Grotesque Dilettante (3.5e Prestige Class)
From D&D Wiki
|“||I've long since learned to call upon the scariest thing I can recall encountering, Human!||”|
Beyond the Prime Material Plane, beyond groaning gears of Mechanus, beyond the eternal wars of The Abyss and Hell, there is a place, a dark place where the sun has never shone, where the sun will never shine. It is known by many, many names, by many cultures. There is no hope here, there is no light here, there is only despair. It is, the Far Realm.
In the dusty libraries of arcane colleges and guilds, a number of tomes illuminate the darkness of the Realms Without, detailing instructions on calling forth terrifying creatures to serve the summoner. More than a few times, some of these works have fallen into the hands of those with nothing to to lose except their sanity (Although many would question their sanity to begin with), these are the deranged cultists known as grotesque dilettantes.
Becoming a Grotesque Dilettante
The path of the dilettante appeals almost exclusively to warlocks, specifically those who specialize in the Far Realm.
|Skills:||Knowledge (Arcana) 4 ranks,Knowledge (The Planes) 8 ranks|
|Feats:||Skill Focus (Concentration)|
|Invocations:||Lurker At The Threshold|
|1st||+0||+0||+0||+2||Call The Deep One, Evoke The Other (Summon Monster III)|
|2nd||+1||+0||+0||+3||Resist The Lure Of Home, +1 Invocation Level|
|3rd||+2||+1||+1||+3||Evoke The Other (Summon Monster V)|
|4th||+3||+1||+1||+4||+1 Invocation Level|
|5th||+3||+1||+1||+4||Evoke The Other (Summon Monster VI)|
|6th||+4||+2||+2||+5||+1 Invocation Level|
|7th||+5||+2||+2||+5||Evoke The Other (Summon Monster VII)|
|8th||+6||+2||+2||+6||+1 Invocation Level|
|9th||+6||+3||+3||+6||Evoke The Other (Summon Monster IX)|
|10th||+7||+3||+3||+7||Bring Forth The Realm Of Madness, +1 Invocation Level|
All of the following are class features of the Grotesque Dilettante.
Evoke The Other (Sp): In the darkest recesses of the strangest realms, horrid beasts prowl, hunting each other, or hapless adventurers who blunder into their world. These are the creatures that come to the beck and call of the dilettante. Beginning at 1st level, whenever the dilettante uses the Lurker At The Threshold invocation, he may instead choose creatures from the Summon Monster III list, raising the spell level of the invocation to 3rd. At every odd level, the dilettante may choose from a higher level Summon Monster list, increasing the invocation's level to the level of the spell that is noted on the table. Regardless of the version the dilettante uses, he is still limited to summoning only pseudonatural creatures.
Resist The Lure Of Home (Su): The fell beasts summoned by a dilettante know that easy prey can be found outside of their home plane, and so they seek to stay as long as possible. Any pseudonatural creature summoned by the dilettante gains a luck bonus equal to the dilettante's caster level on Will saves to negate spells or effects that would force them to return to the Far Realm, such as Dismissal or Banishment.
Invoking: At each even numbered level, the Dilettante gains new invocations known, increased damage with eldritch blast, and an increase in invoker level as if he had also gained a level in the warlock class. He does not, however, gain any other benefit a character of that class would have gained.
Bring Forth The Realm Of Madness (Sp): The true hallmark of the dilettante is the ability to summon the very dark of the Outside, to call the farthest plane into his own world, much to the dismay of every other living creature. At 10th level, the dilettante may once per day as a full-round action, summon a patch of the Far Realm. An area in a 30' radius around the dilettante gains the following traits:
- No Gravity
- Flowing Time: A minute in the Far Realm equals no time on the Material Plane.
- Highly Morphic
- Sporadic Energy and Elemental Traits: Every round, roll a D8 to determine the elemental or energy traits of the area.
- No Alignment Trait
- Wild Magic
- Maddening: Any creatures not native to the Far Realm must make a Will save (DC 20), or be affected as though by an Insanity spell
Also, every round, roll a 1d8, and 1d4 pseudonatural creatures are summoned as if by the Summon Monster spell that corresponds with the dice result. You have no control over these creatures. This effect lasts 2d6 rounds, however, any creature that is within the area of the ability (including the dilettante) when it ends, is teleported to the Far Realm with no save.
The epic Grotesque Dilettante gains a bonus feat (selected from the list of epic feats) every levels after .
Epic Grotesque Dilettante Bonus Feat List:
Playing a Grotesque Dilettante
Combat: The Grotesque Dilettante fills an odd role in combat, not entirely unlike a summoning focused Mage or Druid but more so. While employing their primary, and in fact only, class granted combat ability, they are unable to use other Invocations or their Eldritch Blast power. As a result, they benefit from the ability to manifest a number of powerful creatures but during this period are reduced to a vulnerable point in the line. A simple and strong tactic is to remain with the unit's support party and summon multiple creatures using their manifest ability and using them to provide flanks and other assistance to more combat orientated characters.
Advancement: As a Grotesque Dilettante advances, they grow more distant from the Invocations that originally granted them power. One way to counter this loss is to invest in the Extra Invocation feat from Complete Arcane, which allows a certain amount of counterbalancing to the single minded nature of the class as a whole. Another option is to intersperse levels in this class with further Warlock levels in order to maintain a smoother power curve.
At higher levels, it will prove beneficial to possess the Iron Will feat, along with possibly the Force of Personality feat from Complete Adventurer in order to ensure that the class's Call the Madness feature does not affect them with its Insanity affect.
Resources: Far Plane entities are by definition Chaotic and malign. A Grotesque Dilettante who expects help from another member of his class should look inwards to his own reactions to such a plea for their covenant with the dark forces says nothing about assisting others of their kind. With sufficient skill, it would probably be possible to negotiate with or at least trick other, less sane students of the Far Realm to assist you, such as Alienists, who are themselves surprisingly susceptible to influence.
As one might imagine, as there are few organizations of conventional Warlocks, there are virtually no orders of Grotesque Dilettantes and the foundation of such a body would require an individual of incomparable power lest the order tear itself apart in an instant.
Grotesque Dilettantes in the World
Grotesque Dilettante Lore
Characters with ranks in can research Grotesque Dilettante to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Grotesque Dilettante in the Game