Far Realm Devotee (PEACH please!) [Archive] - Wizards Community

Post/Author/DateTimePost
Avolakian

01-27-08, 12:14 PM
Far Realm Devotee:
A Far Realm Devotee is one of those sick, twisted individuals that intentionally let the power of the far realm ravage there bodies. It all starts out with a simple, sometimes even very small, deformity. At that point they want more, mostly due to a power hungry nature or maybe some other reason, and so they devote themselves to the twisted, and somewhat chaotic, goals of the far realm. So what started as a single deformity eventually becomes something much worse.

Preq:
Alignment: Any non-good and non-lawful
Base Atk:+4
Skills:Knowledge (dungeoneering) 5 ranks, Intimidate 8 ranks
Special: Must have some sort of physical deformity, weather form a class feature, feat, a mutation present at birth, or for any other reason. An Aberration is considered to meet this requirement already.

HD:d8

Base Atk: Fort: Ref: Will: Special Abilities:
1 0 +2 +0 +0 Physical Deformity +2
2 1 +3 +0 +0 Fortification 25%
3 2 +3 +1 +1 Grant Deformity 1/day
4 3 +4 +1 +1 Physical Deformity +4
5 3 +4 +1 +1 Fortification 50%
6 4 +5 +2 +2 Grant Deformity 2/day
7 5 +5 +2 +2 Summon Pseudonatural
8 6 +6 +2 +2 Physical Deformity +6
9 6 +6 +3 +3 Grant Deformity 3/day
10 7 +7 +3 +3 Perfect Deformity

Skill points: 4+Int mod
A Far Realm Devotee's class skills are:
Bluff(Cha), Climb(Str), Disguise(Cha), Escape Artist(Dex), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(dungeoneering)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis),Survival(Wis), Swim(Str), Tumble(Dex)

Class Features
The following are class features of a Far Realm Devote:
Weapon and Armor Proficiency:Far Realm Devotee's gain no extra proficiencies with any Armor or Weapons

Physical Deformity(Ex):At first level a Far Realm Devotee's physical deformity becomes more developed(or they gain a new deformity). When the deformity is revealed (not under any disguise) a Far Realm Devotee gains a +2 bonus to Intimidate checks, a -2 penalty on all other Charisma-based skill checks, and a +2 bonus to any one Strength, Dexterity, or Constitution based skill or (in the case of an extra eye or ear) Listen or Spot.
At 4th level, the skill bonus increases to +4, the bonus on Intimidate checks increases to +4, and your penalty on other Charisma-based skill checks increases to -4. In addition, the Far Realm Devotee can take 10 on their chosen skill even if rushed or threatened. Lastly, the implementation of your deformity begins to disturb those around you. Whenever you use your chosen skill, all sentient creatures within 10 feet of you that can see you take a -1 morale penalty to all attack rolls, saving throws, and skill checks for 1 round. No creature may be demoralized more than once per encounter in this way.
At 8th level, the skill bonus increases to +6, the bonus on Intimidate checks increases to +6, and your penalty on other Charisma-based skill checks increases to -6. In addition, the Far Realm Devotee can take 20 on their selected skill check once per day, even if this would otherwise be impossible. Lastly, the morale penalty imposed by the use of your chosen skill is increased to -2.

Fortification(Ex):At 2nd level a Far Realm Devote's internal organs start to reshape and reposition themselves to protect them from harm. This grants a Far Realm Devote a 25% chance to ignore a critical hit or sneak attack(like the armor special quality). This chance increases to 50% at 5th level.

Grant Deformity(Su):At 3rd level, once per day, a Far Realm Devotee can channel the twisted nature of the far realm through his attacks. He must first declare that the next attack he makes will grant a deform. If that attack misses then that use of this ability is used. If it hits then the opponent develops a physical deformity around the wound. This deformity causes the foe to become sickened and take a -2 Strength penalty for a number of rounds equal to your levels in Far Realm Devotee. The Far Realm Devotee also gains temporary hit points equal to one half the damage dealt. At 6th and 9th level this ability is usable one extra time per day. The Deform also becomes more potent as a Far Realm Devotee gains in levels by granting a -2 penalty to Dexterity at 6th level and a -2 penalty to Constitution at 9th level.

Summon Pseudonatural(Sp):At 7th level a Far Realm Devotee is able to summon some of the twisted creatures from the Far Realm to aid him. This is the equivalent of a Summon Monster V spell except it can only summon monsters with the celestial or fiendish template and they instead have the Pseudonatural template (Complete Arcane or Lords of Madness). A Far Realm Devote can use this ability three times per day.

Perfect Deformity(Ex):At 10th level a Far Realm Devote is so twisted by the Far Realm that it has come to a state of "perfection". This grants a few new abilities:
-The Far Realm Devote's type becomes aberration if it is not already
-Immunity to critical hits and sneak attacks
-Non-Far Realm creatures take a -1 moral penalty on attack rolls against the Far Realm Devote
-Immunity to Polymorph effects
-Damage reduction 5/magic
-Immunity to flanking
A Far Realm Devote also chooses one of the following abilities to be granted by it's physical Deformity(or according to the nature of the deformity if ruled by the DM):
-A +2 bonus to Strength, Dexterity, or Constitution
-Fast healing 2
-Energized Blood: Those that damage a Far Realm Devote with a slashing or piercing weapon take 1d8 points of ether electricity, fire, cold, or acid damage.
-Gain a natural attack of the Far Realm Devote's choice (Claw, Gore, Tentacle, etc.) that deals 1d8 points of base damage.
-The Far Realm Devotee's size category increases by one, granting +2 Str and -2 Dex as size modifiers, plus other size bonuses and penalties.
-Telepathy out to 100 feet
-spell resistance 5 + character level

This is the first real prestige class I have made some please post any suggestions you have.
Neraagile

01-27-08, 07:58 PM
hmm .... first of all.... COOL :eek: .... Second of all, maybe you should consider adding in more Abberant/Vile feats? It seems a bit peculiar that you only gain one at level 10, also the Ability: Grant Deform should probably be Grant Deformity.
Avolakian

01-28-08, 08:20 PM
The reason I gave gaining a Aberrant/Deformity feat as a choice for Perfect Deformity because I was running out of ideas. It is mainly a way to increase the range of weird things you can get with this Prestige Class. I guess that I could incorporate them into the system, maybe gaining one on the same levels as Physical Deformity. A skill bonus is not that powerful so it could work. I will think about it.

I don't think that it really matters if it is named with the word deform or deformity but whatever I will change it.

Anyone else?
Realms of Chaos

01-28-08, 11:44 PM
Well, the name certainly grabbed my attention (and who's curiosity wouldn't be aroused?).

As far as a first PrC, this thing is downright wonderful. As far as a PrC in general, it is both bad and good.

Allow me to explain. First of all, this PrC falls into the small niche of no spellcasting and no full BAB. In most cases, PrCs like this have amazing abilities capable for compensating for their lack of either. As far as abilities go, this is relatively lackluster. You gain a +3 bonus on a skill check, a +2 bonus on intimidate checks, 3 pseudosmites each day that require both a successful attack and a failed saving throw, a summon monster affect 3/day, and a small basket of far realms goodies as a capstone. Although this PrC uses the Far Ream, one of DnD's most fascinating and least called upon enigmas, it doesn't really do anything that is too special and I am dubious to just how many people would actually play this (although it is the only nonspellcasting far realm PrC).

On the other hand, you have done a great many things right that are to be admired. For one thing, classes similar in design (such as the Dragon Devotee and Master of the Unseen Hand) have been created by Wizards and I can realistically see something like this being published in an issue of Dragon. Furthermore, all of your abilities fall into a similar flavor and the overall effect you seem to have been going for is a success. The talent to streamline the design of a PrC to this degree is really something to be admired. Furthermore, although you understandably restricted lawful and good characters from taking the class, you didn't say that only evil or only chaotic characters could take this class (something that I might've done). Another very successful thing you've done is avoid using the insanity of the far realms as a class ability, something that might've been very flavorful but that would make the class harder to play.

All of that said, there are 5 suggestions that I'd make regarding the class:
1. I'd change the name of the class. At the very least, I think you were going for Far Realm Devotee instead of Far Realm Devote (devote is a verb. devotee is the person who performs this verb). If you want to go further, I'd go for a name that goes with the mutated nature of the class (and that rolls easily off the tongue) such as Changed One or something like that.
2. I'd work a bit to add more fluff at the beginning of your post. The purpose of fluff, more than to simply explain what a class is, is to appeal to players who are considering taking a level in your PrC. Take a look at the opening fluff for some base classes to see what I'm talking about.
3. I think that Physical Deformity is a bit weak. I honestly don't think that it would be too strong if you granted a bonus to all of the listed skill checks. For that matter, you could throw in a natural armor bonus of equal size and still have it be about right, powerwise.
4. Grant deformity is also a bit lacking. I'd honestly remove the fortitude save. Although granting one makes a certain amount of sense, removing it seems to put the ability onto the proper power curve. Furthermore, when I saw this ability on the table, I thought it would grant yourself or touched targets beneficial effects (such as healing, temporary hit points, a natural armor bonus, or perhaps an increase to a physical ability score or two). Consider allowing a devotee to expend a use for beneficial effect.
5. I'd remove the bonus feat and polymorph option from the capstone ability (especially as you gain immunity to polymorph at that same level), along with natural armor if you decide to include that into physica deformity as I recommended. Possible abilities to replace them with include an increased size category, immunity to flanking, Telepathy out to 100 feet, Damage reduction 5/magic, and spell resistance 5 + character level.
Neraagile

01-29-08, 01:52 AM
Wow .... Chaos I must say.... DAMN YOU ..... now I can't get anything more to say xD (because your abosolutely right)
DonThelonious

01-29-08, 02:02 AM
Wow .... Chaos I must say.... DAMN YOU ..... now I can't get anything more to say xD (because your abosolutely right)

Seconded. Listen to Chaos, he knows what he is talking about.
Neraagile

01-29-08, 07:32 AM
Chaos you must have a look at my prestige class (apart from the fact that you'll probably tell me to throw it out) ;)

Bloodfueled Titan (http://forums.gleemax.com/showthread.php?t=984608)
Avolakian

01-29-08, 08:45 PM
I agree with the other two, that is some sexy advice Chaos, it makes me happy reading it.

When I was making this I was not intending it for any of my PCs so I was not thinking much from a PC advantage point. Now that I am I probably would not take this class myself.

1. I personally don't care what the title of the Prestige class is but if it will get more people to look and post there opinions then so be it, I don't know how to change the title of the thread however.

2.I will add more fluff later, I had some trouble thinking of what to put there and like I said I was not really thinking player wise when making this.

3.I like the natural armor idea, I will add it. Also do you think it would be balanced to give it a bonus Aberrant/Deformity feat at the same level? The reason I gave it medium BAB was for balance reasons but do you think it would still be balanced with full BAB?

4.I will remove the Fortitude save. What would you suggest for a beneficial effect?

5. That sounds like a good idea. I think I will add Damage Reduction as one of the abilities you normally get and the rest will be choices. By tenth level this guy should look really disturbing so I think I will also add a sickening form ability.

Anyone else?
DonThelonious

01-29-08, 09:44 PM
On th forum board just double click in the area next to the name of your thread (without clicking the name;)). From there you can easily edit the name of your thread to something more suitable.

Hope this helps:D
Realms of Chaos

01-29-08, 11:44 PM
Although both of them have their personal merits, I am actually against the idea of either abberant or vile feats. Allow me to explain. In the case of abberant feats, it does seem alot like additional mutations and makes for pretty good flavor. However, it is also saying that you have to have abberation blood in your veins in order to flush yourself with energies from beyond the cosmos, which seems a bit constricting. Furthermore, keep in mind that these feats are only available to humanoids (no problem for PCs but if you want to make an interesting NPC...). On the other hand, we have vile feats. Well, evil definitely fits within the alignment restrictions of this class. Furthermore, vile feats represent intentional change to your own body. However, there are also neutral Devotees to consider. Furthermore, although many of your class abilities use the word deformity, you use the word more to mean "a tentacle grew out of my scalp this morning" as opposed to "I ripped a few holes in my arm so I can play it as a flute", which is the true essence of the deformity feats. Don't worry, though. Even without feats, you are still on the right track. One thing, to slightly reiterate, that I would recommend for physical deformity is to add the bonus to all possible skill checks. In this way, you give the allusion to several smaller mutations (fins on your feet to help swimming, small claws that rip out of your gut to help climbing, vestigial eye, etc.).

Full Base Attack Bonus, eh? This is a bit of a conundrum, to be quite honest. Technically, you could get away with it quite easily. It wouldn't be overpowered, in any case. However, just consulting the general fluff of the PrC, medium BAB sounds just right. You aren't infusing yourself with the Far Realm just to become a better fighter or infusing that essence into your weapon (which would qualify for full BAB) but at the same time, you aren't performing endless hours of research and checking moldy tomes for dark clues (which would qualify for low BAB). Your guy seems to fit right in the middle. There is no shame with a small fluff discrepency if you decide to go with Full BAB (you are the class' creator, after all) but I might not make the same move myself.

Good to see that you decided to remove that fortitude save. On the topic of a positive benefit, I recommend the very flavorful move of tacking some form of downside onto the benefit (no one can truly absorb the energy of the far realms without side affects, now can they). Here are three options that seem about in line, powerwise (although, as always, you are free to search for the suggestions of others or write up your own idea).

Heal target amount equal to class level + Con modifier but sicken target for 1 round (another option for this is granting an equal amount of temporary hit points to the target for 1 minute or until lost.)
Grant +2 bonus to Strength, Dexterity, Constitution, two of those ability scores, or all three of those ability scores for 1 round/class level (or number of rounds equal to their constitution modifier). At the end of this time, either daze them for 1d4 rounds/stun them for 1 round/or just render them fatigued.
Grant target the benefit of your physical deformity ability (there should be a fortitude save to resist this effect, even though it is harmless). There is no reason to take on a drawback to this use as (a) it is the weakest (though not least flavorful) suggestion granted here and (b) the unstable nature of the Far Realms is already apparent in the transformation itself.


Once again, good work in general, and fantastic considering that this is your first PrC. I can only hope that your future PrCs will be as successful and elegant in design.
Avolakian

01-31-08, 07:48 PM
My original idea for physical deformity was that it would be one major deformity. If I want to go that track I would need to increase the deforms power wouldn't I, maybe the ability to take 10 on the check under stress, along with other things. Suggestions would be nice.

I think that when the Far Realm Devotee successfully uses his "pseudosmite"(I think I may rename it that, it got stuck in my head), then he will gain hp equal to his Far Realm Devotee levels + his Constitution mod.

Anyone else?
DonThelonious

02-01-08, 11:39 AM
Pseudosmite... Has a nice ring to it though I think it may give the wrong impression... But its dead on accurate... Its so twisted... :confused:

Okay, I'm better. Now back to the smite... thing. I don't think it would be to overpowered to let the FRD regain a certain number of HP back when it/he/she uses the ability, though I would let them regain something like 1/2 damage dealt rather than level + con. The reason for this is because at high levels 10 + con just is not going to do anything for the character. At high levels they should be dishing out and receiving damage at high levels. With the ability to at least gain half of their damage back then on crits and high rolls the ability can be very useful, while low rolls will make the ability more random.
Avolakian

02-01-08, 05:18 PM
maybe psudosmite is the wrong word, is there a word meaning something along the lines of entropic/corrupt creativity?

So the attack explodes with random amounts of far realminess? I like it. Maybe when the attack hits then this twisted deform weakens the other person but little deforms burst all along your body healing wounds and adding more flesh to peal away.

Anyone else?
Realms of Chaos

02-01-08, 07:43 PM
pseudo-smite isn't its name any more than the fighter class' real name is tank.

grant deformity kind of like a smite but kind of not, and so I described it properly. It's still called grant deformity.
Neraagile

02-03-08, 07:27 PM
I must have read wrong, because I got into my head Pseudo-Mites ... as in you have these thousands and thousands of small Pseudonatural critters crawling under your skin, and then you touch someone and transfere all these wounderful little evil doers who then proceed to bore into the victims skin and do all sorts of a nasty stuff.... but then again attack that explosed with Far realmy randomness and horror... go for it ^^

my response to Pseudo-Smite.... I don't really like it, theres too many smite ablities around as it is, and we don't need any more of them .... make something more interesting ....
DonThelonious

02-04-08, 01:47 AM
Pseudo-Mites ... as in you have these thousands and thousands of small Pseudonatural critters crawling under your skin, and then you touch someone and transfere all these wounderful little evil doers who then proceed to bore into the victims skin and do all sorts of a nasty stuff.... but then again attack that explosed with Far realmy randomness and horror... go for it ^^


This actually sounds like a much cooler ability than than the pseudosmite. It is freakish, bizarre, fits perfectly, and goes to show the levels of crazy I am pretty sure Neraagile is at.

Brilliant!:D
Neraagile

02-04-08, 08:20 AM
This actually sounds like a much cooler ability than than the pseudosmite. It is freakish, bizarre, fits perfectly, and goes to show the levels of crazy I am pretty sure Neraagile is at.

Brilliant!:D

Why thank you Thelonious, I'm sure your pretty crazy too ^^
but both the Random attack and Pseudo-mites, would be something I'd like to see in this PrC .
Avolakian

02-08-08, 08:55 PM
Sorry for my absence, I have been sick for a few days.

Anyway please ignore the Psudosmite comment, I do not know what I was thinking, my mind reacts to even the smallest of stimuli.

I have decided to make the following changes to physical deformity:
1) I shall double the bonus(to +2,+4,+6)
2) At 4th level the Far Realm Devotee can take 10 on his chosen check even if pressured or threatened. At 8th level the Far Realm Devotee can, once per day(or more if suggested), take 20 on the chosen skill.
3)At every level this ability improves the Far Realm Devotee chooses one ability to be granted by the deformity(this ability may or may not have anything to do with the skill). Here are a few ideas:
*gain hp equal to the skill bonus x4 every time the Far Realm Devotee uses the skill check
*any living creature that sees the Far Realm Devotee use his chosen skill that is within 30 ft. of him must make a Fort save(DC 10+Far Realm Devotee levels+the ability modifier the skill uses) or become nauseated for a number of rounds equal to 1/2 the deforms skill bonus.
Realms of Chaos

02-08-08, 09:41 PM
Um...

Instead of granting three completely separate abilities to a skill check, why not simply grant another stacking bonus. Likewise, it might actually be a good idea to scale the penalty to charisma checks. This is my idea for the wording (borrowing from the pseudonatural template a bit).

Physical Deformity(Ex):At first level a Far Realm Devotee's physical deformity becomes more developed(or they gain a new deformity). When the deformity is revealed (not under any disguise) a Far Realm Devotee gains a +2 bonus to Intimidate checks, a -2 penalty on all other Charisma-based skill checks, and a +2 bonus to any one Strength, Dexterity, or Constitution based skill or (in the case of an extra eye or ear) Listen or Spot.
At 4th level, the skill bonus increases to +4, the bonus on Intimidate checks increases to +4, and your penalty on other Charisma-based skill checks increases to -4. In addition, the Far Realm Devotee can take 10 on their chosen skill even if rushed or threatened. Lastly, the implementation of your deformity begins to disturb those around you. Whenever you use your chosen skill, all sentient creatures within 10 feet of you that can see you take a -1 morale penalty to all attack rolls, saving throws, and skill checks for 1 round. No creature may be demoralized more than once per encounter in this way.
At 8th level, the skill bonus increases to +6, the bonus on Intimidate checks increases to +6, and your penalty on other Charisma-based skill checks increases to -6. In addition, the Far Realm Devotee can take 20 on their selected skill check once per day, even if this would otherwise be impossible. Lastly, the morale penalty imposed by the use of your chosen skill is increased to -2.
Avolakian

02-08-08, 11:23 PM
Ah, I like that much better. I shall change it.