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Thread: Blasphemous Preacher (Far Realms Class)

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    AssassinGuy

    Join Date
    Apr 2007

    Default Re: Blasphemous Preacher (Far Realms Class)

    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?
    Last edited by Realms of Chaos; 2008-04-01 at 06:40 PM.
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