In this thread, a few people suggested/liked the idea of making a Warlock that got its powers from the Far Realm instead of fiends. Since that was an idea I had already pursued in my homebrew, and I said so, I got a request to see what I did. So, here's a thread to show it to the world for better or worse. 
Basically, I altered only a few minor things about the Warlock in going from Fiendish (which is what I call the Warlock from Complete Arcane) to Alienoid (what I call the Far-Realm-inspired version). First, some names get changed, though the effects remain the same; Fiendish Resilience gets called Alien Resilience instead, and the Dark Invocations are instead called Outer Invocations by Alienoids.
The Alienoid still gets the abilities at the same levels as the Fiendish one does, but one potentially significant change is that the Alienoid's abilities are specifically considered psi-like abilities rather than spell-like. In most campaigns this will make no difference; however, in those using the "psionics are different" rules it can change things. Also, rather than being restricted to a Chaotic or Evil alignment, the Alienoid Warlock is barred only from the three Lawful alignments- though a Neutral Good or Neutral Evil Alienoid would be so rare as to be unheard-of. The vast majority would, of course, be Chaotic Neutral, just like most of the inhabitants of the place their powers come from.
The real change between the Alienoid and the Fiendish Warlock is in the list of available Invocations. Fiendish Warlocks gain some the Alienoids don't, and vice versa. Also, just as with the Resilience power and the name for the top tier of Invocations, I changed the names of several Invocations that both versions get, when they're used by Alienoid as opposed to Fiendish. I'll list the changes the Alienoid Invocation list has from the Fiendish one below, and will leave full descriptions for the new invocations for later (perhaps tomorrow- I got home from work about an hour ago as I type this and am very tired).
Invocations which are mechanically the same as others in Complete Arcane, but just had the names changed for flavor, are listed in blue. Invocations which are removed from the list, for Alienoids, are listed in Red.
Least
Adaptation Use Endure Elements (self only) as the spell.
Alien Logic New name for Beguiling Influence.
Baleful Utterance Removed.
Darkness Removed.
Devil's Sight Removed.
Dimensional Assistance New name for Leaps and Bounds.
Draw the Veil New name for Breath of the Night.
Entangling Blast Eldritch Essence. Target must make Reflex save or become Entangled.
Frightful Blast Removed.
Glimpse From Beyond Gain bonus on Knowledge (Arcana, Dungeoneering, the Planes, Psionics) checks, and the ability to use them untrained.
Lurker at the Threshold Bring a Pseudonatural creature to your plane to fight for you.
Outer Strike Gain bonus on next attack roll.
Outer Vision Use Touch of Idiocy as the spell.
Spiderwalk Removed.
Summon Swarm Removed.
Tainted Cloud New name for Miasmic Cloud.
Timeless Insight New name for Dark One's Own Luck.
Walk the Border New name for Entropic Warding.
Lesser
Arms of Plenty Grow extra pair of arms, and gain Multiweapon Fighting and Multiattack feats.
Beshadowed Blast Removed.
Brimstone Blast Removed.
Charm Removed.
Curse of Despair Removed.
The Dead Walk Removed.
Dimensional Step New name for Flee the Scene.
Disorienting Blast Eldritch Essence. Target must make Fortitude save or be Stunned for 1 round.
Displacement Use Displacement (self only) as the spell.
Energy of the Outer Spheres Go without food or water, and require less sleep. (Basically like a Ring of Sustenance.)
Hungry Darkness Removed.
Ignore Gravity New name for Fell Flight.
Look Through Beyond Use Arcane Eye as the spell.
Thunderbolt Blast Eldritch Essence. Blast deals Electricity damage, and target must make Fortitude save or take -4 penalty to WIS.
Undulant Innards Become immune to critical hits and sneak attacks.
Wall of Gloom Removed.
Greater
Distorting Blast New name for Noxious Blast.
Enervating Shadow Removed.
Ghostly Blast Eldritch Essence. Blast deals Force damage, and can strike Incorporeal and ethereal targets with no miss chance.
Repelling Blast Removed.
Step Sideways Become ethereal for 5 rounds.
True Strike Use True Strike as the spell.
Verminous Influence New name for Tenacious Plague.
Wall of Perilous Flame Removed.
Outer (equivalent of Dark)
Alien Foresight New name for Dark Foresight.
Cross the Threshold Use Plane Shift as the spell, but no off-target arrival.
Dark Discorporation Removed.
Distortion Armor Gain deflection bonus to AC.
Mind Blank Use Mind Blank (self only) as the spell.
Path of Shadow Removed.
Pseudonatural Blast Eldritch Essence. Blast ignores Spell Resistance, and target must make Will save or go permanently Insane.
Retributive Invisibility Removed.
Utterdark Blast Removed.

Basically, I altered only a few minor things about the Warlock in going from Fiendish (which is what I call the Warlock from Complete Arcane) to Alienoid (what I call the Far-Realm-inspired version). First, some names get changed, though the effects remain the same; Fiendish Resilience gets called Alien Resilience instead, and the Dark Invocations are instead called Outer Invocations by Alienoids.
The Alienoid still gets the abilities at the same levels as the Fiendish one does, but one potentially significant change is that the Alienoid's abilities are specifically considered psi-like abilities rather than spell-like. In most campaigns this will make no difference; however, in those using the "psionics are different" rules it can change things. Also, rather than being restricted to a Chaotic or Evil alignment, the Alienoid Warlock is barred only from the three Lawful alignments- though a Neutral Good or Neutral Evil Alienoid would be so rare as to be unheard-of. The vast majority would, of course, be Chaotic Neutral, just like most of the inhabitants of the place their powers come from.
The real change between the Alienoid and the Fiendish Warlock is in the list of available Invocations. Fiendish Warlocks gain some the Alienoids don't, and vice versa. Also, just as with the Resilience power and the name for the top tier of Invocations, I changed the names of several Invocations that both versions get, when they're used by Alienoid as opposed to Fiendish. I'll list the changes the Alienoid Invocation list has from the Fiendish one below, and will leave full descriptions for the new invocations for later (perhaps tomorrow- I got home from work about an hour ago as I type this and am very tired).
Invocations which are mechanically the same as others in Complete Arcane, but just had the names changed for flavor, are listed in blue. Invocations which are removed from the list, for Alienoids, are listed in Red.
Least
Adaptation Use Endure Elements (self only) as the spell.
Alien Logic New name for Beguiling Influence.
Baleful Utterance Removed.
Darkness Removed.
Devil's Sight Removed.
Dimensional Assistance New name for Leaps and Bounds.
Draw the Veil New name for Breath of the Night.
Entangling Blast Eldritch Essence. Target must make Reflex save or become Entangled.
Frightful Blast Removed.
Glimpse From Beyond Gain bonus on Knowledge (Arcana, Dungeoneering, the Planes, Psionics) checks, and the ability to use them untrained.
Lurker at the Threshold Bring a Pseudonatural creature to your plane to fight for you.
Outer Strike Gain bonus on next attack roll.
Outer Vision Use Touch of Idiocy as the spell.
Spiderwalk Removed.
Summon Swarm Removed.
Tainted Cloud New name for Miasmic Cloud.
Timeless Insight New name for Dark One's Own Luck.
Walk the Border New name for Entropic Warding.
Lesser
Arms of Plenty Grow extra pair of arms, and gain Multiweapon Fighting and Multiattack feats.
Beshadowed Blast Removed.
Brimstone Blast Removed.
Charm Removed.
Curse of Despair Removed.
The Dead Walk Removed.
Dimensional Step New name for Flee the Scene.
Disorienting Blast Eldritch Essence. Target must make Fortitude save or be Stunned for 1 round.
Displacement Use Displacement (self only) as the spell.
Energy of the Outer Spheres Go without food or water, and require less sleep. (Basically like a Ring of Sustenance.)
Hungry Darkness Removed.
Ignore Gravity New name for Fell Flight.
Look Through Beyond Use Arcane Eye as the spell.
Thunderbolt Blast Eldritch Essence. Blast deals Electricity damage, and target must make Fortitude save or take -4 penalty to WIS.
Undulant Innards Become immune to critical hits and sneak attacks.
Wall of Gloom Removed.
Greater
Distorting Blast New name for Noxious Blast.
Enervating Shadow Removed.
Ghostly Blast Eldritch Essence. Blast deals Force damage, and can strike Incorporeal and ethereal targets with no miss chance.
Repelling Blast Removed.
Step Sideways Become ethereal for 5 rounds.
True Strike Use True Strike as the spell.
Verminous Influence New name for Tenacious Plague.
Wall of Perilous Flame Removed.
Outer (equivalent of Dark)
Alien Foresight New name for Dark Foresight.
Cross the Threshold Use Plane Shift as the spell, but no off-target arrival.
Dark Discorporation Removed.
Distortion Armor Gain deflection bonus to AC.
Mind Blank Use Mind Blank (self only) as the spell.
Path of Shadow Removed.
Pseudonatural Blast Eldritch Essence. Blast ignores Spell Resistance, and target must make Will save or go permanently Insane.
Retributive Invisibility Removed.
Utterdark Blast Removed.
Last edited: