Difference between revisions of "Farspawn Scion (3.5e Prestige Class)"
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Contents
Farspawn Scion[edit]
“ | The most merciful thing in the world... is the inability of the human mind to correlate all its contents. | ” |
—H. P. Lovecraft, Human Archivist, Necronomicon |
Beyond the veil of reality are the gibbering hoardes of living madness which undulate in the ever-present milky branes of the far realm. They carelessly snuff out life, or seek to bring ruin to what we call reality. Out of those are the ones most terrifying who can leave their mark on the world and taint a whole bloodline, installing an agent of madness in the Prime Material. These are those who have awakened their tainted DNA to the call of a nightmare from beyond, and responded by changing into their destined forms. They are the farspawn scions.
Becoming a Farspawn Scion[edit]
Alignment: | Any. |
---|---|
Race: | Any corporeal living creature.. |
Skills: | Knowledge The Planes 8 ranks, Profession Astrology 4. |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Change Shape, Farspawn Defenses, True Strike, Unnatural | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Ability Boost (+2 Wis), Tentacles, 25% Fortification | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Blindsense 20 ft, Spell-Like Abilities 1 | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Ability Boost (+2 Cha, +2 Dex), 50% Fortification | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | Blindsense 40 ft, Spell Resistance | ||||||||||||||||||||||||||||||||||||
6th | +6 | +5 | +5 | +5 | Ability Boost (+2 Con), 75% Fortification, Spell-Like Abilities 2 | ||||||||||||||||||||||||||||||||||||
7th | +7 | +5 | +5 | +5 | Blindsense 60 ft, Tentacles | ||||||||||||||||||||||||||||||||||||
8th | +8 | +6 | +6 | +6 | Ability Boost (+2 Con, +2 Str), Blindsight 20 ft, Fortification (Immunity) | ||||||||||||||||||||||||||||||||||||
9th | +9 | +6 | +6 | +6 | Blindsight 40 ft, Spell-Like Abilities 3 | ||||||||||||||||||||||||||||||||||||
10th | +10 | +7 | +7 | +7 | Ability Boost (+2 Con, +2 Wis), Blindsight 60 ft, Farspawn Apothesis, Improved Change Shape | ||||||||||||||||||||||||||||||||||||
Class Skills (8 + Int modifier per level. |
Level | Special |
---|---|
11th | Bonus Feat, Epic Farspawn Defenses |
12th | |
13th | Bonus Feat |
14th | |
15th | Bonus Feat |
16th | |
17th | Bonus Feat |
18th | |
19th | Bonus Feat |
20th |
Class Features[edit]
All of the following are class features of the Farspawn Scion.
Change Shape (Su): As a standard action, a farspawn scion can take the form of a grotesque, tentacled mass. Although hideous and malformed, it does not change any attacks or movement. It is difficult to look at or comprehend, and attackers take a -1 morale penalty to attack when you are in this state.
At 10th level, you can enter or exit your secondary form as a swift action. The penalty to attack rolls rises to -2.
Farspawn Defenses (Ex): To survive the hostile far realm a farspawned creature must be tough. They gain 1 point of acid and electrical resistance per class level, and 1 point of DR/magic per class level. Your natural attacks and weapons you wield are considered magic for bypassing damage reduction. At epic levels (level 11 and up) the damage reduction becomes DR/epic and aligned (a CE farspawn scion could have either DR/epic and good or DR/epic and lawful, once the choice is made it remains). Your natural attacks and weapons you wield are considered epic for bypassing damage reduction. In epic levels, if the energy resistances become 25 or higher from this class they become energy immunities instead. The Epic Energy Resistance feat does count to this total.
True Strike (Sp): The farspawn scion gains true strike 1/day as a spell-like ability.
Unnatural (Ex): Even when trying to appear normal, there is something wrong in the air about you. You recieve your class level as a penalty to Handle Animal checks (maximum -10).
Ability Boost: At 2nd level a farspawn scion's sensory organs begin to detect things from the beyond, granting a +2 Wisdom bonus. At 4th level, their body seems to become more limber and less restrained by puny physics, granting the farspawn scion the confidence to succeed. They gain +2 Charisma and +2 Dexterity. At 6th level their bodies are filled with unnatural vigor and durability, granting +2 Constitution. At 8th level, their constitution rises by +2 again and they also recieve +2 strength. Finally at level 10 they recieve one last +2 constitution boost and another +2 wisdom as their eyes are opened to the horrors beyond.
Tentacles (Ex): At 2nd level a farspawn scion gains two tentacle attacks in additional to any attacks the farspawn scion could normally make. If the farspawn scion can use weapons, they can still do so. The tentacles deal 1d4 + Strength in damage (for Medium creatures), dealing bludgeoning damage.
At 7th level, a farspawn scion gains an additional 2 tentacles to attack with.
Fortification (Ex): At 2nd level a farspawn scion's body starts to become amorphous, as body parts freely shift around on their own, shrink, grow, or vanish altogether with no harm to the creature. They gain 25% Fortification. At 4th and 6th it rises by another 25% and they become immune to critical hits and sneak attack at 8th.
Blindsense (Ex): At 3rd level, alien sensory organs appear that allow the farspawn scion to see noise and taste light. They gain blindsense out to 20 feet. At 5th level, the blindsense extends to 40 feet. At 7th level the blindsense extends to 60 feet.
Spell-Like Abilities (Sp): At 3rd level the farspawn scion gains access to a multitude of spell-like abilities. Spell-like abilities use Charisma for save DCs and the caster level is equal to your character level. Spell like abilities are once per day unless otherwise noted. For 3rd level you gain blur 3/day, touch of idiocy, stinking cloud, and blink 3/day.
At 6th level you gain access to more spell-like abilities. You gain greater invisibility, telekinesis, ethereal jaunt.
At 9th level you gain access to even more spell-like abilities. You gain scintillating pattern, summon monster IX, and implosion. You can only summon pseudonatural creatures with summon monster IX, replacing the fiendish or celestial templates.
Spell Resistance (Su): The farspawn scion recieves spell resistance equal to 10 + his HD. If he already has spell resistance, instead take a +2 bonus to your spell resistance, whichever bonus is better.
Blindsight (Ex): At 8th level a farspawn scion's extrasensory vision becomes acute and in focus allowing pinpoint targetting. You gain blindsight out to 20 feet. At 9th level it rises to 40 feet. At 10th level it becomes 60 feet.
Farspawn Apothesis: The conversion is complete and the alien genome overtakes your own, forever changing you. You become immortal and no longer have a maximum age. You become an Outsider with the Native subtype, and count as both an outsider and a member of your original race for the purposes of spells and effects. You are proficient in all martial weapons, do not eat or sleep, You can survive on the Far Realm just fine as if you were a native of the plane, and you are immune to mind-affecting effects. You have all-around vision from the multitude of sensory organs around you and you cannot be flanked. Finally, you gain one of the auras shown below, representing the distorting effects your presence has on the minds and bodies of enemies. Auras extend out 20 ft from the farspawn scion, and the saving throw against the aura is 10 + 1/2 HD + Charisma modifier. They are not mind-affecting effects. A successful Will save renders the target immune to this instance of the aura for 24 hours.
Aura of Disruption "(Su)": You disrupt the biology of others near you. Creatures in your aura are sickened for as long as they remain in your aura and for 1d3 rounds after. Creatures of opposing alignment (such as LE against CG) are nauseated for 1d3 rounds, then sickened as normal. True Neutral farspawn scions select one alignment to oppose, once selected this cannot change.
Aura of Horror "(Su)": Your horrific appearance traumatizes others with fear. This results in 2 Cha damage and the victim is staggered for 1d3 rounds.
Aura of Madness "(Su)": Your presence drives others insane just by viewing you. This results in 2 Wis damage and the victim is confused for 1d3 rounds.
Aura of Misfortune "(Su)": Your presence warps probability and the universe seems to turn against your foes. All creatures take -1 to attack, skills, and saving throws. Creatures of opposing alignment (such as LE against CG) take -3. True Neutral farspawn scions select one alignment to oppose, once selected this cannot change.
Aura of Strange Geometry "(Su)": Your presence causes space to warp at strange angles, breaking the mind of your enemies. This results in 2 Int damage and the victim is blinded for 1d3 rounds.
The epic farspawn scion gains a bonus feat (selected from the list of epic farspawn scion feats) at 11th and every 2 levels after.
Epic farspawn scion Bonus Feat List: Additional Magic Item Space, Armor Skin, Blinding Speed, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Improved Darkvision, Improved Spell Resistance, Legendary Climber, Legendary Leaper, Legendary Wrestler, Multiweapon Rend, Penetrate Damage Reduction, Perfect Health, Perfect Multiweapon Fighting, Perfect Two Weapon Fighting, Spellcasting Harrier, Superior Initiative, Tenacious Magic, and Two Weapon Rend.
Campaign Information[edit]
Playing a Farspawn Scion[edit]
Combat: Possessed of many natural weapons and monstrous abilities, a farspawn scion works best striking at opponents under cover of concealment, lashing out with a flurry of tentacles and taking others down with their spell-like abilities.
Advancement: The farspawn scion is a monstrous class which defines the race better and not the class choice. Be they fighters, casters, rogues, or utility they can continue following that path after their transformation.
Resources: Farspawn Scions are freaks of nature shunned by many, and terrifying others. With as rare as they are, its highly unlikely two farspawn scions should ever meet.
Farspawn Scions in the World[edit]
“ | For Thooooooooooon! | ” |
—Thoon, Thoon Illithid of Thoon, Thooning a Thoon Thoonishly |
NPC Reactions: "MONSTERS! CALL THE TOWN GUARD!" With a face like that is is best for farspawn scions to go incognito.
Farspawn Scion Lore[edit]
Characters with ranks in Knowledge The Planes can research farspawn scions to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
10 | Those who become farspawn scions have bloodlines from creatures from the far realm. They begin to show signs of mutation, and gain powers thusly. |
15 | A farspawn scion has many tentacle attacks and becomes much more amorphous and difficult to injure. |
20 | Powerful farspawn scions do not need eyes to see, and they will find you and drive you mad just by being close to you. |
30 | Those who reach this level of success can research specific farspawn scions, their lore, motives, whereabouts, and other details. |
Farspawn Scions in the Game[edit]
Adaptation: It need not be in the blood, it could be done by willing pact with a peaceful encounter with a creature from the far realm or realm of dreams.
Sample Encounter: A local psion has been delving into some "new dimension" he calls the Warp. He vanished some time ago, but people claim to have seen him, or... at least a monster wearing his skin.
EL 15: PENDING
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
Eiji-kunv |
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Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Eiji-kun + |
Base Attack Bonus Progression | Good + |
Class Ability | Other + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Prestige Class + |
Length | 10 + |
Minimum Level | 5 + |
Racial Restrictions | Any corporeal living creature. + |
Rating | Undiscussed + |
Reflex Save Progression | Good + |
Skill | Climb +, Concentration +, Craft +, Decipher Script +, Disguise +, Escape Artist +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Move Silently +, Profession +, Search +, Speak Language +, Spot +, Survival +, Swim + and Tumble + |
Skill Points | 8 + |
Summary | Release your inner eldritch beast as you obtain the half-farspawn template. + |
Title | Farspawn Scion + |
Will Save Progression | Good + |