“They have watched us for as long as we have watched them. I work only towards unity. Is that really so wrong?”
-Tereck Sivnil, Blasphemous Preacher
At the edge of existence rests a place of absolute madness and flux. This place, remarked only by those of dubious and scholarly intention, has been named, quite aptly, the far realm. Throughout the ages, those in our world have sought to pierce into the far realm and those in the far realm have sought to consume our world. A few rare individuals have seen method in madness, seeing the far realms as the eventual fate of our multiverse, which is itself an anomaly within the far realm. The far realms will eventually reclaim us. When that happens, somebody has to be ready. In come the Blasphemous Preachers, obtainers of forbidden and blasphemous secrets and rites, doomsayers to our entire multiverse. Although their intentions may not be ill, these preachers welcome madness into our world, speeding the consumption of all things sane.
There are plenty of Reasons for a Blasphemous Preacher to adventure. Many adventure to discover lost lore referring to the far realms so that they may learn more about that enigmatic realm. Whether they wish to speed or slow the consumption of our world, they actively adventure for means by which to do so. Other Blasphemous Preachers use their strength to obtain power, adventuring to gain more of that commodity. Others still adventure to spread their warnings, viewing themselves as an actual preacher of sorts. Of course, as the Blasphemous Preacher rarely brings anything other than chaos with them, many “adventures” may be as simple as running for ones life from angry mob after angry mob.
Unlike the preachers that they may claim to be, Blasphemous Preachers have nothing to do with the divine. As they become more powerful, they work to ascend towards a form more compatible with the far realms (either by accident or by design). For power, they manifest spell-like abilities by causing minor rifts into the far realm. Furthermore, they can reveal terrible secrets or call creatures from beyond the plane to aid them. When they become sufficiently strong, Blasphemous Preachers can call upon beings completely beyond the realms of existence as we know it, vestiges.
Although one might assume that all Blasphemous Preachers must be evil. Although that is unfortunately a good rule of thumb, this need not be so. In fact, there are no restrictions on alignment. Evil Blasphemous Preachers do what they do either to obtain more power or to speed the destruction of a world they care nothing for. Good Blasphemous Preachers, on the other hand, may try to stave off the consumption of the multiverse for as long as possible (even though it is going to happen eventually) or warn others of the impending danger so that they might prepare themselves (or at least let them think they can prepare themselves to give them peace of mind). Lawful Blasphemous Preachers believe that the consumption of the multiverse is a natural phenomenon, acting accordingly to this belief. Meanwhile, Chaotic Blasphemous Preachers rage against this precept, committing great deeds (or great atrocities) in the process.
Blasphemous Preachers have an interesting relationship with established religion. For one thing, they are universally hated by just about every religion out there (with the exceptions being particularly nihilistic cults such as that of Thurzidun). Blasphemous Preachers, however, realize that many good sources of lore and secrets may be found in temple libraries. Furthermore, neutral and good Blasphemous Preachers generally accept that having a higher power upon which to rely is a generally good thing. Keeping in mind that those higher powers will be consumed as well, however, Blasphemous Preachers are, almost without exception, atheists.
The path of a Blasphemous Preacher begins the moment that they learn of the far realm. When a potential preacher realizes that its consumption of the multiverse is inevitable, they may begin their path in earnest. They begin to horde as many pieces of lore about the far realm as they can and begin to apply this knowledge, using essence from the far realm to protect themselves or harm others.
There are tales of a few individuals who were simply born with the potential to become Blasphemous Preachers, whether from dubious ancestry or planar phenomenon. In these cases, the knowledge that many Blasphemous Preachers seek is within them when they are born. Their learning of the far realm simply activates their latent powers. Further experience in the world merely unlocks more of their dormant strength and ancestral knowledge.
Among races, no particular race produces more Blasphemous Preachers. Any civilized race with repositories of forbidden lore may come across the path completely by accident while savage races have greater frequency of those simply born with the gift. A Blasphemous Preacher can come from almost anywhere.
A Blasphemous Preacher has a hard time working with divine casters, who (all but) universally hate their doctrine. Furthermore, Blasphemous Preachers have a hard time working with others who have weak will saves, knowing that their blasphemous secrets are just as likely to take out a friend as a foe. Blasphemous Preachers generally get along best with monks and barbarians, who are less likely to judge them and stand a chance at escaping the detrimental effects of their blasphemous secrets. When a Blasphemous Preacher makes a true friend in such a hostile world, they tend to be loyal allies, regardless of their alignment.
A Blasphemous Preacher does not readily fit into most roles. Their most noticeable feature is their spellcasting, coupled with their ability to cripple the minds of those around them. Through a combination of their spellcasting, mental destruction, and summoning capabilities, they often make fine battlefield controller. However, depending on their choice in spell-like abilities, a blasphemous preacher could just as easily become an expert healer.
Game Rule Information
Blasphemous Preachers have the following game statistics
Wisdom increases the potency of a Blasphemous Preacher’s blasphemous secrets and increases the degree to which the far realm protects them from harm. However, charisma makes your spell-like abilities more virulent and aids you in your summoning of vestiges. Without proficiency in armor, Dexterity and Constitution are also important.
Level BAB Fort Ref Will Special Maximum Vestige level Maximum Spell level
1 +0 +2 +2 +2 Invoke Breach, Unnatural Air, Blasphemous Secrets (Whisper Blasphemy) - 1st
2 +1 +3 +3 +3 Clarity In Madness, Call From Beyond - 1st
3 +1 +3 +3 +3 Abberation of Flesh, +1 Natural Armor - 1st
4 +2 +4 +4 +4 Soul Binding (1 vestige) 1st 1st
5 +2 +4 +4 +4 Blasphemous Secrets (Mutter Blasphemy) 1st 2nd
6 +3 +5 +5 +5 Beyond Mortal Ken 1st 2nd
7 +3 +5 +5 +5 Abberant Sight (darkvision) 2nd 3rd
8 +4 +6 +6 +6 Pact Augmentation (1 ability) 2nd 3rd
9 +4 +6 +6 +6 Blasphemous Secrets (Assert Blasphemy) 2nd 4th
10 +5 +7 +7 +7 Beyond Mortal Ken 3rd 4th
11 +5 +7 +7 +7 +2 Natural Armor 3rd 5th
12 +6/+1 +8 +8 +8 Suppress Sign 3rd 5th
13 +6/+1 +8 +8 +8 Blasphemous Secrets (Declare Blasphemy) 4th 6th
14 +7/+2 +9 +9 +9 Beyond Mortal Ken 4th 6th
15 +7/+2 +9 +9 +9 Abberant Sight (blindsight) 4th 7th
16 +8/+3 +10 +10 +10 Pact Augmentation (2 abilities) 5th 7th
17 +8/+3 +10 +10 +10 Blasphemous Secrets (Bellow Blasphemy) 5th 8th
18 +9/+4 +11 +11 +11 Beyond Mortal Ken 5th 8th
19 +9/+4 +11 +11 +11 Impossibility Realized, +3 natural armor 6th 9th
20 +10/+5 +12 +12 +12 Ascendance, Soul Binding (2 vestiges) 6th 9th
The Blasphemous Preacher’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st level:
(6 + Int modifier) x 4
Skill Points at Each Additional Level:
6 + Int modifier
All of the following are class features of the Blasphemous Preacher.
Weapon and Armor Proficiency:
Blasphemous Preachers are proficient with all simple weapons but with no armor or shields.
Invoke Breach (Sp):
Instead of casting spells in the traditional sense, a Blasphemous Preacher opens minor breaches into the Far Realms, shaping the flow of chaotic energies into the desired effect. A Blasphemous Preacher begins play with access to one 1st-level spell and three 0-level spells. These spells may be chosen from both the cleric spell list and the sorcerer/wizard spell list. You may also select any cerebrotic spell as if you possessed the Cerebrosis feat (Dragon #330). If one spell appears on both spell lists under different spell levels, use the lower spell level.
With each additional level, you gain knowledge of an additional spell of a spell level up to the maximum listed on the table above. Each spell known may be cast once per day as a spell-like ability. A single spell may be selected twice, allowing it to be used once per encounter.
Due to the unique way in which you manifest your magic, it behaves slightly differently from normal. First of all, your spell-like abilities may not be dispelled. Secondly, unless you are within the Far Realms or a Cerebral Blot (see below), you may not use your spell-like abilities in any circumstance in which you would be unable to utilize extradimensional travel. Lastly, all spell-like abilities have their casting time increased to 1 full-round action unless it was originally longer.
Each day, in order to reclaim your allotment of spell-like abilities, you must spend 1 hour in meditation. Like other spellcasters, you must also have 8 hours of rest ahead of time.
The save DC for your spell-like abilities equals 10 + spell level + charisma modifier. Although you do not “cast spells” in a traditional sense, your caster level is equal to your class level.
Unnatural Air (Ex):
A Blasphemous Preacher offers a distinct sense of wrongness to all who are around them. All creatures within 30 feet of one are rendered apprehensive and uneasy. Furthermore, if a Blasphemous Preacher is either in the area of or becomes the target of a divination spell, the caster must make a will save (DC 10 + class level) or become shaken for 1 round.
Furthermore, although the Blasphemous Preacher may never seem to move, attacks against them seem doomed to failure. While the Blasphemous Preacher is conscious, they add their Wisdom bonus (if any) as a bonus to their AC.
Blasphemous Secrets (Su):
There are some secrets that we are simply not meant to know. Blasphemous Preachers may pronounce these secrets to the world around them as a full-round action, wrecking the minds of all who hear within 30 feet.
The Blasphemous Preacher may perform this ability at will, but they may only do so safely a number of times each day equal to 3 + Wisdom modifier. For each use beyond this, the Blasphemous Preacher takes 2 points of wisdom damage. If The Blasphemous Preacher is somehow immune to wisdom damage, they may not use this ability beyond its normal limit.
The saving throw DC to resist a blasphemous secret is 10 + 1/2 class level + Wisdom modifier. However, the secrets that a Blasphemous Preacher pronounces are insidious, able to wear down even the most indomitable will. For each use beyond the first within a single encounter, the Save DC is increased by +1.
Blasphemous Preachers are not exempt from making a saving throw to resist the effect of their own blasphemous secret, but receive a +4 bonus on all saving throws made to resist the effects of any blasphemous secret, regardless of whether it was them using it. Even depriving themselves of their sense of hearing does not exempt them from the saving throw when using their blasphemous secrets, although doing so grants an additional +2 bonus to their saving throw and protects them completely from the blasphemous secrets of others.
All blasphemous secrets are language-dependant, mind-affecting abilities.
Starting at 1st level, a Blasphemous Preacher may utter a minor secret. All creatures within range must make a will save or be dazed for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). Dazed creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Starting at 5th level, a Blasphemous Preacher may utter a lesser secret. All creatures within range must make a will save or fly into a bloodthirsty rage for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). While in such a state, creatures gain a +2 bonus to their Strength and Constitution stores and a –2 penalty to their AC and must attack the closest living creature each round. Enraged creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Starting at 9th level, a Blasphemous Preacher may utter a truly blasphemous secret. All creatures within range must make a will save or become panicked for a number of rounds equal to your Wisdom modifier + 1 (minimum 1 round). Panicked creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Starting at 13th level, a Blasphemous Preacher may utter a greater secret. All creatures within range must make a will save or become confused (as the spell) for a number of rounds equal to your Wisdom modifier +1 (minimum 1 round). Confused creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Starting at 17th level, you may utter a dark secret. All creatures within range must make a will save or fall comatose for a number of rounds equal to your Wisdom Modifier + 1 (minimum 1 round) comatose creatures may make new saving throws each round to end the effect prematurely, with a cumulative +1 bonus each round.
Clarity In Madness (Ex):
Starting at 2nd level, the madness a Blasphemous Preacher pursues begins to wear away at their mind. They take a penalty equal to half of their class level to all wisdom-based skill checks and will saves.
However, with this madness comes true clarity. Once every ten rounds, as an immediate action, the Preacher may instead gain a bonus of equal size to all wisdom-based skill checks, will saves, and to their AC for 1 round.
Call from Beyond (Su):
Starting at 2nd level, a Blasphemous Preacher can call creatures directly from the Far Realm. Once per day per two class levels, a Blasphemous Preacher may call any number of creatures, as long as neither their summed HD nor their summed CR exceeds half of your class level. All creatures called gain the pseudonatural template (see next post) and last for up to one hour or until they are slain or dismissed. All creatures summoned are under the mental control of the Blasphemous Preacher. If the Blasphemous Preacher uses this ability while creatures from a previous call from beyond are still present, all creatures from the previous call from beyond are dismissed. Symbionts may not be called in this way. Using this ability takes a full-round action that provokes an attack of opportunity. This is treated as a conjuration effect of the summoning subschool.
All beings within 100 feet who witness the summoning of a pseudonatural creature in this way through their sense of sight are shaken for 1 round. If at least one of the called the pseudonatural creatures' CRs exceeds that of a witness, the witness must make a will save (DC 10 + 1/2 level + the Blasphemous Speaker's Cha modifier) or be paralyzed with fear for 1 round. Creatures summoned in this way do not act on the turn they are summoned but act directly after the Blasphemous Speaker on subsequent rounds.
Natural Armor (Ex):
Starting at 3rd level, a Blasphemous Preacher’s skin begins to harden and calcify. They gain a +1 bonus to their natural armor. At 11th level, this bonus increases to +2. At 19th level, the bonus increases to +3.
Abberation of Flesh (Ex):
At 3rd level, A Blasphemous Preacher may create create a polyp of far realms energy within themselves, which manifests as an individual but symbiotic creature. The creation process requires a ritual that takes 24 hours and costs 100 gp in materials. The polyp may manifest itself in a variety of ways, each imitating the effect of a symbiont found in our world. The type of symbiont available to them is dependant upon their level. All choices from lower levels, however, are available to a higher-level Blasphemous Preacher.
At any time, the Blasphemous Preacher may create a new symbiont by destroying the old one and repeating the ritual. If their symbiont is unwillingly destroyed, the Blasphemous Preacher must wait 30 days before repeating the ritual.
So long as a Blasphemous Preacher possesses an Abberation of Flesh, they gain a -2 penalty on diplomacy, gather information, and perform checks checks, a +2 bonus on intimidate checks, and a +2 bonus on saving throws made against cerebrotic spells or against the spells and abilities of creatures native to the far realm.
3 Breed Leech(MoE), Crawling Gauntlet(MoE), Throwing Scarab(MoE)
5 Storm Stalk(MoE), Winter Cyst(MoE), Gutworm(FF)
10 Shadow Sibling(MoE), Tentacle Whip(ECS), Psionic Sinew(FF)
15 Tongue worm(ECS), Cerebral Hood(FF)
20 Living Breastplate*(ECS), Mind Leech(FF)
*A Blasphemous Preacher gains proficiency with any living breastplate that they form.
MoE= Magic of Ebberon
ECS= Ebberon Campaign Setting
FF= Fiend Folio
Bind Vestige (Su):
Through special methods normally reserved for binders, a Blasphemous Preacher can contact a vestige and make a pact with it. At 4th level, a Blasphemous Preacher can make a pact with one vestige at a time. At 20th level, a Blasphemous Preacher can maintain two pacts simultaneously. They must complete the summoning and binding process with each separately, so each has its normal chance to influence the Blasphemous Preacher. The Blasphemous Preacher displays the physical sign of binding for each one. The Blasphemous Preacher’s effective binder level, or EBL, determines the maximum level of vestige they can summon, as well as all other functions related to binding vestiges. This value equals the Blasphemous Preacher’s class level. If the vestige they are trying to contact is of a higher level than their indicated maximum, they cannot summon it.
To contact a vestige, a Blasphemous Preacher must draw its unique seal visibly on a surface, making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency. A vestige might also have other requirements for contact.
Once the seal is drawn, the Blasphemous Preacher may perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, they must touch the seal and call out to the vestige using both its name and its title. The ritual fails if the Blasphemous Preacher cannot be heard. Otherwise, a manifestation of the vestige appears in the seal’s space as soon as they finish the ritual. Unlike with binders, who merely call forth a figment, your skill at piercing the fabric of reality allows you to call forth a small bit of its essence (which manifests in the normal manner). Although the essence may not harm others, all who can see it must make a will save (DC= 10 + 1/2 EBL + Blasphemous Preacher’s Cha modifier) or become shaken for as long as they remain in sight. The summoned essence ignores everyone but the Blasphemous Preacher. If they fail to address it within 1 round, it disappears. The vestige speaks in whatever language they used to call it.
To make a pact with their summoned vestige, the Blasphemous Preacher may make a binding check (1d20 + EBL + Blasphemous Preacher’s Cha modifier). If they are shaken by their summoned vestige, they take a –2 penalty on this roll. This process requires 1 minute and they may not make a rushed check. As a bit of the summoned vestige’s essence is summoned, this process can be interrupted if the essence is damaged too badly. The essence is treated as having hit points equal to 5 x EBL, an AC equal to 10 + EBL, and the incorporeal subtype. If it is “slain” during the minute that it takes to form the pact, the attempt is ruined and must be repeated from scratch. The Blasphemous Preacher must make your pact alone; others cannot aid them in any way.
Whether the binding check succeeds or fails, the Blasphemous Preacher gain the power granted by the vestige for 24 hours. During that time, they cannot rid yourself of the vestige unless they possess the expel vestige feat. Success or failure does, however, determine other aspects of the pact. If they fail their binding check, the vestige influences their personality and your actions, and the Blasphemous Preacher is said to have made a bad pact If their binding check is successful, the vestige has no control over their actions and does not influence their personality. In this case, the Blasphemous Preacher is said to have made a good pact.
When under the influence of a vestige, a Blasphemous Preacher must adhere to its requirements to the best of their ability. If they are conscious and free-willed, and they encounter a situation in which they cannot or will not refrain from a prohibited action or perform a required one, they take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves them. If the Blasphemous Preacher is influenced by more than one vestige, they must act according to all influences. If they fail to fulfill the requirements of multiple vestiges or disobey a single vestige multiple times, the penalties stack.
As long as the Blasphemous Preacher is bound to a vestige, they manifest a specific physical sign of its presence. This sign is real, not an illusory or shapechanging effect, and someone using True seeing
perceives it just as it is. The Blasphemous Preacher can hide a sign by mundane or magical means without penalty, or prevent it from appearing at all if they possess the suppress sign ability.
Vestiges are bound to the Blasphemous Preacher’s soul by the pact. They cannot be targeted or expelled by any means except the expel vestige feat, nor can they be suppressed except by an antimagic field or similar effect.
The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 EBL + Blasphemous Preacher’s Cha modifier.
Although vestiges lend a smaller amount of power to Blasphemous Preachers than to binders, they may press their powers further. All granted abilities usually usable once every 5 rounds is available only once per encounter. However, if you have made a good pact with a vestige, you may turn that pact into a bad pact as a full round action in order to use all such abilities at will for 10 rounds or until the end of the encounter, which ever comes first.
Beyond Mortal Ken (Ex):
Starting at 6th level, the Blasphemous Preacher begins the long process of ascension. Sustained by power best left to the imagination, the Blasphemous Preacher no longer needs to sleep or eat.
At 10th level, the Blasphemous Preacher’s skin becomes all but impenetrable for mundane weapons, gaining magic damage reduction equal to half of their class level.
At 14th level, the Blasphemous Preacher’s flesh allows spells to slide off, granting them Spell Resistance equal to their class level + 10.
At 18th level, the Blasphemous Preacher’s body seems to stop aging. They no longer take ability penalties for aging and cannot be magically aged. Ability score bonuses from aging still accrue, and any penalties the Blasphemous Preacher might have already taken remain in place. A Blasphemous Preacher is stolen away by horrible entitites when their time is up, and they are never seen again.
Abberant Sight (Ex):
Starting at 7th level, the Blasphemous Preacher’s senses extend in unnatural ways. They gain darkvision out to 60 feet, or the range of their preexisting darkvision is extended by another 60 feet.
At 15th level, the Blasphemous Preacher gains blindsight out to 60 feet. If they already possessed blindsight or gain it later on, use the higher of the two values.
Pact Augmentation (Su):
Beginning at 8th level, the Blasphemous Preacher can draw additional power from the vestiges they bind. As long as they are bound to at least one vestige, they can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability. At 16th level, you can make a second selection. You may choose the same ability multiple times, and their effects stack.
Pact Augmentation Abilities:
- +1 hit point/class level
- Energy Resistance 10 (acid, cold, electricity, fire, or sonic)
- +2 insight bonus on saving throws
- +2 insight bonus to Armor Class
- +2 enhancement to one ability score
- You form an additional symbiont that you are capable of making, except that it takes no time or money to create and that it lasts for 24 hours.
- You gain two tentacle attacks, which may be used to deliver primary or secondary attacks. Each deals damage and possesses reach as indicated by its size*.
*tentacle damage and reach by size
Suppress Sign (Ex):
Size Tentacle Damage Reach with Tentacles
Fine 1 0 ft.
Diminutive 1 0 ft.
Tiny 1d2 0 ft.
Small 1d3 5 ft.
Medium 1d4 5 ft.
Large 1d6 10 ft.
Huge 1d8 15 ft.
Gargantuan 2d6 20 ft.
Colossal 3d6 30 ft.
At 12th level and higher, when a Blasphemous Preacher makes a good pact, they can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. They can suppress or reveal the sign at will as a swift action. With a poor pact, the Blasphemous Preacher gains the powers of the vestige, but they cannot suppress its sign. They must show it for the duration of the pact and are influenced by it as normal.
Impossibility Realized (Sp):
Starting at 19th level, a Blasphemous Preacher can cause a tear between their world of defined probability and the far realms of infinite possibilities, allowing anything to happen. This ability imitates the miracle spell, except that each use costs 10,000 XP, the request is never refused, and no material component is ever required. This ability may be used at will.
At 20th level, a Blasphemous Preacher’s goal has been realized as they transform into a creature from beyond the stars. The Blasphemous Preacher gains the Half-Farspawn template. They do not, however, gain the spell-like abilities or natural armor usually granted by that template.
Furthermore, you may tear open holes into the far realms, altering the surrounding terrain through the creation of a cerebrotic blot (Dragon #330). In order to do so, you must spend 8 hours each day for one week working to create a cerebrotic core, during which time you may only engage in light activity. After completing this task, the cerebrotic periphery and cerebrotic marrow form over the next week and are populated over the week after. Such a cerebrotic blot forms over a 1-mile radius and possesses four foci.
Cerebrotic Blots, simplified:
where far realm touches the world and stains reality
periphery of cerebrotic blot. Geometry and landscape are warped over time. Boundary can be identified by spot check. Feeling of wrongness recognized with Wisdom check. Corrupted dreams deal wisdom damage. Creatures encountered are maddened.
“center” of cerebrotic blot. The material plane reacts to cerebrotic blot by pulling the most corrupted area “inwards”. Walking across a cerebrotic blot, you will normally only see the cerebrotic periphery. You can only reach this place by passing through cerebrotic foci that act as “chokepoints”. In the area, tremors occur once per day, viscous amoebic rain provides penalties. Rage can break out spontaneously and magical healing can cause corruption of form.
the point where the far realm touches the world.
Far realms magic. It can normally only be learned if you gain the cerebrosis feat, which you can only gain access to through a special rite called the ritual of the blot (or something like that). Practitioners of this magic are called cerebrants. Each spell in this category can be escalated for greater effect but doing so runs the risk of the spell backfiring against you.