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Thread: PrC Contest IX: It's Morphin' Time!

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    Ogre in the Playground
     
    BlackDragon

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    Aug 2008

    Default Re: PrC Contest IX: It's Morphin' Time!

    FARSHAPER

    "I have seen them!! Their forms!! Their forms are MINE!!!" Mierla Drevill, A farshaper

    Farshapers have seen something that made them simply put, insane. This is usually a result of having seen far realm and going raving mad as a result. But farshapers draw on it, turning into the reason of their insanity. However most farshapers are unable to reach the same incomprehensible forms that the actual denizens of the far realms have. However, those that have are extremely dangerous. When they change shape anyone looking at them risks going utterly insane as a result. Sometimes this results in new farhshapers. Farshapers also often come to blows with druids since they turn into something that is the very epitome of unnaturality.

    BECOMING A FARSHAPER
    Farshapers have seen something truly horrific and incomprehensible to the mortal mind. Perhaps they have seen the far realms and gone completely mad or some other horror completely incomprehensible to anyone.

    ENTRY REQUIREMENTS
    BaB: +4
    Skills: Knowledge (The Planes) 6 ranks, Knowledge (Arcana) 6 ranks
    Alignment: Any nonlawful and nongood
    Special: Must have seen something truly horrific and incomprehensible to the mortal mind and gone raving mad as a result. The thing seen must be an insanity inducing outsider or aberration. At the DM:s discretion other things may qualify as well.


    Class Skills
    The Farshapers's class skills (and the key ability for each skill) are Bluff (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (The Planes) (Int) Knowledge Arcana (Int), Spellcraft (Int), Use Magic Device (Cha)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Farshape 2/day

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Handle Aberration

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Farshape (Large)

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Aberrant Shape

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Farshape 3/day

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |Confusing Form

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Farshape (Tiny), Horrible Form

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Farshape 4/day

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Farshape (Huge)

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Incomprehensible Form[/table]

    Weapon Proficiencies: A farshaper gains no new weapon or armor profiencies

    Farshape (Su)
    You may change your form into something truly bizarre
    At 1st level, a farshaper gains the ability to turn herself into any Small or Medium animal and back again twice per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per farshaper level, or until she changes back. Changing form (to animal or back) is a standard and doesnít provoke an attack of opportunity. You must always apply the pseudonatural template* to any form you take.
    Any gear worn or carried by the farshaper melds into the new form and becomes nonfunctional. When the farshaper reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the farshaper's feet.
    The form chosen must be that of an animal the farshaper is familiar with.
    A farshaper loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
    A Farshaper can use this ability more times per day at 5th, 8th level, as noted on Table: The Farshaper. In addition, she gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 7th level, and a Huge animal at 9th level.
    The new formís Hit Dice canít exceed the characterís farshaper level.
    At 4th level, a farshaper becomes able to use farshape to change into an aberration creature with the same size restrictions as for animal forms.

    Note: For those of you who want your farshapers nice and balanced, I recommend this version using Giant's Polymorph
    Spoiler
    Show

    Farshape (Su): At st level, the farshaper gains the ability to change its shape into that of an animal with the pseudonatural template twice per day. The farshaper may apply the Polymorphed template to himself, as long as the assumed shape is that of an Animal of Small or Medium size. The effect lasts for 1 hour/farshaper level, or until he chooses to change back. Changing form is a standard action that does not provoke attacks of opportunity. Use the farshaper's class level for all effects related to caster level, rather than total Hit Dice. This ability otherwise functions exactly like the Animorph spell.
    The farshaper gains the ability to take the shape of a Large animal at 3rd level, a Tiny animal at 7th level, and a Huge animal at 9th level, At 4th level, the farshaper can take the form of an Aberration with the same size restrictions as for Animals. The farshaper gains additional uses of the farshape ability at 5th and 8th levels. The Pseudonatural Template* is always added to the form you Farshape to.

    * From Complete Arcane

    Handle Aberration
    You may use handle animal checks instead of diplomacy checks when dealing with aberrations.

    Confusing Form (Su)
    Your form is extremely hard to understand and people can go a little loopy trying
    When farshaping you may choose to make your form a confusing form. Anyone non aberration and not a denizen of the far realms looking at you must make a will save or be confused. This sae may be retried each round and when succesful the confusion effect is shaken off. The character is thereafter immune to vthe particular farshapers confusing form ability for the next 24 hours.
    The save DC for this ability is 10+Farshaper Level+Cha Mod
    Note: You may not use this ability in conjunction with Horrible Form or Incomprehensible form

    Horrible Form (Su)
    Your forms are terrible to behold, shaking the staunchest of hearts.
    When farshaping you may choose to make your form a horrible form. Anyone non aberration and not a denizen of the far realms looking at you must make a will save or be affected as if the fear spell was cast on them. This save may be retried each round and when succesful the fear effect is shaken off. The character is thereafter immune to the particular farshapers horrible form ability for the next 24 hours.
    The save DC for this ability is 10+Farshaper Level+Cha Mod
    Note: You may not use this ability in conjunction with Confusing Form or Incomprehensible Form

    Incomprehensible Form (Su)
    Your forms can drive people insane.
    When farshaping you may choose to make your form an incomprehensible form. Anyone non aberration and not a denizen of the far realms looking at you must make a will save or be affected as if the insanity spell was cast on them. This save may be retried each round for five and if succesful the insanity effect is shaken off. The character is thereafter immune to the particular farshapers incomprehensible form ability for the next 24 hours. After 72 hours of being confused the character is no longer confused, but should now be played as raving mad until a cure is received
    The save DC for this ability is 10+Farshaper Level+Cha Mod
    Note: You may not use this ability in conjunction with Confusing Form or Horrible form


    Note: If a farshaper ever becomes sane, he loses all class abilities except handle aberration.

    PLAYING A FARSHAPER
    Farshapers are flexible, but dangerous combatants, able to fit many situations with their forms. However some their most powerful abilities are dangerous to use since they make no exception of friend or foe. Farshapers are mad. Very mad. They may be psychopatic or more subtly mad, but they are always visible as madmen when closer inspection is taken. Farshapers may be chaotic and whimsically crazy or more methodical, but no less mad.
    Combat: Farshapers can dish out a great deal of hurt with their aberration forms which often offer lots of flexibility. They also have their form abilites which are however dangerous to sue since they make no distinction between friend or foe. Even out of farshape, the Farshaper is rarely a wimp with d8 HD and possibly increased combat skills from previous classes.
    Advancement: Farshapers should mostly look for feats that compliment their previous classes since there is little that they can gain from feats with no spellcasting and virtually no feat enhances their Farshape ability. It is a good idea to continue down the path you were going on perhaps depending on your favourites from the numerous weird shapes you can pick as a farshaper
    Resources: Point insane people generally don't form any kind of coherent organizations and as such, few Farshapers have any external resources to draw on.


    FARSHAPERS IN THE WORLD
    "She was raving mad alright. You don't do business with those types" Rigro, a shopkeeper about Mriella Drevill

    Few people trust complete and utter madmen and as such they are distrusted and shunned immediately when their madness is found out. Many of the Farshapers are insane enough that you can tell immediately when the farshaper walks past you. Some are not however. Farshapers may be smart however mad. Still anyone spending time with a farshaper will find out about the insanity and at that point, few people have any trust for one.
    Daily Life: Farshapers usually wander around with little or no direction. They are drawn to adventuring simply because of their whimsicality and inability to stay anywhere for long. The adventuring lifestyle suits them well. Wandering comes to them also because they are ttrusted nowhere. Some people take up arms when they recognize farshapers whose powers are from the very source of ultimate insanity. No one wants that in their town.
    Notables: One of the most infamous of farshapers was an elf named Karadris Lviyvan. He was a great wizard and a charitable, kind man. Until he was tricked into looking at a scrying ball pointed at the far realms. Even Karadris' great fortitude of will could not withstand the onslaught of insanity and he turned from a wise mage to a madman. Unfortunately this did not hurt his capability to cast spells which were now in mentally very unstable hands. His kindness now turned into insane ambition he found power in madness, to turn into it's source. He left his place of living and came back having found a way to call the denizens of the far realms to his aid. The resultant war overturned kingdoms. Entire populations were turned insane or slaughtered. When the mage was finally killed and the eldritch horrors turned after a decades long campaing the land was in ruins. It took centuries to even come close to it's former glory and the tale keeps on because no one dares to forget such a horrific example of what kind of power one can reach.
    Organizations: Farshapers don't have organizations as a group and if there are any in an organization, said organization is effectively screwed. Farshapers capabilities at contributing to an organization are extremely low and they are just too insane to form any kind of coherent organizations themselves. Eldritch horrors might sometimes ally with them though.

    NPC Reaction
    Very unfriendly if not outright hostile. People found out to be farshapers are on their own as many parts of society abandon them. Even those that don't avoid them because of their insanity. Some are taken up arms against when the local kids start going mad when they look at the farshaper. Generally they have to suffer very cold treatment.


    FARSHAPERS IN THE GAME
    Farshapers mechanically function much like druids, but they have no spell though their form abilities produce some spell effects. They can do the job of the party thing smasher. They have decent HD, full BaB and Farshape making them good at up front fighting if they take the appropriate forms. They can do other kinds of stuff with their forms though too. Not all available forms are suitable for melee only
    Adaptation: All the farshaper class needs to adapt is some eldritch horrors in the setting and some unlucky sods who happen to look at them. The story of Karadris could be adapted to a remote place in the setting. Maybe you could make a campaing where the players fight against the invasion.
    Encounters: The characters might be paid to get rid of a monster who makes people mad who happens to be a farhsaper who likes his alternate forms. You might even want to make a BBEG farshaper when you want a baddies whos not exactly sane.

    Sample Encounter
    "Who... you!! I will kill you! You did...! I will not suffer you here! RAARGH!!"
    EL 15: Mierla Drevill is an insane human who roams the countryside. Her insanity has driven her to killing most sentient life she sees and she seldom has any company, living like an extremely violent hermit. She lives by waylaying travellers, killing them and taking their stuff and then going somewhere until repeating the deed. Now the PC:s have been unlucky enough to be set into this maniac's path. Or perhaps they were hired to hunt her down.

    Mierla Drevill
    Chaotic Evil/Female/Human/Fighter 3/ Rogue 2/ Sorcerer 4/Farshaper 6
    Init +6, Senses: Listen -1, Spot -1,
    Languages Common
    ------------------------------------------------
    AC 21, touch 12, flat-footed (19)
    hp 94 (3d10, 1d6, 3d4, 6d8 HD)
    Fort +12, Ref +8, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +10/+5
    Attack Greatsword +2 attack bonus +17 Damage 2d6+5
    Full Attack Greatsword +2 attack bonus +17/+12 Damage 2d6+5
    Base Atk +12, Grp +15
    Attack Options Sneak Attack 1d6
    Spells Known Prestigitation, Light, Daze, Flare, Detect Magic, Ghost Sound, Magic Missile, True Strike, Shield, Grease
    Spells Per Day Level 0 (6), Level 1 (7), Level 2 (4)
    Supernatural Abilities Farshape, Confusing Form (DC 19)
    -----------------------------------------------
    Abilities Str 17, Dex 15, Con 16, Int 10, Wis 8, Cha 16
    Feats Power Attack (Bonus), Cleave (1st), Goad (Bonus), Combat Reflexes (Bonus), Improved Initiative (3rd), Maximise Spell (6th), Leap Attack (9th), Staggering Strike (12th)
    Skills Balance +7, Bluff +10 Climb +9, Intimidate +15, Know (Arcana) +12 Know (The planes) +12, Sleight of Hand +7, Spellcraft +6 Tumble +7,
    Possessions Greatsword +2, Mithril Breastplate +1, Ring of Protection +3
    Last edited by Frog Dragon; 2009-03-23 at 06:35 AM.
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