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Thread: Xenotheurgy: Far Realms magic system

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    AssassinGuy

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    Apr 2007

    Default Re: Xenotheurgy: Far Realms magic system

    TRUE XENOTHEURGIST

    ĒI still donít see why you stand in my way. This multiverse is so small and fragile that it could break at any moment. How could you oppose the painless death I offer it?Ē
    -Teria Gerdrew, True Xenotheurgist

    Between the stars and beyond reality lies the unfathomable space known as the far realms of insanity. Our multiverse is as nothing before the power and size of what lies beyond. As if alive, the far realms seeks to corrupt and destroy our multiverse, using all means at its disposal.
    As irony would have it, one of the greatest tools at the far realmís disposal happens to be us. The very tether keeping the far realms linked to us, after all, is the knowledge of its existence. Carefully leaked forbidden lore and large-scale invasions by those living in that realm keep the knowledge alive and circulating.
    Those who dive a bit too deep, however, become even more useful. Whether they like it or not, they are filled with otherworldly powers, becoming a champion for all that seeks to unravel our world. Some try to suppress this power, others embrace it fully, and a few set forth to master it, to take control of the power that seeks control of them. These few people are the true xenotheurgists. They may be our demiseÖor our last hope.

    MAKING A TRUE XENOTHEURGIST
    Due to limitations of murmurs, the true xenotheurgist are limited in their role and cannot adapt as quickly as other casters. However, they have a complement of supernatural powers that they can use at whim, even if doing so would seem a bit risky. By using different combinations of murmurs, a true xenotheurgist can nearly imitate nearly any style of spellcasting, even though they will always lack a bit of raw power.
    Abilities: Xenotheurgists are a varied lot, with few similarities between them. One may embrace insanity with raw force of personality while another tries to control his power through study and vigilance and a third simply meditates to calm their troubled mind. Most xenotheurgy is more reliant upon the levels of murmurs than any single ability score. That said, Dexterity and Constitution both aid with the very important job of keeping the xenotheurgist alive.
    Races: Among races, humans are the most likely to read a forbidden tome, pick a fight against horrible monsters, or stick their heads through the wrong portal. Due to this and a high level of ambition among humanity, human xenotheurgists are among the most common. Elves are also one of the more common races to take this path, though many wrongly associate these elves with the elder elves who first created the Vast Gate. Halflings are another honorable mention, many of who figure their run of racial luck will let them outrun insanity.
    Though uncommon among savage races, some monstrous races such as mindflayers and the Zern (MM IV) have become quite skilled at the art. In the case of mindflayers, entire incursions can be hidden from the surface world in the deepest reaches of the Underdark.
    Alignment: There are truly three types of true xenotheurgists. The first type rushes into insanity with reckless abandon, knowing that their powers canít actually kill themselves and pushing themselves a bit further than is wise. These xenotheurgists lean towards chaotic alignments. The second type simply tries to balance out the random energies in their head through reflection and meditation, doing what they think they can and no more. These xenotheurgists lean towards neutral alignments. The third type is scholarly, trying desperately to quash any control that the far realms has over them and keeping some power in reserve at all times. These xenotheurgists lean towards lawful alignments. In regard to matters of good and evil, it really all comes down to the individual. Some seek to stop the far realms from doing more harm, using fire against fire. Others seek to corrupt and consume the world. The vast majority fall between these extremes, using their powers as an extension of themselves.
    Starting Gold: 5d4 x 10 gp (125 gp)
    Starting Age: As rogue


    Class Skills
    The True Xenotheurgist's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
    Skill Points at 1st Level: (4 + Int modifier) X 4
    Skills Points at Each Additional Level: 4 + Int modifier

    Hit Dice: d6

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Disturbance, Pull from Beyond, Unearthly Will|
    3

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Disturbance, Subverted Insanity 1/day|
    4

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Lesser Harbingerís Mark, Never the Same|
    4

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Disturbance, Subverted Insanity 2/day|
    5

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Lesser Harbingerís Mark, Never the Same|
    5

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Bonus Feat, Disturbance|
    6

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Lesser Harbingerís Mark, Never the Same|
    6

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Disturbance, Subverted Insanity 3/day|
    7

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Harbingerís Mark, Never the Same|
    7

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Bonus Feat, Disturbance|
    8

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Harbingerís Mark, Never the Same|
    8

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Disturbance, Subverted Insanity 4/day|
    9

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Harbingerís Mark, Never the Same|
    9

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Bonus Feat, Disturbance|
    10

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Greater Harbingerís Mark, Never the Same|
    10

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Disturbance, Subverted Insanity 5/day|
    11

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Greater Harbingerís Mark, Never the Same|
    11

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Bonus Feat, Disturbance|
    12

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Greater Harbingerís Mark, Never the Same|
    12

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Disturbance, Otherworldly, Subverted Insanity 6/day|
    13
    [/table]

    CLASS FEATURES
    As a true xenotheurgist, your role is to use judgment in using your breaches. Your role in the party may be determined by your murmur, the breaches it grants, or the incursions that you risk using. As you level up, you gain access to more murmurs, can use some of your powers with little to no risk, and slowly transform into an alien being.
    Weapon Proficiencies: As a true xenotheurgist, you gain proficiency with all simple weapons and with light armor but not with shields.

    Murmurs (Su): You have access to three or more murmurs, tenuous connections to the far realms made by causal knowledge of its existence and contents. All murmurs are supernatural abilities with seven levels of power. The first level is insufficient to grant any game effects and the seventh overpowers the senses, rendering you all but useless. Otherwise, all murmurs grant a static penalty and penalty, the size of which depends on the murmurís level. Furthermore, each murmur grants access to a small list of breaches and to a single incursion of your choice (no incursion may be learned more than once).
    The number of murmurs that you have access to is given on the table above. At any given time, you may only have three active murmurs. Up to once per day, after 10 hours of rest and/or sleep, you may exchange a single first level active murmur for an inactive one.
    At the end of each day, you may reduce the level of a single active murmur you possess by 1 (to a minimum of 1). A limited wish, wish, or miracle can also forcibly decrease the level of a murmur by 1 (no saving throw).
    You pay a steep price for the power that they wield, however. You requires two extra hours of sleep or meditation each night. Furthermore, you cannot be brought back from the dead by any means, including divine intervention.

    Disturbance (Su): You gain a number of disturbances, supernatural alterations to the world around you. Unlike murmurs, disturbances have no in game effect other than letting others locate you and being generally odd. The effects of a disturbance generally spread no further than 60 feet away from you.
    It is possible to suppress disturbances but doing so traps more of the chaotic energies within your head. For each suppressed disturbance, you take a Ė1 penalty to Will saves. As a standard action,you may suppress or reactivate any number of disturbances.
    You gain three disturbances at 1st level and gain an additional disturbance at 2nd level and every even level afterwards. The DM may either allow you to choose one from the list (see the above post) or roll randomly.

    Breaches (Su): Each murmur grants access to a number of supernatural abilities called breaches. Breaches are split into breach levels that behave like spell levels. Your xenotheurgy level dictates the highest level of breach that you can access, as given on the table below. Furthermore, to use a breach, the level of the murmur granting it must equal or surpass its breach level.
    Whenever you use a breach, make a Will Save against its save DC (DC 12 + Breach Level + Murmur level of the murmur granting the breach). If you succeed, you gain a warp point. If you fail, the level of the murmur is increased by one immediately after using the breach. A natural 1 on this saving throw always fails, even if a special ability, feat, spell, or magic item would prevent this.
    Breaches are usable at will and take a standard action to use. As mentioned in the above post, however, they can be distorted in a way that empowers them or that allows them to be used as a move action.

    Maximum Breach Level by Xenotheurgy Level
    Spoiler
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    Code:
    Xenotheurgy Level   Maximum Breach Level
         1st-3rd                 1st
         4th-6th                 2nd
         7th-9th                 3rd
         10th-12th               4th 
         13th-15th               5th
         16th-20th               6th


    Incursions (Ex): Each murmur grants access to a single incursion, a wave of aberrant energy that endlessly tries to force itself into the world through you. Incursions are extraordinary abilities and allow no saving throw. All incursions are large emanations centered on you. Much like a cerebrotic blot, each incursion has a large periphery area and a smaller marrow area. They last for 24 hours. Incursions cannot be ended prematurely but the effects of one incursion replace those of the last. Using an incursion requires a full-round action. The power of an incursion depends on the highest level of breach available (regardless of whether your murmurs are of high enough level to use such breaches).
    Even if you donít wish to use an incursion, failing to use one can drive you insane. At the end of each day that you do not use any incursions, they must make a will save (15 + highest level among active murmurs) or have the level of all of your active murmurs increased by one. For each consecutive day in which this save is made, increase the DC by +1.
    Failing that, incursions can sometimes force their way out. While you are reduced below 0 hit points (but is alive), is insane (via depravity, unearthed arcana rules, or the insanity spell), or has a seventh level murmur, they constantly emit all incursions that they have access to.
    While using an incursion, your senses and personality are pushed aside by the waves of aberrant energy, imposing a penalty to all wisdom and charisma-based skill checks and ability checks equal to your xenotheurgy level.

    Pull from Beyond (Su): As you gain power, energies from the far realms start keeping you alive. You remain alive until your hit points reach Ė10 Ė5 hit points/breach level you have access to (to a maximum of Ė40 hit points when you can access 6th level breaches). If you have access to abilities that keep you conscious under 0 hit points, they stop functioning at Ė10 hit points.

    Unearthly Will (Ex): You gain Unnatural Will (see below) as a bonus feat. If you add your Charisma modifier to modify Will saves, double the bonus that your warp points add to the save DC of your breaches. If you add your Intelligence modifier to Will saves, halve that bonus instead (round up).

    Subverted Insanity: As you grow in power, you develop a deep reservoir of mental energy that you can call upon to keep yourself sane. Starting at 2nd level, a number of times per week equal to your class level, you may gain a +5 bonus to the will save you make for using a breach.
    Furthermore, once per day plus once per every 4 class levels they possess, you may use a single breach without risk of increasing your murmur level.

    Never the Same (Ex): As time goes on, you gradually transform into something more than what you once were. At 3rd level and every odd level afterwards, choose a single skill in which you have at least 1 rank. You gain a +1 bonus in skill checks using that skill as your body deforms in some way. You decide the precise nature of the deformity (or improvement) but it should be related with the selected skill. These bonuses stack with each other, making the deformity more pronounced each time.

    Lesser Harbingerís Mark: In addition to warping your body, energies from the far realms grant you a bit of strength as well, strength that can manifest in a variety of ways. At 3rd level, and again at 5th and 7th level, choose one of the abilities listen below. None of these abilities may be taken more than once.
    Mental Acuity (Ex): Your mind is stronger than most. You gain a +1 bonus to Will saves and whenever you may a successful will save against an effect that would affect you partially on a success, you instead ignore that effect altogether.
    Extra Subverted Insanity: You gain an extra daily use of your subverted insanity class feature.
    Martial Training: To lower your reliance on breaches in combat, you have taught yourself some more martial skills. You gain proficiency with martial weaponry, medium armor, and shields (but not with tower shields).
    A Bit of Luck (Su): Using the conflicting energies within your head, you can alter probability in your favor. Twice per day, you may reroll any unsuccessful saving throw. You must take the result of the reroll, even if it is worse than the original.
    Suppress the Voices (Ex): For a total number of rounds per day equal to your class level, you may reduce the level of a single murmur by 1. This time need not be continuous. Starting this ability, changing which murmur is affected, or ending this ability is a swift action.
    Control the Flow (Ex): By concentrating, you can increase or decrease the flow of energy through your body. As a swift action, you may grant yourself up to two warp points or ignore up to two warp points for a number of rounds equal to your xenotheurgy level. Using this ability a second time ends the duration of the first application.
    Improved Suppression: You can suppress disturbances with less mental disruption. You take a penalty to Will saves equal to half of the disturbances suppressed (rounded up).
    True Alteration: Your form warps a bit as you command it to, increasing your abilities. Increase a single ability score of your choice by 1.
    Canny Xenotheurgist: The whispering voices in your head are granting you insights into the world around you. Starting at the level when this ability is chosen, each class level of true xenotheurgist grants you an additional 2 skill points. Furthermore, add two skills of your choice to the skill list of the true xenotheurgist.

    Bonus Feats: At 6th level and every 4 levels afterwards, you gain a bonus feat, chosen from feats in the following post

    Harbingerís Mark: As you become stronger, the power that you siphon form the far realms increases as well. At 9th, 11th, and 13th level, choose one of the abilities listed below or from the list of Lesser Mark of the Harbinger abilities that you have not already selected. These abilities may not be selected more than once.
    Slippery Mind (Ex): The flow of energy through your head makes it harder for outside sources to control your thoughts. If you are affected by an enchantment spell or effect and fail your saving throw, you may attempt it again 1 round later at the same DC. You gain only this one extra chance to succeed on the saving throw.
    Subvert More Insanity: You gain an extra daily use and an extra weekly use of your subverted insanity class feature.
    Mad Skill Mastery (Ex): The murmurs flowing through your mind grant you a bit more talent with your skills. You may take 10 when making any skill check that at least one of your active murmurs grants a bonus to, even if stress or distraction would normally prevent this.
    Ignore the Voices (Ex)): Requires Suppress the Voices: for a total number of rounds per day equal to your class level, you may completely ignore the effects of an active murmur (this does not prevent you from using breaches). This time need not be continuous. Starting this ability, changing which murmur is affected, or ending this ability is a swift action. These rounds stack with those gained from Suppress the Voices.
    Abundance of Luck (Su): Requires A Bit of Luck: Your good fortune with resistance effects and controlling your breaches is magnified. You gain an additional number of rerolls per day equal to the ability modifier that is added to your Will save.
    Conscious Incursion: Your senses and personality still rise to the surface even while using an incursion. The penalty to ability checks and skill checks while using incursions is reduced by an amount equal to half of your xenotheurgy level (rounded down).
    Incursionís Protection (Ex): While you are insane, are under 0 hit points (but are alive), or possess a 7th level murmur, the energies that you are forced to release help to defend you. You gain Damage Reduction 5/- and Energy Resistance 5 against acid, cold, electricity, fire, and sonic damage while in such a state.
    True Transformation: Your body warps a bit as you command it to, increasing your abilities. Increase a single ability score of your choice by 1.
    Emulate Magic (Su): Although true magic isnít what a xenotheurgist does, xenotheurgy comes close enough to emulate magic at times. You may use spell trigger and spell completion items as a spellcaster of your effective xenotheurgy level. For this purpose, you are treated as having access to every spell list and as being every type of caster (wizard, cleric, bard, etc.)

    Greater Harbingerís Mark: As you reach the pinnacle of your strength, your skill with xenotheurgy seems nearly as unearthly as the magic itself. At 15th, 17th, and 19th level, choose one of the abilities listed below or from the list of Lesser Harbingerís Mark or Harbingerís mark abilities that you have not already selected. These abilities may not be selected more than once.
    Hold off Insanity: You gain one extra daily use and two extra weekly uses of your Subverted Insanity class feature.
    Eyes Unclouded (Su): You see the world as it truly is, as if under the perpetual effects of a true seeing spell.
    Hidden Anathema (Su): You are concealed from all forms of divination. Spells that would detect your presence, read your thoughts or emotions, find information about you, or discern your location fail. Divinations peering into the future do not take you into account and scrying effects are unable to detect you (though they can display the scene around you as if you werenít there). Even epic or divine uses of divination meet with this failure.
    Unhindered Incursion: Requires Conscious Incursion: you take no penalty to ability checks and skill checks while using an incursion.
    Gift of the Far Realms (Su): Requires xenotheurgy level 17 or higher: once per week, you may either call upon beings from the far realms and entreat a miracle effect or force your control upon the energies in your head and make a wish effect. Either way, this ability requires the normal XP cost and raises the level of all active murmurs by one.
    Wings of Heresy (Ex): You grow tainted and warped wings, granting you a fly speed of double your land speed (perfect maneuverability).
    Pass on the Blessing/Curse (Su): By spending one week with another creature talking about the far realms and engaging in no more than light activity, you can ensure that they gain xenotheurgy. You may elect to give them access to one of the murmurs that you possess or you may decide randomly (as on the table above).
    True Ascension: Your entire form is altered, increasing your capabilities. Increase a single ability score of your choice by 1.
    Quick Alteration: You can change the abilities you have available with great haste may exchange active murmurs above 1st level. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.

    Otherworldly (Ex): Like it or not, a true xenotheurgist is changed by the far realms. At 20th level, they become a being almost completely of its design. Your creature type changes to outsider (do not recalculate hit points, skill points, base attack bonus, or saving throws) and gain darkvision out to 60 feet. You gain a +2 bonus to the ability score whose modifier is added to your Will saves.

    True xenotheurgists and multiclassing: Generally speaking, most true xenotheurges start as members of their class although a player may multiclass into true xenotheurge with consent of their DM. In such a case, the true xenotheurge uses the higher value of the murmurs they gain according to their level and the number of murmurs that they have already acquired.
    Multiclassing requires training in multiple different fields, something that excites the contradictory energies in a true xenotheurgistís head. For each class beyond the first that any xenotheurge (including afflicted/blessed xenotheurges) possesses, the xenotheurge takes a Ė2 penalty to all Will saves.

    Example 1: John is a level 1 true xenotheurgist who just reached 1,000 XP. If John chooses to take a level in rogue (or any class other than true xenotheurgist), John takes a permanent -1 penalty to all will saves. After taking that level in rogue, John can take any number of levels in either true xenotheurgist or rogue without more of a penalty but taking levels in a third class, whether a base class or prestige class, would increase the penalty to -2.
    Example 2: Dave is a level 1 Rogue (afflicted xenotheurge). As Dave has levels in only one class, Dave doesn't take any will save penalty. If Dave takes a level in any other class, however (even true xenotheurge), they take a -1 penalty (or more if they take levels in more than one other class).
    Example 3: Jennifer is a level 1 Cleric/level 1 Rogue who became an afflicted xenotheurge since they last gained a level. Even though she hasn't selected any new classes since becoming a xenotheurge, Jennifer takes a -1 penalty to will saves for possessing levels in 2 classes.

    PLAYING A TRUE XENOTHEURGIST
    Your power is simple and easy to access, but you must always be careful. A single odd movement or momentary lapse in concentration could turn the area into a nightmarish parody. Those who see you will likely fear you. Those who know what you are will likely hate you. You are well aware of this but you must keep pressing forward. The stronger you become, the better control you achieve.
    Your magic comes easily for you, energy from the far realms siphoned from your mind. In fact, the difficulty comes not in calling your energy but in only letting it out in small bursts. As this strain presses your to the brink of insanity, you are forced to reserve your powerÖor lose your mind.
    Others like you probably exist somewhere. You are fairly certain that youíll know them when you see them. Their power, after all, isnít something easily concealed. The vast variety in ethos among your brethren likely stops you from seeking them out, however. Another true xenotheurge may see you as an abomination or as an object to sacrifice. Blessed and afflicted xenotheurges are little better. Though they may desire your aid, blessed xenotheurges will lust after your power and afflicted xenotheurges may grow to hate what they have becomeÖand you.
    Travel is a necessity in the lives of most true xenotheurges. A few try to stay in underground caverns or in large forests, where their incursions wonít harm anyone. Time and time again, however, someone discovers the incursion and the xenotheurge is run out of their home. Most xenotheurges travel significantly more often, seeing adventure as a change to learn more about their power and to master it. Though it is impossible to completely control, most xenotheurges seek this goal of mastery, if not control.

    RELIGION:
    Strangely, xenotheurgy and religion donít clash as much as most would expect. Some xenotheurgists gain divine aid from their god as a paladin or cleric. Even the forces of nature that lend power to a druid seem unable to discern that something is amiss if they gain xenotheurgy.
    Some of the darker xenotheurgists worship dark gods of madness and corruption, such as Thurizdun. Others choose to worship gods as it helps give them faith, although they are disheartened by the fact that they arenít bound for any afterlife (if they are aware of this particular fact).
    Religious organizations donít have any particular hatred for xenotheurgy (beyond the intense hatred that all sane beings have for it) but are organized structures capable of quickly arming a response against discovered xenotheurgists.

    OTHER CLASSES:
    Most sane beings are quick to hate xenotheurgy once they understand what it is and how it works. A true xenotheurgist, however, can truthfully say that they have more control over their powers than most practitioners. So long as they are diligent and donít hold their compatriots back, any true xenotheurgist can win the grudging toleration (if not respect) of those that they travel with.

    COMBAT:
    Although some true xenotheurgists train themselves in the art of warfare, most are relatively inept at combat, fighting about as well as clerics without proficiency in shields or medium and heavy armor. Though largely unable to account for this weakness, most xenotheurgists donít expect to fight in the front-lines.
    A true xenotheurgist gains the breaches of three murmurs at a time. In this way, you may be able to help in multiple facets of combat or be unable to meaningfully help at all, depending on the murmurs and the situation. However, in most cases, there will be at least something for you to do.
    A true xenotheurgist only gains a certain number of ďsafeĒ breaches that they can use each day. It is your job in combat to use these breaches carefully and to think of whether additional breaches are worth the risk.
    In extreme situations, it may be helpful foryou to use an incursion, though you should remember that it will be active for the next day.

    ADVANCEMENT:
    At first glance, the opportunity for multiclassing is astounding. So long as you possess at least one level in true xenotheurgist, your murmurs gain all benefits of being on (rather than being an afflicted/blessed xenotheurgist). Furthermore, taking levels in other classes increases the maximum level of breach that you can use.
    However, this may not be as beneficial as it first appears. Taking levels in true xenotheurgist grants you more breaches per day and per week that can be used in at least relative safety. Also, since higher level breaches require higher-level murmurs, save DCs raise quickly for more powerful breaches, making them riskier to use without such safety nets.

    HUMAN TRUE XENOTHEURGIST STARTING PACKAGE:
    Armor:Leather Armor (+2 AC, armor check penalty Ė1, speed 30 ft., 15 lb.)
    Weapons: Sickle (1d6, crit x2, 2 lb., light, slashing).
    Heavy crossbow (1d10, crit 19-20/x2, rang inc. 120 ft., 8 lb., piercing).
    Skill Selection: Pick a number of skills equal to 5 + Int modifier
    {table=head]Skill|Ranks|Ability|Armor Check Penalty

    Bluff|
    4
    |
    Cha
    |
    --

    Craft|
    4
    |
    Int
    |
    --

    Disguise|
    4
    |
    Cha
    |
    --

    Escape Artist|
    4
    |
    Dex
    |
    -1

    Intimidate|
    4
    |
    Cha
    |
    --

    Knowledge (arcane)|
    4
    |
    Int
    |
    --

    Knowledge (history)|
    4
    |
    Int
    |
    --

    Knowledge (the planes)|
    4
    |
    Int
    |
    --

    Sense Motive|
    4
    |
    Wis
    |
    --

    Spellcraft|
    4
    |
    Int
    |
    --

    Use Magic Device|
    4
    |
    Cha
    |
    --
    [/table]

    Feat: Iron Will
    Bonus Feat (human): Improved Initiative
    Gear: Backpack with waterskin, one dayís trail rations, bedroll,sack, and flint and steel. Three torches. Case with 10 crossbow bolts.
    Gold: 2d4 gp

    TRUE XENOTHEURGISTS IN THE WORLD
    She reduced my entire town to madness in a matter of minutes. She killed our livestock, ruined our crops, and drove my uncle mad. We have to kill her. That woman and everyone like her must die!
    -Taek Ringer, Avenging Executioner

    True Xenotheurgists put dark and terrible secrets into the hands of players, pitting them in a battle against themselves and those who would kill them. At the same time, the energies that they use are not evil and the True xenotheurgist can very well play the part of the tragic heroÖwhen they arenít busy arguing with voices only they can hear.

    DAILY LIFE:
    The daily life of a true xenotheurgist widely varies. Unlike users of mystical powers, she doesnít need to spend any time at all replenishing their power each day. Even so, many develop a series of habits that they superstitiously believe helps improve their control (or improve their raw power). If they feel as though an incursion will soon break out, they normally venture away from society and use one with a smaller range
    True xenotheurgists generally avoid followers and positions of leadership as it is hard to keep their powers secret while in a position of prominence. Even so, some more zealous xenotheurgists manage to accumulate a rough cult of followers

    NOTABLES:
    Most true xenotheurgists have a hard time avoiding notoriety, largely in part due to involuntary incursions, their appearance, or their disturbances. That said, most true xenotheurgists are hunted down and killed before they can gain any real power. However, the few who do gain power are often remembered. Alas, even those who accomplished good deeds are often remembered in the same way as one may remember a terrible giant or fearsome dragon. After enough time passes, most such xenotheurgists are forgotten or are incorrectly remembered as wizards or similar casters.

    ORGANIZATIONS:
    True xenotheurgists generally donít meet in person when they can avoid it. Having even two in the same city doubles the odds that one of them will release an incursion and raise suspicions towards everyone. Furthermore, it is hard to make a gathering of people who all use energy that is slowly unraveling the multiverse not seem a little bit suspicious.
    Still, a couple cabals still appear now and again, either in greatly isolated areas or in towns that they have emptied out through the use of their incursions and breaches. These cabals attract wayward true xenotheurgists and even afflicted and blessed xenotheurgists seeking safety from the rest of the world that seeks to destroy them..s.

    NPC REACTIONS
    True xenotheurges are feared and hated. More than rogues, binders, hexblades, warlocks, and even dread necromancers, xenotheurgists are feared and hated. All who see them feel a momentary bit of aggression, even if they cannot tell who it is towards. This hatred, which creatures also experience while witnessing breaches, is a natural reaction of the multiverse seeking to fight off the far realms.
    To make things worse, the true xenotheurgistís body is altered as they grow more powerful, their murmurs slightly alter their personality, and their disturbances can be, well, disturbing.
    When it is revealed how a xenotheurge gains their power, all but a few nihilistic cults are likely to become unfriendly, if not downright hostile, towards the true xenotheurge. Whether or not they control themselves, they are releasing energy that threatens the stability of all existence as we know it. This is a fact that wizard towers, churches, evil necromancers alike can agree is bad.
    Perhaps the worst thing that they have going for them is their incursions. Incursions can destroy entire towns, ruin trade lines, and make life generally miserable for everyone in the area. Even the risk of something like that occurring in the center of town is something few people would like to risk if other options are available.

    TRUE XENOTHEURGIST LORE
    Characters with ranks in Knowledge (the planes), or who have the bardic knowledge ability, can research true xenotheurgists and xenotheurgy. Though most people abhor xenotheurgy, those who know what it is usually donít consider it dangerous to warn others about what it is. When a character makes a skill check or a bardic knowledge check, read or paraphrase the following, including the information from lower DCs.
    DC 15: There are unusual spellcasters out there called xenotheurgists, beings who gamble with their own sanity for a bit of power. It is almost universally agreed that a xenotheurgistís magic is anything but good for the multiverse.
    DC 20: In some ways, xenotheurgy is more akin to lycanthropecy than magic, a supernatural affliction for those who have fought unusual enemies for far too long. Some being seek out this magic, others are afflicted against their whims, and a few set out to master the art.
    DC 25:the power source for xenotheurgy is a place beyond our multiverse, a place of madness and corruption known as the far realms. In truth, what they claim as magic are actually small breaches letting energies from the far realms enter our world.
    DC 30:all xenotheurgists alter the world around them, suffer from forced alterations to their own body, and can access a few supernatural powers called breaches. The worst among their powers are incursions, massive waves of energy capable of disrupting entire communities.
    DC 35: Characters who achieve this level of success can learn important details about specific binders in your campaign, organizations that may exist specifically to destroy them, or the powers of specific breaches, incursions and murmurs. Also, creatures who achieve this level of success may have pried their nose a bit too far into otherworldly mattersÖ

    TRUE XENOTHEURGISTS IN THE GAME
    It is both easy and difficult to suddenly incorporate xenotheurgy into a game. It is difficult to reason that something that attracts so much attention was ignored or remained unknown for such a long time.
    Fortunately, there are a number of ways to solve this problem. First of all, existing xenotheurges may not be recognized as what they truly are. Disturbances can be hidden, Murmurs can be chalked up to eccentricity, and both breaches and incursions can be called magic without all but the most learned researchers raising an eyebrow. In fact, if xenotheurges are good at hiding their presence, incursions may be chalked up to natural (or supernatural) disasters, akin to a flood or earthquake.
    Alternately, it is possible that xenotheurgists are isolated in some way. Imagine a rock from the far realms, for example, that crashes into the ground of a nation and starts creating xenotheurgists. Alternately, xenotheurgists may be most common among savage species or they may be collected in large groups, either in subterranean (or extraplanar) cabals or in secret holding cells of a government or army that is rounding them up (after all, incursions work wonders for a siege).
    One last possibility is that xenotheurgy simply isnít always common in the world. Considering that it normally requires at least one (and often more) alien, once-in-a-lifetime encounters to gain xenotheurgy, xenotheurgists are likely very rare and having all xenotheurgists on a planet or even in an entire plane die out doesnít seem too unlikely. At a given moment, however, some event may start creating more xenotheurgists, either cosmic (such as a new portal being opened) or mundane (a recently unearthed tome being copied and distributed).

    Adaptation
    It is very easy to change the origin of a xenotheurgistís power. Rather than hailing from the far realms, it could easily come from another unstable plane such as Limbo. Alternately, this power may be a variant of psionics, a form of insanity reflected in the world around its practitioner. In classic comic book tradition, xenotheurgy could even be caused by radioactive rays or meteorites.
    If the idea that the far realms is taking action against our world doesnít seem quite right to you, it is quite possible that a specific entity (likely an elder evil) is granting this power. In fact, as incursions resemble signs of the apocalypse, a true xenotheurgist makes a fine ally to a coming elder evil.

    SAMPLE ENCOUNTER
    A true xenotheurgist can function as either an unusual ally or a memorable villain. In a social setting, she is likely to hold back a bit, fearing that she might draw attention. A true xenotheurgist may take great pride stalking PCs through the wilderness with an active incursion, occasionally lashing out with a breach. PCs may be surprised if they think a xenotheurgist is out of power but they keep using breaches when backed into a corner.
    EL 5: Teria Gerdrew has been slightly insane since her birth. Her best friend in childhood was Kriktep, a floating one-eyed being only she could see. Her dreams were filled with monstrous scenes and insane towns but she knew not to be afraid. These dreams were the only ones that she had ever known. The problems only began when Kriktep ordered Teria to harm her mother one day. For the first time, she argued with her best friend. The argument grew heated and fierce until the world around her seemed to break a little bit. One minute, everything was burning down. The next minute, all of the water was freezing. The people from her hamlet quickly fled and Teria was separated from her mother. Since then, Teria has been on her own, mastering her powers and doing as she pleases. Nowyoung woman, she still refuses to talk to Kriktep but is starting to believe that lies that she is fed, that this entire multiverse is truly better off dead.
    PCs may encounter Teria as she walks through a town, doing nothing wrong but keeping her incursions and disturbance active. Alternately, PCs may encounter her on one of the many errands that Kriktep tricks Teria into performing. Teria runs away if possible, using [I]cerebral mist[I] and sanctuary outside. In combat, she protects herself with unraveling of form and face and fights alongside Kriktep, the heresy elemental summoned via essence of heresy. If she encounters heavy resistance, she uses visions of emptiness to keep a foe busy and runs off, leaving Kriktep to hold off foes, if just for a few moments.

    Teria Gerdrew
    NE Female Human True Xenotheurgist 5
    Init +6, Senses: Listen +5, Spot +6
    Aura: choose five disturbances
    Languages Common, Dwarven
    ------------------------------------------------
    AC 17, touch 12, flat-footed 15
    hp 25 (5 HD)
    Fort +4, Ref +5, Will +12 (+14 against Charm effects, +8 against Teleportation effects)
    ------------------------------------------------
    Speed 20 ft. ( squares)
    Melee +1 Sickle +5 (1d6+2)
    Melee mwk dagger +5 (1d4+1/19-20)
    Base Atk +3, Grp +4
    Atk Options A Bit of Luck 2/day, Subverted Insanity 3/day
    Combat Gear 3 potions of cure moderate wounds
    Murmurs
    Waking Dream 2 (active):
    2 less hours of sleep needed, +2 to saves against Charm effects. -4 spot and listen checks, -10 speed.
    Called from Nothing 2 (active):
    2/day conjure mundane equipment worth up to 1 gp, 2/day grant ally flanking benefits for 1 attack as immediate action. Ė4 to saves against Teleportation effects, outsiders and elementals start one category closer to hostile.
    Path of Entropy 2 (active):
    attacks ignore 2 hardness and Fort DC of coup de grace increased by +2. Amount of food needed is tripled, healing received is reduced by 4 points.
    Insidious Pact 1 (inactive)
    Sinister Persuasion 1 (inactive)
    Breaches
    Waking Dream
    1: Echoes of the Abyss, Foe Without a Face
    2: Figment of the Dreamscape, Unraveling of Form and Face
    Called From Nothing
    1: Call from Beyond, Cerebral Mist
    2: Essence of Heresy, Invocation of Hatred
    Path of Entropy
    1: Battered by Entropy, Visions of Emptiness
    2: Sanctuary Outside, Unravel Dweomer
    Incursions
    Waking Dream
    Frozen Heart
    Called from Nothing
    Land on Fire
    Path of Entropy
    Veil of Misfortune
    -----------------------------------------------
    Abilities Str 12, Dex 14, Con 12, Int 14, Wis 13, Cha 16
    SQ Pull from Beyond (Die at Ė20), Unearthly Will, Never the Same (+1 Spot checks, +1 Hide checks)
    Feats Unnatural Will, Iron Will, Improved Initiative, Heightened Empowerment
    Skills Escape Artist +9, Hide +10, Intimidate +11, Knowledge (the planes) +10, Listen +5, Move Silently +9, Spot +6
    Possessions combat gear plus +1 Chain Shirt, +1 Sickle, Masterwork Dagger, +2 Cloak of Resistance, 92 gp
    Last edited by Realms of Chaos; 2011-02-04 at 09:17 PM.
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