much Temp HP.
    17|The creature moves at half speed and cannot take full round actions for 1d3 rounds.
    18|All creatures within 10’ move at half speed and cannot take full round actions for 1d3 rounds.
    19|Creature’s least valueble magical and mundane items turns to gold worth their value.
    20|Creature cowers for 1d3 rounds.
    21**|All creatures within 10’ cower for 1d3 rounds.
    22**|All creatures within 10’, including the target of this, are subject to a banishment spell.
    23**|The creature may make melee attacks from up to 20’ away telepathically for 1d4 rounds.***
    24**|The creature gains a tenticle attack (BAB-5, 1d8 damage) for 1d4 rounds.
    25**|A Chain Lightning is cast on the creature with a caster level of your class level.
    26**|The creature gains the ability to cast Wish one time. It still takes an XP cost.[/table]
    *Spell is recast on same person/area, gets free attack, gets free move, etc.
    **If your bonus lets you go over 20, this is the result.
    ***This attack is otherwise identical, including for the puroses of melee or ranged (melee) and does not provoke an AoO


    Explosive Runes (Su): At 4th level, you may use Explosive Runes at will as a spell like ability, as long as you wear the targeted item until it is detonated. You may only have one Explosive Rune active at a time.

    Different Realities (Su): At 5th level, you may choose exactly which creatures are affected by your alterations. Creatures unaffected simply act and are affected as if the alteration had never been cast.

    Entry Power: At 6th level, depending on your entry method, you gain a special ability.
    Entry 1: Chaos Killer: You gain the ability to use Phantasmal Killer once per encounter as a spell like ability. Instead of seeing a fearful image however, the creature is overwhelmed by a chaotic unreality.
    Entry 2: Never Really There: You may use dimension door once per encounter. When you do, a major image of you is left in your place.
    Entry 3: Impossible Strike: Once per encounter, you may use Lightning Bolt as a spell like ability. However, it deals either piercing, bludgeoning, or slashing damage depending on your weapon, not electricity damage, and you make an attack roll instead of forcing the enemy to make a saving throw.

    Reorientation (Su): At 7th level, once per day as a full round action, a Farchaos Reamshaper may alter the positions of all his Teramational alterations by up to 60 ft, transfer any active Relephisical alteration to another person (even if he did not cast it, and even if it is usually only useable by you), or reset the durations of any negative effects caused by Devokaos alterations. He may also teleport his speed.

    Stretch the Distance (Su): Upon attaining 8th level, a Farchaos Reamshaper can warp distances to his advantage. Once per encounter, you may target a single enemy within 30ft with this power. They get a DC 15+Class Level Will save to resist it. If they fail their save, every square counts as two for them. This means each 5’ increment is equal to 10’ for that creature in terms of movement, range, area, etc, effectively hafling all of those. They lose reach as if they were one size category smaller. This effect lasts a number of rounds equal to your class level. He may also use this on a willing target to double their move speed and have reach as if they were one size category larger.

    Bizarr Alterations (Su): At 9th level, a Farchaos Realmshaper gains a new subset of alterations. They work differently and share only a name and a source of power: Alternation Points. You may choose exactly which one to cast. In this way, they are very similar to psionic powers. These alterations are not so chaotic in nature, but heavily related to the Far Realm instead (which entails a fair amount of chaos right there). DCs are, as always 15+Class Level.
    BIZARRE ALTERATIONS
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    Ithilid Shape: You take the form of a Mind Flayer. You may use improved grab and extract as if you were a mind flayer. You gain the four tentacles needed for this. This lasts for 1d10 rounds. You may end this effect 5 rounds early to use Mind Blast as the mind flayer special ability, albeit with a DC of 15+Class Level. Costs ___ points.
    Swallow Whole: You distort space to allow yourself to swallow an opponent whole, as the Gibbering Mouther. You may use Blood Drain, also as a Gibbering Mouther, until your opponent escapes.
    Worm: You take the form of a Worm that Walks for a number of rounds equal to your Class Level. You may discorporate and recuperate during this time. You may recorporate in any square within a radius of your discoloration of your speed X rounds discorporated. You may end this effect at least five rounds early to engulf a creature as a Worm that Walks for a maximum of five rounds, dealing 50 damage a round. Costs ____ points
    Rust Away: You make a sunder attempt on any weapon you can see. Neither you nor your opponent gain bonuses or penalties for size or weapon. No opportunity attack is provoked. If you succeed, a mundane weapon is completely useless and cannot be repaired, and a magic weapon is completely useless until it can find repairs costing at least 100 gold and two days. Costs ____ points.
    Enslave: As the aboleth ability of the same name, although it only lasts for an hour. Save DC 15+Class Level. (exception to the rule). Costs ___ points.


    Escher (Su): At 10th level, a Farchaos Realmshaper takes his place at helm of reality; the ruler of the paradox. He gains unparalleled control of his surroundings. Once per encounter, you may produce one of the following effects as a standard action:
    Infinite Loop: You designate three squares to be “loop squares.” You must be able to reach all these squares using a single walk or hussle action. When standing on one of these squares, creatures are considered to be inhabiting all three for the purposes of range, AoOs, etc. When they leave the square, you choose which square the enemy leaves. The enemy may then decide which direction he wishes to move in. This cannot cause an enemy to come to any direct harm as a result of the teleporting. This effect lasts for 1d6+1 rounds.
    Interchangeable Hights: Creatures within 30 ft count as if they were on all squares above and below the one they are really on for purposes of targeting, AoOs, etc. In addition, you may teleport yourself to any solid square above or below you which you can inhabit at will as a free action. Lasts 1d6 rounds.
    Reversed Escape: You may activate an aura that emulates in a 30’ radius of you. When an enemy attempts to leave that aura, they appear in a spot within the aura designated at the time you activated this power. This cannot cause an enemy to come to any direct harm as a result of the teleporting. Lasts for 1d6 rounds or until you are not longer within 30’ of the designated square.

    Greater Entry Power (Su): At 10th level, you gain another power based on your entry.
    Entry 1: Weird Terraform: Once per encounter, you may, as a standard action, cast both Mirage Arcana and Move Earth.
    Entry 2: Ether Chaos: You become Ethereal as if you had used the Ethereal Jaunt for 1d4 rounds, and create a major image in your place. After you are no longer ethereal, gain a Mirror Image, as the spell with a caster level equal to class level (10, in this case).
    Entry 3: Deadly Strike: Once per encounter, you may use Disintegrate as a spell like ability upon making a successful attack. Every point you exceed the enemy’s AC raises the DC by 1.


    PLAYING A FARCHAOS REALMSHAPER
    Farchaos Reamshapers should be master of the battlefield. Their battlefield control should be useful no matter what they roll on the dice.
    Combat: Lay down a few obstructions first, then try to group enemies together to have a higher chance of being able to debuff a large group. Use your class abilities to supplement this ability.
    Advancement: Farchaos Realmshapers should continue similar to how they did in their base classes due to the modifications of the class based on entry.
    Resources: Farchaos Reamshapers are often on their own, although extortion could be an effective method due to their unknown nature.

    FARCHAOS REAMSHAPERS IN THE WORLD
    ”What the hell is going on? That doesn’t make sense!”
    -Selsafrain, elven wizard, describing the effects of a Farchaos Realmshaper’s abilities.


    A Farchaos Realmshaper is usually perceived to be an egotistical being, and often rightly so. Due to their control of the world around them, they often think of themselves as Lords of Chaos, and therefore, above most mortals. Those with lawful alignments vehemently detest the Farchaos Reamshaper once he has demonstrated his power. They often order the best treatment for themselves. In addition to their narcissism, they are often mentally unstable, as they have viewed the Far Realm and lived to tell the tale - in an enthusiastic manner!
    Daily Life: Farchaos Reamshapers are often adventures. How else would they be able to show off their powers and demonstrate their rule over reality. They often seek out knowledge of the Far Realm to learn a bit more about how to control their powers, and they seek out abberant creatures for the same purpose.
    Notables: Creatures of both good and evil become Farchaos Relamshapers, although the exemplars of good are much less likely to then those who feel the ends justify the means. The two most famous Farchaos Realmshapers were two brothers who truly formed the art and gave it a name. Before, there were others who dabbled in chaos, but never fully fulfilled it. These brothers were two humans who were taken as mind flayer thralls at an early age. They managed to harness the power of their mind flayer masters after their great willpower allowed them to break free. They were both incredibly powerful, and decimated the mind flayers and many of the thralls in the process. However, one was corrupted in the process, while the other found hope. The first used his powers like his former mind flayer masters, becoming a terrible tyrant. The latter took it upon himself to use his gifts for the greater good, though he still felt himself superior. The brothers clashed many times, but were always evenly matched. Towards the end of their lives, however, they stopped fighting and met. Together they died, but not before founding a safe haven for all those who followed their path: The Farchaos Realm. It is from there the name Farchaos Realmshaper comes from.
    Organizations: The Farchaos Realm is the only known organization. It is a no-fight zone; those who do are killed. It is constantly shifting places, and is somewhere more than once place at a single time. The inside of it is similar to an MC Escher painting on steroids, and it contains the greatest amount of Aberrant knowledge in the world and beyond.

    NPC Reaction
    The strange garb of Farchaos Reamshapers and possible body tattoos immediately give the impression of an outsider and magic user. Upon talking to the Realmshaper, the impression is even more pronounced, as they often follow strange speech patterns, weird obsessions, and more than a hint of insanity. It is often a safe bet to assume that a Farchaos Reamshaper will be treated with careful suspicion without a reference.

    FARCHAOS REAMSHAPERS IN THE GAME
    Farchaos Realmshapers are no slouches in combat. They are masterful manipulators of battlefield control and aren’t too shabby at damage. They fall a bit short at utility outside their limited spells, however.
    Adaptation: Farchaos Realmshapers are a strange class, but many campagn worlds include some sort of realm of Chaos. Make sure to tie the Farchaos Reamshapers into that plane.
    Encounters: Encounters with a Farchaos Reamshaper will most likely be a confusing afair. His alterations will change the playing field, and quite possibly the PCs. It is best to do a little reasearch into the abilities of a Farchaos Reamshaper before fighting one.


    NEW FEATS
    Chaos Spellrisk
    Benefit: When an enemy rolls a 1 on a saving throw, you do not expend the spell, but when you cast it, you subtract three from your caster level and then add 1d6. When an enemy rolls a 20, your next spell from each level subtracts three from your caster level and then adds 1d6.

    Chaos Sneakrisk
    Benefit: When an opponent makes a spot check to detect you, if he rolls a 1, you become invisible to the creature for 1d4+1 rounds as the spell invisibility. If he rolls a 20, he sees you under the effect of true seeing and you lose your dexterity bonus to AC against them for 1d4 rounds.

    Chaos Strikerisk
    Benefit: When you roll a 1 on attack rolls at your highest BAB, you subtract 3 from you BAB and add 1d6 on your next 1d4 attack rolls at your highest BAB. When you roll a 20, your opponent must do the same for his AC for the rest of the encounter. You may choose for the enemy to just use his normal AC if you don’t want to take the chance.
    Last edited by Zelkon; 2013-02-17 at 08:29 PM.
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