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Planescraft

Traveling to the Other Worlds Gaming in Planescape campaign setting with Fantasy Craft

Planescraft

(second PLAYTEST)

Design

Brakk

Additional Design
Foghorn, Morgenstern

Design Review Editing


Brakk

Catodon, Glimmerrat, Morgenstern

Art

Brakk, Clone-Artist, Domigorgon

Proofreading Play Testers

Arntuuri, Catodon, Vanya

Arntuuri, Bizzare, Vanya

Special thanks to meadicus for the Fantasy Craft NPC Builder Join the online open playtest at www.planescraft.com For all fans of Planescape and Fantasy Craft Fantasy Craft and all related marks are and 2009 Crafty Games, Inc. All rights reserved. Advanced Dungeons & Dragons and Planescape are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc. All rights reserved. The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned. 2011 Planescraft

Contents
Chapter 1: Hero (7)
Creating a Character (7) Species (7) Specialty (15) Class (19) Chaos Jester (Master Class) (19) Deathbringer (Master Class) (20) Defiler (Master Class) (20) Entropy Champion (Master Class) (22) Esoteric Disciple (Master Class) (23) Etherfarer (Master Class) (24) Hawkshaw (Master Class) (24) Hoister (Master Class) (25) Imaner (Master Class) (26) Insane Wing Custodian (Master Class)

Armor Upgrades (76) Bows (77) Weapon Upgrades (76) Favors (79) Magic Items (80) Artifacts (100)

Chapter 5: Organizations (107)


Anarchs (109) Athar (110) Believers of the Source (111) Bleak Cabal (112) Brotherhood of Glory (114) Converts (114) Dispossessed (115) Doomguard (117) Dustmen (117) Fated (118) Fraternity of Order (120) Free League (121) Guardians (122) Harmonium (122) Incanterium (124) Mathematicians (125) Mercykillers (125) Merkhants (127) Minds Eye (127) Opposition (128) Order of the Planes-Militant (128) Revolutionary League (130) Ring-givers (131) Sign of One (131) Society of Sensation (132) Sodkillers (133) Sons of Mercy (133) Transcendent Order (136) Verdant Guild (137) Xaositects (137) Zactars (139) NPC Qualities (140) Rogue Templates (140) Bestiary (141) Monster Templates (223) AD&D Conversions (227)

Jink Clerk (Master Class) (28) Justiciar (Master Class) (28) Loopholes Bureau Administrator (Master Class) (30) Master of the 5 Senses (Master Class) (30) Master Mediator (Master Class) (32) Mindbender (Master Class) (32) Planar Ranger (Master Class) (33) Proselyte (Master Class) (34) Riven (Master Class) (35) Interests (36)

(27)

Chapter 2: Lore (38)

Basic Combat Feats (38) Melee Combat Feats (42) Ranged Combat Feats (43) Unarmed Combat Feats (43) Chance Feats (43) Covert Feats (45) Gear Feats (45) Skill Feats (47) Species Feats (49) Spellcasting Feats (53) Style Feats (54) Terrain Feats (57) Alphabetical List of Spells (59) Goods (76)

Chapter 6: Foes (140)

Chapter 3: Grimoire (59) Chapter 4: Forge (76) Planescraft


(second PLAYTEST)

Chapter 7: Planes (235)

Running a Planescraft Campaign

(235)

Campaign Qualities (236) New Paths (237) Diseases (238) The Planes (239) Traits (239) Inner Planes (239) Elemental Plane of Air (239) Elemental Plane of Earth (239) Elemental Plane of Fire (240) Elemental Plane of Water (240) Negative Energy Plane (240) Paraelemental Plane of Ice (240) Paraelemental Plane of Magma (241) Paraelemental Plane of Ooze (241) Paraelemental Plane of Smoke (241) Positive Energy Plane (241) Quasielemental Plane of Ash (242) Quasielemental Plane of Dust (242) Quasielemental Plane of Lightning (242) Quasielemental Plane of Mineral (242) Quasielemental Plane of Radiance (242) Quasielemental Plane of Salt (243) Quasielemental Plane of Steam (243) Quasielemental Plane of Vacuum (243) Outer Planes (244) The Abyss (244) Acheron (246) Arborea (247) Arcadia (247) Baator (248) The Beastlands (248) Bytopia (249) Carceri (249) Elysium (250) Gehenna (250) The Gray Waste (251) Limbo (251) Mechanus (252) Mount Celestia (252) Pandemonium (253) Ysgard (254) Prime Material Plane (255) Transitive Planes (255) Astral Plane (255) Ethereal Plane (255)

Appendix: Cant Glossary (267) Appendix: Useful Tables (273)


Foes By XP Value (273) Name Generator (278) Spells by Spell Level (280)

Open Game License (281) Open Game Content (281) INDEx (282)

Chapter 8: Playtesting (256) Appendix: Timeline (258) 5

Introduction
Goals
Support the Game World This book is only the beginning in a line of products from our design team. We plan to release a lot of supporting material for Planescraft, including new Adventures and Accessories. Promote Planescape campaign setting We believe that Planescape is still an exciting and attractive fantasy setting to roleplay, providing a different experience from a traditional fantasy game. Promote Fantasy Craft role-playing game We feel that Fantasy Craft, a standalone d20 RPG from Crafty Games, is the best d20 game to date. As you will read through this book, we hope youll become excited about the results as we. Welcome to the second playtest release of Planescraft. Allow me to start by saying thank you for your interest in the game. This is a free, non-profit role-playing game that brings back the planar goodness of Planescape and combines it with Fantasy Crafts game system Mastercraft. Our small team of dedicated fans The Cutters honestly believes you will have a great time playing Planescape with Fantasy Craft rules, as laid out in this book. This is the first of a number of playtest releases that will culminate in a final version of the game. Right now, this release covers the complete opus of published Planescape material, including even such materials as Blood Wars Collectible Card Game, Planescape: Torment video game, and Dragon magazine articles among others. Although of a no small page count, this is not a standalone product and it should be combined with Fantasy Craft in order to be played. Planescape products are much recommended but are not necessary. In the coming months, we expect to polish and implement your feedback back into the game. Inspired by Paizos Pathfinder playtest approach we also strive to create a game for Planescape fans based upon your feedback.

and narrative complexities of the Planescape campaign setting. During my research, I could clearly pinpoint all of the familiar Planescape elements elegantly falling in place with various Fantasy Craft mechanics. As I did, I slowly started writing the adaptation. I cannot claim that this material will satisfy everyones taste but we hopefully went the extra mile in order to stay as close as possible to the original material. If you feel that we have missed something dont hesitate to contact us.

The Cutters June 2011.

Heres a short history of the project along with its long term goals. Back in late 2009. I was reading through a thread on RPG.net about some of the most criticized aspects of the newest Pathfinder RPG. A couple of gamers mentioned how they will stick with Fantasy Craft instead. The name stuck with me and I had to check it out. A couple of weeks later, the 400-page book entitled Fantasy Craft arrived in my mail. After pouring through the book, I was very impressed. I honestly couldnt believe how positively different yet familiar this game was. In all these years since the discontinuation of the Planescape product line, I couldnt find a game system simple and current enough to replace the original AD&D. However, the original AD&D is no longer supported and D&D 3.x didnt turn out to be a perfect solution for the storytelling intricacies

Project Background

Planescraft

(second PLAYTEST)

Chapter 1: Hero
Before following any steps to create your hero, consider what kind of campaign your GM will be running, as the type of campaign affects the choice of Species and Specialties. The choices for a Planescraft campaign are: Prime and Planar Characters Both: This is the broadest option, allowing the GM to run adventures anywhere in the multiverse. All Planescraft products are designed in this style. Players with this option can choose from the Species, Specialties, and Classes, allowed in Planescraft or those of any Prime Material world (provided the GM allows it). However, players must choose to be either a prime or a planar. Prime Characters Only: In this case, the GM intends to use Planescraft for single adventures only. The Species and Organizations presented in this book cant be used to create heroes from the Prime Material Plane. Rather, heroes can be of any Species, Specialty, and Class allowed in the base Prime Material Plane campaign. Planar Characters Only: Here the GM intends to use Planescraft exclusively, so player characters are restricted to planar races.

Introduction

humble Common Physical Traits: Radiant appearance, intense gaze, white-gold hair, powerful voice Example Names: Aasimars generally take human names. Splinter Race Feats: Angelic Heritage (heavenly blood), Mixed Lineage: Angelic & Fey (fey blood), Mixed Heritage: Angelic & Silent (concordant blood), Mixed Heritage: Angelic & Therian (wild blood). Unless you choose one of these you are a pure blood. Type: Medium bipedal folk outsider with a Reach 1. Your maximum Wounds equal your Constitution score. Attributes: +2 Strength, +2 Wisdom, -4 Constitution Base Speed: 30 ft. Damage Defiance: You suffer only half damage from cold and fire. Darkvision I: You ignore the effects of dim and faint light.

Planescraft character creation follows all the guidelines as they are laid out in Fantasy Craft and expands upon them with additional options.

Creating a Character

Planescraft features 9 playable species, in addition to those already presented in Fantasy Craft. You are an aasimar, a plane-touched creature with both mortal and celestial heritage. You are beautiful, with serene and calm features and an inner radiance that shines through. You prefer to blend in with your neighbors and form no independent societies. Because of your upright and moral life you are regarded as a troublemaker in most places, except for the Upper Planes. Tieflings resent you because you lived a better life than they could. Unlike other outsiders, you age and must eat. Common Personality Traits: Noble, honest, courageous, suspicious, honorable,

Species

Aasimar

Chapter 1: Hero

Bariaur You are a bariaur, native to the rolling hills and woods of Ysgard where your kin wanders the lands in flocks, searching of troublemakers. When a vile foe is located, you charge into glorious battle. Standing roughly half a foot taller than a human, you are centaur-like, with the lower body of a ram, sleek brown or golden fur and cloven hooves. Your upper body is humanlike, powerfully muscled and sporting a pair of ram horns atop the head. You are a carefree creature, with almost no place to call a permanent home. Although you usually congregate in herds, from time to time you come to cities out of curiosity or business. Unlike other outsiders, you age and must eat. Common Personality Traits: Wanderlust, carefree, brave, persistent, stubborn, joyful, frivolous Common Physical Traits: Ram horns, goat-like body, muscled, curly mane Example Names: Bjassi, Geir, Hisapore, Jek, Karris, Meg, Severin, Surefoot, Sven Splinter Race Feats: Battering-Horn (mettle-horn). Unless you choose this you are a small-horn. Type: Medium quadruped fey outsider with a Reach 1. Your maximum Wounds equal your Constitution score. Base Speed: 40 ft. Darkvision I: You ignore the effects of dim and faint light. Enlightened Athletics: Your maximum Athletics rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. Fatal Falls: You suffer 1 additional damage per die from falling and the damage gains the keen (20) quality. Improved Stability: Youre considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding. Iron Gut: You gain a +2 insight bonus with saves against disease and poisons. Restricted Actions: Break Fall, Climb, and Tumble checks you make are considered untrained (see Fantasy Craft page 63). Attributes: +2 Strength, +2 Constitution,

-2 Dexterity, -2 Wisdom Female Attributes: +2 Intelligence, +2 Wisdom, -2 Strength, -2 Dexterity Genasi You are a genasi, a plane-touched descendant of a union between a mortal and a genie (or rarely some other elemental creature). This elemental heritage cannot be denied and everyone knows youre something more. You usually display personality traits relative to your elemental nature fire genasi are hot tempered and quick, while light genasi are intense and egocentric. Your kind is very rare and thus others are more distrustful, especially on the Outer Planes which are so far removed from the Inner Planes. However, genasi also display hatred towards all other genasi, not just those of opposing element, so it is extremely unlikely to encounter two or more together. Unlike other outsiders, a genasi ages and must eat. Common Personality Traits: Straightforward, determined, mysterious, selfcentered, self-reliant, misunderstood Common Physical Traits: Intense gaze, radiant appearance, expressive features Example Names: Genasi generally take Human names. Splinter Race Feats: Elemental Heritage (wind duke, stone prince, flame lord, or sea king). Unless you choose this you are a genie blood. Type: Medium bipedal folk with a Reach 1. Your maximum Wounds equal your Constitution score. Air Base Speed: 30 ft. Reviled: The Disposition of non-genasi decrease by 10. Attributes: +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma Keen Sight: Your visual range increments are equal to your Wisdom score 50 ft. You also ignore range penalties from the 2nd and 4th range increments while youre Aiming. Light Sleeper: Sleeping is never a Terminal Situation for you. Natural Spell: Once per scene, you may cast Levitate. No Pain: You ignore the first fatigued or shaken condition you gain in each

Male

Planescraft

(second PLAYTEST)

scene. Earth Attributes: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma Enlightened Crafting: Your maximum Crafting rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. Great Fortitude: You gain the Great Fortitude feat (see Fantasy Craft page 86). Natural Attack: You gain the Slam I natural attack (see Fantasy Craft page 235). If you gain a natural attack from multiple sources, the attacks grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Slam IV Slam III, and Slam I become , Slam V). Natural Spell: Once per scene, you may cast Pass Without Trace. Thick Hide 2: Youre considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6). Fire Attributes: +2 Intelligence, -2 Charisma Darkvision II: You ignore all ambient light penalties. Natural Elegance: Your Appearance bonus increases by +1. Natural Spell: Once per scene, you may cast Scorching Ray. Tenacious Spirit: You gain 1 additional vitality point at each Career Level. Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0). Water Attributes: +2 Constitution, -2 Charisma Aquatic II: You cant drown, and suffers no penalties when underwater (see Fantasy Craft page 217). Natural Spell: Once per scene, you may cast Create Water. Superior Swimmer: You move the resulting distance two additional times with a successful Swim check (e.g. a water genasi with a result of 10 ft. moves 30

ft.). Tenacious Spirit: You gain 1 additional vitality point at each Career Level.

Githyanki You are a githyanki, a member of a race that inhabits the Astral Plane. You resemble a human, but your people are taller and almost skeletal in appearance. Your features are sharp and your black eyes have sunk far back into your long angular skull. Your militaristic kin hate githzerai and brain fiends, and use every opportunity to hinder their plans. Your evil people value isolation and conquest, inner strength and material possessions, obedience and freedom. You are most probably an outcast. Githyanki that rise above 11th level draw down the lichqueens wrath and should use skill and magic to conceal their own power. Common Personality Traits: Aggressive, hateful, individualistic, loyal, materialistic, xenophobic Common Physical Traits: Dark eyes, yellowish skin, long face, skeletal, black or red hair Example Names: Gith, Narai, Rech, Tehvin, Vlaakith Splinter Race Feats: Draconic Heritage (drake gith). Unless you choose this you are a githyanki. Type: Medium bipedal folk with a Reach 1. Your maximum Wounds equal your Constitution score. Attributes: +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma Base Speed: 30 ft. Ambush Basics: You gain the Ambush Basics feat (see Fantasy Craft page 95). Armor Basics: You gain the Armor Basics feat (see Fantasy Craft page 85). Edged Proficiency: You gain the Edged proficiency. Enlightened Intimidate: Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. Enlightened Tactics: Your maximum Tactics rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. Reviled: The Disposition of nongithyanki decrease by 10.

Chapter 1: Hero

Githzerai You are a githzerai, a member of a race that inhabits the plane of Limbo. You resemble a human, but your people are thinner and taller. Your features are sharp and your eyes range in color from gray to catlike yellow. Your mysterious kin hate githyanki and brain fiends, and use every opportunity to hinder their plans. Although not a warmongering race, your people take great measures to secure themselves from harm. Common Personality Traits: Mysterious, measured, watchful, serious, closemouthed, independent, stubborn Common Physical Traits: Dark eyes, yellowish skin, long face, thin Example Names: Amak, Dakkon, Karan, Kiina, Slig, Tshaa Splinter Race Feats: Primeval Heritage

(anarch). Unless you choose this you are a githzerai. Type: Medium bipedal folk with a Reach 1. Your maximum Wounds equal your Constitution score. Attributes: +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom Base Speed: 30 ft. Agile Defense: Your base Defense increases by 1. Always Ready: You may always act during surprise rounds. Darkvision I: You ignore the effects of dim and faint light. Enlightened Notice: Your maximum Notice rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. No Pain: You ignore the first fatigued or shaken condition you gain in each scene.

Nathri You are a nathri, a native of the Ethereal Plane. You are a short humanoid with dark greenish skin and long black hair. Nathri clans roam the farthest Deep Ethereal, raiding demiplanes for food and other goods. Your culture is divided into two castes: warriors and rogues. Your people are looked upon as thieves, scavengers, and vermin. Common Personality Traits: Fierce, greedy, independent, nomadic, savage, secretive Common Physical Traits: Yellow eyes, greenish skin, pointed ears, black hair, barbed right hand Example Names: Fek Splinter Race Feats: None. You are a nathri. Type: Small bipedal folk with a Reach 1. Your maximum Wounds equal your Constitution score x 2/3 (rounded up). Attributes: +2 Dexterity, +2 Constitution, +2 Wisdom, -2 Strength, -2 Intelligence, -2 Charisma Base Speed: 50 ft. Enlightened Stealth: Your maximum Stealth rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.

Planescraft

(second PLAYTEST)

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Limited Proficiencies: You begin with 2 fewer proficiencies (minimum 0). Natural Attack: You gain the Gore I natural attack with the venomous (sickening poison) upgrade (see Fantasy Craft pages 235 and 166). If you gain a natural attack from multiple sources, the attacks grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Gore IV Gore III, , and Gore I become Gore V). Reviled: The Disposition of non-nathri decrease by 10.

considered to be 10.) Rogue Nethling You are a rogue nethling, also called Neths child. You have been formed directly from the substance of the Demiplane That Lives on the Ethereal Plane but have attained a separate identity and intelligence apart from your creator. You resemble a large pinkish circular membrane but are able to take forms of other beings. Common Personality Traits: Confused, curious, moody, stubborn Common Physical Traits: Pink and brown skin Example Names: Neths child Splinter Race Feats: None. You are a free-willed nethling. Type: Medium biped construct with a Reach 1. Your maximum Wounds equal your Constitution score. Special Construction: You are an Unborn with a Special Construction feat (see Fantasy Craft page 104) and a new construction type: Nethling (You gain Squeeze I (dmg 1d10 acid; notes: Grapple benefit; upgrades: alternate damage). Each time you kill someone with your Squeeze I attack, you absorb 1d10 of victims memories which grant you insight bonuses to saves, skill checks, attack rolls, or spell points until your next level (GMs choice). You also gain regeneration 1 for 1 day. However, after absorption you revert to your base form and have 65% chance to lose 1 experience level. Finally, absorption has 5% cumulative chance to revert you from your rogue status and make you come back and merge with the Demiplane That Lives. You gain shapeshifter I with one favored form. Each time you assume a form other than your base or favored form, there is a 5% chance to lose 1 experience level.)

Rogue Modron You are a rogue modron, a genderless clockwork creature from Mechanus that became self-aware and abandoned its duties. You are exactly 6 feet tall with a cubelike body. You feel like you have been born yesterday, for you lack childhood, family and social rank, among others. Even your memories of Mechanus slowly fade into oblivion as time goes on. You need organization, rank, authority, regulation and harmony to be at ease so you look out for these things all the time. You dont believe in or understand the concepts of chance and luck. Common Personality Traits: Curious, predictable, loyal, lonely, organized, relentless Common Physical Traits: Cubic body, thin limbs, vestigial wings Example Names: Nordom, Unit 54, Unit 87, Tricalus Splinter Race Feats: None. You are an obsolete unit. Type: Medium biped construct outsider with a Reach of 1. Your maximum wounds equal your Constitution score. Special Construction: You are an Unborn with Special Construction feat (see Fantasy Craft page 104) and a new construction type: Modron (Your Speed increases by 10 ft. and you lose lumbering but gain critical hesitation. Crafting becomes an Origin skill but you may not make Ride (any Mounts) and Swim checks. You gain Damage Reduction 2 and 2 additional interests. Youre also an Outsider (see Fantasy Craft page 227) and vulnerable to various effects and higher damage from some sources. You may not take Chance feats or benefit from magical luck and your Initiative check is always

Tiefling You are a tiefling, a plane-touched creature with both mortal and fiendish heritage. You have a disturbing appearance, with sinister and angry features and a wicked radiance that shines through. You are often persecuted and feared throughout the planes. You live as an outcast

Chapter 1: Hero

11

from an early ageas soon as your heritage shows itselfwhich contributes to your bitter outlook on life. You keep others at a distance, often compensating for their loss with cruelty or depravity. You are very slow to trust others and always wary of a friend suddenly becoming an enemy. Unlike other outsiders, you age and must eat. Common Personality Traits: Nosy, shifty, quick temper, uncivilized, individualistic, lonely Common Physical Traits: Small horns, hooves, scales, tail, wicked gleam Example Names: Tieflings generally take Human names. Splinter Race Feats: Demonic Heritage (abyssal blood), Devilish Heritage (hellish blood), Fiendish Heritage (furnace blood). Unless you choose one of these you are a vile blood. Type: Medium bipedal folk outsider with a Reach 1. Your maximum Wounds equal your Constitution score. Attributes: +2 Intelligence, +2 Charisma, -2 Strength, -2 Wisdom Base Speed: 30 ft. Damage Defiance: You suffer only half damage from cold. Darkvision I: You ignore the effects of dim and faint light. Enlightened Stealth: Your maximum Stealth rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill. Natural Spell: Once per scene, you may cast Darkness I. Reviled: The Disposition of non-tieflings decrease by 5.

Table 1.1: Species Species Aasimar Bariaur (Male) Bariaur (Female) Genasi (Air) Genasi (Earth) Genasi (Fire) Genasi (Water) Githyanki Githzerai Nathri Attributes +2 Str, +2 Wis, -4 Con +2 Str, +2 Con, -2 Dex, -2 Wis +2 Int, +2 Wis, -2 Str, -2 Dex +2 Dex, +2 Int, -2 Wis, -2 Cha +2 Str, +2 Con, -2 Wis, -2 Cha +2 Int, -2 Cha +2 Con, -2 Cha +2 Dex, +2 Int, -2 Wis, -2 Cha +2 Dex, +2 Int, -2 Str, -2 Wis +2 Dex, +2 Con, +2 Wis, -2 Str, -2 Int, -2 Cha As Unborn Benefits Medium folk outsider (Reach 1, wounds Con, Speed 30 ft.), damage defiance (cold and fire), darkvision I Medium fey outsider (Reach 1, wounds Con, Speed 40 ft.), darkvision I, enlightened athletics, fatal falls, improved stability, iron gut, restricted actions (Break fall, Climb, Tumble) Medium fey outsider (Reach 1, wounds Con, Speed 40 ft.), darkvision I, enlightened athletics, fatal falls, improved stability, iron gut, restricted actions (Break fall, Climb, Tumble) Medium folk (Reach 1, wounds Con, Speed 30 ft.), keen sight, light sleeper, natural spell (Levitate), no pain, reviled Medium folk (Reach 1, wounds Con, Speed 30 ft.), enlightened crafting, great fortitude, natural attack (Slam I), natural spell (Pass Without Trace), reviled, thick hide 2 Medium folk (Reach 1, wounds Con, Speed 30 ft.), darkvision II, natural elegance, natural spell (Scorching Ray) , reviled, tenacious spirit, unbreakable Medium folk (Reach 1, wounds Con, Speed 30 ft.), aquatic II, natural spell (Create Water), reviled, superior swimmer, tenacious spirit Medium folk (Reach 1, wounds Con, Speed 30 ft.), ambush basics, armor basics, edged proficiency, enlightened intimidate, enlightened tactics, reviled Medium folk (Reach 1, wounds Con, Speed 30 ft.), agile defense +1, always ready, darkvision I, enlightened notice, no pain Small folk (Reach 1, wounds Con 2/3, Speed 50 ft.), enlightened stealth, limited proficiencies, natural attack (Gore I), reviled As Unborn, special construction (modron)

Rogue Modron

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(second PLAYTEST)

12

Table 1.1: Species (Continued) Species Rogue Nethling Tiefling Attributes As Unborn +2 Int, +2 Cha, -2 Str, -2 Wis Feat Charging Basics Basic Skill Mastery (Officer) Mark Repartee Basics Favored Gear (Mechanical Wings) Charm Binding Basics Sword Basics Greatsword Basics Mobility Basics Charging Basics Basic Skill Mastery (Horseman) Pathfinder Basics Well-Rounded Extra Contact Pathfinder Basics The Gift Extra Contact The Extra Mile Double Cast Spell Conversion (any single) Spell Library Benefits As Unborn, special construction (nethling) Medium folk outsider (Reach 1, wounds Con, Speed 30 ft.), damage defiance (cold), darkvision I, enlightened stealth, natural spell (Darkness I), reviled Benefits Contagion sense, crunch!, terrifying look, unbreakable Commissioned, paired skills (Intimidate and Investigate), practiced tactics Inscription focus, paired skills (Crafting and Investigate), scribes kit, sharp mind Contagion sense, trackless step, trap sense Attribute training (Int/Cha), flashy, inquisitive mind, practiced ride

Specialty Abyssal Warrior City Watch Clerk Collector Floating Sorcerer Forest Maiden Gish Githwarrior Great-Hoof Great-Horn Hinterland Bandit Meadow Maiden Mountebank Philosopher Planewalker Psion Tout Tribe Mother Warlock Wild Mage Zerth

Attribute training (Int/Wis), broad learning, contagion sense, free hint, sharp mind Glory-bound, practiced spellcasting, sharp mind Attribute training (Str/Con), commissioned, extra proficiency (any 3) Agile defense +1, decisive, fast, trackless step Attribute training (Str/Con), crunch!, practiced tactics, stand together Animal empathy, bow hunter, bow proficiency, camouflage, trackless step

Heroism, paired skills (Notice and Search), trap sense Attribute training (Int/Cha), flashy, linguist, practiced prestidigitation Attribute training (Int/Wis), broad learning, paired skills (Investigate and Impress), sharp mind Celebrated, charming, free hint, inquisitive mind, origin skill Attribute training (Wis/Cha), beguiling, inquisitive mind, paired skills (Resolve and Spellcasting) Charming, free hint, linguist, practiced haggle, trackless step Attribute training (Wis/Cha), encouragement, noble blood, paired skills (Medicine and Survival) Attribute training (Int/Wis), encouragement, practiced spellcasting, terrifying look Mix-up, paired skills (Investigate and Spellcasting), wild magic Attribute training (Str/Wis), encouragement, field medicine, practiced spellcasting

Chapter 1: Hero

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Planescraft

(second PLAYTEST)

14

Planescraft features 21 new Specialties, in addition to those already presented in Fantasy Craft. You have spent too much time fighting for the tanarri and now the baatezu want to put you in the dead-book. Requirements: Alignment (Chaos, NonGood) (see Fantasy Craft page 61) Bonus Feat: Charging Basics Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer. Crunch!: Your Strength-based damage rolls inflict 1 additional damage. Terrifying Look: The Will save DCs of stress damage you inflict increase by 4. Unbreakable: Each time you suffer attribute impairment, it decreases by 1 (minimum 0).

Specialty

Scribe's Kit: You are always considered to have a scribes kit (see Fantasy Craft page 159). Sharp Mind: You gain 1 additional skill point per level.

Abyssal Warrior

You live off the dead, collecting the bodies and turning them to the Dustmen for some quick money. Bonus Feat: Repartee Basics Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer. Trackless Step: The DCs of Tracking checks to follow your trail increase by 10. Trap Sense: You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer. Up, up and away! Requirements: Alignment (Air) (see Fantasy Craft page 61) Bonus Feat: Favored Gear (Mechanical Wings) Attribute Training: The lower of your Intelligence or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Flashy: Your Panache rises by 2. Inquisitive Mind: You gain 2 additional Interests. Practiced Ride: If you spend an action die to boost a Ride check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. As a skogaur, you have been taught the secrets of Yggradrasil, the World Ash. Requirements: Bariaur (Female) Bonus Feat: Charm Binding Basics Attribute Training: The lower of your Intelligence or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Broad Learning: You gain 2 additional Studies (see Fantasy Craft page 61).

Collector

Floating Sorcerer

City Watch

You are a dedicated city watch officer. Bonus Feat: Basic Skill Mastery (Officer) Commissioned: You may purchase Military Renown for 20 Reputation per rank (see Fantasy Craft page 187). Paired Skills: Each time you gain 1 or more ranks in the Intimidate skill, you gain equal ranks in the Investigate skill. This may not increase your Investigate skill beyond its maximum rank. Practiced Tactics: If you spend an action die to boost a Tactics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. When asked, you like to say that being buried within piles of administrative papers all day has its merits as well and you can prove it too. Bonus Feat: Mark Inscription Focus: You gain the Crafting skills Inscription focus. Paired Skills: Each time you gain 1 or more ranks in the Crafting skill, you gain equal ranks in the Investigate skill. This may not increase your Investigate skill beyond its maximum rank.

Clerk

Forest Maiden

Chapter 1: Hero

15

Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer. Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die. Sharp Mind: You gain 1 additional skill point per level.

feet. Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.

You are called gish, meaning skilled and are trained in both fighting and magic use. Requirements: Githyanki Bonus Feat: Sword Basics Glory-Bound: You may purchase Heroic Renown for 20 Reputation per rank (see Fantasy Craft page 187). Practiced Spellcasting: If you spend an action die to boost a Spellcasting check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. Sharp Mind: You gain 1 additional skill point per level. You are a tough warrior, destined to become a supreme leader with the help of your silver sword. Requirements: Githyanki Bonus Feat: Greatsword Basics Attribute Training: The lower of your Strength or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent. Commissioned: You may purchase Military Renown for 20 Reputation per rank (see Fantasy Craft page 187). Extra Proficiency: You gain 3 additional proficiencies or tricks. As a spirg, the fastest of the herd, you travel through the tribes land, carrying news of impending danger or a message from neighbor tribe. Requirements: Bariaur (Male) Bonus Feat: Mobility Basics Agile Defense: Your base Defense increases by 1. Decisive: You gain a +5 bonus with Initiative. Fast: Your Ground Speed increases by 10

Gish

Githwarrior

Trained to stand against giants, the strong otgar gather into hunting parties and track them down. Requirements: Bariaur (Male) Bonus Feat: Charging Basics Attribute Training: The lower of your Strength or Constitution scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Crunch!: Your Strength-based damage rolls inflict 1 additional damage. Practiced Tactics: If you spend an action die to boost a Tactics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species. You raid merchant caravans and waylaying travelers who make their way across the Outlands. Bonus Feat: Basic Skill Mastery (Horseman) Animal Empathy: The Dispositions of non-adversary animals increase by 5. Bow Hunter: You inflict 2 additional damage on standard characters with a bow. Bow Proficiency: You gain the Bow proficiency. Camouflage: Choose a terrain: aquatic, arctic, caverns/mountains, desert, forest/jungle, indoors/settled, plains, or swamp. You gain a +5 gear bonus with Blend checks while in that terrain. Trackless Step: The DCs of Tracking checks to follow your trail increase by 10. The jatila are the bravest in the herd, always on the lookout for troublemakers. Requirements: Bariaur (Female) Bonus Feat: Pathfinder Basics

Great-Horn

Hinterland Bandit

Great-Hoof

Meadow Maiden

Planescraft

(second PLAYTEST)

16

Heroism: You gain a +1 bonus on all attack and skill checks you make during Dramatic scenes. Paired Skills: Each time you gain 1 or more ranks in the Search skill, you gain equal ranks in the Notice skill. This may not increase your Notice skill beyond its maximum rank. Trap Sense: You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.

Bonus Feat: Pathfinder Basics Celebrated: Your Legend increases by 2. Charming: Once per session, you may improve the Disposition of any 1 nonadversary NPC by 5. Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die. Inquisitive Mind: You gain 2 additional Interests. Origin Skill: Choose 1 additional Origin skill.

You travel down the road, performing dubious tricks on fairs and avoiding the disgruntled militiamen but all hardships are forgotten once the customers start jiggling coins. Bonus Feat: Well-Rounded Attribute Training: The lower of your Intelligence or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Flashy: Your Panache rises by 2. Linguist: You gain 2 additional Languages (see Fantasy Craft page 61). Practiced Prestidigitation: If you spend an action die to boost a Prestidigitation check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. On the Planes, philosophy isnt just a fact of life its a way of life. Bonus Feat: Extra Contact Attribute Training: The lower of your Intelligence or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Broad Learning: You gain 2 additional Studies (see Fantasy Craft page 61). Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you gain equal ranks in the Impress skill. This may not increase your Impress skill beyond its maximum rank. Sharp Mind: You gain 1 additional skill point per level. Walking the Planes has brought out the best in you.

Mountebank

Philosopher

You tap the power of the mind and body to manifest your mental desires. Bonus Feat: The Gift Attribute Training: The lower of your Wisdom or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit). Inquisitive Mind: You gain 2 additional Interests. Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you gain equal ranks in the Spellcasting skill. This may not increase your Spellcasting skill beyond its maximum rank. You are a professional guide, knowing the ins and outs of planar cities. Bonus Feat: Extra Contact Charming: Once per session, you may improve the Disposition of any 1 nonadversary NPC by 5. Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die. Linguist: You gain 2 additional Languages (see Fantasy Craft page 61).

Psion

Tout

Planewalker

Chapter 1: Hero

17

Practiced Haggle: If you spend an action die to boost a Haggle check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.

You are a wise murstam, educated to become a midwife or teacher in your herd. Requirements: Bariaur (Female) Bonus Feat: The Extra Mile Attribute Training: The lower of your Wisdom or Charisma scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene. Noble Blood: You may purchase Noble Renown for 20 Reputation per rank (see Fantasy Craft page 187). Paired Skills: Each time you gain 1 or more ranks in the Survival skill, you gain equal ranks in the Medicine skill. This may not increase your Medicine skill beyond its maximum rank. To you, the magics just another tool or weapon usually the later. Requirements: Githyanki Bonus Feat: Double Cast Attribute Training: The lower of your Intelligence or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene. Practiced Spellcasting: If you spend an action die to boost a Spellcasting check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them. Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.

Tribe Mother

You are definitively not sure what youre doing but it seemed to work so far! Bonus Feat: Any single Spell Conversion feat. Mix-Up: You gain the Mix-Up trick (see Fantasy Craft page 221). Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you gain equal ranks in the Spellcasting skill. This may not increase your Spellcasting skill beyond its maximum rank. Wild Magic: The Sorcery (Wild Magic) campaign quality is in effect all the time for you (see Fantasy Craft page 326). You preserve the memory of Zerthimon through religious teachings, martial skill, and arcane lore. Requirements: Githzerai, Alignment (Zerthimon) (see Fantasy Craft page 61) Bonus Feat: Spell Library Attribute Training: The lower of your Strength or Wisdom scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species. Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of the current scene. Field Medicine: You are always considered to have a doctors bag (see Fantasy Craft page 159). Practiced Spellcasting: If you spend an action die to boost a Spellcasting check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.

Wild Mage

Zerth

Warlock

Planescraft

(second PLAYTEST)

18

Your class choices provide handy shorthand when describing your character. All Classes presented in Fantasy Craft are available in Planescraft. Nineteen new Master Classes are presented here.

Class

Disguise, Impress, Notice, Prestidigitation, Ride, Sense Motive, Sneak Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Beguiling: At Level 1, you gain the beguiling NPC quality (see Fantasy Craft page 231). Path of Joy: At Level 1 and 4, you take a Step in the Path of Chaos/Curses/ Deceit (your choice). If youve already completed these Paths, you may instead take a Step along any of the other Xaositects Paths (Fortune). Smile & Punch: At Level 2, when utilizing improvised weapons (see Fantasy Craft page 362), you use your Impress check for your attack roll and save DCs (if any). Lively Furniture: At Level 3, you can temporarily animate furniture for 1 round per Class Level with an Impress check (DC 25). You can animate 1 piece of furniture (see Fantasy Craft page 253) per Class Level. Jokes on You: Wherever you go, excessive laughter follows. At Level 4, you gain the Wisdom draining III extraordinary attack with a 30 ft. aura. Die Laughing: At Level 5, your jokes kill. Targets of your critically successful Impress checks must make a Fortitude save (DC 10 + 1/2 your Career Level + your Charisma modifier) or die at the spot. NPCs with no sense of humor are not affected.

Class Abilities

Chaos Jester (Master)

How many Hardheads do you need to apprehend a happy Chaosman? Nobody knows - they never managed to do it! Hah-hahha! - a joke overheard in the Hive
Chaosmen are known for their unpredictable behaviors, be it outrageous, calm, etc. But there are those Chaosmen that always see an opportunity of fun in the grand pattern of chaos. Laughter follows in their steps and most of them try to bring smiles to other peoples faces. Chaos jesters are Chaosmen that only see the funny side of the unpredictable chaos. They are sometimes accused of having a weird or morbid sense of humor but theyre Chaosmen and can get away with it. Party Role: Backer. Youre everybodys friend... at least until your jokes get them mad. You can solve problems with a laugh or cause new ones. As long as your antics are over the top and chaotic, youre fine. Just watch for those perpetually dour.
Table 1.2: The Chaos Jester Level 1 2 3 4 5 BAB +0 +1 +1 +2 +2 Fort +0 +0 +1 +1 +1 Ref +1 +2 +2 +2 +3 Will +2 +3 +3 +4 +4 Def +0 +1 +1 +2 +2 Init +2 +3 +4 +5 +5

Lifestyle +2 +3 +3 +4 +4

Legend +1 +1 +2 +2 +3

Special Beguiling, path of joy Smile & punch Lively furniture Jokes on you, path of joy Die laughing

Requirements: Alignment (Xaositects), Babble feat, Impress 10+ ranks Favored Attributes: Charisma Class Skills: Acrobatics, Athletics, Bluff,

Class Features

Chapter 1: Hero

19

Deathbringer (Master)

Mess with the True Death and mess with me. - mantra of
the deathbringer Juq Too-Cruel
For some Dustmen, death cannot come too quickly. Release from this False Life is a best thing one can ask for. Those that constantly cheat Death and escape its grasp with magic and unnatural vile pacts are watched carefully. The Deathbringers are a group of Dustmen assassins, specially trained in attacking anything that lives. They spend so much time among the dead that they willingly and slowly abandon the False Life and embrace undeath. At least until their time to leave comes. Party Role: Combatant / Specialist. You are both feared and respected with a reason. You may not be able to do a lot among non-living, but where there is an opportunity for death, there you are.

Requirements: Alignment (Dustmen), Heroic Renown track rank 5+, BAB 6+, Necromimesis feat Favored Attribute: Wisdom, Charisma, Strength Class Skills: Athletics, Blend, Disguise, Medicine, Notice, Ride, Search, Sneak Skill Points: 4 + Int modifier per level Vitality: 12 + Con modifier per level Path of Death: At Level 1 and 4, you take a step in Path of Death. If youve already completed this Path, you may instead take a Step along any of the other Dustmen Paths (Darkness, Quietus, Spirits). Detect Living: At Level 1, you can make a Medicine check (DC 15) within Close Quarters and know whether any NPCs are alive or not (those with Undead and Construct Types

Class Features

and those with 0 or less Wound Points are not considered alive). You may also detect anomalies within living beings (such as an unnaturally long lifespan or lingering effects of being raised/resurrected.) Smite Living: At Level 2, when you spend and roll an action die to boost damage against a living opponent, you may replace the action dies result with 1/2 your Career Level (rounded up). This may not cause the die to explode. Graveyard Tales: At Level 3, you may spend an action die to converse with a dead creature or the owner of someones remains. Possess Undead: At Level 4, you may push your will into an NPC with the Undead Type with a TL lower than your Career Level. Unwilling targets may resist with a Will save (DC 10 + 1/2 your Career Level + your Charisma mod). If you succeed, your own body becomes mindless and starts losing 1 vitality point per round. Death of your own or the hosts body is traumatic and you lose all the remaining action dice for the session. If your hosts body is destroyed and your own body is gone, youre forever lost in the Negative Energy Plane. Mantra of the Dead: At Level 5, you may gain temporarily the Ghostly or Vampiric Template (your choice) for a number of rounds (minimum 1) per session equal to your Career Level + Wisdom modifier. The duration needs not be consecutive and can be spent as you want.

Defiler (Master)

The shadow of my passing blinds the faithful leaving them open and vulnerable. - a defiler
If theres one thing Athars love, its when they prove that the almighty gods arent all that mighty. Defilers are specially trained agents that are able to punch a Power and get away with it most of the time. Sure, their blows arent powerful enough to topple down Mount Olympus or bring about Ragnarok but they do count when theres lots of them. It is no wonder then that the Athar are eagerly introducing their most promising members into the ranks of Defilers. This is a tough job

Class Abilities

Planescraft

(second PLAYTEST)

20

and one can count on making lots of enemies, but whats that compared to a multiverse without the Powers getting in the way to the Great Unknown. Party Role: Specialist. You specialize on confronting divine servants of a faith of your choice. Requirements: Alignment (Athar), Wisdom 13+, Heroic Renown track rank 5+ Favored Attribute: Intelligence, Wisdom, Charisma Class Skills: Blend, Bluff, Crafting, Disguise, Investigate, Notice, Prestidigitation, Ride, Search, Sense Motive, Sneak, Survival Skill Points: 8 + Int modifier per level Vitality: 6 + Con modifier per level
Table 1.3: The Deathbringer Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +0 +0 +1 +1 +1 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +0 +1 +1 +2 +2 Init +2 +3 +4 +5 +5

Class Features

Smite Faithful: At Level 2, when you spend and roll an action die to boost damage against an opponent with opposed Alignment, you may replace the action dies result with 1/2 your Career Level (rounded up). This may not cause the die to explode. Divine Resistance: At Level 3, you gain Divine Resistance equal to 3 times your Class Level. Godless Horde: At level 4, you gain the Followers feat (see Fantasy Craft page 98). Blind the Inner Eye: At Level 5, you may forbid access to abilities (Class Abilities, Paths, feats, etc.) which have opposed Alignment as a requirement to any with equal or lower TL than your Career Level within Close Range.

Lifestyle +0 +0 +1 +1 +1

Legend +1 +2 +3 +3 +4

Special Detect living, path of death Smite living Graveyard tales Path of death, possess undead Mantra of the dead

Table 1.4: The Defiler Level 1 2 3 4 5 BAB +0 +1 +1 +2 +2 Fort +0 +0 +1 +1 +1 Ref +1 +2 +2 +2 +3 Will +2 +3 +3 +4 +4 Def +2 +3 +3 +4 +5 Init +1 +1 +2 +2 +3 Lifestyle +0 +0 +1 +1 +1 Legend +1 +2 +3 +3 +4 Special Favored power, inquisitive mind Smite faithful Divine resistance Favored power, godless horde Blind the inner eye

Favored Power: At Level 1 and 4, choose one deity / pantheon. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters whose Alignment consists of the chosen deity / pantheon. Inquisitive Mind: At Level 1, you gain 2 additional Interests.

Class Abilities

Chapter 1: Hero

21

Entropy Champion (Master)

angry and soon-to-be dead yugoloth

Utterly obliterated?! Was that a threat, little Doomguard?! - one

The entropy champion represents a Doomguards ultimate dedication to the cause. Through intense training and devotion, the champion becomes one with entropy. All champions are given specific goals to pursue by their Doomlord, which they will accomplish or perish in the attempt. Party Role: Combatant. You are an extension of entropy, a tool of your Doomlords will. You use all your abilities to further the cause of the faction and increase the speed rate at which the multiverse is falling apart, along with its inhabitants. Those that stand in your way become familiar with astounding violence you are capable of displaying. Requirements: Miracles campaign quality, Alignment (Doomguard), Con 13+, Resolve 10+ ranks, Sword Basics feat Favored Attributes: Constitution, Wisdom Class Skills: Athletics, Crafting, Intimidate, Notice, Resolve, Prestidigitation, Search, Tactics Skill Points: 4 + Int modifier per level Vitality: 12 + Con modifier per level
Table 1.5: The Entropy Champion Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +1 +2 +2 +2 +3 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +0 +1 +1 +2 +2 Init +1 +1 +2 +2 +3

Class Features

per 5 points of difference between the result and the DC. Path of Destruction: At Levels 1 and 4, you take a Step along the Path of Destruction. If youve already completed this Path, you may instead take a Step along any of the other Doomguard Paths (Strength, War). Smite the Frail: At Level 2, when you spend and roll an action die to boost damage against an opponent with a lower Constitution score, you may replace the action dies result with 1/2 your Career Level (rounded up). This may not cause the die to explode. Entropy Blade: After a week of fasting and purification your Doomlord peels away a layer of your skin equal to the surface area of the weapon to be made and forges the skin directly into the new weapon. At Level 3, choose a sword with a final value of 200s or less; including all upgrades (see Fantasy Craft 179). The sword gains an essence of your choice with a Reputation cost of 15 or less (see Fantasy Craft 195). This sword may not be sold or further modified, and if it is lost or destroyed, its replaced at no cost at the end of the next Downtime lasting 1 month or more. Sword Mastery: At Level 4, you gain the Sword Mastery feat. Crumble to Dust: Reality itself has trouble standing up to your inexorable presence. At Level 5, you gain a stance. Entropic Miasma (Stance): Once per round as a half action you may emit a pulse of divine damage equal to your ranks in
Lifestyle +0 +0 +1 +1 +1 Legend +1 +2 +3 +3 +4 Special Crumble to ashes, path of destruction Smite the frail Entropy blade Path of destruction, Sword Mastery Crumble to dust

Crumble to Ashes: At Level 1, when a piece of scenery or an object fails a damage save against your actions, it fails 1 additional save

CLASS ABILITIES

Planescraft

(second PLAYTEST)

22

Resolve centered on you with a blast increment of 1. This damage is reduced by half with a successful Fortitude save (DC 15 + your Charisma modifier + your Chance feats). This save is terminal (see Fantasy Craft 113). You are immune to this damage. However, you may not take movement actions while in this stance.

Esoteric Disciple (Master)

Wisdom, Strength Caster: Each level in this class increases your Casting Level by 1. Class Skills: Crafting, Haggle, Impress, Intimidate, Investigate, Medicine, Resolve, Ride, Search, Spellcasting Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Circle of Power I: At Level 1, you may cast Level 1 and lower spells you know. Esoteric Healing: At Level 1, you can heal yourself by spending spell points. 1 spell point heals 4 points of damage. Esoteric Vigor: At Level 2, you can increase one attribute score (up to your Class Level + your Intelligence modifier) by spending and equal amount of spell points once per combat. Esoteric Defense: At Level 3, you can increase your Defense (up to your Class Level + your Intelligence modifier) by spending an equal amount of spell points once per combat. Esoteric Treatment: At Level 4, you can heal your attribute impairments (up to your Class Level + your Intelligence modifier) by spending an equal amount of spell points. Circle of Power II: At Level 4, you may cast Level 2 and lower spells you know.

honest esoteric disciple

No, I dont have a spell for you. This magic works only for me. - an

Class Abilities

If theres anything a Fated sets his eyes on, you can bet that it will surely be exploited in one way or the other, as long as the Taker is the only one that benefits from it. In this case magic is exploited to enhance, support, rebuild and heal its user... and no one else. Esoteric disciples are mages that train themselves into getting the most out of their personalized spells and magic. Although one cannot expect from a Taker to give, none will deny his value as a self-sufficient ally. Party Role: Combatant / Solver. You are a solitary adventurer, with abilities to help you solve problems all by yourself. There might actually be one thing you need, and thats a witness who will spread the tales of your legendary accomplishments.
Table 1.6: The Esoteric Disciple Level 1 2 3 4 5 BAB +0 +1 +2 +3 +3 Fort +0 +0 +1 +1 +1 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +1 +1 +2 +2 +3 Init +0 +0 +1 +1 +1

Lifestyle +1 +2 +2 +2 +3

Legend +1 +2 +3 +3 +4

SP 1 2 3 4 5

Special Circle of power I, esoteric healing Esoteric vigor Esoteric defense Circle of power II, esoteric treatment Esoteric spell defense

Requirements: Sorcery campaign quality, Alignment (Fated), Spellcasting 10+ ranks, spellbook must contain only Personal range spells Favored Attributes: Intelligence,

Class Features

Chapter 1: Hero

23

Esoteric Spell Defense: At Level 5, you can gain spell defense NPC quality (up to your Class Level + your Intelligence modifier) by spending 5 spell points for each grade once per combat.

Etherfarer (Master)

Favored Attributes: Intelligence, Wisdom Class Skills: Acrobatics, Athletics, Haggle, Investigate, Medicine, Notice, Resolve, Ride, Survival, Tactics Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Ethereal Mastery: At Level 1, while on the Ethereal Plane, you gain a bonus starting action dice equal to your Intelligence modifier. When somewhere else, you decrease a number of action dice equal to your Intelligence modifier. Path of Travel: At Levels 1 and 4, you take a Step along the Path of Travel. True Gaze: At Level 2, you gain natural spell (See Invisible). Reach Beyond: At Level 3, your attacks affect incorporeal targets. Hazard Knight: At Level 4, you gain the Hazard Knight feat (see page 50). Spiritual Manifestation: At Level 5, you gain the Spirit Type.

He dreamt the big dream and it sucked him right in. No one has ever seen or heard of him ever since. Who knows whose dreams he is part of now. - old Burrowbeard
The etherfarer is expert in taking advantage of the special environments native to the Ethereal Plane. It is an ideal occupation for those characters who plan to spend any significant time upon the Ethereal. Etherfarers exist as a significant subset of the Etherfaring Society, a group of individuals that make their homes permanently upon the Ethereal Plane, and so have developed many new methods and skills for navigating and surviving the ethereal mists. Party Role: Combatant/Solver. You are a consummate expert in conditions, dangers, and opportunities within the misty reaches of the Ethereal Plane. You make a good trader and guide for any that seek to travel across the Ethereal to a distant interplanar destination. On the other hand, you make a terrible foe against those who oppose you in your own intangible domain.
Table 1.7: The Etherfarer Level 1 2 3 4 5 BAB +0 +1 +2 +3 +3 Fort +1 +2 +2 +2 +3 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +1 +1 +2 +2 +3 Init +1 +1 +2 +2 +3

CLASS ABILITIES

Hawkshaw (Master)

Theres more to this than it seems. Or so it seems. We better get one of our brain-box officers down here. - a Harmonium officer at
hard work
Hardheads didnt exactly put literacy on their list of must-have requirements for

Lifestyle +1 +2 +2 +2 +3

Legend +1 +1 +2 +2 +3

Special Ethereal mastery, path of travel True gaze Reach beyond Path of travel, Hazard Knight Spiritual manifestation

Requirements: Int 9+, Wis 12+, Heroic Renown track rank 5+

Class Features

Planescraft

(second PLAYTEST)

24

recruits. Fortunately for them, they have a few smarter bashers in their ranks. The hawkshaws are dedicated members of the Harmonium that try to solve crimes or even prevent them altogether. Most Hardheads have little understanding for this kind of approach, but value every opportunity to prove theyre right regardless of the method applied. A hawkshaw is often accompanied by a Hardhead patrol which offers tactical support if need arises (and too often it does). Party Role: Solver/Wildcard. Youre best of both worlds. You can handle most situations through nonviolent ways but once the boundaries are overstepped theres nothing a Hardhead patrol wont try to solve. Requirements: Alignment (Harmonium), Wisdom 13+, Military Renown track rank 4+, Basic Skill Mastery (Investigator) feat, Followers feat, Investigate 10+ ranks, Search 6+ ranks Favored Attributes: Wisdom, Intelligence, Charisma Class Skills: Athletics, Bluff, Impress, Intimidate, Investigate, Notice, Prestidigitation, Search, Sneak, Tactics Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level

a successful roll of Notice, Sense Motive, or Search and reroll with a +5 bonus. Streetwise: At Level 3, once per scene, you may improve NPCs Disposition by 10. Interrogation: At Level 4, when you succeed at a Bluff or Intimidate check your target suffers a penalty on Bluff checks equal to double your Class Level. Hardhead Patrol: At Level 5, you gain the More Followers feat and you may summon them during a Dramatic scene.

Hoister (Master)

Class Features

another

Whenever I hear someone say the word freedom, I can hear a building crumbling down somewhere in the distance. Sigh- - one annoyed Hardhead officer to

Class Abilities
feat.

Mark: At Level 1, you gain the Mark

Path of Investigation: At Level 1 and 4, you take a Step in the Path of Knowledge/ Order/Secrets (your choice). If youve already completed these Paths, you may instead take a Step along any of the other Harmonium Paths (Discipline, Harmony, War).
Table 1.8: The Hawkshaw Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +1 +2 +2 +2 +3 Ref +0 +0 +1 +1 +1 Will +1 +2 +2 +2 +3 Def +1 +1 +2 +2 +3 Init +1 +1 +2 +2 +3

When the time for serious action comes, the Revolutionary League must be ready. With limited resources at hand, they still manage to have some of the most efficient agents around. These agents, known as hoisters, are trained to spread chaos and destruction wherever the enemies of truth walk. The most efficient way to bring an end to an official government is to destroy and raze everything it owns - the heavier the damage the better. Because of their ability to survive and quickly vanish after their mission, the hoisters are in demand even outside the Revolutionary League.

Lifestyle +1 +2 +2 +2 +3

Legend +1 +1 +2 +2 +3

Special Mark, path of investigation Deduction Streetwise Interrogation, path of investigation Hardhead patrol

Deduction: At Level 2, you may discard

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Party Role: Specialist. You use your abilities to quickly inflict massive amounts of damage to a particular area. You can easily focus on those large scale tasks as well as more personal ones - such as nasty traps incomprehensible even to modrons. Requirements: Alignment (Revolutionary League), Anarchists Cookbook feat, Crafting 6+ ranks, Prestidigitation 6+ ranks Favored Attributes: Intelligence, Charisma, Dexterity Class Skills: Acrobatics, Blend, Bluff, Crafting, Disguise, Intimidate, Notice, Prestidigitation, Search, Sense Motive, Sneak, Tactics Skill Points: 8 + Int modifier per level Vitality: 6 + Con modifier per level Path of Destruction: At Level 1 and 4, you take a Step in Path of Destruction. If youve already completed this Path, you may instead take a Step along any of the other Revolutionary League Paths (Chaos, Darkness, Deceit, Secrets). Traps Expertise: At Level 1, the DC of traps you set is 10 + 1/2 your Career Level + your Intelligence modifier. Explosive Resistance: At Level 2, you gain Explosive Resistance equal to 3 times your Class Level. Bolthole: At Level 3, once per session you may designate a hiding place with a Reputation cost of 10 or lower (see Fantasy Craft page 192). This place can be freely occupied during the session.
Table 1.9: The Hoister Level 1 2 3 4 5 BAB +0 +1 +2 +3 +3 Fort +0 +0 +1 +1 +1 Ref +2 +3 +3 +4 +4 Will +1 +2 +2 +2 +3 Def +1 +1 +2 +2 +3 Init +2 +3 +4 +5 +5

action (see Fantasy Craft page 160). Raze to the Ground: At Level 5, all objects you attack automatically fail a number of saves equal to your Class Level + your Intelligence modifier (minimum 1).

Class Features

Imaner (Master)

shores

Honest truth! He was the strongest man in all of Pelion until he crossed paths with one of those Minder mages. Theyre tougher to break than a baatezu contract! - Lacus, fresh off the Pelions

Class Abilities

Sodkillers love their motto - might makes right - and so do Sodkillers mages. Trained to use magic in order to enhance their physical strength, they are a refreshing alternative to a common mage that likes to stay out there far away when things get close and personal. An imaner can surprise anyone that expects a physically weak spellcaster in close combat. Actually, that might just be the thing imaners expect from their foes. A path littered by broken teeth and smashed armors that follow in their trail supports that claim. Party Role: Combatant / Backer. You are at the front, right next to fighters and monks. You might not be the best long term choice for such a role but your few punches are those significant ones that count.

Lifestyle +0 +0 +1 +1 +1

Legend +1 +1 +2 +2 +3

Special Path of destruction, traps expertise Explosive resistance Bolthole Invisible trap, path of destruction Raze to the ground

Invisible Trap: At Level 4, you may hide a trap as a 1 minute action and arm it as a half

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Requirements: Sorcery campaign quality, Alignment (Sodkillers), Strength 13+, Spellcasting 10+ Favored Attributes: Strength, Intelligence, Wisdom Caster: Each level in this class increases your Casting Level by 1. Class Skills: Athletics, Crafting, Intimidate, Investigate, Notice, Resolve, Search, Sense Motive, Spellcasting, Tactics Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Path of Strength: At Level 1 and 4, you take a Step in Path of Strength. If youve already completed this Path, you may instead take a Step along any of the other Sodkillers Paths (Destruction, Evil, Order). Imbued Strike: At Level 1, you may spend 2 spell points to add AP 2 weapon quality to all your attacks for 1 round. Pain Attack: At Level 2, once per round you may spend 2 spell points and charge a single attack roll with an additional +1d6 lethal edged damage. You gain 1 Edge for each successful attack. You may spend 4 Edge to deal double damage. At Level 4, the damage increases to +2d6. Resilient: At Level 3, your Constitution score rises by 1 and you can go without sleep for up to 1 day per Class Level. Embattlement: At Level 5, you cast and store up to six spells with a range of Personal and delay their taking effect. You suffer subdual damage equal to the total spell levels stored. The spent spell points and subdual damage cannot be recovered until all of the spells have been released. You may release a stored spell once per round as a free action. Releasing a spell may be done in addition to your normal spellcasting for that round.
Table 1.10: The Imaner Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +0 +0 +1 +1 +1 Ref +1 +2 +2 +2 +3 Will +1 +2 +2 +2 +3 Def +2 +3 +3 +4 +5 Init +1 +1 +2 +2 +3

Class Features

Insane Wing Custodian (Master)

employee

No need for those manacles. A custodian from the Insane Wing will be escorting her. - a Gatehouse

Class Abilities

While it is common knowledge that the Bleakers run the Gatehouse, its far less known that they house some of the most insane and dangerous sods in the multiverse. It takes a special kind of guard to watch over such as those. Even the Mercykillers secretly transfer some of their more difficult prisoners to the Gatehouse (or so the chant says). These guards are called Insane Wing custodians and they might be more insane than those they watch over. Party Role: Combatant. Youre on the front end, disabling foes that are potentially the most dangerous. You use your abilities whenever danger has to be pushed out of the way quickly and safely. Requirements: Alignment (Bleak Cabal), Sense Motive 8+ ranks, Athletics 6+ ranks, Bad Feeling feat, Iron Will feat Favored Attributes: Wisdom, Strength Class Skills: Athletics, Bluff, Intimidate, Notice, Prestidigitation, Search, Sense Motive, Tactics Skill Points: 4 + Int modifier per level Vitality: 12 + Con modifier per level

Class Features

Lifestyle +0 +0 +1 +1 +1

Legend +0 +1 +1 +1 +1

SP 1 2 3 4 5

Special Imbued strike, path of strength Pain attack +1d6 Resilient Pain attack +2d6, path of strength Embattlement

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Danger Sense: At Level 1, you can act in a surprise round by succeeding at a Sense Motive check opposed by your targets Bluff roll (if there are more targets, roll for that one with the most Bluff ranks). Wrestling Basics: At Level 1, you gain the Wrestling Basics feat (see Fantasy Craft page 93). I See You: At Level 2, you may select one target within sight range. That target cannot become hidden or invisible to you. Methods of Defiance: At Level 3, you may suppress (see Fantasy Craft page 112) a spell effect within Close Quarters by spending an action die. The effect remains suppressed for 1 round per Class Level. Wrestling Mastery: At Level 4, you gain the Wrestling Mastery feat (see Fantasy Craft page 94). Unimpressed: At Level 4, you cannot be affected by Impress checks and Charm spells. Spiritbreaker: At Level 5, you are considered one Size category larger for purposes of Grapple checks. Also, you may gain the following Grapple benefit (see Fantasy Craft page 219): Great Blackout (Grapple benefit): The winner forces the opponent to become helpless.

Class Abilities

your companionship. Others will gladly invite you to stick with them as long as possible. Requirements: Alignment (Free League), Basic Skill Mastery (Trader), Haggle 10+ ranks Favored Attributes: Wisdom, Charisma Class Skills: Bluff, Crafting, Haggle, Impress, Investigate, Notice, Ride, Search, Sense Motive, Survival Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Ready for Trade: At Level 1 and 4, you gain a Gear feat of your choice that you qualify for. Prodigal Haggle: At Level 1, you gain the Prodigal (Haggle) feat. Pocketful of Change: At Level 2, each time you gain silver pieces you add your Class Level as a bonus percentage to that amount (round up). Swap Prizes: At Level 3, you may swap 1 prize per scene at the nearby marketplace for a prize with equal or lower Reputation Cost. Old Fox: At Level 4, you may reroll a successful Haggle check with a +5 bonus. Master Trader: At Level 5, you sell non-magic items at their full market price and restore full Reputation when selling magic items.

Class Features

Class Abilities

Jink Clerk (Master)

Great Bazaar

She can pull off the best deals from Merkhants and get away with it. Sodding Indeps. - overheard at the

Justiciar (Master)

One profession is particularly popular among members of the Free League - that of a merchant. With their unofficial headquarters being the Great Bazaar it is no wonder many of the best traders learn their secrets from the Indeps. Sure, the Outer Planes are all about belief, but extra jink doesnt hurt either. The Harmonium will loudly claim that the Indeps are just buying their freedom with jink but thats just barmy talk. Anyone smart enough will want a jink clerk for a friend - only theyre able to pull those best deals off. Party Role: Specialist / Backer. You know your way around the merchants tent and are particularly good with equipment. Only those that deny physical wealth wont benefit from

If you escape again, know this. I will hunt you down to the end of the multiverse. You will never rest an eye. If I fail, others will follow in my footsteps. As long as the Justice is not served. - a
justiciar to his quarry
The justiciar is an elite factor of the Mercykillers, assigned to track escaped criminals. Only the most resolute and responsible Mercykillers are selected to take roles as the bloodhounds of the multiverse.

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As such, they are excused from all faction duties and assignments, and they can command greater resources or assistance from other Mercykillers as necessary in pursuit of their quarry. Even if the hunt takes a lifetime, justiciars are fanatically devoted to seeing the guilty apprehended and punished properly. With that in mind, it doesnt surprise that many justiciars have perished in the attempt. Party Role: Combatant / Talker. You view combat as a necessity and the most probable outcome of your encounter with the quarry - after all, you are tracking down dangerous bloods. While your martial training shows its usefulness in physical conflicts, you often rely on your ability to acquire information without resorting to the ways of toothless jaws and broken noses.
Table 1.11: The Insane Wing Custodian Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +1 +2 +2 +2 +3 Ref +1 +2 +2 +2 +3 Will +1 +2 +2 +2 +3 Def +1 +1 +2 +2 +3 Init +2 +3 +4 +5 +5

Requirements: Military Renown track rank 4+, BAB 5+ Favored Attributes: Strength, Intelligence, Wisdom Class Skills: Impress, Intimidate, Investigate, Notice, Search, Sense Motive, Survival, Tactics Skill Points: 4 + Int modifier per level Vitality: 12 + Con modifier per level Getting Closer: At Level 1, each time you find out new information about your target you gain a bonus action die.

Class Features

CLASS ABILITIES

Lifestyle +0 +0 +1 +1 +1

Legend +0 +1 +1 +1 +1

Special Danger sense, Wrestling Basics I see you Methods of defiance Unimpressed, Wrestling Mastery Spiritbreaker

Table 1.12: The Jink Clerk Level 1 2 3 4 5 BAB +0 +1 +1 +2 +2 Fort +0 +0 +1 +1 +1 Ref +0 +0 +1 +1 +1 Will +1 +2 +2 +2 +3 Def +2 +3 +3 +4 +5 Init +2 +3 +4 +5 +5 Lifestyle +2 +3 +3 +4 +4 Legend +1 +1 +2 +2 +3 Special Prodigal haggle, ready for trade Pocketful of change Swap prizes Old fox, ready for trade Master Trader

Table 1.13: The Justiciar Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +1 +2 +2 +2 +3 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +1 +1 +2 +2 +3 Init +1 +1 +2 +2 +3 Lifestyle +0 +0 +1 +1 +1 Legend +1 +1 +2 +2 +3 Special Getting closer, higher laws Bonus feat Devoted Bonus feat, notorious Warrant

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Higher Laws: You are bonded with a target. At Level 1, once per scene you may select a target and discern its general location, regardless of the distance or their location. Also, when you deal damage to your target within Melee Range or Close Quarters you deal extra damage equal to your Class Level. Bonus Feat: At Levels 2 and 4, you may choose one Chance or Terrain feat or a feat with the Alignment (Mercykillers) prerequisite that you qualify for. Devoted: At Levels 2 and 4, you gain an insight bonus to skill checks of any 3 class skills (your choice) equal to your Class Level. Notorious: At Level 4, when you are not disguised you may reroll any Intimidate and Impress rolls and keep the better result. Also, any special character with a Threat Level lower than your Career Level takes a penalty on attack rolls equal to your Military Renown track rank. Warrant: At Level 5, you may create a warrant, which upon reading aloud within Close Quarters, requires the target to make a Will save (DC 15 + Class Level + your number of feats with Alignment (Mercykillers) prerequisite) or become helpless for 5d4 rounds. Reading requires a full round action.

you dont play by the rules and have great freedom because of that. Requirements: Sorcery campaign quality, Alignment (Fraternity of Order), Crafting Focus (inscription) feat, Crafting 10+ ranks, Spellcasting 5+ ranks Favored Attributes: Intelligence Caster: Each level in this class increases your Casting Level by 1. Class Skills: Crafting, Haggle, Investigate, Notice, Prestidigitation, Resolve, Ride, Search, Spellcasting, Sense Motive Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Path of Knowledge: At Level 1 and 4, you take a step in Path of Knowledge. If youve already completed this Path, you may instead take a Step along any of the other Fraternity of Order Paths (Order, Protection, Secrets). Scribing Basics: At Level 1, you gain the Scribing Basics feat. Loophole: At Level 2 and 4, you gain knowledge of any one loophole. Create a magic item loophole with an essence or charm of 10 or less Reputation cost. Circle of Power I: At Level 3, you may cast Level 1 and lower spells you know. Rulesbreaker: At Level 5, you may ignore any one feat or expert class prerequisite.

Class Features

Class Abilities

Loopholes Bureau Administrator (Master)

administrator

Ow, he beat me to it! That should have been my loophole. I was so close! - a sad Loopholes Bureau

One of the many Guvner offices is the Loopholes Bureau in Sigil. Tasked with a mission to find and describe loopholes in all existing laws, it is no wonder it attracts all sorts of opportunistic Guvners. The Bureaus knowledge is valuable to anyone, but only the Guvners can really exploit it. An administrator is a typical loopholes investigator, always examining a loophole, and on the lookout for a new, better one. This might cause some competition among fellow administrators but its all for the greater truth and knowledge. Party Role: Specialist. Depending on the personal loopholes you have discovered, you can either be a team or solo player. In any case,

Master of the 5 Senses (Master)

master of the 5 senses holding a lecture at the Civic Festhall


It is often overlooked that the Sensates rely on their five main senses to experience the wonders of existence. Sure, everybody else does it, but some Sensates manage to take it a step further and expand that which Mother Nature gave them. Masters of the 5 senses are Sensates which have absolute control over

No sensory stone experience can even come close to this. -

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their body and mind. They are able to sense things beyond what is considered normal for their kind. This makes them extremely keen and observant of their surroundings, something that every true Sensate appreciates. Party Role: Backer. You use your sense to see, hear, touch, taste and smell that which is often obscure or unreachable to others. This makes you a powerful ally, one that can warn of immediate danger or discover the secrets that are hardly revealed. Requirements: Alignment (Society of Sensation), improved sense NPC quality, Notice 10+ ranks Favored Attributes: Wisdom Class Skills: Acrobatics, Athletics, Bluff, Investigate, Notice, Ride, Resolve, Search, Sense Motive, Survival Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level
Table 1.14: The Loopholes Bureau Administrator Level 1 2 3 4 5 BAB +0 +1 +1 +2 +2 Fort +0 +0 +1 +1 +1 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +1 +1 +2 +2 +3 Init +1 +1 +2 +2 +3

Class Features

you gain the improved sense NPC quality (see Fantasy Craft page 234). Detect Poison: At Level 2, your taste allows you to accurately detect poisoned or spoiled liquids / food. Additionally, you can identify them with a Knowledge check. Eyes in the Back: At Level 3, you gain the blindsight NPC quality (see Fantasy Craft page 231). Greater Sensory Touch: At Level 4, your sensory touch heals double damage, and the damage inflicted to you becomes subdual. Pinnacle of Senses: At Level 5, you gain a stance. Attuning the Senses (Stance): You are able to hear telepaths and make selected targets deaf or blind within Close Quarters as a half action.

Lifestyle +2 +3 +3 +4 +4

Legend +1 +1 +2 +2 +3

SP 1 2 3 4 5

Special Path of knowledge, Scribing Basics Loophole Circle of Power I Loophole, path of knowledge Rulesbreaker

Table 1.15: The Master of the 5 Senses Level 1 2 3 4 BAB +0 +1 +1 +2 Fort +2 +3 +3 +4 Ref +2 +3 +3 +4 Will +1 +2 +2 +2 Def +0 +1 +1 +2 Init +1 +1 +2 +2 Lifestyle +2 +3 +3 +4 Legend +0 +1 +1 +1 Special Improved sense, prodigal notice Detect poison Eyes in the back Greater sensory touch, improved sense Pinnacle of senses

+2

+4

+4

+3

+2

+3

+4

+1

Prodigal Notice: At Level 1, you gain the Prodigal (Notice) feat (see Fantasy Craft page 99). Improved Sense: At Level 1 and 4,

Class Abilities

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Basic Skill Mastery (Negotiator)


You can choose a new Basic Skill Mastery skill pair. Negotiator: Bluff & Sense Motive

Master Mediator (Master)

We fight with words, not swords.


- a master mediator to his clueless pupils
One of the common positions a Cipher often finds himself in is that of a negotiator. Theyre quick to act and think, firmly hold to a nonbiased worldview and can understand conflicting sides rather well. Among other things, the Great Gymnasium is a school for master mediators. Theres plenty to do in Sigil with conflicting factions, and even more out there on the Planes. A master mediators job never seems to be done, but at least you can count on the Ciphers to work on it. Party Role: Talker / Specialist. You use your abilities to avoid any bloodshed. Regardless of how many sides are involved, you can handle the situation which makes you all the more valuable to any party. Requirements: Alignment (Transcendent Order), Heroic Renown track rank 4+, Charisma 13+, Impress 6+ ranks, Sense Motive 6+ ranks, Basic Skill Mastery (Negotiator) feat, Mark feat Favored Attributes: Charisma, Intelligence, Wisdom Class Skills: Blend, Bluff, Haggle, Impress, Intimidate, Investigate, Notice, Resolve, Ride, Sense Motive Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level
Table 1.16: The Master Mediator Level 1 2 3 4 5 BAB +0 +1 +1 +2 +2 Fort +0 +0 +1 +1 +1 Ref +1 +2 +2 +2 +3 Will +2 +3 +3 +4 +4 Def +1 +1 +2 +2 +3 Init +2 +3 +4 +5 +5

abilities tied to it (such as Path powers, feats, and Class Abilities) will immediately make you lose the temporary Alignment. True Lies: At Level 1 and 4, you take a Step in either the Path of Deceit or the Path of Order (your choice). If youve already completed these Paths, you may instead take a Step along any of the other Transcendent Order Paths (Discipline, Harmony, Spirits, Travel). Inquisitive Mind: At Level 2, you gain 2 additional Interests. Marksman: At Level 3, you may use the Mark feat twice per character per scene (see Fantasy Craft page 108). Offer That Cannot Be Refused: At Level 4, once per scene you may force your opponent to reroll an opposed Bluff, Sense Motive, or Resolve check and take the worst result. Uneasy Truce: At Level 5, the Disposition of those within Close Quarters shifts towards Neutral by 1 point per your Charisma modifier (minimum 1) per round.

Class Features

Mindbender (Master)

The slave attacked you? That would not have happened to me. No sir, certainly not. - two
mindbenders discussing their trade
With Signers, its all about themselves. While they believe that everyone else is there because they imagined them, some of them

Lifestyle +1 +2 +2 +2 +3

Legend +1 +1 +2 +2 +3

Special Together as one, true lies Inquisitive mind Marksman Offer that cannot be refused, true lies Uneasy truce

Together as One: At Level 1, you may temporarily change Alignment once per session. You retain your old Alignment but using any

Class Abilities

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feel that they lack finer control over their reality. They want everyone to act as puppets, with them being the puppet masters. Mindbenders are Signer mages able to enslave with mere thoughts. This ability doesnt make them particularly popular but theyre not trying to be liked by everyone. They can easily force those that think otherwise to think their way. Party Role: Backer / Wildcard. You can easily turn the tide of any conflict by enslaving the right person. Because of this even your allies arent too keen on crossing your path. Requirements: Sorcery campaign quality, Alignment (Sign of One), Iron Will feat, Spellcasting 10+ ranks, Sense Motive 10+ ranks, at least 3 Charm spells in the spellbook Favored Attributes: Charisma, Intelligence, Wisdom Caster: Each level in this class increases your Casting Level by 1. Class Skills: Bluff, Impress, Intimidate, Investigate, Medicine, Resolve, Sense Motive, Spellcasting Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Circle of Power I: At Level 1, you may cast Level 1 and lower spells you know. Telepathic Beguiler: At Level 1, you gain telepathic and beguiling NPC qualities (see Fantasy Craft pages 235 and 231). Prodigal Impress: At Level 2, you gain the Prodigal (Impress) feat (see Fantasy Craft page 99).
Table 1.17: The Mindbender Level 1 2 3 4 5 BAB +0 +1 +1 +2 +2 Fort +0 +0 +1 +1 +1 Ref +0 +0 +1 +1 +1 Will +2 +3 +3 +4 +4 Def +0 +1 +1 +2 +2 Init +2 +3 +4 +5 +5

fixated. Circle of Power II: At Level 4, you may cast Level 2 and lower spells you know. Empty Mind: At Level 4, you cannot be targeted with Impress checks or Charm spells. Thrall: At Level 5, one or more beguiled NPCs with total TL equal or lower than your Career Level become your thralls until they die or are released from your service.

Planar Ranger (Master)

Class Features

- an experienced planar ranger

Ive been to places you dont even want to hear about. I think Im the right man for this quest.
Members of the emerging new faction, the Minds Eye, are particularly busy exploring the planes searching for new challenges to test them, quite the opposite of what their exGodsmen and ex-Signer members did. Now, these folks travel a lot and know their way around the Planes. Theyre even considered to be the best travel guides, right next to the veteran Sensates. Planar rangers are experts at survival on the Planes, who have endured the most hostile environments known. These experiences allow them to master unique abilities that draw their power from a plane. Because of their ability to handle anything thrown at them, they are often hired to serve as guides. Seekers dont mind to ear and get

Class Abilities

Lifestyle +1 +2 +2 +2 +3

Legend +1 +1 +2 +2 +3

SP 2 4 6 8 10

Special Circle of power I, telepathic beguiler Prodigal impress I have a suggestion Circle of power II Thrall

I Have a Suggestion: At Level 3, any fixated NPC can be commanded to do a single action with a successful Impress check. After he executes the action, the NPC is no longer

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tested at the same time. Party Role: Combatant. Wherever your party goes, youll be able to contribute. Your abilities reflect your experiences as a planar traveler that is a stranger to no plane. Requirements: Alignment (Minds Eye), BAB 7+, Survival 10+ ranks Favored Attributes: Dexterity Class Skills: Acrobatics, Athletics, Crafting, Medicine, Notice, Ride, Search, Sneak, Survival, Tactics Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Favored Alignment: At Level 1 and 4, choose one Alignment. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters whose Alignment choices consists of the chosen Alignment. You may choose an additional Alignment at Class Level 4. Path of Travel: At Level 1 and 4, you take a Step in Path of Travel. If youve already completed this Path, you may instead take a Step along any of the other Minds Eye Paths (Knowledge, Spirits, Wilderness). Elemental Hail: At Level 2, you may roll an action die to imbue a number of missiles (arrows, bolts, etc.) equal to your roll. You can apply any of the following effects to individual or all missiles. Chaos: The missile deals Aligned (Chaos) damage and baffles the target. Fire: The missile deals fire damage. Gouging: The missile gains keen (10) quality. Ice: The missile deals cold damage. Illuminated: The missile deals divine damage. Lightning: The missile deals lightning damage. Ruling: The missile deals Aligned (Order) damage and stuns the target. Venerated: The missile deals Aligned (Good) damage and shakes the target. Vile: The missile deals Aligned (Evil) damage and enrages the target.

Class Features

Inner Sight: At Level 3, you gain the blindsight NPC quality (see Fantasy Craft page 231). Impossible Escape: At Level 5, you can escape from an ongoing conflict with a successful Tactics check (DC = highest TL in encounter). The GM may rule out the chance for escape if a party has nowhere to go.

Proselyte (Master)

Class Abilities

I know youll never forgive me for what I have done to you but... at least try to have some faith in me now. - a proselyte to his victim
Many are surprised to hear that proselytes are recruited from the ranks of former convicts. It is a rare sight when a murderer or thief decides to switch sides and starts working for the law. Proselytes are fullfledged members of the Sons of Mercy that have abandoned the way of crime. They are trying to redeem themselves in the eyes and hearts of others, hoping to do it right this time. Everybody deserves a second chance - or at least thats what the Sons of Mercy preach. Party Role: Backer / Combatant. You combine your criminal expertise with that of a noble fighter. Old tricks, new tricks - as long as it gets the offendant inside the cell. Requirements: Alignment (Sons of Mercy) Favored Attributes: Dexterity, Strength, Wisdom Class Skills: Acrobatics, Athletics, Bluff, Disguise, Notice, Search, Sense Motive, Sneak, Survival, Tactics Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level Ward of Order: At level 1, you may assemble a ward of Order which forces all creatures of opposite Alignment to flee outside the Close Quarters unless they succeed at a Will save (DC 10 + 1/2 your

Class Features

Class Abilities

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Career Level + your Charisma modifier). The ward can be assembled as a full round action and loses potency after 1 round per Class Level. Sneak Attack: At Level 1 and 4, you gain an additional die of sneak attack damage. Anatomy: At Level 2, your attacks cause bleeding. Contagion Immunity: At Level 3, you gain the contagion immunity NPC quality. Sacrifice: At Level 4, you may deal yourself 2 points of lethal damage as a free action and add +1d6 damage to one attack. Redemption: Each foe of opposed Alignment that is killed grants you a bonus action die and a +1 bonus to attack rolls, vitality points, and wound points until the end of session.
Table 1.18: The Planar Ranger Level 1 2 3 4 5 BAB +1 +2 +3 +4 +5 Fort +1 +2 +2 +2 +3 Ref +1 +2 +2 +2 +3 Will +1 +2 +2 +2 +3 Def +1 +1 +2 +2 +3 Init +0 +0 +1 +1 +1

Riven (Master)

I know who I am. Most of the time. - a proud riven


Godsmen and reincarnation go hand in hand, that is a common knowledge. While most work to improve their current reincarnation, a few are willing to go back and revisit their old former selves - whoever they were. The riven can relive their old incarnations and have memories of up to three different persons at once. This amazing

Lifestyle +0 +0 +1 +1 +1

Legend +1 +2 +3 +3 +4

Special Favored alignment, path of travel Elemental hail Inner sight Favored alignment, path of travel Impossible escape

Table 1.19: The Proselyte Level 1 2 3 4 5 BAB +0 +1 +2 +3 +3 Fort +0 +0 +1 +1 +1 Ref +2 +3 +3 +4 +4 Will +1 +2 +2 +2 +3 Def +2 +3 +3 +4 +5 Init +2 +3 +4 +5 +5 Lifestyle +0 +0 +1 +1 +1 Legend +0 +1 +1 +1 +1 Special Sneak attack +1d6, ward of order Anatomy Contagion immunity Sacrifice, sneak attack +2d6 Redemption

Table 1.20: The Riven Level 1 BAB +0 Fort +2 Ref +1 Will +1 Def +0 Init +1 Lifestyle +1 Legend +1 Special Past life, Reincarnated Talents Path of the source Bury the past Past life, path of the source Chained souls

2 3 4 5

+1 +2 +3 +3

+3 +3 +4 +4

+2 +2 +2 +3

+2 +2 +2 +3

+1 +1 +2 +2

+1 +2 +2 +3

+2 +2 +2 +3

+1 +2 +2 +3

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feat isnt easy to master as there are dangers of identity loss and madness (or so the chant goes). Regardless of this, be warned that the next time you meet a member of the Godsmen; you might, in fact, meet three of them. Party Role: Wildcard. Regardless of who you are, the ability to pick up two additional incarnations with their abilities makes you a very versatile planewalker. Depending on your decisions and company, this might make you more or less popular among your fellow planewalkers. Requirements: Alignment (Believers of the Source), Wisdom 13+, Crafty Beginning feat, Heroic Renown track rank 5+ Favored Attributes: Wisdom, Charisma Class Skills: Athletics, Crafting, Haggle, Impress, Investigate, Prestidigitation, Resolve, Ride, Search, Survival Skill Points: 6 + Int mod per level Vitality: 9 + Con modifier per level Past Life: At Level 1 and 4, you select a past life incarnation. Choose new Specialty, Talent (if your Species is Human), Class Levels, Skill ranks and 2 Feats that you meet prerequisites for. Once per session, you may spend an action die to impersonate that past life incarnation for a duration of your choice. Any additional impersonations per session cost another 3 action dice. Your past life incarnations Career Level is equal to your Career Level 3. Reincarnated Talents: At Level 1, you gain the Reincarnated Talents feat (see page 48). Path of the Source: At Level 2 and 4, you take a Step along any of the Believers of the Source Paths (Beauty, Heroism, Metal, Strength). Bury the Past: At Level 3, once per combat you may redirect a harmful effect to one of your past life incarnations. This makes the affected incarnation unavailable to you for the remainder of the session. Chained Souls: At Level 5, you can switch between past life incarnations once per day. Their Career Level is equal to your Career Level 1.

Languages: Communication is important, and although there are many languages on the Planes, the following are most widespread. Archon Asuras Baatezu Baku Bariaur Bladeling Dao Djinni Efreeti Eladrin Formian Gehreleth Githyanki Githzerai Guardinal Khaasta Lower Planar Trade Marid Mephit Modron* Nereid Night Hag Planar Trade** Slaad Slyph Tanarri Tso Yugoloth

Interests

Class Features

Class Abilities

* Modron costs two Interests due to its basis in unique concepts. ** Also known as Planar Common.

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Chapter 1: Hero

37

Chapter 2: Lore
Feats let you customize your character, granting special abilities or bonuses to existing abilities. Planescraft introduces new feats, many of them tied to one or more Organizations. Table 2.1: Organization Feats should prove useful to both players and GMs. When a prerequisite lists one or more Alignments (separated by a forward dash), the character can meet that prerequisite if one of his Alignment choices consists of any one of the listed Alignments.

end.

Prerequisites: Alignment (Mercykillers) Benefit: Once per combat, if you confirm a critical hit, all allies within Close Quarters gain a bonus d4 action die. Also, when rolling on the Table of Ouch (see Fantasy Craft page 207) your foes add their total amount of damage sustained up to that moment to determine the effects. As they fall left and right, your hits become deeper and deadlier. Prerequisites: Alignment (Sodkillers) Benefit: Each time one of your attacks kills an opponent, you gain a bonus d4 action die. You lose these bonus action dice at the end of combat. You always make sure that you return the favor, politeness excused. Prerequisites: Alignment (Ring-givers) Benefit: If you acquire a condition, but manage to damage the originator in the following round you lose the condition (or one grade). Also, once per scene you may reroll an action die and keep the better result. With chaos to the right and confusion to the left as your allies, its not really that hard to fight a dozen foes. Prerequisites: Alignment (Xaositects) Benefit: You cannot be flanked and you gain a stance. Mid-Fight Confusion (Stance): If you deal damage to at least 2 different foes in a round, you gain a +2 bonus to attack rolls against those same foes in the next round. You cannot be hurt, only angered. Prerequisites: Alignment (Brotherhood of Glory) or Nathri Benefit: When an opponent wounds you, you gain a +1 bonus to damage and attack on your next attack. The opponent must wound you again to gain this bonus again. You quickly adjust and close off all vulnerable spots in the heat of the battle. Prerequisites: Alignment (Guardians/ Harmonium)

Alignment Feats

Body Count

The conflict of opposing sides is an inevitable part of everyday life on the planes. Better to be prepared than eat planar dirt.

Basic Combat Feats


All Out!

Eye for an Eye

When justice calls you are the first to answer. Prerequisites: Alignment (Mercykillers/Sons of Mercy) Benefit: You gain a stance. Harsh Hand of Justice (Stance): If you inflict 25+ damage to an opponent, you may immediately perform a Coup de Grace action. While in this stance, your base Defense score drops to 1, you lose all and may not get any Defense bonuses. Also, you cannot Refresh. You may remain in this stance for a number of rounds per session equal to a number of feats with Alignment (Mercykillers/Sons of Mercy) prerequisite that you have. You spew forth waves upon waves of nonsense and gibberish, silencing any surrounding sounds. Prerequisites: Alignment (Xaositects) Benefit: You may Distract all opponents within 30 ft. at once (see Fantasy Craft page 219). Each opponent rolls its saving throw separately. Also, you gain a stance. Gibberish Howling (Stance): Verbal communication in a 30 ft. radius around you becomes impossible. Silence and Sonic spells cannot be cast within area. Your favorite part of the crime story is when the executioners axe falls down in the

Fight the Many

Babble

First Blood

Flawless Tactic

Bloody Merciless Justice

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38

Benefit: You gain thick hide 2 (see Fantasy Craft page 13). Also, if an enemy deals damage to you, you gain a +1 morale bonus to Defense until the end of your next turn. When you manage to make it through all the time, your foes confidence can be easily crushed. Prerequisites: Alignment (Free League/Harmonium/Opposition) Benefit: You gain 1 Edge each time you succeed at a save. You may spend 3 Edge to force the attacker to reroll his attack, choosing the result you prefer. Once you make up your mind, nothing can persuade you otherwise. Prerequisites: Alignment (Transcendent Order/Zactars) Benefit: You may substitute your attack roll for a Concentrate check. You may use this ability a number of times per scene equal to your starting action dice. While fighting a worthy foe or more of them, you enter a mystical battle rage. Prerequisites: Alignment (Brotherhood of Glory), Raging Basics Benefit: While in Berserk Stance you gain 1 half action, immunity to baffled, fixated, shaken, and frightened and can fight normally until wound points reach -25 + your Career Level. Also, all non-ally NPCs within Close Quarters adjust their Disposition by -25 towards you and you may not Refresh and suffer a -4 penalty to attack rolls with Ranged or Hurled weapons. In your detachment, you feel less. Prerequisites: Alignment (Dustmen) Benefit: You gain Stress Resistance 5. Once per round you may spend one action die to remove one of the following conditions currently affecting you: baffled, enraged, fixated, frightened, or shaken. If the condition has multiple grades (i.e. shaken II, baffled III, etc.) you may spend up to three action dice, removing the same number of grades. You are rarely subdued thanks to your superior vigor. Prerequisites: Alignment (Sodkillers)

Flying Colors

Benefit: You gain Stress Resistance 5 and a stance. Hefty Mind (Stance): You may substitute your base Will save with your base Fortitude save. While in this stance you are flat-footed. You are generally the first to do anything. Prerequisites: Alignment (Transcendent Order), Lightning Reflexes Benefit: You may spend 1 action die to boost your Initiative check and you gain a stance. Cadence Trance (Stance): At the start of your Initiative Count you may reroll your Initiative check. If you are the first to act in a given round, your base Reflex save bonus increases by an amount equal to your starting action dice. Taking Aim, Anticipate, Delay or Ready action ends the stance. Forgiveness is the attribute of the better bloods. Prerequisites: Alignment (Guardians/Order of the Planes-Militant/Sons of Mercy) Benefit: You may convert divine damage to subdual damage. Also, you dont suffer a -4 penalty when converting lethal damage to subdual (see Fantasy Craft page 209). You easily exercise control over surrounding area. Prerequisites: Alignment (Harmonium/Sodkillers) Benefit: You gain menacing threat (see Fantasy Craft page 234) and a trick. Everybody Move! (Threaten Trick): All successfully intimidated targets move 1 square away from you. Those that cannot move become sprawled.

Instant Response

Focused Mind

Lenient Wrath

Fury

Marauders Domain

Ghost in the Shell

Indomitable

You inspire discipline and excellence in your allies easily teaching them the basic combat secrets. Prerequisites: Alignment (Harmonium) Benefit: Select one stance or trick that you know. Any adjacent ally may enter the stance or use the trick.

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Table 2.1: Organization Feats Anarchs Body Awareness (55) Formless World (55) Ongoing Creation (56) Turn Sides (45) Water Bugs Caper (49) Brotherhood of Glory Civilization is Unnatural (55) Evisceration Reed (43) First Blood (38) Fury (39) Mass Rage (41) Dustmen Bad Feeling (54) Ghost in the Shell (39) Necromimesis (41) Thrive on Death (42) Zombie Crew (57) Guardians Flawless Tactic (38) Lenient Wrath (39) Martyrs Strength (41) Protecting Blow (41) Sky Ally (56) Mercykillers All Out! (38) Bloody Merciless Justice (38) Cruel Wound (42) Shift the Scales (44) Torturers Kiss (42) Order of the Planes-Militant Lenient Wrath (39) Martyrs Strength (41) Sky Ally (56) Protecting Blow (41) Phalanx Fighting (41) Society of Sensation Empathic Link (47) Evoke Dj Vu (47) Full Experience (55) Heightened Sentiency (47) Perceptual Experience (47) Verdant Guild Bestial Heritage (54) Bestial Legacy (54) Call of the Wyld (47) Friends Forever (57) Menace Troop (57)

Athar Defiant Interdiction (53) Lily-Livered Stand (57) Propaganda (56) Unorthodox Believer (48) Wise Words (57) Converts All Solutions (54) Copycat (55) Natural and Easy Going (56) Solutions Not That Bad (57) Something New (48) Fated Best Deal (45) Destined for Greatness (42) Lone Wolf (56) Silver Lining (45) Trophy Hunter (57) Harmonium Flawless Tactic (38) Flying Colors (39) Phalanx Fighting (41) Marauders Domain (39) Martial Lessons (39) Merkhants Bargain for Life (55) Best Deal (45) Machinations (56) Nose for Business (46) Utmost Urgency (57) Revolutionary League Anarchists Cookbook (45) Backstabbers Gratitude (45) Lifes a Masquerade (47) Masterplan (44) Radical Solutions (48) Sodkillers Body Count (38) Cruel Wound (42) Indomitable (39) Marauders Domain (39) War Claw (43) Xaositects Babble (38) Betraying Luck (44) Fight the Many (38) Random Theorem (44) Wild Residue (54)

Believers of the Source Crafty Beginning (44) Master Smith (46) Natural and Easy Going (56) Reincarnated Talents (48) Self-Mastery (46) Dispossessed Backstabbers Gratitude (45) Betraying Luck (44) Grudge Keeper (45) Masterplan (44) Rush Strike (45) Fraternity of Order All Solutions (54) Eternal Equation (47) Orderly Pocket (54) Probability Manipulation (44) Rotary Sidestep (58) Incanterium Absorb Magic (53) Arcane Heritage (53) Arcane Legacy (53) Arcane Loop (53) Trinkets and Secrets (46) Minds Eye Full Experience (55) Lone Wolf (56) Pressure Points (43) Revealing Sign (48) Seen It All (56) Ring-givers Circled Feat (55) Eye for an Eye (38) Good Turn (44) Turn Sides (45) Wise Words (57) Sons of Mercy All Out! (38) Lenient Wrath (39) Martyrs Strength (41) Plea for Mercy (41) Safe from Harm (42)

Bleak Cabal Bad Feeling (54) Belated Madness (43) Mind Gate (56) Nonsense (41) Primarius (48) Doomguard Ruination Blow (41) Sifting (48) Wrecker Basics (42) Wrecker Mastery (42) Wrecker Supremacy (43) Free League Best Deal (45) Flying Colors (39) Natural Rebel (41) Self-Sufficient (42) Solo Player (57) Mathematicians All Solutions (54) Eternal Equation (47) Logical Operation (47) No Time for Trivialities (47) Rotary Sidestep (58) Opposition Counterbalance (45) Flying Colors (39) Natural Rebel (41) Protecting Blow (41) War Claw (43) Sign of One Egg of Creation (44) Mind over Body (41) One View Many Worlds (56) Revealing Prediction (44) Revealing Sign (48) Transcendent Order Equilibrium (55) Focused Mind (39) Instant Response (39) Poised Skill Mastery (48) Qui Vive (42) All Organizations Favored (55) New Step (54)

Zactars
Defiant Interdiction (53) Focused Mind (39) Puppetmaster (46) Radical Solutions (48) Safe from Harm (42)

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Your body aches in pain, but your soul thrives in the glory of the moment. Prerequisites: Alignment (Guardians/Order of the Planes-Militant/Sons of Mercy) Benefit: You may temporarily ignore attribute impairment for one combat by spending an action die for each impaired attribute score. Your terrifying fury spills over to your allies, inspiring them to become a frenzied horde. Prerequisites: Alignment (Brotherhood of Glory), Cha 13+ Benefit: While in Berserk Stance, all allies within Close Quarters gain the Rage Basics feat and a trick. Boars Head (Bull Rush Trick): Bullrushed opponents become baffled. Your mind can do more than a mere placebo effect. Prerequisites: Alignment (Sign of One) Benefit: You gain tenacious spirit (see Fantasy Craft page 14). Also, your base Defense bonus increases by a total number of feats with Alignment (Sign of One) prerequisite that you have. You rarely run away from your battles and for a good reason. Prerequisites: Alignment (Free League/Opposition) Benefit: When you spend an action die on an action against a target with an Alignment other than your own, you may spend an additional action die to gain 1 half action as a free action. You may use this ability a number of times per session equal to the number of feats with Alignment (Free League/Opposition) prerequisite that you have. You have gained some interesting insight into the dark behind the True Death. Prerequisites: Alignment (Dustmen) Benefit: You gain 2 tricks. Deathlike Sleep (Total Defense Trick): Once per combat you may appear to die. Medicine checks and spells detect your status as dead. Final Kill (Coup de Grace Trick): Victims that you kill must spend 3 action dice to Cheat

Martyrs Strength

Death. You share your nihilistic view with others especially in the times of your greatest need. Prerequisites: Alignment (Bleak Cabal) Benefit: Once per round, if you hit, you may opt to deal no damage and instead force your opponent to move away from you on his next Initiative Count. Also, once per combat, if struck you may move 1 square in any available direction at the end of foes turn. Your shield is always where its most needed. Prerequisites: Alignment (Harmonium/Order of the Planes-Militant) Benefit: When wielding a shield and adjacent to an ally, he receives that shields gear bonus to Defense as well. Also, you gain a +1 bonus to Defense when wielding one or more shields. The harshest blows are swept away when you cry for benevolence. Prerequisites: Alignment (Good/Sons of Mercy) Benefit: Once per round, one of your allies within sight receives subdual damage instead of lethal. You strike with a force to kill but opt to protect. Prerequisites: Alignment (Guardians/Opposition) Benefit: If an adjacent ally is struck, you may immediately perform Shield Block with your shield or weapon to negate the blow. Also, you gain a stance. Helping Hand (Stance): If any adjacent ally becomes sprawled, he may immediately take the reposition action. You can cut through stone and wood like it were a cake. Prerequisites: Alignment (Doomguard), War IV+ Benefit: You may target objects with entropic blow (see Fantasy Craft page 314). Viable targets are objects one Size category

Nonsense

Mass Rage

Phalanx Fighting

Mind Over Body

Plea for Mercy

Natural Rebel

Protecting Blow

Necromimesis

Ruination Blow

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41

larger than you. Also, special characters you kill die at 0 wound points and their bodies are destroyed at -15 wound points.

Qui Vive
Order)

You live ahead of everybody else. Prerequisites: Alignment (Transcendent

a stance. Internal Bleeding (Stance): Whenever you inflict the bleeding condition upon a target, they suffer lethal damage from that condition instead of subdual damage (see Fantasy Craft page 212). Also, the condition may only be eliminated with a successful Treatment check (see Fantasy Craft page 78).

Benefit: You gain always ready and expertise (Athletics) (see Fantasy Craft pages 230 and 233). Also, once per combat if you act first in a surprise round, you may initiate a new surprise round which occurs before the original surprise round. You may do this a number of times per session equal to your starting action dice. In times of great need, you are willing to sacrifice much more to keep your friends safe and sound. Prerequisites: Alignment (Sons of Mercy/Zactars) Benefit: You may spend a single action die to lend one of your save bonuses to an adjacent ally when he must make a saving throw. Also, if he fails the saving throw, you may absorb half damage (round up). You may use this ability a number of times per session equal to your starting action dice. You get on your own just fine, and theres something about it that unnerves others. Prerequisites: Alignment (Free League) Benefit: You gain an additional 5 vitality points and your Prudence rises by 2. Also, you gain a trick. Shaken Beliefs (Threaten Trick): The target loses access to all feats with Alignment prerequisite until the end of combat. Unlike all the others, you thrive on Deaths domain. Prerequisites: Alignment (Dustmen) Benefit: Each time someone is reduced to 0 wound points within Close Quarters you gain a bonus d4 action die. Also, if you kill someone you may Refresh immediately as a free action. You have spent lots of time in the Prisons lightless dungeons dispensing justice to the guilty. Prerequisites: Alignment (Mercykillers) Benefit: You gain Stress Resistance 5 and

Safe from Harm

Clashing blades with dangerous and exotic fencers is a trivial thing for planewalkers unless their foes have more than one heart. Your unforgettable attacks deliver pain and disfigurement. Prerequisites: Alignment (Mercykillers/Sodkillers) Benefit: Your melee attacks with Edged weapons gain bleed. Also, you may inflict critical injuries at 20 damage (see Fantasy Craft page 208). Even against overwhelming odds, your heroic spirit rises above and endures. Prerequisites: Alignment (Fated) Benefit: Your Legend increases by 2 and you gain a stance. Last Stand (Stance): Each time a foe becomes adjacent to you, you may make a free attack action against him and take a free 5 ft. step afterwards. If you hit, the attack deals 1/2 damage (round down). You have learned a few tricks on how to break stuff. Prerequisites: Alignment (Doomguard) Benefit: You may ignore the Strength requirement of the massive quality, and you gain a stance. Shield-Breaker (Stance): Each time you hit an opponent with a melee attack, one piece of gear with the guard quality receives one-half of the damage rolled (round up). You excel at the one thing your faction promotes breaking things apart. Prerequisites: Wrecker Basics Benefit: You are considered 1 Size

Melee Combat Feats

Cruel Wound

Destined For Greatness

Self-Sufficient

Wrecker Basics

Thrive On Death

Torturers Kiss

Wrecker Mastery

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larger for the purposes of triggering a Fortitude save by your weapons massive quality. Also, you gain a trick. Sweeping Doom (Massive Weapon Attack Trick): As a full-action, your attack gains the spread quality. You are becoming an unstoppable force that uses a large weapon in any situation. Prerequisites: Wrecker Mastery Benefit: Select one massive weapon. You gain 1 Edge each time you spend an action die to boost a lethal damage result or roll a natural 20 on an attack check with that weapon. You may spend 3 Edge to give your attack the keen (10) quality. Also, you gain a stance. Shockwave (Stance): Your massive weapon gains blast 1.

spending one or more action dice. Action Effect Dice 1 Target loses fatigued (one grade), stunned or sickened condition 2 2 3 3 4 5 Target becomes paralyzed for 1d4 rounds or loses the paralyzed condition (your choice) Target becomes blinded or deafened (your choice) for 1d4 rounds or loses blinded or deafened conditions for 1d4 rounds (your choice) Targets Spell Defense is increased or lowered (your choice) by 10 for 1 round Poisons effects are delayed by 4 hours or target suffers a -10 penalty on next Fortitude save (your choice) Targets Spell Points are increased or decreases by 10 for 1 round (your choice) Target cannot cast Spells or perform Miracles for 4 rounds

Wrecker Supremacy

Solving physical conflicts is best done from afar. After youre done shooting arrows, the battlefield resembles an abattoir. Prerequisites: Alignment (Brotherhood of Glory), Angry Hornet Benefit: Your missile damage is cumulative in a round. You may use this feat once per combat. For example, a character strikes three times. 1st shot deals 5 points of damage, 2nd shot deals 4, 3rd shot deals 6. Thats 5 points of damage from the 1st shot, 9 (5+4) points of damage for the 2nd, and finally 15 (9+6) for the 3rd. In total, thats 29 points of damage.

Ranged Combat Feats


Evisceration Reed

You project extraneous, random thoughts upon the astral form of another. Prerequisites: Int 13+ Benefit: You gain a stance. Astral Attack (Stance): Select one target within sight on the Astral Plane. If the target fails a Will save (DC 10 + 1/2 your Career Level + your Intelligence modifier) and has a lower Intelligence score than you, it becomes stunned. If the Intelligence scores are equal, the target is slowed. More often than not you fix problems with your fists or claws. Prerequisites: Alignment (Opposition/Sodkillers) Benefit: You gain unnerving (see Fantasy Craft page 235). Also, an ally struck by your unarmed attack loses a condition grade of your choice.

Project Thoughts

War Claw

Those that commit themselves with passion to strength, agility, and stamina can hit where it really hurts. You have extensive knowledge of the bodys pressure points you can use to achieve debilitating effects. Prerequisites: Alignment (Minds Eye) Benefit: You gain a trick. Exploit Vital Point (Called Shot Trick): You may create a specific effect in a target by

Unarmed Combat Feats


Pressure Points

When stepping into an unknown portal, luck is the only thing you can wish for. You might lose your mind the next day or perhaps the next year only time will tell. Prerequisites: Alignment (Bleak Cabal) Benefit: You may roll twice on your grim retreat check (see page 112) keeping the

Chance Feats
Belated Madness

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result you prefer. If you gain two grim retreat grades in a row, your Wisdom or Charisma (your choice) suffers 2d10 impairment in addition to newly acquired madness (see page 112). Also, at the start of each combat you must spend an action die or behave randomly during the combat as if under the effect of Insanity I spell (see Fantasy Craft page 134). While under this effect, once per round you may spend one action die to remove one of the following conditions currently affecting you: baffled, enraged, fixated, frightened, or shaken. If the condition has multiple grades (i.e. shaken II, baffled III, etc.) you may spend up to three action dice, removing the same number of grades. Just when they thought luck was on their side, you proved them wrong. Prerequisites: Alignment (Dispossessed/Xaositects) Benefit: Once per opponent per combat you may redirect a successful hit against you to an adjacent target. If no adjacent targets are available you may spend an action die instead to avoid the attack or two action dice to force the target to hit itself. With so many experiences traveling around the universal ring of birth, death, and rebirth it is no wonder you are getting better at it all the time. Prerequisites: Alignment (Believers of the Source) Benefit: When you Cheat Death you may select a fate (see Fantasy Craft page 356) instead of randomly determining it. Also, you may spend double action dice when making Fortitude save for critical injuries (see Fantasy Craft page 208). Your powerful imagination is your greatest friend and worst enemy. Prerequisites: Alignment (Sign of One) Benefit: Every odd scene you receive and every even scene you lose a number of bonus d4 action dice equal to the number of feats with Alignment (Sign of One) prerequisite that you have. Fate is extremely kind towards your acts of graciousness. Prerequisites: Alignment (Ring-givers)

Benefit: You may spend an action die to grant an ally within sight a bonus d4 action die for the current scene. You may then ask him for an action die in the same scene. Your plans cannot be foiled, your schemes cannot be predicted. Prerequisites: Alignment (Revolutionary League/Dispossessed) Benefit: Once per scene you may spend 2 action dice to prevent opponents to activate critical effects with attack or skill checks.

Masterplan

Betraying Luck

You have learned to exploit the kismet theft loophole. Prerequisites: Alignment (Fraternity of Order) Benefit: Once per combat, you may spend an action die for free. Your actions are based upon unproven and contradictory statements. Prerequisites: Alignment (Xaositects) Benefit: You may reroll one die roll per round. You must use the results of a second roll, even if they are worse. You may do this a number of times per session equal to the number of Chance feats you have.

Probability Manipulation

Random Theorem

Crafty Beginning

Revealing Prediction
One)

From your lips to gods ears. Prerequisites: Alignment (Sign of

Egg of Creation

Benefit: Once per NPC per adventure you may predict a single event. Depending on the nature and outcome of your prediction, the NPC would gain or lose an action die (e.g. GMs action dice are increased or decreased for that NPC only). When someones down on their luck, you may shift the scales of justice for them. Prerequisites: Alignment (Mercykillers) Benefit: You may temporarily lend one of your Chance feats to an ally in the current scene. You cannot use that feat in the current scene. Also, each time you are targeted by a Chance feat you may spend an action die to negate its results.

Shift the Scales

Good Turn

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The wheel of fortune is on your side when you dare go against all odds. Prerequisites: Alignment (Fated) Benefit: While you have 2-1 or greater disadvantage, you gain one Chance feat of your choice that you meet the prerequisites for.

Silver Lining

Prerequisites: Alignment (Dispossessed) Benefit: If someone damages you in a round, you gain a bonus d4 action die. You may not use your feats with the Alignment (Dispossessed) prerequisite until you harm him as well. These action dice are lost at the end of round. Your revenge might seem unplanned or even rushed, but that is exactly what your opponents werent expecting. Prerequisites: Alignment (Dispossessed) Benefit: In the first round of combat, you may spend one action die to boost damage and roll it twice. Sometimes, you must use your enemies own tools to defeat them. Prerequisites: (Anarchs/Ring-givers) Benefit: When a foe within your line of sight receives a morale or insight bonus, you also gain that bonus. However, this bonus does not stack with other bonuses provided by you or allies. Also, once per combat you may spend an action die to transfer one of your condition grades to an ally. The ally receives a bonus d4 action die.

Rush Strike

Turn Sides

The alternate approach might prove better in most situations.

Covert Feats
Backstabbers Gratitude

Those that turn their back on you rarely get a chance to cry out for help. Prerequisites: Alignment (Dispossessed/ Revolutionary League) Benefit: When a flanked, adjacent opponent attacks someone other than you, you gain a free half action which must be used to attack him. Also, you may benefit from poisonous one more time before the dose is consumed (see Fantasy Craft page 165).

Wonderful and strange items are a staple of any serious planewalker. You are adept at creating traps from ordinary items. Prerequisites: Alignment (Revolutionary League) Benefit: Cost of your traps and trap upgrades is reduced by half. Also, you gain Crafting as an Origin Skill. You cant remember the last time you saw the bottom of your coin purse. Prerequisites: Alignment (Fated/Free League/Merkhants) Benefit: Each time you gain silver pieces you add your Intelligence modifier as a bonus percentage to that amount (round up).

Gear Feats

Anarchists Cookbook

Counterbalance
to.

Best Deal

Theres nothing you cannot put an end

Prerequisites: Alignment (Opposition) Benefit: You may spend an action die to cancel targets action die use within sight. Your hate overwhelms you until you can see nothing else but sweet revenge.

Grudge Keeper

Karach Basics

You have learned the ways of

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controlling items crafted from karach a shapeshifting metal imbued with Limbos raw chaos matter. Requirements: Wisdom 13+ Benefit: You may spend an action die at the beginning of each scene to change an existing or add a new lesser charm to a piece of your equipment made out of karach material (see pages 76 and 78). If you lend an item to someone else or forgo to spend an action die at the start of new scene the item reverts to its original state. Karach items become powerful physical objects in your hands. Requirements: Karach Basics, Wisdom 15+ Benefit: You may spend an action die at the beginning of each scene to change an existing or add a new lesser essence to a piece of your equipment made out of karach material (see pages 76 and 78). Also, when doing this you may change the weapon type to any type in which you have forte. If you lend an item to someone else or forgo to spend an action die at the start of new scene the item reverts to its original state. You and your karach become one. Requirements: Sorcery campaign quality, Karach Mastery, Wisdom 17+ Benefit: Once per adventure, you may use Karach Basics or Karach Mastery without spending an action die. Your karach items revert to their original states if you lose all vitality points. Also, you gain a trick. Imbue with Magic (Ready Trick): You may cast a single spell on your karach item, defining a trigger that prompts spells completion (e.g. first strike against a target). Many hours spent working at the Foundry have helped you develop efficient crafting techniques. Prerequisites: Alignment (Believers of the Source), Crafting 1+ Benefit: When you craft an item you may pay an additional cost equal to 1/2 of the items value and produce a second identical item. You may do this a number of times per adventure equal to a number of Gear feats you possess. Crafting time remains unchanged. Also, you may repair a broken object as a full round action. The object gains crude (see Fantasy Craft

pages 174 and 185) if applicable and will operate for 3 more rounds before becoming unusable again. Finally, you are always considered to have a smiths kit (see Fantasy Craft page 160).

Nose for Business


it.

If it has any value you can profit from

Karach Mastery

Prerequisites: Alignment (Merkhants) Benefit: You may sell items at 125% of their market value. Also, once per adventure you may buy an item for 75% of its market value. Finally, if taken at level 1 you gain double staring money. Everything is prepared for the return of the One True Being, the puppets are in place and they are ready to play their parts. Prerequisites: Alignment (Zactars), Followers Benefit: You may summon your followers once per adventure during a Dramatic scene. Also, when you die, you may Cheat Death with a fate grade (see Fantasy Craft page 284) equal to the number of followers you sacrifice. You have issues with equipment not crafted by you. Prerequisites: Alignment (Believers of the Source) Benefit: Weapons and armor not crafted by you gain the crude upgrade when you wear or ready them. On the other hand, weapons and armor crafted by you gain the superior upgrade when you wear or ready them. This does not affect the items value. You are an expert at getting the most out of your magic items. Prerequisites: Alignment (Incanterium) Benefit: You may spend an action die to perform any of the following actions with a magic item. Staff: You break the magic staff and release a blast in Close Quarters. The blast deals force damage equal to items Reputation Value with a blast increment of 1 square. Elixir: You may mix the content of two elixirs and benefit from them at the same time.

Puppetmaster

Karach Supremacy

Self-Mastery

Trinkets and Secrets

Master Smith

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46

Robe: You may sew two robes together, merging their Essences and Charms in a new robe. Ring: You may equip and benefit from an additional ring. Amulet: You may equip and benefit from an additional amulet. Scrolls: You may spend an action die per Spell Level to save the scroll from destruction after using it successfully.

throw, or attack roll instead of making a new die roll. The original roll must have occurred in the same game session. You may use this feat a number of times per session equal to a number of feats with Alignment (Society of Sensation) prerequisite that you have. You are keenly aware of the less noticeable things around you. Prerequisites: Alignment (Society of Sensation) Benefit: You gain Sense Motive as an Origin Skill and improved sense (hearing, scent, or visual) (see Fantasy Craft page 234). You are not just pretending to be someone else; youre truly living a different life. Prerequisites: Alignment (Revolutionary League) Benefit: You gain Disguise as an Origin Skill and you are always considered to have actors props (see Fantasy Craft page 159). Also, when taking the Basics Skill Mastery feat you have access to a new skill pair: Infiltrator (Bluff & Disguise). Your mental acts of repetition speed up and strengthen your mind. Prerequisites: Alignment (Mathematicians) Benefit: When you spend at least two rounds performing the same action you gain a free half action. Also, you gain a stance. Perpetuum Mobile (Total Defense Stance): You may take 10 or 20 in this stance even if threatened.

Heightened Sentiency

Belief propels planewalkers to perform feats beyond their limits. Animals are your friends, so you treat them that way. Prerequisites: Alignment (Verdant Guild) Benefit: You may target NPCs of Animal Type with all Bluff, Impress, Intimidate, and Sense Motive checks. Your empathic sense tells you a lot about the others. Prerequisites: Alignment (Society of Sensation) Benefit: Each time an ally within sight fails a skill check, you may spend one action die to grant him a bonus d4 action die. He may immediately reroll and apply this bonus action die to the result. Also, once per character per scene, you may immediately know someones Disposition towards up to 3 other characters or groups. You take your time to solve issues, but once you do the results are no less than spectacular. Prerequisites: Alignment (Fraternity of Order/Mathematicians) Benefit: You may spend 40 times as along to take 20 (40 minutes). You may then add twice as many action dice to the result. If you fail the check you get the action dice back. You relive your favorite moments again and again. Prerequisites: Alignment (Society of Sensation) Benefit: You may recall the die roll result of any Knowledge check, Skill check, saving

Skill Feats

Call of the Wyld

Lifes a Masquerade

Empathic Link

Logical Operation

Eternal Equation

No Time for Trivialities


one. Your only approach is the studious Prerequisites: Alignment (Mathematicians) or Unborn, Special Construction (Nethling) Benefit: When you perform a complex task (see Fantasy Craft page 67) you gain a bonus to all skill checks equal to the number of feats with Alignment (Mathematicians) prerequisite that you have. Also, you gain an addition Interest of your choice and suffer a -5 penalty when taking 10 on skill checks.

Evoke Dj Vu

Perceptual Experience

Everything you perceive broadens your

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body of knowledge. Prerequisites: Alignment (Society of Sensation), improved sense NPC quality Benefit: You may add the total number of feats with Alignment (Society of Sensation) prerequisite that you have as a bonus to your Knowledge checks. Also, you gain an additional Study. By doing less at the appropriate time, you actually do more. Prerequisites: Alignment (Transcendent Order), Basic Skill Mastery Benefit: Choose one of your Basic Skill Mastery feats. You may take 10 with both skills when distracted, endangered and when making opposed, cooperative, or team checks (see Fantasy Craft page 66). Finally, you cannot take 10 if the GM determines that the element of chance is unavoidable. Your superior healing techniques are imitated and carefully studied across the Planes. Prerequisites: Alignment (Bleak Cabal) Benefit: You can perform a Heal check on a number of targets equal to your Intelligence modifier (minimum 2) at the same time. Also, when someone recovers vitality or wound points with your help, they recover an additional amount equal to your staring action dice. You will do everything it takes to win no matter the consequences. Prerequisites: Alignment (Revolutionary League/Zactars), Bluff 1+ Benefit: When you fail Influence, Persuade, Browbeat or Coerce check you may immediately retry with a Lie check. You may do this a number of times per session equal to your starting action dice. Also, you gain a stance. Casualties of War (Total Defense Stance): Any adjacent character provides partial cover and DR 2. Also, once per round when you take damage you may spend an action die and apply that damage to any adjacent target. You draw upon experiences from previous lives and take the best course of action in any situation. Prerequisites: Alignment (Believers of the Source) Benefit: Your untrained skill check

results cannot exceed 20 and your error range doesnt increase by 2 (see Fantasy Craft page 63). You cannot accept things to be something they are not. Prerequisites: Alignment (Minds Eye/Sign of One) Benefit: Once per scene, you may make a Notice check in place of a Will save. Your Notice check cannot exceed your maximum Will save. Ashes and dust reveal their darkest secrets in your hands. Prerequisites: Alignment (Doomguard) Benefit: You gain Investigate as an Origin Skill. Also, you may make an Identify check to sift through any physical remains, revealing insightful information about original targets demise or origin. Identify Check Result Max. Information received age of remains Origin of the remains Experience targets last 5 minutes of existence through visual sense Experience targets last 5 minutes of existence through hearing, scent and visual sense

Revealing Sign

Poised Skill Mastery

Sifting

Primarius

Up to 15 10 16-24 500

Radical Solutions

25+

1,000

Reincarnated Talents

Your true strength lies in the ability to discard useless methods and try something new for a change. Prerequisites: Alignment (Converts) Benefit: You suffer a -5 penalty when you retry a failed skill check. However, if your skill check is of other type than the one before, you gain a bonus to it equal to a number of feats with Alignment (Converts) prerequisite that you have. Also, you gain expertise (see Fantasy Craft page 233) for one skill of your choice. You deny the gods but place your faith into the hands of the unknown. Prerequisites: Alignment (Athar,

Something New

Unorthodox Believer

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Great Unknown) Benefit: You gain Divine Resistance 5 and a +2 bonus to all Impress or Intimidate checks (your choice) against targets with opposed Alignment. The Anarchs Guild has revealed to you the secrets of moving across waters surface without sinking. Prerequisites: Alignment (Anarchs) Benefit: You may Tumble over non-solid surfaces and you do not take subdual damage from prolonged swimming (see Fantasy Craft page 70).

Water Bugs Caper

Prerequisites: Level 1 only Benefit: The higher of your Intelligence or Charisma scores rises by 1, you gain Electricity Resistance 5, and gore II (see Fantasy Craft page 235). When taking the Basic Skill Mastery feat you have access to a new skill pair: Deceiver (Bluff & Sneak). However, youre also an Outsider (see Fantasy Craft page 227) and vulnerable to various effects and potentially higher damage from some sources. Your path may have once been paved with good intentions but theyve clearly been forsaken. Another step and youll reveal your dark destiny to all that of a cambion (male) or an alu-fiend (female). Prerequisites: Human, Demonic Heritage Benefit: The lower of your Intelligence or Charisma scores rises by 1, your Electricity Resistance increases to 10, and you gain Fire Resistance 10. You may choose to grow bat wings once you gain a level, acquiring winged flight 60 ft. (see Fantasy Craft page 227). If you do, your starting action dice decrease by 1 and you grow less caring for the wellbeing of others, suffering a -5 penalty with Medicine checks. They didnt see that coming, did they? Prerequisites: Bariaur Benefit: When you successfully Feint, you may immediately trip or disarm as a free action. You may do this once per target per combat. Also, you gain a trick. Shout (Distract Trick): When an ally is attacked his Defense is replaced by your Bluff (Dex) check (see Fantasy Craft page 72). You swagger and bob, which makes you annoyingly hard to hit. Prerequisites: Unborn, Special Construction (Modron) Benefit: You may move and reduce Speed by 10 ft. to increase your base Defense bonus by 2. Also, you may feign death making yourself dead to the outside world. Medicine checks and spells detect your status as dead.

Power of Names
With so many different species present on the Planes, it is no wonder certain names have become a synonym for a particular type of planar folk. If you posses one or more Heritage/Legacy feats, there is a good chance you might be identified by a particular name. In order to learn your species common name along with its appropriate feat, refer to the following list. Anarch: Primeval Heritage/Legacy Cambion (male), Alu-fiend (female): Demonic Legacy Celadrin: Faerie Legacy Cothromach: Silent Legacy Harceler: Devilish Legacy Nasnas: Elemental Legacy Nephilim: Angelic Legacy Sapinal: Therian Legacy Umoloth: Fiendish Legacy

Demonic Legacy

The children of the Planes are varied and full of surprises. Whatever fills your heart, it burns with the unbounded craving of hundred fires. Prerequisites: Alignment, Aasimar, Genasi, or Tiefling Benefit: When targeted by casters with opposed Alignment they have to roll Spellcasting twice and take the worst roll. Also, you deal extra melee damage against creatures with opposed Alignment equal to your Charisma modifier (minimum 1). Your horns have grown strong and powerful - a sign of stoutheartedness and proud spirit. Prerequisites: Level 1 only, Bariaur male Benefit: You gain gore I (see Fantasy Craft page 235), fearless I and knockback (see Fantasy Craft page 230). Without asking anything in return, you bestow a part of yourself to another. Prerequisites: Aasimar Benefit: Once per day, you may temporarily confer one of your abilities or feats to an adjacent being with Alignment (Good). You lose the ability or feat for this period but gain a bonus action die. Also, once per round you may roll an action die and grant the result to an ally within sight. Pacts with the wicked forces of the Abyss have indelibly stained your family tree.

Species Feats
Avid Embodiment

Battering-Horn

Fast Mislead

Confer

Fickle Behavior

Demonic Heritage

Fiendish Heritage

Pacts with the wicked forces of

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Gehenna have indelibly stained your family tree. Prerequisites: Level 1 only Benefit: The higher of your Intelligence or Charisma scores rises by 1, you gain Acid Resistance 5, and gore II (see Fantasy Craft page 235). When taking the Basic Skill Mastery feat you have access to a new skill pair: Negotiator (Bluff & Sense Motive). However, youre also an Outsider (see Fantasy Craft page 227) and are vulnerable to various effects and potentially higher damage from some sources. Your path may have once been paved with good intentions but theyve clearly been forsaken. Another step and youll reveal your dark destiny to all that of an umoloth. Prerequisites: Human, Fiendish Heritage Benefit: The lower of your Intelligence or Charisma scores rises by 1, your Acid Resistance increases to 10, and you gain Fire Resistance 10. You may choose to grow bat wings once you gain a level, acquiring winged flight 60 ft. (see Fantasy Craft page 227). If you do, your starting action dice decrease by 1 and you grow less caring for the wellbeing of others, suffering a -5 penalty with Medicine checks. The secrets of the elemental magic are revealed to you. Prerequisites: Sorcery campaign quality, Genasi, Spellcasting 1+ Benefit: Select one of the following terms: Air, Aligned, Curse, Darkness, Earth, Fire, Ice, Light, Lightning, Silence, Sonic, and Water. When casting a spell with that term, you cast it at +1 Casting Level. The People have always valued the possibilities of the trained mind, striving to unlock its hidden secrets. Prerequisites: Sorcery campaign quality, Githyanki or Githzerai Benefit: If targeted by a spell with a saving throw, you may apply a free bonus action die to that save unless the caster spends additional Spell Points equal to your Wisdom modifier (minimum 1). This bonus action die cannot explode. Also, you gain telepathy.

Benefit: Once per scene you may spend an action die to make a special Survival check. You and up to 10 + your starting action dice allies can use this roll result as your Fortitude and Reflex saves. Also, you may reroll your Survival check once per session. Being a fiend, you cause mayhem and carnage wherever you go. Prerequisites: Githyanki or Tiefling Benefit: When you hit an adjacent target you may immediately take a free attack against another adjacent target at a -2 penalty to attack roll. This attack deals half damage. Also, when you score a critical hit, you may spend an additional action die to make the target shaken. Your soul is irrevocably connected to the Upper Planes. Prerequisites: Alignment (Good), Aasimar Benefit: You gain regenerate 2 on planes with Alignment (Good) but must spend an Action Die per session or become sickened on planes with Alignment (Evil). Also, you gain DR 4/Aligned (Evil). Parts of your mind can quickly be replaced with new information. Prerequisites: Unborn, Special Construction (Modron) Benefit: Select one skill you arent trained with. Once per session, you may swap it for one of your trained skills. Also, you gain a Language of your choice. Once you know the meaning behind the conflict, no strike is delivered halfhearted. Prerequisites: Githzerai Benefit: Once per combat, you may reroll a die roll. If you miss, you become flatfooted. Also, you gain a trick. Betraying Flight (Arrow-Cutting Trick): You may spend an action die to redirect a Ranged attack at any target within Close Quarters. You have improved the cogs, wheels, and plating of your cubelike body, to achieve

Hellraiser

Fiendish Legacy

Holy Soul

Fundamental Lore

Logic Change

Greater Mind

Masters Strike

Hazard Knight

Just follow me, Ill do the thinking. Prerequisites: Genasi or Nathri

Masterwork Gears

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50

better movement and protection in the chaotic planes. Although not the same as a promotion in modron hierarchy, it will have to suffice. Prerequisites: Unborn, Special Construction (Modron) Benefit: The lower of your Constitution or Intelligence scores rises by 1, you also gain Cold and Fire Resistance 5. You may choose to make your vestigial wings operational once you gain a level, acquiring winged flight 30 ft. (see Fantasy Craft page 227). If you do, your starting action dice decrease by 1 and you find it hard to fathom the motivations of others, suffering a 5 penalty with Sense Motive checks. The affairs of the Outer Planes make for strange bedfellows literally. Prerequisites: Level 1 only Benefits: One attribute of your choice is lowered by 2. Choose two Heritage feats from the Species feat tree. You gain the indicated pair of feats. You must meet all prerequisites of each of those feats to select that pairing (i.e. A fey character may not select Angelic Heritage and Fey Heritage because Fey Heritage requires the character not to already have the fey type). You learn really fast some would say too fast. Prerequisites: Unborn, Special Construction (Nethling) Benefit: You gain telepathic and 3 additional Languages. You are naturally attuned to the flow of chaos and the elders call you an anarch. Requirements: Alignment (Chaos) (see Fantasy Craft page 308), Level 1 only Benefit: You gain aquatic I and regenerate 2 (see Fantasy Craft pages 230 and 234). Also, you gain chaos shaper (see page 140). However, youre also an Outsider (see Fantasy Craft page 227) and vulnerable to various effects and potentially higher damage from some sources. Your every thought and action has become as elusive as Limbos secrets. Requirements: Primeval Heritage Benefit: You gain aquatic II and your regenerate 2 increases to regenerate 4 (see Fantasy Craft pages 230 and 234). However, you become less predictable and suffer a -5 penalty with

Impress checks. You inspire feats of newly found speed and strength. Prerequisites: Bariaur Benefit: Once per round, you may designate an ally and enemy within sight to make their Initiative checks. The winner gains a bonus half action. Also, if you are damaged in a round your base speed increases by 10 feet for that round only. Divine forces from the Outlands have touched your family line, lending you youthful bodily features and a tangible manifestation of reserve, watchfulness, and puissance. Prerequisites: Level 1 only Benefit: The higher of your Wisdom or Intelligence scores rises by 1, you gain Electricity Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Negotiator (Bluff & Sense Motive). However, youre also an Outsider (see Fantasy Craft page 227) and vulnerable to various effects and potentially higher damage from some sources. Your unearthly heritage continues to shine through in your every word and deed. You may even embrace your heritage completely, becoming like a rilmani in form and speech a cothromach. Prerequisites: Human, Silent Heritage Benefit: The lower of your Wisdom or Intelligence scores rises by 1, your Electricity Resistance increases to 10, and you gain Acid Resistance 10. You may choose to grow leathery wings once you gain a level, acquiring winged flight 60 ft. (see Fantasy Craft page 227). If you do, your starting action dice decrease by 1 and you become uncomfortable compromising yourself, suffering a 5 penalty with Impress checks. No magic will ever come near you again in any form. Prerequisites: Sorcery campaign quality, Githzerai, Level 1 Benefit: You gain Spell Defense equal

Second Wind

Silent Heritage

Mixed Lineage

Newborn

Silent Legacy

Primeval Heritage

Primeval Legacy

Spellward

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Planescraft

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52

to 10 + your Career Level + your starting action dice. This Spell Defense cannot be willingly lowered and it applies against all spells targeted at you and you may not keep magic items as Prizes. Divine forces from Elysium have touched your family line, gifting you with animalistic features and a primeval spirit. Prerequisites: Level 1 only Benefit: The higher of your Strength or Wisdom scores rises by 1, you gain Electricity Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Savior (Notice & Tactics). However, youre also an Outsider (see Fantasy Craft page 227) and vulnerable to various effects and potentially higher damage from some sources. Your unearthly heritage continues to shine through in your every word and deed. You may even embrace your heritage completely, becoming like a guardinal in form and speech a sapinal. Prerequisites: Human, Therian Heritage Benefit: The lower of your Strength or Wisdom scores rises by 1, your Electricity Resistance increases to 10, and you gain Cold Resistance 10. You may choose to grow feathered wings once you gain a level, acquiring winged flight 60 ft. (see Fantasy Craft page 227). If you do, your starting action dice decrease by 1 and you become uncomfortable telling falsehoods, suffering a 5 penalty with Bluff checks. Your soul is irrevocably connected to the Lower Planes. Prerequisites: Alignment (Evil), Tiefling Benefit: You gain regenerate 2 on planes with Alignment (Evil) but must spend an Action Die per session or become sickened on planes with Alignment (Good). Also you gain DR 4/ Aligned (Good). Your soul belongs to Vlaakith, your heart belongs to Gith. Prerequisites: Githyanki Benefit: Your Action Dice increase by one step (d4 becomes d6, d6 becomes d8, and d8 becomes d10). However, you do not gain Attribute Bonuses at Career Levels 8 and 16 (see

Fantasy Craft page 27).

Some call if magic, but masters prefer to call it the Art. Woe to those that mistook you for a common spellcaster. Prerequisites: Alignment (Incanterium) Benefit: You gain Force Resistance 5 and a stance. Inverted Magic (Stance): Each time you pass a Spell Defense check you recover that spells spell points.

Spellcasting Feats
Absorb Magic

Therian Heritage

Therian Legacy

True Art cannot be learned, only discovered. Prerequisites: Alignment (Incanterium) Benefit: You gain darkvision I (see Fantasy Craft page 233) and Electrical Resistance 5. You may choose to discover an innate magical talent once you gain a level, acquiring a single natural spell (see Fantasy Craft page 234) of a level equal to your starting action dice. If you do, your starting action dice decrease by 1 (after spell selection) and you gain Achilles heel (non-magic weapons). You have become one with the Art, learning how to avoid its less pleasant side. Prerequisites: Arcane Heritage Benefit: You gain Spell Defense equal to 10 + your Career Level + your starting action dice.

Arcane Heritage

Arcane Legacy

Unholy Soul

Arcane Loop
magic.

You sacrifice your health for greater

Way of Gith

Prerequisites: Alignment (Incanterium) Benefit: You may cast a spell for a cost of 0 Spell Points, but you immediately become fatigued. Your enemys slaves hold no power over you. Prerequisites: Sorcery campaign quality, Alignment (Athar/Zactars) or Nethling

Defiant Interdiction

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Benefit: You gain Spell Defense 15 + your Career Level + your starting action dice against targets with opposed Alignment. This Spell Defense decreases to 0 in any deitys realm. Your being is filled with true belief which no distances and obstacles can weaken. Prerequisites: Divine Interdiction and Miracles campaign qualities Benefit: You are unaffected by divine interdiction (see page 236). You have an exceptional mastery over the principal forces behind your magic. Prerequisites: Sorcery campaign quality, Alignment, Spellcasting 1+ Benefit: Select one of the following terms: Air, Aligned, Curse, Darkness, Earth, Fire, Ice, Light, Lightning, Silence, Sonic, and Water. When casting a spell with that term, you may reroll your Spellcasting check taking the result you prefer. You may do this a number of times per session equal to your starting action dice. Your dedication to the principles of belief has enlightened you. Prerequisites: Miracles campaign quality, Non-Priest, Non-Paladin, Alignment Benefit: You take a new Step along one of your Paths. You may cast spells granted by this Step with a minimum Casting Level (Fireball I is cast at Casting Level of 5). Your location spells temporarily subdue the wild zone. Prerequisites: Sorcery campaign quality, Alignment (Fraternity of Order/Order) Benefit: The Area affected by your spells temporarily suppresses wild magic for the current scene. Wild magic (see Fantasy Craft page 326) is not in effect within its border. Also, all random rolls within it are made at their average values: d4 is 2.5, d6 is 3.5, d8 is 4.5, d10 is 5.5, d12 is 6.5, d20 is 10.5, and finally d100 is 50.5 (round down final value). You are adept at using magical flow of a particular plane of existence. Prerequisite: Sorcery campaign quality, Alignment, Int 13+, Wis 13+ Benefit: Select one plane of existence.

While on this plane, your Spellcasting checks gain a +2 bonus. Also, you may spend an action die to temporarily ignore Diminished and Suppressed Traits (see page 239) of your chosen plane for 1 round. Your location spells temporarily leave a wild zone area behind. Prerequisites: Sorcery campaign quality, Alignment (Chaos/Xaositects) Benefit: The Area affected by your spells becomes a wild magic zone. Within its borders wild magic is in effect (see Fantasy Craft page 236). Also, taking 10 or taking 20 is not possible in this area.

Divine Sanction

Wild Residue

Elemental Mastery

A planewalkers charm could enrage a benevolent celestial or pacify a raging demon. You like to have multiple backup plans and then some more. Prerequisites: Alignment (Converts/Fraternity of Order/Mathematicians) Benefit: You may ready a number of actions equal to your starting action dice. However, you become fatigued once any of set triggers occurs.

Style Feats
All Solutions

New Step

Bad Feeling
wrong.

Anything that can go wrong will go

Orderly Pocket

Prerequisites: Alignment (Bleak Cabal/Dustmen) Benefit: You may take an extra Move action during the surprise round even if surprised. Also, if under a mind effect, the effects are delayed by 1 round. Your wild side has taken control over your body and mind. Prerequisites: Alignment (Verdant Guild) Benefit: You gain bite I, claw I, feral (see Fantasy Craft page 233) and your Charisma decreases by 3. However, youre also an Animal (see Fantasy Craft page 226) and vulnerable to various effects and potentially higher damage from some sources.

Bestial Heritage

Planar Magic

Bestial Legacy

Your untamed heart beats only for the

Planescraft

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54

rigor of the savage world. Prerequisites: Bestial Heritage Benefit: You gain bite II, claw II and ferocity (see Fantasy Craft page 233). You force your body to go beyond its limits for short periods of time. Prerequisites: Alignment (Anarchs) Benefit: You gain 2 stances. Overcome Distraction (Stance): For a number of rounds equal to your Wisdom modifier (minimum 1) you may ignore the following conditions: fatigued, nauseated, shaken, and sickened. Sudden Effort (Stance): Your Strength, Dexterity, or Constitution increases by 3 for a number of rounds equal to your Wisdom modifier (minimum 1). Once you leave the stance you become fatigued. If there is anything your jink cannot buy, it doesnt exist in this multiverse. Prerequisites: Alignment (Merkhants), Personal Lieutenant Benefit: When you die, you may Cheat Death for a cost of 100s per your Career Level with Petty fate (see Fantasy Craft page 384). Also, once per scene one of your followers (if any) may die in your place. Finally, you gain another personal lieutenant but you may not have them both at the same time. You must spend an action die to switch between them. All things are connected and one cannot gain anything without giving something first. Prerequisites: Alignment (Ring-givers) Benefit: Choose one feat you dont have but meet prerequisites for and one you have. Once per session, you may substitute these two as temporary feats. Instead of breaking things apart, you rant and rave to get your point across. Prerequisites: Alignment (Brotherhood of Glory) Benefit: While in Berserk Stance, your Constitution and Charisma rise by 3, but your Wisdom decreases by 3. When you leave the stance, you are not fatigued.

Prerequisites: Alignment (Converts) Benefit: Once per scene you may spend an action die to gain cross-training for that scene (see Fantasy Craft page 47). Hello, Nameless One! Prerequisites: Alignment (Evil) Benefit: You may apply the Risen template (see Fantasy Craft page 293) to two NPC allies. Your actions are focused toward lasting balance. Prerequisites: Alignment (Transcendent Order) Benefit: At the beginning of each session you gain a number of bonus d4 action dice equal to the number of feats with Alignment (Transcendent Order) prerequisite that you have. Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Negotiator (Bluff & Sense Motive). You are one of the most promising members of your organization. Prerequisites: Alignment Benefit: Select an Alignment skill. You gain a +2 bonus with it. Also, you may decrease the cost of Favors with an action die. This action die cannot explode. Finally, you enjoy a 5% discount on all items at your organizations headquarters (if any). Your simple touch may imbue things with a tiny bit of Limbos chaos matter. Prerequisites: Alignment (Anarchs) Benefit: You may spend 2 action dice and touch a target. The target gains the Ooze Type for a number of rounds equal to your starting action dice. Also, you may use this ability on items and they will acquire the same properties as living targets for the duration. You always experience life (or unlife) to its fullest. Prerequisites: Alignment (Minds Eye/Society of Sensation) Benefit: Each time you gain Experience Points you add your Wisdom modifier as a bonus percentage to that amount (round up).

Body Awareness

Dead Ally

Equilibrium

Bargain for Life

Favored

Circled Feat

Formless World

Civilization is Unnatural

Full Experience

Copycat

No sweat, Ill see what I can do about it.

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Youre at your best when no ones around. Prerequisites: Alignment (Fated/Minds Eye) or Nathri Benefit: When no ally is within sight you gain a bonus action die. If an ally shows up before you use that die, you lose it. You are a master of crafty schemes and cunning plans for the accomplishment of a sinister end. Prerequisites: Alignment (Merkhants) Benefit: You gain a bonus action die during a Dramatic scene. However, in a nonDramatic scene you lose one action die. Also, you gain tricky (see Fantasy Craft page 235). You literally make friends. Prerequisites: Alignment (Order), Intelligence 13+ Benefit: You may apply the Clockwork template (see Fantasy Craft page 287) to one NPC ally. Your mind is a powerful and a dangerous thing that cannot be easily controlled. Prerequisites: Alignment (Bleak Cabal), Iron Will Benefit: You may roll a Will save instead of Fortitude or Reflex saves. You may do this a number of times per session equal to your starting action dice. Also, you gain a stance. Breakdown (Stance): If you fail a Will save, all adjacent foes take 1d6 points of damage. Your nature makes you an accessible person so you easily make new friends. Prerequisites: Alignment (Believers of the Source/Converts) Benefit: You may roll action dice for Impress checks twice and keep the result you prefer. Also, the Disposition of neutral characters you meet is improved by 5. All Signers acknowledge the one truth, but there are many faces to it. Prerequisites: Alignment (Sign of One) Benefit: If you fail a saving throw you may spend an action die to halve the damage or duration (your choice). If you succeed on a

Lone Wolf

save you may halve the damage or duration without spending an action die. You may use this feat a number of times per session equal to the number of feats with Alignment (Sign of One) prerequisite that you have. The life is ever-changing, always in motion and never at rest even in things that only imitate it. Prerequisites: Sorcery campaign quality, Alignment (Anarchs) Benefit: Once per round you may spend an action die to boost one of your attributes. Also, you are able to discern sound and vision from any Illusion spell that you have cast as if you were in its place. You have drawn the attention of a Lower Planes native. Prerequisites: Alignment (Evil) Benefit: You may apply the Infernal template (see Fantasy Craft page 290) to one NPC ally. Your blasphemous words can instill doubt and fear into the most faithful hearts. Prerequisites: Alignment (Athar) Benefit: For 1 round, one enemy of your choice loses all moral and insight bonuses and his attack and skill check error ranges increase by 1. Also, once per combat you may replace your Initiative Count with a character of neutral or better Disposition within sight. Your persistent quest for selfknowledge has broadened your views. Prerequisites: Alignment (Minds Eye) Benefit: Choose two feats you dont have but meet prerequisites for. Once per scene, you may spend 2 action dice to temporarily gain those feats. You have drawn the attention of an Upper Planes native. Prerequisites: Alignment (Good/Guardians/Order of the PlanesMilitant) Benefit: You may apply the Heavenly template (see Fantasy Craft page 289) to one NPC ally.

Ongoing Creation

Machinations

Pit Ally

Mechanoid Ally

Propaganda

Mind Gate

Seen It All

Natural and Easy Going

Sky Ally

One View Many Worlds

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Youve never really been a team player. Prerequisites: Alignment (Free League) Benefit: Once per scene you may reroll an opposed check keeping the result you prefer and you gain expertise. However, you may not partake in team checks (see Fantasy Craft page 66) and you do not count for purposes of determining if a foe is flanked or not (see Fantasy Craft page 213). You can predict and keep up with most situations. Prerequisites: Alignment (Converts), All Solutions Benefit: When using All Solutions, you dont become fatigued and other ready actions arent lost. Also, you need 1 half action to Ready an action (see Fantasy Craft page 220). You are no lesser threat in the wild than you are at the Hall of Records. Prerequisites: Alignment (Fated), Favored Foes NPC quality Benefit: When you roll for treasure Trophies, you roll 2 additional times. Also, you may roll a Survival check before combat. Once per combat, you may use this check in place of your attack roll. Your Survival check result cannot exceed your maximum attack roll. You always get what you want where and when you want it. Prerequisites: Alignment (Merkhants) Benefit: You may spend an action die per party member to grant him a superior traveler I and superior runner I (see Fantasy Craft page 235). Also, if a follower dies you do not lose Reputation and he is immediately replaced in a non-Dramatic scene if you spend an action die. You know that sharing and not keeping the wisdom all for yourself is the key to success. Prerequisites: Alignment (Athar/Ringgivers) Benefit: Once per scene, an ally may add your Wisdom modifier instead of his own to a Will save. If he succeeds on a save, you gain a bonus d4 action die. Also, once per scene you may spend an action die to grant an adjacent ally a free action for cooperative check.

Solo Player

He might smell like an open grave, but at least he doesnt complain about you. Prerequisites: Alignment (Dustmen), Pack Rat, Personal Lieutenant Benefit: Your lieutenant gains the Risen template, everlasting (see Fantasy Craft pages 293 and 233), and you may store items inside his ribcage. This allows you to own one additional magic item that does not count towards your maximum Prizes.

Zombie Crew

Solutions Not That Bad

A smart warrior never ignores the role of surrounding terrain in the upcoming battle. You often hear that one cannot trust an animal, but you know better than that. Prerequisites: Alignment (Verdant Guild), Animal Partner Benefit: If you die, your Animal Partner immediately takes you away to a safe location if possible. You Cheat Death with Petty fate (see Fantasy Craft page 384). Also, you gain a trick. Adroit Teamwork (Aim Trick): If your Animal Partner is within Close Quarters, he gains one additional half action per round. With so many holy servants moving about, one can never be too sure. Prerequisites: Alignment (Athar) Benefit: Once per scene, when you make a Sense Motive check you may spend an action die for free. Also, when adjacent to at least 2 characters, you gain total cover but not against those adjacent to you. You and your furry (or scaly) partner fight like two devils in disguise. Prerequisites: Alignment (Verdant Guild), Animal Partner Benefit: When you and your Animal Partner attack the same target, you gain a +1 bonus to attack and damage. Also, you dont suffer a -4 penalty for firing into melee if your Animal Partners one of the adjacent attackers and you always know the general direction of your Animal Partner when he is not in sight. Finally, you gain a stance. Wild Bunch (Stance): If both you and the Animal Partner hit the same target in a

Terrain Feats
Friends Forever

Trophy Hunter

Lily-Livered Stand

Utmost Urgency

Menace Troop

Wise Words

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round, you gain a free attack action. In three fluid and precise motions, you exchange places with a confused bystander. Prerequisites: Alignment (Fraternity of Order/Mathematicians) Benefit: You may spend an action die to switch places with one adjacent NPC. The NPC becomes baffled (see Fantasy Craft page 212).

Rotary Sidestep

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Chapter 3: Grimoire
Magic, also known as the Art, is used extensively but with care due to various planar conditions. Many clueless naively assumed that magic works everywhere the same. Refer to Chapter 7 for information on these conditions. The GM shouldnt withhold that useful information from the players as long as their character are willing to look for it in the right places.

Levels

Casting Time: 1 half action Distance: Local Duration: 1 round per 3 Casting

Planar Summoning
Unless noted otherwise, magic that summons other beings can only draw creatures from the casters current plane and any adjacent planes. For example, a caster from the Elemental Plane of Air can only call beings that reside on Air and any adjacent planes (Smoke, Ice, Lightning, and Vacuum). Likewise, a caster from Pandemonium can call beings that reside on Pandemonium, the Astral Plane, the Outlands, Limbo and the Abyss. This has no game effect on creatures statistics but you should check the details with your GM if he employs custom-made summoning tables. However, summoned creatures that are native to the destination plane arrive on time but cannot be controlled by the caster they and the plane have bonds stronger than any magic. Finally, creatures summoned to a plane other than their own gain everlasting (see Fantasy Craft page 233).

Saving Throw: Reflex negates Effect: An acidic bolt showers an opponent with its vile green acid. The target suffers 2d4 acid damage per round. Level: 6 Conversion (Air, Earth) Casting Time: 1 half action Distance: Personal Duration: 1 minute per Casting Level Area: 10 ft. sphere Effect: The Area becomes less dense and breathable, movement is possible only with Swim checks and underwater rules apply for everything else. Level: 7 Nature Casting Time: 1 half action Distance: Local Duration: 1 minute + 1 round per Casting Level Effect: You animate one tree per 4 Casting Levels. The animated trees require one round to uproot themselves, after which they are under your control. Animated Tree (Large Plant Walker 54 XP): Str 10, Dex 10, Con 10, Int 1, Wis 8, Cha 1; SZ L (2x2, Reach 2); Spd 10 ft. ground; Init VII; Atk VII; Def VII; Res IV; Health IV; Comp I; Qualities: Achilles heel (fire), condition immunity (bleeding), damage reduction 2, fearless II Attacks/Weapons: Slam III (dmg 2d8 lethal; threat 19-20) Treasure: None. Level: 6 Shapeshifting (Aligned) Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level (dismissible) Effect: You transform your body into an avatar of faith and gain Heavenly or Infernal Template (your choice). Also, you gain shapeshifter III but can only shapeshift into NPCs of same Alignment.

Airy Earth

The following new spells are available in addition to those in Fantasy Craft. Level: 9 Compass (Aligned) Casting Time: 1 half action Distance: Close Duration: Instant Preparation Cost: 50 Saving Throw: Fortitude negates (death, terminal) Effect: You open a planar conduit beneath a target and drag it down into the Abyss. Survivors take 5d100 lethal damage. Level: 5 Energy Casting Time: 1 half action Distance: Close Duration: 1 round per Casting Level Area: 20 ft. sphere Saving Throw: Reflex half Effect: You summon a tempest of acid. The storm deals 1d6 acid damage each round. Level: 3 Energy Casting Time: 1 half action Distance: Medium Ranged Attack Duration: Instant Saving Throw: None Effect: A bolt of concentrated caustic fluid emerges from your palm and may travel through any Small or larger opening. At impact, the acidic blast deals 3d6 acid damage and tapers off (see Fantasy Craft page 214) with a blast radius of 1.

Spells

Abyssal Fury

Animate Trees

Acid Storm

Acidic Blast

Apotheosis

Missing Spells
You might notice that some Planescape spells are missing. We tried to make sure all spells were included but a few of them got renamed or were already covered in Fantasy Craft. Refer to Table 3.1: Missing Spells to find those missing spells.

Adders Kiss

Arms of the Tree

Level: 2 Energy

Level: 4 Conversion Casting Time: 1 half action

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Distance: Touch Duration: 1 minute per Casting Level Effect: You transform up to four tree branches into a weapon of the same size. The weapon gains Lesser Damage Bonus or Lesser Accuracy Bonus Charms (your choice). Level: 5 Warding Casting Time: 1 half action Distance: Personal or Touch Duration: 1 round per Casting Level Effect: A shimmering halo of rainbow hues surrounds the target, which gains damage immunity to any two of the following: acid, cold, divine, electrical, fire, force, heat, sonic, blunt weapons, edged weapons, ranged weapons, natural attacks. Level: 5 Glory (Light) Casting Time: 1 half action Distance: Personal or Touch Duration: 1 round + 1 round per Casting Level Effect: The target becomes encapsulated in a sparkling aura of green light that grants a +5 magic bonus to attack and damage rolls with Blunt, Edged, Ranged, and Hurled weapons. Level: 4 Energy (Aligned, Light) Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level Saving Throw: Will negates Effect: You surround yourself with a soft aura of shimmering silver and golden hues. Creatures of opposed Alignment that see you become frightened. Level: 5 Glory (Light) Casting Time: 1 half action Distance: Close Duration: 1 minute per Casting Level Effect: Up to one target per Casting Level gains condition immunity (frightened, shaken). Level: 1 Warding Casting Time: 1 half action Distance: Personal or Touch Duration: 1 round per Casting Level Effect: This spell grants a very brief respite from the horrible effects that a plane can inflict upon a poor soul. The target ignores all

Traits of a single plane. Level: 4 Affliction (Aligned) Casting Time: 1 half action Distance: Local Duration: Instant Saving Throw: Fortitude negates Effect: A target native to Baator suffers 4d6+6 lethal damage and is stunned for 1d4+1 rounds. This spell originated in the Blood War. Level: 3 Weather (Lighting) Casting Time: 1 half action Distance: Local Duration: Instant Saving Throw: Reflex half Effect: You create up to 4 spheres of lightning. Each sphere deals 1d10 electrical damage. Level: 4 Shapeshifting Casting Time: 1 half action Distance: Close Duration: 1 minute + 1 minute per Casting Level Effect: The target sprouts a pair of wings and receives an appropriate benefit. Wing Type Butterfly Dragonfly Eagle Hornet Flying Movement Rate 50 ft. 90 ft. 80 ft. 60 ft. Benefit Natural Spell (Blur) Fire and Cold Resistance 2 Charge attack NPC quality Condition immunity (entangled) Wing buffet (Slam I) natural attack

Baatezu Bane

Aura of Invincibility

Ball Lightning

Aura of Puissance

Bestow Wings

Aura of Terror

Aura of Valor

Swan

50 ft.

Avoid Planar Effects

Blade Storm

Level: 7 Creation Casting Time: 1 half action Distance: Local Duration: Instant Area: 30 ft. per Casting Level sphere

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Effect: The blackest ice from the last layer of Acheron, Ocanthus, is summoned to cut, shear and slice away all who oppose you. Everyone within Area is struck by 1d3 greatswords with BAB at +10 and AP 10.

Blessed Concoction I

Level

Level: 2 Conversion Casting Time: 1 full round Distance: Touch Duration: 1 day + 1 day per Casting

Level: 6 Conversion Casting Time: 1 full round Duration: 1 week + 1 day per Casting Level Effect: As Blessed Concoction I, except that the potion is capable of healing 3d8+3 points of damage.

Blessed Concoction II

Effect: You transform content of any non-magic flask into a potion capable of healing 2d4+2 points of damage. Table 3.1: Missing Spells Planescape Spell Armor of Light Astral Projection Blessed Concoction Calm Wind Chaos Hammer Close Gate Create Healing Potion Crown of Radiance Dictum Divine Weakness Elemental Wall Gate Ward Greater Etherealness Lesser Etherealness Major Gate Ward Mantle of the Heavens Misfortune Plane Shift Protection from Prime Reopened Gate Sentinel of Light Teleport Ward True Name New Spell Glow II (see Fantasy Craft page 131) Teleport II (see Fantasy Craft page 147) Blessed Concoction II (see page 61) Control Weather I (see Fantasy Craft page 126) Devotion Hammer (see Fantasy Craft page 128) Gate Seal III (see page 66) Blessed Concoction I (see page 61) Glow II (see Fantasy Craft page 131) Command II (see Fantasy Craft page 123) Ray of Enfeeblement (see Fantasy Craft page 142) Wall of Fire/Ice/Stone/Wind (see Fantasy Craft page 149) Gate Seal I (see page 66) Etherealness II (see page 65) Etherealness I (see page 65) Gate Seal II (see page 66) Starmantle II (see page 72) Bestow Curse (see Fantasy Craft page 117) Teleport II (see Fantasy Craft page 147) Protection from Alignment (see Fantasy Craft page 141) Renewed Ability (see page 70) Call from Beyond III (see Fantasy Craft page 119) Surelock (see page 72) Wish II (see Fantasy Craft page 151)

Tymessuls Planar Pacifier Native Item II (see page 68)

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Level: 4 Charm Casting Time: 1 full round Distance: Touch Duration: Instant Saving Throw: Will negates Effect: The spell removes the frightened and shaken conditions and heals stress damage and removes the Insanity I effect caused by Pandemoniums howling winds (see page 253). This spell counters Winged Memory. Level: 2 Shadow Casting Time: 1 half action Distance: Touch Duration: Instant Effect: Your very body turns into a marketplace that barters life and death. You harm yourself for 2 + 1 per Casting Level lethal damage and heal the target for the same amount. Level: 3 Conversion Casting Time: 1 full round Distance: Personal or Touch Duration: 1 hour per Casting Level Effect: Select an Inner Plane (any except Positive energy, Negative energy, or Vacuum). You gain the ability to breathe in that plane. You may divide Duration among multiple targets. Level: 5 Conversion (Air, Earth) Effect: As Breathe Smoke, Dust, or Ash, except that you gain the ability to breathe in an environment of solid earth or stone. Level: 5 Conversion (Air, Earth, Fire) Effect: As Breathe Smoke, Dust, or Ash, except that the target may breathe in an environment of fire or magma.

Blessed Forgetfulness

Level: 7 Calling (Aligned) Effect: As Call from Beyond IV except , you may summon one Outsider (max. 100 XP) with Alignment (Evil) and the Infernal template. Level: 9 Illusion (Fire, Light) Casting Time: 1 half action Distance: Local Duration: Instant Area: 50 ft. cube Saving Throw: None Effect: A group of powerful phantasms is called to eradicate all enemies they represent some of the most powerful celestial beings from the Upper Planes: astral deva, phoenix, solar aasimon and a gold dragon. The target takes 6d20 points of lethal damage. Level: 6 Warding (Aligned) Casting Time: 1 half action Distance: Personal or Touch Duration: 1 minute per Casting Level Effect: The target gains damage defiance (acid, cold, electricity) and DR 10/magic. Level: 3 Force Casting Time: 1 half action Distance: Local Duration: 3 minutes per Casting Level Saving Throw: Fortitude negates Effect: Ethereal mists surround the target and transform into an indestructible, crystalline prison. The target is helpless but safe from any outside harm. The spell works only on the Ethereal Plane. Level: 1 Energy Casting Time: 1 half action Distance: Short Range Attack Duration: Instant Saving Throw: Fortitude negates (condition) Effect: You summon a large, magical orb of color, which can then be hurled at a target. The color of the orb and its effects change depending on your Casting Level:

Cacofiend

Celestial Host

Blood Bridge

Breath of the Elements

Celestial Protection

Chamber

Breathe Earth

Breathe Fire Or Magma

Chromatic Orb

Breathe Smoke, Dust, or Ash

Level

Level: 3 Conversion Casting Time: 1 half action Distance: Personal or Touch Duration: 2 hours + 1 hour per Casting

Effect: You gain the ability to breathe smoke, dust or ash as if it were pure air. You may divide the Duration among multiple targets.

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Casting Level 1

Color White

Damage 1d4

Effect Target glows as Glow I for 1 round Damage is converted to heat Damage is converted to fire Target is blinded for 1 round per Casting Level Target is sickened for 3 rounds Targets body is magnetized for 6 rounds. Metal objects within Close Quarters become unusable Target is paralyzed for 1 minute Target is turned to stone for 3 rounds Target dies

Red

1d6

interdimensional connection of a conduit and reach the traveler currently moving through it. The spell can do any one of the following. Spell theft: You transfer 1 spell point (if any) per 2 CL from target. Life theft: You damage target for 2d10 damage and heal yourself for the same amount. Conduit breach: You tear a temporary hole in the conduit which then expels the traveler out from the conduit. Level: 4 Divination Distance: Personal Duration: Instant Casting Time: 1 half action Effect: You recall with perfect accuracy everything you have experienced in the last 24 hours - sights, sounds, etc. You gain one insight per 4 Casting Levels in the form of a free hint from the GM. This spell was created by modrons to aid them in observing and bring together vast amounts of information. Level: 6 Compass Casting Time: 1 half action Distance: Personal or Touch Duration: Instant Saving Throw: Will negates Effect: The target is forced out of the Ethereal Plane. Targets native to the Ethereal vanish for 2 minutes.

Orange

1d8

Correlate Data

Yellow

1d10

Green

1d12

Turquoise

2d8

Corporeality

Blue

2d10

10 12

Violet Green

Crown of Brilliance

Level: 3 Warding Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level Effect: You summon a magical cloak of force. The cloak absorbs 6 + 1 per Casting Level damage of any type. Once it absorbs the maximum, it dissipates.

Cloak of Warding

Levels

Level: 6 Energy (Aligned, Light) Casting Time: 1 half action Distance: Personal or Touch Duration: 1 round per 2 Casting

Area: 30 ft. sphere Saving Throw: Fortitude negates (condition) Effect: Opponents without reach weapons, must save or become blinded for 2 rounds. Ambient Light in the Area changes to Intense and Undead suffer 1d6 divine damage per round. Level: 3 Energy (Aligned, Ice) Casting Time: 1 half action Distance: Personal Duration: 1 round + 1 round per Casting Level

Conduit Pierce

Level: 5 Conversion Casting Time: 1 half action Distance: Touch Duration: Instant Saving Throw: Reflex negates Effect: You break into the

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Area: 10 ft. sphere Effect: Ripples of cold, blue light surround you, and all targets with opposed Alignment in the Area suffer 2d4 cold damage per round. Level: 5 Energy (Aligned, Fire) Casting Time: 1 full round Distance: Personal Duration: 1 minute per Casting Level Area: 10 ft. sphere Effect: Creatures with Alignment (Evil) take 2d6 divine damage per round. Level: 7 Glory (Aligned) Casting Time: 1 full round Distance: Personal Duration: 1 round per Casting Level Saving Throw: Will negates Effect: Standard characters become fixated. Special characters arent affected by this spell. Level: 4 Compass (Aligned) Casting Time: 1 full round Duration: 1 hour per Casting Level (dismissible) Effect: The spell creates a planar conduit (see page 271) between 2 cubes of Acheron. Level: 8 Shadow (Darkness) Casting Time: 1 half action Distance: Local Duration: Instant Saving Throw: Fortitude negates (death, terminal) Effect: You call forth a magical bolt of death energy. The target dies on a failed saving throw or takes 10d6 lethal damage on a success. Level: 9 Conversion Casting Time: 1 full round Distance: Touch Duration: Instant Preparation Cost: 100 Saving Throw: Fortitude negates Effect: A young demiplane starts evaporating away, at a rate of 1 ft. per day. Your Casting Level must be greater than the demiplanes age in years. The spell works only on the Ethereal Plane.

Crown of Flame

Level: 8 Creation Casting Time: 1 full round Distance: Touch Duration: Permanent (enduring) Preparation Cost: 100 Effect: You create a demiplane in the Deep Ethereal which grows at a rate of 1 ft. per day up to a maximum of 10 ft. per Casting Level. After that its growth rate slows to inch radius per week (2 ft. per year). You cannot create unnatural objects or living creatures with this spell. Level: 4 Charm (Aligned) Casting Time: 1 half action Distance: Close Duration: 1 round per Casting Level Area: 20 ft. cube Saving Throw: Will negates Effect: The Bleak Cabal uses this spell to share their point of view with its enemies. Up to 8 targets become helpless until harmed. Level: 1 Divination Casting Time: 1 half action Distance: Personal Duration: 2 minutes per Casting Level Area: 100 ft. sphere Effect: The number and position of brain fiends within the Area is known to you. Level: 4 Conversion Casting Time: 1 full round Distance: Local Duration: 1 minute + 1 minute per Casting Level Area: 20 ft. sphere Effect: A single targets pain is transferred to others. If the target is damaged, everyone willing within the Area receives damage, divided evenly (round down) amongst themselves and the target. Level: 6 Conversion Casting Time: 1 half action Distance: Local Duration: Concentration, up to 1 round per 2 Casting Levels Saving Throw: Fortitude negates (damage) Effect: The target begins to boil away,

Demiplane Seed

Crown of Glory

Despair

Cubehopper

Detect Brain Fiend

Deahtbolt

Diffuse Damage

Demiplane Decay

Dissipate

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suffering 3d4 lethal damage per round. Once killed, the target can only be brought back with Wish II or Wish III spells. On a successful save, the target permanently loses 1d4 wound points and one randomly determined limb loses function. A Restoration I, Restoration II, Wish II, or Wish III spell can restore the function and lost wound points. The spell works only on the Ethereal Plane. Level: 5 Affliction Casting Time: 1 full round Distance: Local Duration: 1 day per Casting Level Saving Throw: None Effect: Upon spell completion, choose any one of the following. Deprive a target of one natural or known spell. Lower Spell Defense grade by one. Remove one of targets damage immunities.

damage type or source. Level: 3 Energy (Aligned, Fire) Casting Time: 1 half action Distance: Local Duration: Instant Saving Throw: None Effect: The skies of the Upper Planes shed tears when evil is done, burning even the most armored of foes. You create 1 meteor per Casting Level (max. 10). Each meteor deals 1d4 fire and 1d2 subdual damage. Adjacent targets take 1 fire damage per meteor. Level: 1 Warding Casting Time: 1 half action Distance: Personal or Touch Duration: 30 minutes Effect: Embalming preserves the flesh of the dead. The targets maximum Vitality Points increase by 2d4 and it gains a +1 magic bonus to Defense if it has the Undead Type. Level: 2 Warding Duration: 1 hour Effect: As Embalming I, except that the targets maximum Vitality Points increase by 2 per Casting Level and it gains a +2 magic bonus to Defense.

Elysiums Tears

Divest

Embalming I

Level: 3 Weather (Light) Casting Time: 1 half action Distance: Local Duration: 1 round per Casting Level Area: 10 ft. cube per Casting Level Saving Throw: Will negates Effect: Clouds filled with flickering motes of light appear and everyone within the Area becomes sickened. Level: 7 Conversion Casting Time: 1 full round Distance: Local Duration: 1 hour per Casting Level Area: 10 ft. per Casting Level cube Effect: You breach into one adjacent Inner Plane. The Area becomes an elemental pocket filled with the adjacent planes element. A powerful NPC (worth at least 100 XP) will come to investigate the breach within 1d4 years. Level: 5 Warding Distance: Personal or Touch Duration: 1 hour per Casting Level Effect: As Endure Elements, except that you may choose one of the following damage types or sources: acid, cold, electrical, fire, or heat. The target gets damage defiance to that

Dolorous Motes

Embalming II

Etherealness I

Elemental Breach

Level

Level: 5 Compass Casting Time: 1 half action Distance: Personal or Touch Duration: 3 minutes per Casting

Elemental Protection

Saving Throw: Will negates (harmless) Effect: Up to 4 targets fade into the Border Ethereal. When the Duration expires, all targets return in a location analogous to the distance they have traveled unless they were in the Deep Ethereal. In that case, they return to a randomly determined plane. Level: 7 Compass Duration: Instant Effect: As Etherealness I, except that up to 6 targets fade into the Border Ethereal.

Etherealness II

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Each target decides to leave the Ethereal Plane on its own. Level: 5 Energy (Ice, Fire) Casting Time: 1 half action Distance: Local Duration: Instant Area: 30 ft. sphere Saving Throw: Reflex negates Effect: You summon two spheres, one of ice and the other of flame. The ice sphere deals 3d6 cold damage and the flame sphere deals 3d6 fire damage. Level: 1 Shapeshifting Casting Time: 1 half action Distance: Personal Duration: 1 round + 1 round per Casting Level Effect: Your hands are turned into a living weapon. You gain a Slam II natural attack. Level: 3 Warding Casting Time: 1 half action Distance: Personal or Touch Duration: 2 rounds + 2 rounds per Casting Level Effect: The target gains a +2 magic bonus to saving throws against fire and the damage defiance (fire) quality. Level: 4 Divination Casting Time: 1 minute Distance: Personal Area: 1000 ft. sphere Duration: 1 day Effect: You sense the traveling speed, type (e.g. Burowing/Flying), distance, and direction of beings with Disposition worse than Neutral within Area. Level: 4 Force Casting Time: 1 half action Distance: Local Duration: Instant Saving Throw: Reflex negates (blast) Effect: You create 1 missile per 2 Casting Levels (max. 7). Each missile explodes upon impact for 2d4 force damage. Also, all adjacent targets take 1 force damage per Casting Level unless a Reflex save is made.

Fire and Ice

Level: 3 Warding Casting Time: 1 half action Distance: Personal or Touch Duration: 1 hour per Casting Level Effect: The targets existing Spell Defense increases by 1 per 2 Casting Levels that you possess. Level: 2 Seal (Aligned) Casting Time: 1 half action Distance: Touch Duration: 1 round per Casting Level Effect: You close one portal or conduit. This spell will identify you to everyone able to see the closed portal or conduit. Level: 2 Seal (Aligned) Duration: 1 minute per Casting Level Area: 200 ft. per Casting Level sphere Effect: As Gate Seal I, except that on Acheron it also counters all Compass spells whose Casting Level + Spell Level is equal to or less than your Casting Level +2. Some effects may not be countered as noted in their descriptions. You cannot selectively choose which targets are affected. Level: 6 Seal (Aligned) Duration: 1 day per Casting Level Effect: As Gate Seal I, except for the Duration. Level: 6 Warding Casting Time: 1 half action Distance: Personal Duration: 10 rounds + 1 round per Casting Level Saving Throw: Will negates Effect: A magical blanket of energy envelopes you and deflects all physical attacks. Attackers must succeed at a Will save each round or their physical attacks are negated. Other Warding spells in effect on the caster are countered.

Fostered Protection

Gate Seal I

Fist of Iron

Gate Seal II

Flamewalk

Gate Seal III

Foesight

Guardian Mantle

Force Missiles

Halo of Lesser Revelation

Level: 1 Energy (Light) Casting Time: 1 half action Distance: Local Duration: 4 rounds per Casting Level

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Area: 10 ft. per Casting Level cube Effect: Enemies are lined with a halo of light, making them easier to see and be hit. All subjects selected by the caster glow as with Glow I. Level: 6 Conversion (Aligned) Casting Time: 1 half action Distance: Local Duration: 1 round per Casting Level Area: 5,000 ft. cube Saving Throw: Will negates Effect: You counter all Charm, Conversion, and Weather spells whose Casting Level + Spell Level is equal to or less than your Casting Level +6. Targets of opposed Alignment increase their Disposition by 15. Level: 4 Charm Casting Time: 1 minute Distance: Personal or Touch Duration: 1 day Effect: You cannot be detected by Foesight until you come within 10 ft.. Level: 2 Charm Casting Time: 1 half action Distance: Local Duration: 6 rounds Area: 30 ft. sphere Saving Throw: Will negates Effect: Pure horror is perhaps the greatest equalizer in existence, causing both the weakest and the strongest to lose their courage and flee in cowardice. All creatures within Area become frightened.

Harmony

per Casting Level (dismissible) Area: 30 ft. sphere or 60 ft. cone Saving Throw: Fortitude negates Effect: The madness from the Howling Land screams forth and bathes everyone in its cacophony. The Area is under the effects of Pandemoniums winds (see sidebar). Also, everyone gets Sonic and Bang resistance 30 + Casting Level. You may spend one action die to increase winds strength (see Fantasy Craft page 369). Level: 2 Energy (Ice) Casting Time: 1 half action Distance: Short Range Attack Duration: Instant Saving Throw: Reflex negates Effect: You create 1 dagger for every Casting Level (max. 5). Each dagger deals 2d4 lethal damage to the target and 1d4 cold damage to the target and all adjacent targets. Level: 2 Warding Casting Time: 1 half action Distance: Close Duration: Concentration Effect: You may divide your Spell Defense grades among multiple targets. Level: 4 Divination Casting Time: 1 full round Distance: Personal Duration: Instant Preparation Cost: 1 Effect: You call upon divine aid to learn the answer to one question. You receive a cryptic answer. Level: 5 Affliction Casting Time: 1 half action Distance: Touch Duration: Instant Saving Throw: Fortitude negates Effect: The target suffers 10 + its Spell Defense lethal damage and is stunned for 1 round per 2 Casting Levels.

Pandemoniums Howling Winds


Actions that require concentration fail due to winds unless those exposed succeed at a Concentrate check (DC 20). The GM may spend action dice to increase the winds strength where appropriate (see Fantasy Craft page 369). If exposed to the howling winds, inhabitants suffer 4d6 points of stress damage and 4d6 points of bang damage per hour. If they lose consciousness due to this damage, they act as if under the effect of Insanity I spell (see Fantasy Craft page 134) from that point on. This condition can be cured only by Blessed Forgetfulness (see page 62) or Wish III (see Fantasy Craft page 151).

Ice Knife

Hidden Hatred

Impart Resistance

Horror

Inspiration

Holy Smite

TL

Level: 9 Glory Casting Time: 1 half action Distance: Unlimited Duration: Instant Preparation Cost: 10 + 1 per targets

Inverted Magic

Saving Throw: None Effect: A divine hand strikes the target down, reducing the target to 1 wound point and making the target shaken for 2d6 rounds.

Howl of Pandemonium

Keycloak

Level: 6 Energy (Aligned, Sonic) Casting Time: 1 half action Distance: Personal Duration: Concentration, up to 1 round

Level: 3 Artifice Casting Time: 1 half action Distance: Personal or Touch Duration: Instant Effect: The targets portal keys are

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ignored by all portals for a number of times equal to the Casting Level. Level: 5 Compass Casting Time: 1 half action Distance: Local Duration: Instant Area: 10 ft. sphere Saving Throw: Will negates (see text) Effect: All targets are flung headlong into the limitless tracts of the Deep Ethereal, from where they require an additional 1d100 days to reach a specific location. Even if a save is made, the target is teleported 3d100 ft. away in a random direction. The spell works only on the Ethereal Plane. Level: 2 Blessing Casting Time: 1 half action Distance: Close Duration: 1 round per Casting Level Effect: The target receives 1 Chance feat of your choice for which it meets the prerequisites. Level: 9 Creation (Aligned) Casting Time: 1 half action Distance: Closed Duration: Instant Saving Throw: None Effect: The true, logical justice of Primus shall be delivered unto the illogical, as pure energy descends from Mechanus. The target is blasted for 4d20+10 divine damage.

Lob

Duration: 1 minute per Casting Level Effect: Your mind becomes more orderly, granting you a +2 insight bonus on saving throws against Illusion spells and all spells with opposed Alignment. Also, your Intelligence is increased by 2 for the duration of the spell. Level: 1 Word Casting Time: 1 half action Distance: Local Duration: 1 minute per Casting Level Saving Throw: Will negates Effect: Mourning spirits haunt the target while its on the Ethereal Plane. The target is shaken. Level: 5 Conversion (Earth, Fire) Effect: As Move Water, except that you reshape or redirect fire or magma. Level: 4 Artifice Casting Time: 1 half action Distance: Touch Duration: 1 minute per level Effect: The home planes of all targets magic items are changed. The owner must succeed at a Will save for each magic item. On a failure, the item takes 6d6 force damage. A critical failure transports the item back to its home plane (on a random location). Level: 7 Artifice Duration: 1 day (enduring) Preparation Cost: 1 per item Effect: As Native Item I, except for Duration and Preparation Cost. Level: 6 Conversion Effect: As Breathe Smoke, Dust or Ash, except that the target doesnt need to breathe at all. Level: 4 Compass Casting Time: 1 half action Distance: Personal or Touch Duration: 1 hour per Casting Level Effect: Once the target leaves the timeless Astral Plane, it doesnt rapidly age as

Mournful Mutter

Luck

Move Fire or Magma

Native Item I

Mechanus Cannon

Native Item II

Level: 8 Weather Casting Time: 1 half action Distance: Close Duration: Instant Area: 30 ft. sphere Saving Throw: Reflex half Effect: Meteors from across the multiverse are called to rain destruction upon all who oppose you. Meteor shower deals 10d12 lethal damage.

Meteor Storm Bombardment

No Breath

Out Of Times Grip

Modron Mind

Level: 3 Conversion (Aligned) Casting Time: 1 half action Distance: Personal

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time catches up on it. Level: 2 Energy Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level Area: 10 ft. sphere Effect: You remind those who wish to harm the caster that they must be willing to suffer as well. If you are hurt, the same amount and type of damage is inflicted upon characters of your choice within the Area. It only works for 1 attack and you cannot have more than one Pain Mirror in effect. Level: 4 Illusion Casting Time: 1 half action Distance: Local Duration: 1 round per Casting Level Saving Throw: Will negates Effect: Vivid images strike terror in up to 4 targets per Casting Level and they become frightened. Level: 4 Force Casting Time: 1 half action Distance: Short range attack Duration: 3 rounds Effect: An invisible mallet (see Fantasy Craft page 177) strikes the target once per round using casters attack roll and Strength modifier. The mallet cant be disarmed because no ones holding it but it can be destroyed. Level: 9 Calling Casting Time: 1 minute Distance: Unlimited Duration: Instant Preparation Cost: 10 x NPCs TL Saving Throw: None Effect: You summon an NPC to your current location. Level: 5 Compass Casting Time: 1 half action Distance: Close Duration: Instant (dismissible, enduring) Effect: You open a conduit to a random plane of existence. The conduit remains open until 1 character per Casting Level comes through either side.

Pain Mirror

Level: 2 Seals Distance: Touch Casting Time: 1 half action Duration: 1 hour per Casting Level (dismissible, enduring) Effect: As Alarm, except that the mental alarm can only be heard by you and only while youre on one of the two portals destination planes, regardless of the distance. Level: 1 Energy Casting Time: 1 half action Distance: Touch Duration: 1 hour per Casting Level Effect: A portal projects a mental call to up to 6 characters regardless of the distance while they remain on the same plane as the portal. Targets always know the direction and distance to the portal. Level: 8 Word Casting Time: 1 full round action Distance: Close Duration: Instant Effect: You and a character of your choice become blinded even if they cannot hear you. Level: 3 Divination Casting Time: 1 half action Distance: Personal Duration: Instant Preparation Cost: Varies Effect: You travel to a spellshadow (see sidebar) known to you. Once there you may then spend Preparation Cost equal to the spellshadows Spell Level to learn it. Level: 3 Warding (Earth) Casting Time: 1 full round Distance: Personal or Touch Duration: 1 minute per Casting Level Effect: The target gains damage immunity (stone weapons).

Portal Alarm

Spellshadows
Spellshadows are a unique feature of the Astral Plane, a magical resonance resembling a small shade left over when a spell is cast on a plane which borders the Astral. These leftover spell energies still carry with them much of the specific information regarding the spell. A spellcaster can examine the emanations with Probe Spellshadow spell and not only learn what spell it was, but who cast it, the Casting Level of the caster, and even some idea of the circumstances in which it was cast. If Probe Spellshadow is unavailable, a caster may learn this information if he knows the original spell and succeeds at an Identify check (DC 20 + spell level). Learning a spell from a spellshadow is a difficult and timeconsuming process (see Probe Spellshadow above), but sometimes it may be the only method available to gain the spell.

Portal Beacon

Phantasmal Terror

Power Word: Blind

Phantom Strike

Probe Spellshadow

Planar Call

Protection from Earth

Planar Door

Protection from Silver


Level: 1 Warding Casting Time: 1 half action Distance: Personal or Touch Duration: 1 hour per Casting Level Effect: The target gains damage

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immunity (silver weapons). Level: 3 Warding (Air, Sonic) Effect: As Protection for Earth, except that the target gains damage immunity (bang, sonic). Level: 3 Calling (Light) Casting Time: 1 half action Distance: Close Duration: Instant Preparation Cost: 1 per targets TL Effect: You summon a radiant, quasisentient globe of light from the Quasielemental Plane of Radiance that delivers a short message to one target. After speaking the targets present location, the messenger travels from light source to light source, reaching its destination in one hour (or one day if the target is on another plane). Level: 5 Weather (Fire) Casting Time: 1 full round Distance: Local Duration: 1 minute per Casting Level Area: 10 ft. per Casting Level casterdefined Area Effect: You summon rain of fire which falls down burning all foes in the Area for 1 fire damage per round. Level: 7 Healing Casting Time: 1 half action Distance: Local Duration: Instant Effect: A thin beam of light erupts from your finger, closing wounds as Heal and raising dead. Undead struck suffer 1d6 points of damage per Casting Level. Level: 2 Healing Casting Time: 1 half action Distance: Personal Duration: Instant Effect: You gain the ability to reuse 1 spent natural spell (see Fantasy Craft page 234) in the current scene.

Protection from Winds

Distance: Personal Duration: 3 rounds Effect: You set forth a course of action that takes place over 3 rounds and then follow through with focus and skill. If you do not deviate from your plan, you receive a +3 magic bonus to attack checks, skill checks, and saves. Level: 5 Shadow (Darkness) Casting Time: 1 full round Distance: Local Duration: Instant Saving Throw: Fortitude negates (terminal) Effect: The targets silver cord is severed and it dies. This spell doesnt affect targets without a silver cord and those not on the Astral Plane. Level: 7 Warding (Aligned) Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level Effect: The shield automatically counters harmful spells (max. 1 spell per round). Each time a spell is countered, you must make a Will save (DC 10+ twice the spells level) or this spell is cancelled. You also gain a +4 magic bonus to Reflex saves and DR 2. Level: 4 Shadows (Darkness) Casting Time: 1 half action Distance: Touch Duration: 4 rounds Effect: Shadows enshroud your body from detection and physical attacks. The target gains 1/2 cover and a +2 magic bonus to Stealth checks. Level: 3 Secrets Distance: Personal Effect: As Invisibility except that you may designate 1 creature per Casting Level which can see you normally.

Radiant Messenger

Sever the Silver Cord

Shield of the Planars

Rain of Fire

Ray of Life

Shroud of Shadows

Renewed Ability

Shroud Presence

Sight without Vision

Set the Path

Level: 2 Foresight Casting Time: 1 half action

Level: 2 Shapeshifting Casting Time: 1 full round Distance: Personal or Touch Duration: 1 hour per Casting Level Effect: The target gains the blindsight

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quality. Level: 9 Shadow (Aligned) Casting Time: 1 half action Distance: Local Duration: Instant Area: 180 ft. sphere Saving Throw: Fortitude negates (terminal) Effect: You kill standard NPCs of opposed Alignment whose total TL does not exceed 9 + Casting Level. Level: 5 Warding Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level (dismissible) Effect: You gain spell reflection and may reflect spells back at their source. Level: 7 Force Casting Time: 1 full round Distance: Personal Duration: 1 hour per Casting Level Area: 10 ft. sphere Effect: The sphere creates a breathable atmosphere. Also, all within gain the damage defiance quality of casters choice against one of the following damage types or sources: acid, cold, electricity, fire, or heat. This spell is suppressed outside the Inner Planes. Level: 6 Affliction (Aligned) Casting Time: 1 half action Distance: Close Duration: Concentration, up to 3 rounds (dismissible) Preparation Cost: 2 Saving Throw: None Effect: This spell affects only standard characters with the Outsider or Elemental Type. On the 1st round, the target becomes helpless, on the 2nd round the target gains bleeding, and on the final 3rd round, the target is banished and cannot leave its home plane for 1 year per Casting Level.

Slay

Effect: You touch the body of a fallen hero and summon forth his radiant manifestation. The manifestation remains within 30 ft. of its fallen body at all times. It has fallen heros memories and is able to communicate. Radiant Manifestation (Medium Spirit Flyer 100 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight; Init VIII; Atk VI; Def VIII; Res VIII; Health VIII; Comp I; Qualities: Contagion immunity, condition immunity (paralyzed), damage immunity (electrical, fire, heat), damage reduction 5, fearsome, spell defense I Attacks/Weapons: Tentacle Slap V (dmg 3d8 lethal; threat 18-20; qualities: reach +2) Treasure: None. Level: 3 Conversion Casting Time: 1 half action Duration: 1 hour + 1 minute per Casting Level Distance: Personal Effect: You do not need to not need to make Concentrate checks to maintain Limbos chaos (see page 251). Level: 5 Conversion Casting Time: 5 rounds Distance: Local Duration: Instant Area: 5 ft. per Casting Level cube Effect: You transform ephemeral or quintessential protomatter into stable ether (see sidebar). Level: 5 Energy (Fire) Casting Time: 1 half action Distance: Remote Duration: 3 rounds Area: 30 ft. sphere Saving Throw: Reflex half Effect: Starlike embers rain steadily from above and all targets within the Area suffer 5d6 fire damage per round.

Ethereal Protomatter
The Ethereal Plane is made of protomatter (also called ether or prima matera). This protomatter can then further concentrate and form demiplanes through three phases - ephemeral, quintessential, and stable. Ephemeral This is the least stable form and almost always transforms back into ethereal mist in just a few seconds. Quintessential This form lasts for 1d100 hours before generally reverting back to ephemeral phase. Unlike other forms, this one can be sculpted into usable items with Illusion spells. Such items are tough despite their appearance and are considered to be Hard Construction (see Fantasy Craft page 155) before dissolving in 1d100 hours. Stable Finally, this form is the rarest and most stable. It dissolves into quintessential protomatter if taken away from the Ethereal Plane.

Spell Mirror

Stabilize Chaos

Sphere of Survival

Stabilize Ether

Spirit Wrack

Starfire

Spiritdance

Starmantle I

Level: 9 Calling Casting Time: 1 half action Distance: Touch Duration: 1 round per Casting Level

Level: 6 Warding Casting Time: 1 half action Distance: Touch Duration: 1 minute + 2 rounds per

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Casting Level Effect: A spectacular, shimmering glow surrounds the target, which gains damage defiance (Natural attacks) and Rusting damage attack III (10 ft. aura; dmg 1d8 lethal per 2 Casting Levels (Metal objects only), Ref Save DC 20 for 1/2 damage). Level: 9 Warding Distance: Close Effect: As Starmantle I, except that you may affect up to 1 target per Casting Level. Level: 7 Creation (Aligned, Ice) Casting Time: 1 half action Distance: Close Duration: Instant Area: 50 ft. cube Saving Throw: Will negates (condition) Effect: You summons the harshest cold and bitter ice of the fifth layer of Baator, Stygia, to annihilate all enemies within range. The ice deals 8d8 cold damage. Also, everyone that takes damage is affected with the Touch of the Styx spell. Level: 4 Seals Casting Time: 1 hour Distance: Touch Duration: 1 day per Casting Level Area: 60 ft. sphere Effect: Interplanar travel does not function within this spells Area, including (but not limited to) portals, vortices (see page 272), and Calling spells. Level: 2 Nature Casting Time: 1 half action Distance: Local Duration: 3 rounds Area: 5 ft. per Casting Level sphere Saving Throw: Reflex negates Effect: You invite all that scuttles, creeps and swarms to dine. A swarm of insects inflicts 1d4 + (1 per 3 Casting Levels) subdual damage to all characters within the Area each round. No Spellcasting checks are possible while in the Area.

Duration: Instant Saving Throw: Fortitude negates Effect: This spell was developed by baatezu mages as a revenge for Baatezu Bane. A tanarri target suffers 3d8+8 lethal damage plus one of the following: 1d10 roll Effect The target is permanently 1-3 blinded 4-5 The target is sickened for 2 hours The target suffers an additional 6-7 1d8 lethal damage and total damage is converted to sonic The target suffers an additional 8 2d8 lethal damage and loses use of one arm The target suffers an additional 9 2d8 lethal damage and all natural spells are suppressed for 5 rounds 10 Roll twice, ignoring rolls of 10 Level: 5 Compass Casting Time: 1 half action Distance: Touch Duration: Instant Saving Throw: Fortitude negates Effect: The target rapidly ages when time catches up on it on the Astral Plane (see page 255) or while under the effect of Out of Times Grip. Level: 4 Charm Casting Time: 1 full round Distance: Touch Duration: Instant Saving Throw: Will negates Effect: The target permanently loses memory of the last 24 hours. Level: 4 Conversion (Air, Fire) Casting Time: 1 half action Distance: Local Area: 10 ft. per Casting Level cube Saving Throw: Fortitude negates (condition) Effect: As Quench, except that the Ambient Light in Area turns to None (see Fantasy Craft page 218). The smoke dissipates in 3 rounds but everyone within it must succeed at Fortitude save each round or become sickened.

Starmantle II

Stygian Ice Storm

The Clutches of Time

Surelock

Touch of the Styx

Swarm Curse

Transmute Fire to Smoke

Tanarri Tribulation
Level: 5 Affliction (Aligned) Casting Time: 1 half action Distance: Local

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Level: 5 Conversion Casting Time: 1 full round Distance: Touch Duration: 1 day Effect: Up to 10 arrows or bolts gain Lesser Accuracy Bonus Charm and are unaffected by strong winds. Level: 3 Creation Casting Time: 1 half action Distance: Personal Duration: 1 round per Casting Level Effect: You create one arrow or bolt of pure white energy per each 5 Casting Levels. Each missile may be of the three types. Enchanting: The missile deals stress damage and has Lesser Spell Effect (Charm Person I) charm. Harming: The missile deals force damage, has Bane (Outsiders) charm and is coated with paralyzing poison. Healing: The missile deals stress damage and has Lesser Spell Effect (Cure Wounds I) charm.

True Arrow

Saving Throw: None Effect: You steal life from the target and transfer it to yourself. The target suffers 1d6 lethal damage per 2 Casting Levels. You heal the same amount. Level: 4 Warding (Light) Casting Time: 1 half action Distance: Personal Duration: 1 minute pre Casting Level Effect: One ghostly wisp of light per Casting Level surrounds you. Each wisp may be expended as either natural defense or spell reflection (your choice). Level: 4 Energy Casting Time: 1 half action Distance: Personal Duration: Instant Saving Throw: Fortitude negates Effect: Your loud screech deals 1d8 bang damage per Casting Level with a blast increment of 2. Level: 2 Divination Casting Time: 1 half action Distance: Personal Duration: Concentration + 1 round per Casting Level (dismissible) Area: 60 ft. penetrating cone Preparation Cost: 1 Effect: You sense portals, conduits, and vortices (see pages 271 and 272). Once you find one, you may pay the Preparation Cost to identify its key (if any) and destination. Level: 7 Conversion (Aligned, Earth) Duration: Instant Area: 10 ft. per Casting Level sphere Effect: As Earthquake, except that the damage is 1d6 lethal per Casting Level and unnatural objects such as buildings are unaffected. Also, the spell only works on the Gray Waste. Level: 3 Weather (Air) Casting Time: 1 full round Distance: Local Duration: 1 round per Casting Level Effect: You summon forth four powerful winds, each of which protects a single Large or smaller target. The target

Vengeful Strike

True Arrow of Law

Vrocks Screech

Warp Sense

Level: 1 Glory (Aligned) Casting Time: 1 half action Distance: Touch Duration: 1 minute per Casting Level Effect: Luck of the faeries is imparted upon the target, granting a +1 magic bonus on all saving throws and skill checks. Level: 6 Compass Effect: As Teleport II, except that it only works for moving between layers of the Abyss. Level: 2 Artifice Casting Time: 1 half action Distance: Touch Duration: 1 round per Casting Level Effect: You gain a +10 magic bonus with Knowledge checks (item value) for 1 item per Casting Level.

Twilight Touch

Up the Abyssal Walls

Wastequake

Value

Windsphere

Vampiric Touch

Level: 3 Shadow (Darkness) Casting Time: 1 half action Distance: Touch Duration: Instant

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River Styx
Those unfortunate enough who touch or drink the water of the Styx forget their entire past life, including Alignment and any known spells unless they succeed on a Will save (DC 20). Those that succeed merely forget the past 5 minutes prior to touching the Styx. Memory loss can be restored with spells such as Wish and Winged Memory.

gains damage immunity (Hurled weapons, Ranged weapons) and the Parry trick. Level: 4 Healing Casting Time: 1 full round Distance: Touch Duration: Instant Effect: Targets memory which was lost to the river Styx (see sidebar) or Touch of the Styx is restored. If used on a spellcaster, it restores 2 Spell Points. This spell counters Blessed Forgetfulness. Level: 9 Compass Casting Time: 2 full rounds Distance: Local Duration: Instant Saving Throw: Will negates Effect: The target is banished to a random layer on a random Lower Plane. 1d8 roll 1 2 3 4 5 6 7 8 Lower Plane Acheron Baator Gehenna Gray waste Carceri The Abyss Pandemonium GMs choice

Winged Memory

Witchs Banishment

Level: 4 Shadow Casting Time: 1 half action Distance: Local Duration: Instant Effect: You transfer up to 1d6 points of damage per Casting Level from the target to a willing recipient. If the damage would bring recipient below 1 wound point, you suffer the remaining amount of damage.

Wound Transfer

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Chapter 4: Forge
Planewalkers require coin and gear just as all other heroes do. Expertise and skills are vital to your planar travel, but without the right items and tools, your skills wont always be enough. This chapter focuses on new equipment, magic items, reputation, and related rules.

campaign (check with the GM if youre unsure). Upgrades may not be applied to fittings and may not decrease any armor penalty below 0. Upgrade Descriptions Aasimar: Not only does this armor look good, it is reinforced to withstand extra punishment. Baatorian Green Steel: This ore is produced on Avernus, the first layer of Baator. It is lighter than normal steel and the baatezu are very protective of it thus making it quite rare on planar markets. Bariaur: Simple barding isnt enough for the bariaur and each armor must be custom-made. Genasi: The armor resists the harsh environments of the Inner Planes. Githyanki: The more ornamental, the better - say the githyanki. Githzerai: Githzerai prefer armors that allow them to easily move through liquid parts of Limbo. Karach: This shapeshifting metal is made by anarchs from Limbos raw chaos matter. The material is particularly light, almost like a cloth. If broken, the armor can be repaired at no cost by an anarch. Nathri: The armor helps the nathri blend into the background and prepare more effecient ambushes. Psychic: Ornately carved in the githyanki tradition, this armor protects the wearer from the physical effects of the Astral Planes psychic wind (see page 255). Tiefling: The armor can withstand the more dangerous conditions of the Lower Planes.

Goods are essential survival equipment lanterns, loadbearing gear, and other handy devices that can mean the difference between life and death for a curious planewalker. Good Descriptions Bariaur Harness: This specially designed frame backpack takes advantage of the bariaurs large back and unique physical configuration. Bariaur Saddle: Bariaur might in exceptional situation carry one of the slowmovers rather than just leaving him behind. For these situations, some bariaur carry special saddles, resembling in many ways a cross between a horses saddle and the aforementioned bariaur harness. Bariaur Shoes: Like horseshoes, these iron-shod shoes protect a bariaurs feet when he runs or walks on rough surfaces. Celestial Etheroscope: The etheroscope comprises a complex and extremely delicate set of brass-bound lenses, tubes, and glass vials filled with colored liquid. By looking at light refracted though the lenses and colored liquids, a character can attempt to discern the tides of fortune on any particular plane. Modron Storage Container: The most common sort of modron attachment is a boxlike container of metal and leather that can hold additional items.

Goods

This category includes bows, crossbows, and exotic variants. Bow Descriptions Arrows and Bolts: The following missiles can be found on the Planes. Acidic Sponge: The putty-like globes on the heads of these missiles are actually dried-up aquatic sponges found in many of the great lakes of Bytopia. Seemingly unremarkable to most scholars, these tiny sponges

Bows

Each armor may only have 1 craftsmanship and 1 materials upgrade at a time, though any number of customizations may be applied. Also, species craftsmanship is only possible if the species is present in the

Armor Upgrades

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Table 4.1: Goods Name Bariaur Harness Bariaur Saddle Bariaur Shoes Celestial Etheroscope Modron Storage Container

Effect +2 Str for carrying capacity; Bariaur only Can carry a person Protection for hooves 1 free hint per adventure from GM +2 Str for carrying capacity; Modron only DP ACP Speed +5 ft. +5 ft. -

SZ/Hand Const Comp Weight Era Cost S/Soft 2 5D 4 lbs. Ancient 3s S/Soft 2 7W 10 lbs. Ancient 10s D/Hard 2 5D 1/2 lb. Ancient 5s S/2h Brittle 1 25M 50 lbs. Reason 1,000s S/Hard 2 7D 10 lbs. Ancient 5s Weight +25% +25% -25% -50% Era Ancient Primitive Primitive Ancient Primitive Primitive Ancient Ancient Primitive Ancient Cost +150% +25% +100% +25% +25% +50% +200% +400% +400% +100%

Table 4.2: Armor Upgrades Name DR Effect Craftsmanship +1 to users Aasimar +1 Appearance bonus Bariaur Genasi Githyanki Githzerai Nathri Tiefling Materials Baatorian green steel Karach Psychic Bariaur only +1 +1 to users Appearance bonus - No Swim penalty Small only, +2 gear bonus with Sneak - Acid Resistance 4 Armor is lightened Armor is lightened Protects from psychic winds

Disguise Const Comp -4 -4 +1 save +1 save +5 +2 +5 +2 +5 +5 +5 +5

Table 4.3: Arrows and Bolts Name Dmg Threat Acidic Sponge (10) 1d6 acid Acheronian (20) 1d8 subdual Rule-of-Three (10) 1d6 lethal -

Range -

Qualities Spread

SZ/Hand -

Const Hard 1 Hard 1 Hard 1

Comp 10W 10D 12W

Weight 1/10 lb. 1/10 lb. 1/10 lb.

Era Cost Ancient 20s Ancient 15s Ancient 30s

Table 4.4: Weapon Upgrades Name Effect Craftsmanship Aasimar +2 threat range vs. Alignment (Evil) Bariaur Adds cavalry quality Genasi +2 threat range vs. elementals Reputation cost is lowered by 5 Githyanki (minimum 0) if it is magical Githzerai Adds finesse quality Nathri Adds poisonous quality Tiefling +2 threat range vs. Alignment (Good) Material Baatorian green steel +1 damage Karach Aligned Damage (Chaos)

Const +1 save -

Comp +2 +2 +2 +2 +5 +2 +5 -

Weight +50% -25% -50% -50%

Era Primitive Primitive Primitive Ancient Primitive Primitive Primitive Ancient Primitive

Cost +100% +25% +100% +400% +100% +50% +100% +400% +400%

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were accidentally discovered to have the property of being able to absorb acids and store them in their bodies with no harm to themselves. Acheronian: These missiles have been fashioned from one of the great cubes of Acheron and carry a portion of Acherons heart within them. Rule-of-Three: These missiles are the work of a twisted mechanical genius. Just beneath the head of each bolt is a small catch, that when pressed, unlocks the head of the bolt, allowing it to divide upon impact.

Each weapon may only have 1 craftsmanship and 1 materials upgrade at a time, though any number of customizations may be made. Also, species craftsmanship is only possible if the species is present in the campaign (check with the GM if youre unsure). Upgrade Descriptions Aasimar: If the weapon was built to slay, then let its targets be the

Weapon Upgrades

spawns of evil. Baatorian Green Steel: This ore is produced on Avernus, the first layer of Baator. It is lighter than normal steel and is processed into razor-fine edges. The baatezu are very protective of it thus making it quite rare (and thus expensive) on planar markets. Bariaur: Due to their physical build, the bariaur prefer mounted tactics in combat. Genasi: Due to their simple nature, the elementals can usually be only reasoned with a deadly demonstration of an attuned weapon. Githyanki: The secrets of the red dragon magic can be used to prepare the weapon for further enchantment. Githzerai: The githzerai are known for their thin and sharp blades. Karach: This shapeshifting metal is made by anarchs from Limbos raw chaos

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matter. The weapon gains Essence: Aligned Damage (Chaos) and is particularly light. If broken, the weapon can be repaired at no cost by an anarch. Nathri: The nathris natural venom is exploited even more when applied to the weapon of choice. Tiefling: The vile weapon is attuned at cutting down those that represent that which is good.

Life on the Planes is easier when you can count on your fellow philosophers. In addition to Favors in Fantasy Craft (see Fantasy Craft page 188), members of various planar Organizations (see Chapter 5) can also gain access to favors listed below (see Table 4.5: Favors).

Favors

These earrings are made from hardened sap of the razor vine. When properly prepared, items made from this substance can be enchanted with powerful spells of protection. Item: Pair of earrings Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) These amulets were created by baatezu and tanarri in order to balance the scales when it comes to their weaker troops. The amulets are claw- or tooth-shaped chunks of stone, each with a tarnished metal wire wrapped around. Item: Amulet Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20) These amulets are commonly worn by honored guests when traveling through the Abyss. An identifying mark is placed on the amulets front and its back is inscribed with the name of the wearer and the areas to which he is allowed access. The owner can use it to call upon demonic assistance when necessary. Item: Silver chain with adamantine disk Charm: Lesser Spell Effect (Call from Beyond II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 1214, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 3 (Level 1-4), 6 (Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 (Level 15-18), 18 (Level 19-20)

Amber Earrings

Amulet of superiority

The planes are filled with magic, especially in form of powerful magical items. The items youll be able to find range from the mundane pipes that spew forth clouds of death to living tattoos. This a small pipe wooden pipe, carved to resemble the head of a demon. When used, this pipe billows forth great gouts of deadly fumes from the layers of the Abyss. Item: Wooden pipe Charm: Lesser Spell Effect (Cloudkill 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20) This glistening green tear is as hard and smooth as a pearl. When placed on the tongue, it gives the user the ability to spit forth spiraling bolts of acidic green energy at an opponent. Item: Green tear Charm: Lesser Spell Effect (Adders Kiss 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20)

Magic Items

Abyssal Pipe

Amulet of the Abyss

Adders Tear

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Table 4.5: Favors Favor Absorb Madness Character is healed from permanent madness Alter Ego Character temporarily gains 1 additional Alignment for the adventure Renown Requirement Bleak Cabal 4 Revolutionary League 1 Minimum Downtime M D D W D D D M D W W W M W M D D D Reputation Cost 15 15 5 25 20 10 15 5 x per Size category above Medium 15 5 10 25 8 x Renown Requirement 1 per 1,000s or 2 Reputation value 5 x Characters TL 4 x Spell Level 25 15 25 x 10. ft. sphere

Band of Friends A character immediately Free League 2 knows the top 5 Indep allies in the current town Bankruptcy Character loses all his Prizes except those equipped Biggest Boss Character becomes a Xaositects factol for 1 to 3 days Blood War Raid Character accompanies a Blood War raid party Broad View Retain access to one of ex-Alignments feats Deconstruct One building is razed to the ground Defender of the Wild One Animal gains the Predatory Template Lost in the Morgue One dead body disappears permanently Faster Recovery Party recovers / heals twice as fast Fated or Merkhants 8 Xaositects 6 The Guardians or the Order of the Planes-Militant Converts 2 Doomguard 2 Verdant Guild 2 Dustmen 2 Bleak Cabal 2

Find Self Anew A multiclassed character gains a Minds Eye 2 new Core Ability and looses the previous one Imagine Character gets access to a favor from Noble or Military Renown tracks Legendary Magic Item Location of an unfamiliar magic item is revealed Locate One characters current location is revealed Loophole Character benefits from 1 successfully cast spell 1 to 3 times Mercy Character may Cheat Death if he has been dead no longer than 1 day Official Pass A character gains access to Buxenus, Arcadias second layer Order within Chaos A part of Limbo assumes permanent form Payback Time A character benefits from any one Favor Sign of One 6 Incanterium 4 Mercykillers or Sodkillers 4 Fraternity of Order equal to Spell Level Sons of Mercy 6 Harmonium 2 Anarchs 8 Ring-givers 2

D + Favors 10 + Favors Minimum Reputation Cost Downtime

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Table 4.5: Favors (Continued) Favor Permanent Insanity Character inside the Gatehouse succumbs to Grim Retreat Precise Calculations Crafting time is reduced in half Release from the Bliss A character is released from the Gilded Hall Sabotage Cancel all results of a Favor Shifting Character changes Renown track Smooth Transition Character changes Alignment without triggering the Crisis of Faith Subplot Summary Judgment Character in custody is put to death Private Sensoriums A non-Sensate character gains access to private sensoriums Propaganda GM cannot spend action dice for members of a targeted church during the adventure Refinement One item is upgraded to superior Reimagining Dead or missing character is brought back to this life Release from the Bliss A character is released from the Gilded Hall Sabotage Cancel all results of a Favor Shifting Character changes Renown track Smooth Transition Character changes Alignment without triggering the Crisis of Faith Subplot Summary Judgment Character in custody is put to death Summary Pardon Character in custody is released Tournament Draw people to a fighting event: Small (local; 10100 attendees) Medium (city-wide; 100500 attendees) Large (region-wide; 5002000 attendees) Massive (national; 200010,000 attendees) Renown Requirement Bleak Cabal 8 Mathematicians 2 Society of Sensation 8 Dispossessed or Opposition or Revolutionary League 2 Xaositects 4 Converts or Transcendent Order 2 Mercykillers or Sodkillers 6 Society of Sensation 2

Minimum Downtime W D D D D W D D

Reputation Cost 25 1 per 1,000s or 2 Reputation value 20 10 + Favors Reputation Cost 10 15 25 10

Athar 8 Believers of the Source 2 Sign of One 4 Society of Sensation 8 Dispossessed or Opposition or Revolutionary League 2 Xaositects 4 Converts or Transcendent Order 2 Mercykillers or Sodkillers 6 Sons of Mercy 6

M W D D D D W D D

25 10 20 20 10 + Favors Reputation Cost 10 15 25 25

Brotherhood of Glory Brotherhood of Glory Brotherhood of Glory Brotherhood of Glory

2 4 6 8

D D W D

5 10 15 20 15

Wild Zone Area becomes a wild magic zone Xaositects 4 (see Fantasy Craft page 326) during the adventure

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The Father of Battles, Clanggedin Silverbeard, designed the hammers to aid dwarven soldiers throughout the multiverse. One who possesses such a weapon is expected to use it at least weekly in battle. After three weeks of inactivity, the hammer magically disappears from owners possession. Item: War hammer (2-handed item) Essence: Feat (Make Me a Stone) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 20 (Level 1-6), 30 (Level 7-12), 40 (Level 13-18), 50 (Level 19-20) Arcane key, also known as spell key, is a secret item unique to each plane. It is capable of attuning owners spells to the magical vibrations of the plane. The owners spells from a single Discipline or Energy / Element start functioning normally, ignoring suppressed, enhanced, diminished, and other conditions imposed by the plane except for countered (see page 239) and those beyond arcane keys capabilities (e.g. the howling winds of Pandemonium). Arcane keys can be anything runes, words, or equations. Some arcane keys only attune a single spell. Item: Miscellaneous Essence: Feat (Lightning Reflexes) This finely wrought trumpet plays beautifully in the hands of any talented trumpeter. Item: Trumpet (2-handed item) Essence: Class Enhancement (Next levels abilities from Priest class) Reputation Value: 15 These serrated axes have been recovered from the Blood War battlefields. They were crafted by anarchs on Limbo. Item: Axe (1-handed item; upgrades: karach) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 5 (Level 16), 15 (Level 712), 25 (Level 1318), 35 (Level 1920) Crafted specifically with the adept crosstrader in mind, this magical blade masks the

Arcadian Dwarven Hammer

approach of the wielder by muffling any sounds he or she might make in passing, thus improving his or her chances of approaching a target by stealth. Item: Long knife (1-handed item) Charm: Lesser Skill Ranks (+1 Stealth at Level 16, +2 Stealth at Level 712, +3 Stealth at Level 1318, +4 Stealth at Level 1920) Reputation Value: 2 (Level 1-6), 4 (Level 7-12), 7 (Level 13-18), 11 (Level 1920) This nondescript brass horn is in fact a magical item crafted on the Upper Planes. Item: Brass horn Charm: Lesser Spell Effect (Castigate I 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 4 (Level 4-8), 8 (Level 9-12), 12 (Level 13-17), 16 (Level 18-20) These sharp axes have been recovered from the Blood War battlefields. They were crafted by anarchs on Limbo. Item: Battle axe (2-handed item; upgrades: karach) Charm: Greater Damage Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Reputation Value: 10 (Level 12), 20 (Level 36), 30 (Level 710), 40 (Level 1114), 50 (Level 1518), 60 (1920) These holy blades have been recovered from the Blood War battlefields. They were crafted by unknown master smiths on the Upper Planes. Item: Short sword (1-handed item) Essence: Aligned Damage (Good) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 9 (Level 16), 19 (Level 712), 29 (Level 1318), 39 (Level 1920) This piece of delicious milk chocolate has had its creamy, caramel center blessed by a powerful priest of an unnamed power of

Bakus Trumpet

Arcane Key

Battle Axe of Discord

Archons Horn

Blade of Loyalty

Axe Of Anarchy

Blessed Candy

Backbiter

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good. Placing it inside the mouth will confer this blessing upon the devourer. Item: Chocolate candy Charm: Lesser Spell Effect (Bless 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 1 (Level 1-4), 2 (Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 (Level 15-18), 6 (Level 19-20) When an opponent is struck with sufficient force, acid is released thru the spongy surface of the mace. From the resulting spray of acid, the adversary can become temporarily blinded making him easier to hit. Item: Mace (1-handed item) Essence: Exotic Damage (Acid) Charm: Lesser Spell Effect (Blindness / Deafness 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 4 (Level 1-4), 5 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, its power spreads through the users veins and heart. Like its younger cousin, the clot charm, the blood charm stimulates the users blood into clotting and scabbing over existing wounds, healing damage the user may have suffered before consuming the charm. Item: Hardened blood drop Charm: Lesser Spell Effect (Cure Wounds II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20)

Blind Terror

penetrating even the skin of fiends. Despite their vicious appetite and temperament, blood flies are used by healers to draw forth diseased blood from an individual or even drain blood from a dead body. On occasion, blood flies are used to siphon off rare types of blood and are then paralyzed with powders or spells and kept in storage for future use. This particular blood fly charm seems to hold the blood of a lesser fiend, an abishai, in its food sac. Item: Blood fly Essence: Greater NPC Quality (Regeneration 2) Charm: Lesser Spell Effect (Cure Wounds I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 1214, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 16 (Level 1-4), 17 (Level 5-7), 18 (Level 8-11), 19 (Level 1214), 20 (Level 15-18), 21 (Level 19-20) This dark red liquid, said to be made of the blood of the great wyrm kept in Mercykillers Tower of the Wyrm, intensifies imbibers guilt. If the blood enters the targets body, whether he drink the liquid or gets cut by a sword coated with it, his lies soon become evident to everyone. Item: Vial Charm: Lesser Spell Effect (Zone of Truth 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 3 (Level 1-4), 6 (Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 (Level 15-18), 18 (Level 19-20) This old finger bone charm has been hollowed out and tiny symbols have been scratched on its surface. The bone charm temporarily strengthens the users skeleton and acts as a ward against breaks and fractures. Item: Finger bone Essence: Lesser Damage Resistance (Blunt weapons) Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 16 (Level 1-6), 24

Blood of Justice

Blood Charm

Bone Charm

Blood flies are pests believed to have originated from one of the Lower Planes. In many ways, they resemble mosquitoes with an insatiable appetite -- a cloud of blood flies can suck all the blood from a human body within minutes. Their stingers are capable of

Blood Fly Charm

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(Level 7-12), 32 (Level 13-18), 40 (Level 19-20) Once snugly fitted, boots of the border allow the wearer to stride onto the area of the Border Ethereal that touches the plane upon which the boots were fashioned. Item: Leather boots Charm: Lesser Spell Effect (Blur 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) This bottle holds pure, clean air a limitless supply of the stuff. The clear glass bottle looks empty (its only got air inside after all). Item: Flask Charm: Lesser Spell Effect (Water Breathing 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 3 (Level 1-4), 6 (Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 (Level 15-18), 18 (Level 19-20)

Boots of the Border

Reputation Value: 11 (Level 12), 19 (Level 36), 27 (Level 710), 35 (Level 1114), 43 (Level 1518), 51 (1920) This type of weapon, thought to be forged by the flames of the Elemental Plane of Fire, is extremely rare, even in Sigil. The elemental properties of the hammer grants it wielder an increased resistance to fire and fire-based attacks. Item: War hammer (2-handed item) Essence: Lesser Damage Resistance (Fire) Reputation Value: 4 This primitive looking weapon is popular among the inhabitants of Shurrock. The unique characteristic of the Bytopian flintspear is that when struck by steel, it bursts into flame. Item: Boar spear (2-handed item) Essence: Exotic Damage (Fire) Reputation Value: 3 Each celestial sword is aligned with its patron, a being of the Upper Planes, who makes a pact with the wielder through the sword. The wielders side of the contract is that he will defend the cause of good; the patron pledges to provide the swords wielder with special powers as long as he is true. Item: Broadsword (1-handed item) Essence: Lesser Aligned Damage (Good) Charm: Lesser Accuracy Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 7 (Level 1-6), 15 (Level 7-12), 23 (Level 13-18), 31 (Level 19-20) These thin metal earrings are actually a series of well-crafted lockpicks. If need be, you can unhook them and use them to pick open stubborn locks. Item: Pair of earrings Charm: Lesser Skill Ranks (+1 Prestidigitation at Level 16, +2 Prestidigitation at Level 712, +3 Prestidigitation at Level 1318, +4 Prestidigitation at Level 1920) Reputation Value: 4 (Level 1-6), 8 (Level 7-12), 12 (Level 13-18), 16 (Level

Brimstone Hammer

Bottled Breath

Bytopian Flintspear

Celestial Sword

Bow Of Law

These perfectly tuned bows have been recovered from the Blood War battlefields. They were crafted by modron smiths on Mechanus. Item: Short bow (2-handed item) Essence: Greater Aligned Damage (Order) Charm: Lesser Accuracy Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 7 (Level 1-6), 11 (Level 7-12), 19 (Level 13-18), 27 (Level 19-20)

Chained-Teeth Earrings

Bow Of Order

These perfectly tuned bows have been recovered from the Blood War battlefields. They were crafted by modron smiths on Mechanus. Item: Long bow (2-handed item) Essence: Greater Aligned Damage (Order) Charm: Greater Accuracy Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920)

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19-20) These chains, forged from solid sunbeams, are reputed to have been designed by the power Reorx himself. Whether they came from his halls, or from the halls of Clanggedin Silverbeard, or from the more ordinary smithies of Arcadia, the fact remains that these chains are hugely effective when used against the right targets. Item: Manacles Charm: Greater Spell Effect (Sunlight I - 1 use per adventure at Level 6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 1619, 5 uses per adventure at Level 20) Reputation Value: 21 (Level 6-7), 42 (Level 8-11), 63 (Level 12-15), 84 (Level 1619), 105 (Level 20) This is a solid silver goblet. Coiled around the stem is the jewel-encrusted carving of a snake. Five runes inscribed in gold are evenly spaced around the chalices outer rim they are the names of the five planes to which travel is possible using the chalice. These planes are the Ethereal, the Prime Material, the Astral, the Gray Waste and the Abyss. Item: Silver goblet Charm: Lesser Spell Effect (Teleport I 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20) This piece of charcoal is a charred bone fragment of some creature, perhaps a finger bone or a talon. Various symbols have been scratched onto its surface... the scratchings are so faint you almost missed them. Item: Charred bone Essence: Greater Damage Resistance (Fire) Reputation Value: 15 These special periapts are only found within possessions of night hags. In addition to usual powers, the charm exclusively grants any night hag Spirit Type. Hags go to great pains to retrieve lost periapts; it takes one month and 100 larvae to create another. Item: Periapt

Chains of Light

Essence: Greater Save Bonus (Will) Charm: Lesser Spell Effect (Restoration II 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 29 (Level 4-8), 33 (Level 9-12), 37 (Level 13-17), 41f (Level 18-20) While practicing, some Mage students discovered a means to condense and store knowledge into a charm form. This particular charm contains the entire resource library of the famed Charon School of Mages. Item: Blue drop Charm: Greater Skill Ranks (+2 Investigate at Level 12, +3 Investigate at Level 36, +4 Investigate at Level 710, +5 Investigate at Level 1114, +6 Investigate at Level 1518, +7 Investigate at Level 1920) Reputation Value: 8 (Level 12), 12 (Level 36), 16 (Level 710), 20 (Level 11 14), 24 (Level 1518), 28 (Level 1920) This copper piece has been clipped... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the clipper to use the shaved copper to make another coin. Although many Hive dwellers practice this method of making money, when the Fated faction practices it, they do so with a frightening sense of purpose, creating charms that reflect their own miserly natures. In order to create these charms, the Fated faction seek out failed business owners and other individuals who once possessed great wealth, then had a reversal of fortune and were left desitute. These individuals are then given enchanted carving blades and asked to clip a copper for the Fated in a tedious day-long ritual, which infuses the copper coin with the last traces of their former luck. The ritual and the nature of the individual clipping the copper allows a minor enchantment to seep into the coin and affect the fortune of the whoever uses it. When the clipped copper charm is flipped into the air, it will spill into a rain of copper pieces, and bestow some luck upon the user. Item: Clipped copper coin Charm: Lesser Spell Effect (Luck 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per

Charm of Infinite Recall

Chalice of Plane Travel

Clipped Copper Charm

Charcoal Charm

Charm of Blackness

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scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 1518), 12 (Level 19-20) This glistening blood drop is as hard and smooth as a pearl. When placed on the tongue, its power spreads through the characters bloodstream. The charm stimulates the users blood into clotting and scabbing over existing wounds, healing any minor damage the user may have suffered before consuming the charm. Item: Hardened blood drop Essence: Damage Resistance (Edged weapons) Charm: Lesser Spell Effect (Cure Wounds I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 9 (Level 1-4), 10 (Level 5-7), 11 (Level 8-11), 12 (Level 12-14), 13 (Level 15-18), 14 (Level 19-20) This club seems to be made from some sort of prickly plant. Small thorns adorn the head of the club and can easily be broken off. Item: Club (2-handed item) Charm: Lesser Spell Effect (Insanity I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 1 (Level 1-4), 2 (Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 (Level 15-18), 6 (Level 19-20) Cockroaches are as common on the Outer Planes as other scavengers. The shell of this particular dead cockroach has been dotted with paints and faint arcane symbols. Item: Cockroach shell Essence: Damage Resistance (Blunt weapons) Charm: Greater Damage Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Reputation Value: 24 (Level 12), 32 (Level 36), 40 (Level 710), 48 (Level 1114), 56 (Level 1518), 64 (Level 1920)

Clot Charm

This corpse fly looks like it was frozen; it appears to be dead, but you cant be sure. Item: Corpse fly Charm: Lesser Spell Effect (Swarm Curse 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) The body of this cranium rat has been specially prepared: its insides have been hollowed out and stuffed with various herbs and shreds of papyrus containing arcane symbols. Item: Dead cranium rat Charm: Attribute Bonus (+1 Intelligence at Level 16, +2 Intelligence at Level 712, +3 Intelligence at Level 1318, +4 Intelligence at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20) This clear gem was created by modrons in order to provide others with an insight into their (i.e., correct) way of thinking. Such an act of benevolence is uncommon among the modrons, but a body can assume that some of them believe that getting others to see their way of thinking is ultimately logical and helpful to modron goals. Anyone gazing into this crystal for a short period becomes much more likely to succeed in a desired action. Item: Gem Charm: Lesser Spell Effect (Luck 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) This cranium rat tail charm is particularly filthy and smells faintly of vomit. The tail is stiff, like a wire, and it can be bent into different shapes... it would almost make a great lockpick, except it is too thick.

Corpse Fly Charm

Cranium Rat Charm

Club of Nettles

Crystal of Clear Focus

Cockroach Charm

Dirty Rat Charm

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Item: Cranium rats tail Charm: Lesser Skill Ranks (+1 Stealth at Level 16, +2 Stealth at Level 712, +3 Stealth at Level 1318, +4 Stealth at Level 1920) Reputation Value: 4 (Level 1-6), 8 (Level 7-12), 12 (Level 13-18), 16 (Level 19-20) Created from the blood of a displacer beast, this ring is able to partially redirect the force of any ordinary weapon. Item: Ring Charm: Lesser Spell Effect (Blur 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) When lit, this censer has the power to entice the soul back of the recently departed. Item: Censer Charm: Lesser Spell Effect (resurrection I 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20) When its powers are awakened and its name known, Edge of Oblivion becomes entirely black where once just the edges were ebony, now the blackness has spread across the entire blade. The chill the blade radiates has increased ten-fold, so much so that it is painful to hold it for too long. There is some speculation that a Sphere of Annihilation has somehow been encaged within the axe itself, but again this is only speculation. Given that the planes are infinite, anything is possible. Item: Broad axe (2-handed item) Essence: Lesser Damage Resistance (Cold) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 9 (Level 1-6), 18 (Level 7-12), 28 (Level 13-18), 38 (Level 19-20)

Displacer Ring

is a shaft of polished shark cartilage ending in four radially spaced prongs of sharp coral, all reinforced with magic. The trident can transform into a 7-foot-long eel with silvery scales. Item: Trident (1-handed item) Charm: Lesser Spell Effect (Natures Ally II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 3 (Level 5-7), 5 (Level 8-11), 7 (Level 12-14), 10 (Level 15-18), 13 (Level 19-20) The Inner Planes have no north, south, east, or west, and some dont even have an up or down. Up is whatever direction a being decides. With this condition, normal compasses are useless, so a cutter needs an elemental compass instead. Item: Compass (1-handed item) Charm: Greater Skill Ranks (Knowledge (geography and navigation[Inner Planes]) +2 ranks at Level 1 2, +3 ranks at Level 3 6, +4 ranks at Level 7 10, +5 ranks at Level 11 14, +6 ranks at Level 15 18, +7 ranks at Level 19 20) Reputation Value: 4 (Level 1-2), 7 (Level 3-6), 11 (Level 7-10), 15 (Level 1114), 19 (Level 15-18), 23 (Level 19-20) This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies. As an added benefit, the smell of the fluid is more than sufficient to mask the smell of any rotting bodies it is used on. Item: Jar Charm: Lesser Spell Effect (Embalming I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 1214, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 1 (Level 1-4), 2 (Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 (Level 15-18), 6 (Level 19-20) Small hollowed ceramic globes measuring no more than 3 inches across, these items are the bane of fiends of all types at least those of minor to medium status. When broken, a fiend glove summons a

Elemental Compass

Divine Censer

Edge of Oblivion

Embalming Fluid

Fiend Globe

Eel Trident

Favored by noviere eladrins, the trident

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minor fiend from the Lower Planes. Item: Ceramic globe Charm: Lesser Spell Effect (Call from Beyond II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 3 (Level 1-4), 6 (Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 (Level 15-18), 18 (Level 19-20) Each fiendblade is aligned with its patron, a being of the Lower Planes, who makes a pact with the wielder through the sword. The wielders side of the contract is that he will promote the cause of evil; the patron pledges to provide the swords wielder with special powers as long as he is true. Item: Jagged sword (1-handed item) Essence: Lesser Aligned Damage (Evil) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 9 (Level 1-6), 19 (Level 7-12), 29 (Level 13-18), 39 (Level 19-20) Guardinals craft these silver-tipped spears on Arborea. Item: Boar spear (2-handed item) Essence: Lesser Aligned Damage (Good) Charm: Lesser Bane (+1 vs. outsiders at Level 16, +2 vs. outsiders at Level 712, +3 vs. outsiders at Level 1318, +4 vs. outsiders at Level 1920) Reputation Value: 6 (Level 1-6), 14 (Level 7-12), 18 (Level 13-18), 26 (Level 19-20) The flute possesses the power to disrupt the magic that binds conjured or summoned monsters. Thus, such creatures will simply be banished when certain special tunes are played on the flute. Item: Flute Charm: Greater Spell Effect (Purge 1 use per adventure at Level 6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 1619, 5 uses per adventure at Level 20) Reputation Value: 21 (Level 6-7), 42 (Level 8-11), 63 (Level 12-15), 84 (Level 1619), 105 (Level 20)

Fiendblade

These leather gloves give the user the ability to use his hands like claws. When the wearer attacks a foe with his hands, long black talons lance forth from the fingers of the gauntlets and allow the user to rake an opponent for additional damage. Item: Leather gloves Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20) When the wearer so chooses, he can reach his gloved hands through the Border Ethereal and onto the adjoining plane to grab an inanimate object. Item: Pair of gloves Charm: Storage (trigger item for extradimensional storage number of items up to 1/3 its Level [rounded up]) Reputation Value: 1-20 (equal to items Level) This bottle is made of opaque glass. When shaken vigorously and then opened, a very temporary gate opens within it to an Inner Plane and forms into a creature known as grue (see page 178). Item: Flask Charm: Lesser Spell Effect (Conjure Elemental III 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20) A guidon is a magical obelisk in the center of Limbos town, maintained by an anarch just for centering travelers. This item enables the owner to locate such an obelisk while traveling through Limbo. Unfortunately, the items are as unreliable as Limbos chaos soup and have a 5% chance per use to malfunction. Item: Compass Charm: Lesser Spell Effect (Locate Object 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5

Gauntlets of Rending

Gloves of Retrieval

Fiendslayer

Grue Bottle

Flute of Dismissing

Guidon Compass

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uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, its power spreads through the characters veins and heart. The heart charm is more powerful than the blood and clot charms, and it heals a number of wounds instantly, even serious or critical injuries. Item: Hardened blood drop Essence: Damage Resistance (Edged weapons) Charm: Lesser Spell Effect (Cure Wounds III 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 11 (Level 1-4), 14 (Level 5-7), 17 (Level 8-11), 20 (Level 12-14), 23 (Level 15-18), 26 (Level 19-20) A fearsome aura of power emanates from this massive weapon. Sharp, powerful lines adorn the shaft of this mace, which streak directly to a perfect sphere that serves as this weapons contact point. Perfectly curved spikes emanate from the perfectly-shaped sphere, yielding an image that is at once both arresting, yet awe-inspiring. A vibrant, royal purple hue surrounds this weapon of power. Item: Mace (1-handed item) Charm: Attribute Bonus (+1 Strength at Level 16, +2 Strength at Level 712, +3 Strength at Level 1318, +4 Strength at Level 1920) Reputation Value: 5 (Level 16), 15 (Level 712), 25 (Level 1318), 35 (1920) These small brass items fit over the ends of a bariaurs horns. They allow a male Bariaur to make charge attacks. Item: Brass horn caps Essence: Feat (Charging Basics) Reputation Value: 20 Each horn is tied to one of the Inner Planes; most graybeards believe that

Heart Charm

16 such horns exist altogether, one for each Elemental, Quasielemental, and Paraelemental Plane. Rumors persist of two additional horns, tied to the Positive and Negative Energy Planes respectively, but their existence has never been substantiated. Item: Horn Charm: Lesser Spell Effect (Conjure Elemental III 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20)

Heaven and Earth

These four horseshoes will be found in a group and will appear to the eye as normal iron shoes. When all four of these shoes are attached to the hooves of a horse, it is transformed into a Nightmare (see Fantasy Craft page 277). Item: Iron horseshoes Charm: Greater Spell Effect (Call from Beyond V 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Reputation Value: 27 (Level 8-11), 54 (Level 12-16), 81 (Level 17-20) This barbed earring marks the wearer as a member of the Free League faction. This earring is the home of an independent spirit which accompanies the wearer and does its best to protect him from harm. Whenever possible, the spirit gives its wearer a mental nudge to get them out of harms way... Item: Pair of earrings Essence: Lesser Save Bonus (Will) Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 16 (Level 1-6), 24 (Level 7-12), 32 (Level 13-18), 40 (Level 19-20) This charm is made from a small piece of hemp knotted into a loop. No matter how much you study it, however, you cannot seem to figure out how the knot was tied... it looks like it has been wrapped around, inside and even *through* itself several times. Item: Knotted hemp Charm: Lesser Spell Effect (Brawn I

Horseshoes of the Gray Waste

Indep Earring

Horn Caps of Battering

Knot Charm

Horn of the Inner Planes

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1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) These wicked lances have been recovered from the Blood War battlefields. They were crafted by unknown master smiths on Lower Planes. Item: Lance (1-handed item) Essence: Aligned Damage (Evil) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 9 (Level 1-6), 19 (Level 7-12), 29 (Level 13-18), 39 (Level 19-20) This scope possesses a strange ability; it clouds the eyesight of anyone who intends to harm the unborn wearer, making him seem blurry and indistinct to his enemies. Item: Scope Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20)

(Level 7-12), 33 (Level 13-18), 43 (Level 19-20) The lens of protection provides anyone looking through it complete protection from gaze attacks and sight-based dangers. In fact, the modrons developed the lens so that they could safely view chaotic events without harming their psyches modrons are always looking for ways to avert the horrible afflictions that cause some of their number to go rogue. Item: Lens Essence: Greater NPC Quality (blindsight) Reputation Value: 15 Considered standard equipment for any adventuring mage, bracelets such as these can be found across the planes. Judging by the markings on this particular bracelet it appears to have been made in a style quite common to Sigil. Item: Bracelet Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) This bracelet is a variation of the Magus Guard. Essentially using the same spells and glyphs as its predecessor, the Magus Shield is better able to focus the energy of the enchantments placed upon it. Item: Bracelet Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at 1920) Reputation Value: 16 (Level 12), 24 (Level 36), 32 (Level 710), 40 (Level 1114), 48 (Level 1518), 56 (1920)

Lens of Protection

Lance of Pain

Magus Guard

Lens of Confounding

This snap-on magnifying lens somehow seems inherently vicious to the unborn owner. He cant really explain why this is... he has a strange feeling its looking at him sometimes, sizing him up. Item: Magnifying lens Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20) This powerful lens heightens the perceptions and the thoughts of the wearer when worn. Item: Magnifying lens Essence: Interest Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 13 (Level 1-6), 23

Lens of Inherent Viciousness

Magus Shield

Lens of Perspicacity

When a mark is placed on ones forehead, it adheres to skin and blends in, becoming invisible. Marks come in all shapes and sizes the most common form is that of a simple, flawless gem shaped like a crystalline tear. Item: Gem

Mark of Invisible Alignment

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Charm: Lesser Spell Effect (Undetectable Alignment 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) The mimir is a minor magical item available in Sigil. Basically it is a device that gives answers to spoken questions, as long as those answers have been recorded by the mimirs creator. They come in many forms disks, cubes, leaves, stars, sunflowers, human and animal skulls, and plenty of other shapes. A mimir floats on its own and remains usable only on the Outer Planes. Item: Miscellaneous metal item Essence: Interest Reputation Value: 3 Placing this moldering, bitter piece of chocolate into mouth will result in the devourer vomiting forth great clouds of angry insects. Item: Chocolate Charm: Lesser Spell Effect (Swarm Curse 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) Made for the special dozen-units in the modron Army of the Blood War, heartspears are long, smooth weapons crafted of some peculiar metal. They are made for one purpose only to slay tanarri. The chant on their creation is that sometimes, when a powerful baatezu wants to punish an upstart inferior, it will throw the unfortunate into the energy pool of Primus. After a time, Primus becomes tired of holding these flawed souls in its person and crafts them into heartspears. Item: Boar spear (2-handed item) Essence: Lesser Aligned Damage (Order) Charm: Lesser Bane (+1 vs. outsiders at Level 16, +2 vs. outsiders at Level 712, +3 vs. outsiders at Level 1318, +4 vs. outsiders at Level 1920)

Reputation Value: 6 (Level 1-6), 14 (Level 7-12), 18 (Level 13-18), 26 (Level 19-20) This is a negative token: a flat, black disk that appears to have no substance to it at all. Turning it over reveals that it has no third dimension - there is no thickness to this item at all. Item: Black disk Charm: Lesser Spell Effect (Dominate Undead I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 1214, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20)

Negative Token

Mimir

Minaurosian Chocolate

This lavish adornment appears as a finely wrought platinum necklace adorned with tiny platinum feathers. Item: Platinum necklace Charm: Lesser Spell Effect (Spell Immunity I 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Reputation Value: 4 (Level 4-8), 8 (Level 9-12), 12 (Level 13-17), 16 (Level 18-20)

Nephilus of Spell Immunity

Modron Heartspear

Fashioned of strong cords and laced with tiny crystals, this net is used to capture spell crystals as they pass by (see page 244). Item: Net (2-handed item) Charm: Storage (trigger item for extra-dimensional storage number of items up to 1/3 its Level [rounded up]) Reputation Value: 1-20 (equal to items Level)

Net of Crystal Capturing

This oil must be applied to a cutter and all his possessions in order to work. Item: Flask Charm: Lesser Spell Effect (Move Earth 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at

Oil of Stone Integration

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Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20)

This enchanted mechanical device has been incorporated into a clock. It shows the relative position of the planets, moons, the stars, and the junctions of the Inner Planes. It allows a competent navigator to guide a vessel so that it can travel between the Elemental Planes of Air, Earth, Fire, Water; the Ethereal Plane; and the Prime Material Plane. Item: Orrery (immobile item) Charm: Greater Skill Ranks (Knowledge (geography and navigation [Inner Planes]) +2 ranks at Level 1 2, +3 ranks at Level 3 6, +4 ranks at Level 7 10, +5 ranks at Level 11 14, +6 ranks at Level 15 18, +7 ranks at Level 19 20) Reputation Value: 4 (Level 1-2), 6 (Level 3-6), 8 (Level 7-10), 10 (Level 11-14), 12 (Level 15-18), 14 (Level 19-20) This device allows a cutter to find his way around the Outer Planes. The two halves of the sphere separate if pulled apart, revealing a hollow cavity within. If an object from a particular plane is placed within this cavity, and the two halves joined, the compass indicates the direction of the nearest portal, conduit, path or vortex that lead to that plane. The compass spins about, eventually stopping and indicating the direction by means of a small arrow which juts out of one of the halves. Item: Iron sphere (1-handed item) Charm: Greater Skill Ranks (Knowledge (geography and navigation[Outer Planes]) +2 ranks at Level 1 2, +3 ranks at Level 3 6, +4 ranks at Level 7 10, +5 ranks at Level 11 14, +6 ranks at Level 15 18, +7 ranks at Level 19 20) Reputation Value: 4 (Level 1-2), 7 (Level 3-6), 11 (Level 7-10), 15 (Level 11-14), 19 (Level 15-18), 23 (Level 19-20) This long pole has a set of spring-loaded, sharpened jaws at one end and is engraved with mystic runes. It was made to catch creatures that can escape by teleporting away. Because of that, this weapon is very popular with the Harmonium, whose patrols often carry it. Item: Mancatcher (2-handed item) Essence: Feat (Polearm Basics)

Orrery of the Inner Planes

Charm: Lesser Spell Effect (Geas 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 14 (Level 4-8), 18 (Level 9-12), 22 (Level 13-17), 26 (Level 18-20) The chant is that these carved blocks of marblelike white stone come from the destroyed portals of Sigil. Most bloods scoff at this, since portals come in all shapes, sizes, and materials. When activated, the blocks emanate an invisible wall that prevents portals, gates, or conduits from appearing within its boundaries. Item: Stone blocks (stationary) Charm: Lesser Spell Effect (Surelock 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 2 (Level 4-8), 4 (Level 9-12), 6 (Level 13-17), 8 (Level 18-20) This small lead ball can be placed within portals framework and when next a creature uses that portal, the ball explodes in a fiery blast. Item: Lead ball Charm: Lesser Spell Effect (Fireball I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 3 (Level 1-4), 6 (Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 (Level 15-18), 18 (Level 19-20)

Planar Wards

Planar Compass

Portal Trap

Planar Mancatcher

This potion is an invaluable part of planewalkers equipment if he plans on visiting the Inner Planes. Item: Flask Charm: Lesser Spell Effect (Breath of the Elements 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Reputation Value: 4 (Level 4-8), 8 (Level 9-12), 12 (Level 13-17), 16 (Level 18-20)

Potion of Elemental Breathing

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This faceted crystal fits into the palm of a human hand and is reinforced with magic to protect it from harm. Item: Faceted crystal Charm: Greater Spell Effect (Maze 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Reputation Value: 24 (Level 8-11), 48 (Level 12-16), 72 (Level 17-20) This intricately designed sighting unborn scope folds up into itself when not in use. When activated, it clamps into place over the users left eye and immediately begins tracking any targets in range with a series of low, threatening *clicks.* Item: Scope Charm: Lesser Accuracy Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) These rings are quite common across the planes. Simple to make and in great demand, spellslingers usually create these items as a way to raise quick funds. Item: Ring Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) Created by a legendary guild of battle mages known as the Scarlet Seers, these enchanted blades were specifically designed as a defensive countermeasure against opposing spellcasters. Item: Dagger (1-handed item) Charm: Lesser Spell Effect (Spell Immunity I 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 2 (Level 4-8), 4 (Level 9-12), 7 (Level 13-17), 11 (Level 18-20) This weapon appears ad nothing more than a finely wrought platinum sword decorated with depictions of angelic beings and inset with semiprecious stones. Planetar Esocostes crafted

Prism Maze

the first such weapon, and he taught the art to a number of other aasimon smiths. Item: Platinum saber (1-handed item) Essence: Exotic Damage (Divine) Reputation Value: 3 Whenever any woman sits atop a saddle of Ahl Mitac (even if the saddle does not rest on a mount), an equar of the same alignment is instantly summoned as her steed. A pact can then be arranged between the rider and the equar. If at the time of the summoning a normal horse had been wearing the saddle, the equar interplanarly changes places with the animal. Item: Saddle Charm: Lesser Spell Effect (Call from Beyond III 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20) This weapon is used primarily on the Lower Planes, especially the Abyss. Its cruel barbs and cutting pain are effective against most any petitioner, and the lightning is effective against leatherheaded berks who just dont get the point the first time. Item: Barwhip (1-handed item) Essence: Exotic Damage (Electricity) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20) Theres some confusion whether this item originated on the Upper Planes or the Lower Planes. Whatever the case, denizens of both see some value in this weapon , for each has champions who use the weapon indiscriminately. Item: Scythe (2-handed item) Essence: Exotic Damage (Fire) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 5 (Level 1-6), 15 (Level 7-12), 25 (Level 13-18), 35 (Level 19-20)

Saddle of Ahl Mitac

Retractable Scope

Ring of the Traveler

Scourge of Lightning

Runeblade

Scythe of Flame

Saber of Final Striking

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The scythe is used almost exclusively by the baatezu to force order upon the petitioners unlucky enough to fall into their clutches. Item: Scythe (2-handed item) Charm: Lesser Spell Effect (Bestow Curse 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 3 (Level 5-7), 5 (Level 8-11), 6 (Level 12-14), 8 (Level 15-18), 9 (Level 19-20) Planewalkers use these stones to locate friends and companions. These items come in a set of two and once activated, a stone homes in on its match. A glowing arrow appears in the center of the translucent ball, pointing toward the other stone as a compass homes in on magnetic north. Item: Clear peridot ball Charm: Lesser Spell Effect (Locate Object 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) This appears to be a baby serpent of some sort that has been frozen into the shape of a ring. Its eyes glitter and swirl like jewels and even appear to move occasionally. Item: Ring Essence: Greater NPC Quality (Contagion immunity) Reputation Value: 15

Scythe of Pain

The manacles prevent whoevers wearing them from teleporting away from their troubles. They were created by the Mercykillers, who got tired of seeing folks fly out of their birdcage because they could teleport inherently. Item: Manacles (2-handed item) Charm: Lesser Spell Effect (Geas 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 2 (Level 4-8), 4 (Level 9-12), 6 (Level 13-17), 8 (Level 18-20) Theres some confusion whether this item originated on the Upper Planes or the Lower Planes. Whatever the case, denizens of both see some value in this weapon , for each has champions who use the weapon indiscriminately. Item: Sickle (1-handed item) Essence: Exotic Damage (Fire) Charm: Lesser Accuracy Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) Made on Mount Celestia, the scythe of light is more than just a formidable handto-hand weapon. Its also extremely valuable against the undead and as a light source. Item: Sickle (1-handed item) Essence: Class Ability (Turn undead) Charm: Lesser Spell Effect (Glow II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 18 (Level 1-4), 21 (Level 5-7), 24 (Level 8-11), 27 (Level 1214), 30 (Level 15-18), 33 (Level 19-20) The sickle originates on the Outlands, where its available to anyone with enough jink. Item: Sickle (1-handed item) Charm: Lesser Spell Effect (Hold Person 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5

Shifters Manacles

Seeker Stones

Sickle of Flame

Sickle of Light

Serpent Ring

Shamanic Rod
bird.

This is the severed foot of some large

Item: Birds foot Charm: Lesser Spell Effect (Magic Missile 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 1 (Level 1-4), 2 (Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 (Level 15-18), 6 (Level 19-20)

Sickle of Paralyzation

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94

uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 1 (Level 1-4), 2 (Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 (Level 15-18), 7 (Level 19-20) This is an ornate weapon of silvery metal found only on the corpses of gods. Githyanki never willingly allow a silver sword to fall into the hands of a non-githyanki. Item: Zweihander (2-handed item) Essence: Greater Threat Range (Melee) Charm: Lesser Spell Effect (Sever the Silver Cord 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 15 (Level 4-8), 20 (Level 9-12), 25 (Level 13-17), 30 (Level 18-20) Also known as a blink staff, this item appears to be a normal wooden staff, but when a command word is spoken, it allows the holder to temporarily enter the Ethereal Plane. Item: Quarter staff (2-handed item) Charm: Lesser Spell Effect (Blur 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 1 (Level 1-4), 2 (Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 (Level 15-18), 6 (Level 19-20) This scope looks as if its missing its lens, but in fact, the lens itself is displaced in space: if unborn owner uses his peripheral vision, he can make it out a few feet to his left, just hanging in space. When this scope is equipped, a portion of the wearer phases out, and he becomes extremely difficult to hit. Item: Scope Essence: Lesser Save Bonus (Reflex) Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at 1920) Reputation Value: 24 (Level 12), 32 (Level 36), 40 (Level 710), 48 (Level 1114), 56 (Level 1518), 64 (1920) This foul-smelling, oozing bit of chocolate will cause its owner to breathe out great gouts of toxic fumes when placed inside

Silver Sword

mouth. Item: Chocolate Charm: Lesser Spell Effect (Cloudkill 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20) These holy blades have been recovered from the Blood War battlefields. They were crafted by unknown master smiths on the Upper Planes. Item: Broadsword (1-handed item) Essence: Aligned Damage (Good) Charm: Greater Damage Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Reputation Value: 19 (Level 12), 29 (Level 36), 39 (Level 710), 49 (Level 1114), 59 (Level 1518), 69 (1920) These swords have been crafted by unknown smiths and with time have become scattered throughout the various planes of existence. Item: Long sword (1-handed item) Charm: Greater Bane (+2 vs. outsiders at Level 12, +3 vs. outsiders at Level 36, +4 vs. outsiders at Level 710, +5 vs. outsiders at Level 1114, +6 vs. outsiders at Level 1518, +7 vs. outsiders at Level 1920) Reputation Value: 11 (Level 1-2), 19 (Level 3-6), 27 (Level 7-10), 35 (Level 1114), 43 (Level 15-18), 51 (Level 19-20) This tattoo has two concentric rings with lines radiating from the center. When inscribed on the skin, the wearers perceptions of distance and balance become heightened, giving their attacks greater accuracy. Item: Tattoo Charm: Lesser Accuracy Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20)

Sword of Purity

Staff of Ethereal Action

Sword of the Planes

Stealth Lens

Tattoo of Accuracy

Stinky Chocolate

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This tattoo gives the wearers reflexes an additional edge, making him more difficult to hit. Item: Tattoo Charm: Attribute Bonus (+1 Dexterity at Level 16, +2 Dexterity at Level 712, +3 Dexterity at Level 1318, +4 Dexterity at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20) This tattoo has a barbed whip inscribed on it. When the wearer strikes an opponent in combat, the tattoo flares and the whip takes an extra bite out of the opponent. Item: Tattoo Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20)

Tattoo of Action

making his physical attacks more damaging and allowing him to carry more weight. Item: Tattoo Charm: Greater Attribute Bonus (+2 Strength at Level 12, +3 Strength at Level 36, +4 Strength at Level 710, +5 Strength at Level 1114, +6 Strength at Level 1518, +7 Strength at Level 1920) Reputation Value: 20 (Level 12), 30 (Level 36), 40 (Level 710), 50 (Level 1114), 60 (Level 1518), 70 (Level 1920)

Tattoo of Bloodletting

This tattoo bolsters the wearers reflexes, making him more difficult to hit and adding to his thief skills. Item: Tattoo Charm: Greater Attribute Bonus (+2 Dexterity at Level 12, +3 Dexterity at Level 36, +4 Dexterity at Level 710, +5 Dexterity at Level 1114, +6 Dexterity at Level 1518, +7 Dexterity at Level 1920) Reputation Value: 20 (Level 12), 30 (Level 36), 40 (Level 710), 50 (Level 1114), 60 (Level 1518), 70 (Level 1920) This tattoo bolsters the wearers endurance and pain threshold, making him more difficult to take down in combat. Item: Tattoo Charm: Greater Attribute Bonus (+2 Constitution at Level 12, +3 Constitution at Level 36, +4 Constitution at Level 710, +5 Constitution at Level 1114, +6 Constitution at Level 1518, +7 Constitution at Level 1920) Reputation Value: 20 (Level 12), 30 (Level 36), 40 (Level 710), 50 (Level 1114), 60 (Level 1518), 70 (Level 1920)

Tattoo of Greater Action

This tattoo makes the wearer more impressive and commanding, giving them a higher presence and leadership ability. Item: Tattoo Charm: Greater Attribute Bonus (+2 Charisma at Level 12, +3 Charisma at Level 36, +4 Charisma at Level 710, +5 Charisma at Level 1114, +6 Charisma at Level 1518, +7 Charisma at Level 1920) Reputation Value: 20 (Level 12), 30 (Level 36), 40 (Level 710), 50 (Level 1114), 60 (Level 1518), 70 (Level 1920)

Tattoo of Greater Presence

Tattoo of Greater Health

This tattoo is a minor ward against physical attacks. It hardens the wearers skin, making them more difficult to hurt in combat. Item: Tattoo Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Reputation Value: 16 (Level 12), 24 (Level 36), 32 (Level 710), 40 (Level 1114), 48 (Level 1518), 56 (Level 1920) This tattoo gives a minor gain to the wearers endurance and pain threshold, making him more difficult to take down in combat. Item: Tattoo Charm: Attribute Bonus (+1 Constitution at Level 16, +2 Constitution at Level 712, +3 Constitution at Level 1318, +4 Constitution at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20)

Tattoo of Greater Warding

Tattoo of Health

Tattoo of Greater Might Planescraft


(second PLAYTEST)

This tattoo increases the users strength,

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This tattoo adds a slight bonus to the users intelligence. Item: Tattoo Charm: Attribute Bonus (+1 Intelligence at Level 16, +2 Intelligence at Level 712, +3 Intelligence at Level 1318, +4 Intelligence at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 1920) This tattoo adds a slight bonus to the users strength, making his physical attacks more damaging and allowing him to carry more weight. Item: Tattoo Charm: Attribute Bonus (+1 Strength at Level 16, +2 Strength at Level 712, +3 Strength at Level 1318, +4 Strength at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 1920) This tattoo gives the wearer an edge when interacting with others, giving them a higher presence and leadership ability. Item: Tattoo Charm: Attribute Bonus (+1 Charisma at Level 16, +2 Charisma at Level 712, +3 Charisma at Level 1318, +4 Charisma at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 1920) This tattoo bolsters the users intelligence. Item: Tattoo Charm: Greater Attribute Bonus (+2 Intelligence at Level 12, +3 Intelligence at Level 36, +4 Intelligence at Level 710, +5 Intelligence at Level 1114, +6 Intelligence at Level 1518, +7 Intelligence at Level 1920) Reputation Value: 20 (Level 12), 30 (Level 36), 40 (Level 710), 50 (Level 1114), 60 (Level 1518), 70 (Level 1920) This tattoo enhances your natural talent for the Art. Item: Tattoo Essence: Class Enhancement (Next

Tattoo of Insight

Tattoo of Might

Tattoo of Presence

Tattoo of Revelation

levels abilities from Mage class) Charm: Spell Point Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 33 (Level 1-6), 41 (Level 7-12), 49 (Level 13-18), 57 (Level 19-20) This tattoo represents the fact you have achieved the pinnacle of your skills in the arts of magic. This tattoo enhances your natural talent for the Art considerably. Item: Tattoo Essence: Class Enhancement (Next levels abilities from Mage class) Charm: Greater Spell Point Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920)

Tattoo of the Magi

Tattoo of the Art

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Reputation Value: 41 (Level 12), 49 (Level 36), 57 (Level 710), 65 (Level 1114), 73 (Level 1518), 81 (Level 1920)

This tattoo represents the fact you have achieved the pinnacle of your skills in the stealthy arts. This tattoo gives you good fortune, heightens your reflexes, and enhances your thief skills, giving you a greater percentage chance of success. Item: Tattoo Essence: Class Enhancement (Next levels abilities from Burglar class) Charm: Greater Skill Ranks (+2 Prestidigitation at Level 12, +3 Prestidigitation at Level 36, +4 Prestidigitation at Level 710, +5 Prestidigitation at Level 1114, +6 Prestidigitation at Level 1518, +7 Prestidigitation at Level 1920) Reputation Value: 33 (Level 12), 37 (Level 36), 41 (Level 710), 45 (Level 1114), 49 (Level 1518), 53 (Level 1920) This tattoo bolsters the users wisdom. Item: Tattoo Charm: Greater Attribute Bonus (+2 Wisdom at Level 12, +3 Wisdom at Level 36, +4 Wisdom at Level 710, +5 Wisdom at Level 1114, +6 Wisdom at Level 1518, +7 Wisdom at Level 1920) Reputation Value: 20 (Level 12), 30 (Level 36), 40 (Level 710), 50 (Level 1114), 60 (Level 1518), 70 (Level 1920) This tattoo adds a slight bonus to the users wisdom. Item: Tattoo Charm: Attribute Bonus (+1 Wisdom at Level 16, +2 Wisdom at Level 712, +3 Wisdom at Level 1318, +4 Wisdom at Level 1920) Reputation Value: 10 (Level 1-6), 20 (Level 7-12), 30 (Level 13-18), 40 (Level 19-20)

Tattoo of the Master Thief

levels abilities from Soldier class) Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Reputation Value: 41 (Level 12), 49 (Level 36), 57 (Level 710), 65 (Level 1114), 73 (Level 1518), 81 (Level 1920) This tattoo heightens your thief skills, giving you a greater percentage chance of success. Item: Tattoo Essence: Class Enhancement (Next levels abilities from Burglar class) Charm: Lesser Skill Ranks (+1 Prestidigitation at Level 16, +2 Prestidigitation at Level 712, +3 Prestidigitation at Level 1318, +4 Prestidigitation at Level 1920) Reputation Value: 29 (Level 1-6), 33 (Level 7-12), 37 (Level 13-18), 41 (Level 19-20) This tattoo enhances your natural talent for combat, making you more difficult to hit. Item: Tattoo Essence: Class Enhancement (Next levels abilities from Soldier class) Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 33 (Level 1-6), 41 (Level 7-12), 49 (Level 13-18), 57 (Level 19-20) This tattoo is a minor ward against physical attacks. It hardens the wearers skin, making them more difficult to hurt in combat. Item: Tattoo Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) Contained in this bottle are the tears of sorrow that were shed by this persons relatives. All the rage and anguish of this persons senseless death in battle are

Tattoo of the Thief

Tattoo of the Soul

Tattoo of the Warrior

Tattoo of the Spirit

Tattoo of Warding

This tattoo represents the fact you have achieved the pinnacle of your skills in the warrior arts. This tattoo enhances your natural combat skills, making you more difficult to hit. Item: Tattoo Essence: Class Enhancement (Next

Tattoo of the Supreme Warrior

Tears of Sorrow

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contained in this smiling bottle. By throwing this bottle at an enemy, their wrath can be unleashed. Item: Bottle Charm: Lesser Spell Effect (Elysiums Tears 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 3 (Level 1-4), 6 (Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 (Level 15-18), 18 (Level 19-20) These three cranium rats tails have been woven into a small charm. Despite the separation from their owners, however, they still twitch occasionally, as if irritated. Item: Cranium rats tails Charm: Lesser Spell Effect (Blindness / Deafness 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 2 (Level 1-4), 4 (Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 (Level 15-18), 12 (Level 19-20) This snap-on magnifying lens gives the unborn wearer the ability to see a few seconds into the future, allowing them to anticipate where an opponent will be and dodge incoming attacks. Archers and snipers will have a maddeningly hard time trying to pin down anyone wearing this lens. Item: Magnifying lens Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 13 18, +4 at Level 1920) Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level 19-20) The true magic of this strange and potent item is not revealed until the wielder moves to another plane. At that time, the wielder notices that the power of the sword remains the same. Item: Long Sword (1-handed item) Charm: Lesser Spell effect (Native Item I 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 2 (Level 4-8), 4 (Level 9-12), 7 (Level 13-17), 11 (Level 18-20)

Thrice-Blind Charm

These unholy tridents have been recovered from the Blood War battlefields. They were crafted by unknown master smiths on the Lower Planes. Item: Trident (1-handed item) Essence: Aligned Damage (Evil) Charm: Greater Damage Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Reputation Value: 19 (Level 12), 29 (Level 36), 39 (Level 710), 49 (Level 1114), 59 (Level 1518), 69 (1920) This finely wrought trumpet plays beautifully in the hands of any talented trumpeter. Item: Trumpet Charm: Lesser Spell Effect (Heal 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: 5 (Level 4-8), 10 (Level 9-12), 15 (Level 13-17), 20 (Level 18-20)

Trident of Corruption

Trumpet of Healing

Times Eyepiece

Transient Sword

These shiny metallic pieces of armor graven with warding runes fit snugly over the arms of the wearer. It is said that the vambraces were created from the spirits of fallen petitioners on Arcadia and their desire to combat evil still lives within the items. Item: Armbands Essence: Trick (Arrow Cutting) Charm: Lesser Spell Effect (Protection from Alignment 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: 5 (Level 1-4), 6 (Level 5-7), 7 (Level 8-11), 8 (Level 12-14), 9 (Level 15-18), 10 (Level 19-20) This container holds a peculiar powder called Whispering Motes (loose translation of the Gith expression), a form of healing powder commonly used by the githzerai on the Plane of Limbo. When the stopper is pulled and the spice touched on the skin of a wounded person, the spice travels through

Vambracers of Evils Warding

Whispering Flask

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the injured persons body, generating raw matter to fill up the holes in his physical form, no matter how small or large. In order for the spice to work, the user must concentrate on its healing effects... with the proper discipline, a practiced githzerai can even heal the greatest of wounds. In addition to its curative properties, it is also the element in several of their rites of passage... it is believed that the spice also fills in the holes in a persons psyche, removing doubts and giving them focus and purpose. Item: Flask Charm: Attribute Bonus (+1 Strength at Level 16, +2 Strength at Level 712, +3 Strength at Level 1318, +4 Strength at Level 1920) Reputation Value: 10 (Level 16), 20 (Level 712), 30 (Level 1318), 40 (1920) This unique item was forged by the djinn to help them against the efreet. When worn, it transforms any fire into a white-hot flame rather than a red or orange fire. These flames draw on the energies of the Positive Energy Plane as well as the Elemental Plane of Fire. Item: White copper ring Essence: Exotic Damage (Force) Reputation Value: 5

14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Hold Person 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: Priceless The tyrant Grazzt, Lord of Shadows commissioned this suit of ebon plate armor. Draconic in aspect, the suit is crowned with a great helm shaped like a roaring dragons head. The dragons open jaws frame a black visor permanently fixed in the closed position. The suit is inscribed with sinister, glowing red runes. Once donned, the Black Prison cannot be removed. The wearer ages normally but otherwise remains trapped within the suit until death. Item: Articulated plate Essence: Greater ACP Negation Greater NPC Quality (Regeneration 2) Greater Save Bonus (Will) Lesser NPC Quality (Aquatic I) Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Scare II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 1214, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (See Invisible 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Greater Skill Bonus (+2 Stealth at Level 12, +3 Stealth at Level 36, +4 Stealth at Level 710, +5 Stealth at Level 1114, +6 Stealth at Level 1518, +7 Stealth at Level 1920) Reputation Value: Priceless This is a small box with a red circular gem on its top. If the gem is depressed, the box explodes, doing 24d6 force damage in a 100 ft. radius sphere. The explosion creates a temporary one-way gate to Gray Waste,

Black Prison

White Copper Ring of Fire

In the infinite planes anything named an artifact is truly a stuff of the legend. Owning most such artifacts comes with a terrible price that could easily become too much for mortals. This crude suit of battered lamellar armor is stitched with human gut to a leather backing of tanned human skin. It was crafted for Yeenoghu, Lord of Gnolls and Ghouls. The wearer immediately develops an overpowering appetite for dead human flesh. Item: Hardened leather Essence: Feat (Rage Basics) Proficiency (Blunt weapons) Proficiency (Edged weapons) Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at 1920) Lesser Spell Effect (Call From Beyond II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-

Artifacts

Battlemonger

Bringer of Doom

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(second PLAYTEST)

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allowing hordlings to come through. The box always reforms and manages to be discovered some time later. Item: Small box Charm: Greater Spell Effect (Call from Beyond V 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Reputation Value: Priceless

The Codex is a massive tome, far larger than any book has a right to be. It is said that two strong men can barely lift the volume. The covers are made of flawless black obsidian and the pages therein are sheets of lead hammered so thin that they flex like paper. These are illuminated with strange writings in languages unknown and illustrations both beautiful and horrific. No matter how many pages are turned, there is always one more. No one knows the origin of the Codex or what its original purpose might have been except that it also known as Yagraxs Tome. The first mention of the Codex ties it to an unnamed wizard-priest who tyrannically ruled ancient lands now sunk beneath the waves. The source of his power, the book was also the force that sank his empire beneath the waves. Only the Codex survived; the secrets of its use were apparently lost with the wizard-priest, for now it is notorious for madness and death. After a life of study, the archmage Tzunk actually found the artifact shortly before he vanished from the world. Of his extensive writings only fragments survive, and most of these are ravings about a beast and how Tzunk came to rule the City of Brass. Item: Massive obsidian book (stationary) Charm: Greater Spell Effect (Call from Beyond V 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Greater Spell Effect (Teleport II 1 use per adventure at Level 6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 16-19, 5 uses per adventure at Level 20) Reputation Value: Priceless Created by the shator gehreleths at their masters request, the flail is a cruel weapon used only by the callous and spiteful. The head

Codex of the Infinite Planes

of the flail has three sides, each of which is inscribed with a rune that denotes of the ranks in gehreleth society farastu, kelubar, and shator. The haft of the weapon has twelve names of various yugoloths carved into it. These names can be used for any spell requiring a true name and if one of these yugoloths is slain, its name fades from the weapons haft. Item: Fail (1-handed item) Essence: Lesser Exotic Damage (Acid) Charm: Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Slow 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Sleep 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: Priceless This suit of bronze platemail was crafted for Baphomet, Lord of Minotaurs. The suits shoulder plates and bronze helmet are a single piece. The helmet is shaped like a massive bulls head. It has no eyeholes or visor but magic allows the wearer to see normally through the bulls glowing mauve eyes. Whenever the wearer spots a gnoll or ghoul, servants of Baphomets sworn enemy Yeenoghu he must instantly attack, regardless of circumstances. Anyone trying to restrain the wearer is attacked as well. Baphomet is a chauvinist; the suits can only be donned by males. Item: Bronze platemail (upgrades: ogre) Essence: Feat (Charging Basics) NPC Quality (Always Ready), NPC Quality (Darkvision I) Charm: Greater Skill Bonus (+2 Survival at Level 12, +3 Survival at Level 36, +4 Survival at Level 710, +5 Survival at Level 1114, +6 Survival at Level 1518, +7 Survival at Level 1920) Greater Spell Effect (Find the Path 1 use per adventure at Level

Horned Casque

Flail of Apomps

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6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 16-19, 5 uses per adventure at Level 20) Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Natures Ally III 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Lesser Spell Effect (Scare II 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: Priceless The identity of the tanarri lord who ordered this flaming, dazzling suit is unknown. The immolator is lacquered in scarlet, gold and orange. The helmet bears a golden horned crest. The black lacquered face mask is that of a man with diabolical features and a long mustache. The wearer becomes obsessed with setting fires. She will do her best not to be caught starting fires, but ultimately the compulsion is impossible to resist, regardless of consequences. Item: Scalemail Essence: Greater Damage Resistance (Cold, Fire, Heat) Lesser Damage Aura (Fire) Exotic Damage (Fire) Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Wall of Fire 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 1317, 4 uses per scene at Level 18-20) Reputation Value: Priceless The infinite panoply was enchanted for Fraz-Urbluu, Prince of Deception. The Panoply transforms visually into a different suit of armor at each sunrise, irrespective of the wearers wishes. It never looks exactly the same twice. It can appear crafted with the finest workmanship from valuable materials, or seem assembled by a half-blind apprentice using whatever came to hand. Sometimes the armors pristine, other times battle-scarred. The armor is as unreliable

Immolator

as its patron. At a critical moment (GMs discretion), the suit will vanish, teleported to some distant, random destination, perhaps even another plane. Item: Studded leather (upgrades: discreet) Charm: Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Disguise Self 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Illusionary Image VI 1 use per adventure at Level 6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 16-19, 5 uses per adventure at Level 20) Lesser Spell Effect (Pain Mirror 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Pass Without Trace 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 1518, 6 uses per scene at Level 19-20) Lesser Spell Effect (Undetectable Alignment 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 1518, 6 uses per scene at Level 19-20) Reputation Value: Priceless This 12-ft.-tall exoskeleton is composed of fused bones from many different creatures and monsters. Crafted for Orcus, Prince of the Undead, it might at first be mistaken for a bone golem or similar construct. Atop the juggernauts shoulders rests the magically preserved skull of a nalfeshnee tanarri who displeased Orcus. While animated, the skulls eyes crackle with eldritch energies. Upon the utterance of a secret command word, the back ribcage of the suit splits open, allowing the wearer access to a complex leather harness within. The wearer insets her arms and legs into cavities within the juggernauts mighty extremities.

Juggernaut

Infinite Panoply

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Once strapped inside, the back of the wearers head is immediately penetrated by a bone proboscis. This acts as a conduit between the wearers mental commands and the suit. Being within the Juggernaut is extremely taxing to the wearer who becomes fatigued after each day of using it. Each time the proboscis is inserted into the wearers skull, the wearer loses 2 vitality points permanently. At 0 vitality points, the wearer acquires Risen Template (see Fantasy Craft page 293). Item: Articulated plate Essence: Feat (Iron Will) Greater Damage Resistance (Cold) Greater NPC Quality (Tough I) Lesser Damage Resistance (Edged weapons) Charm: Greater Attribute Bonus (+2 Strength at Level 12, +3 Strength at Level 36, +4 Strength at Level 710, +5 Strength at Level 1114, +6 Strength at Level 1518, +7 Strength at Level 1920) Lesser Damage Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Dominate Undead I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 1214, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: Priceless The Key to the City of Doors, also known as the Key of Pain, has the form of an oversized skeleton key branded with the Lady of Pains face, complete with spiked headdress. When held by a user in a specific type of location, the user can create a permanent twoway portal to or from Sigil. The portal formed with the Key operates according to the intent of the user. It can either be always operating, or only transport those who utilize the proper sign, password, item, or other requirement (called a portal key) chosen by the user at the time of the portals creation. Item: Key Charm: Greater Spell Effect (Teleport II 1 use per adventure at Level 6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 1619, 5 uses per adventure at Level 20) Reputation Value: Priceless

This suit of dirty, stained leather armor is unremarkable in appearance. Complete with rusty buckles and clasps, it was crafted for Zuggtmoy, Lady of Fungi. Each time the armor is donned, the wearer becomes infected with a deadly Abyssal mold known as the Ladys Favor and looses a point of Charisma after a week. Item: Leather armor Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Lesser Spell Effect (Neutralize Poison 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Rusting Grasp 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Lesser Spell Effect (Tree Walk 1 use per adventure at Level 6-7, 2 uses per adventure at Level 8-11, 3 uses per adventure at Level 12-15, 4 uses per adventure at Level 16-19, 5 uses per adventure at Level 20) Reputation Value: Priceless A living being rather than an inanimate suit of armor, this symbiote was birthed in some unknown fashion for the Faceless Lord, Juiblex. The Lavashu appears as a ball of viscous black tar. When touched by a potential host, the ball uncoils itself enveloping the host from head to toe in a tarry layer, but leaving the hands, eyes, ears, nostrils, and mouth uncovered. The host cannot remove the lavashu, which permits normal bodily functions to continue. Only upon hosts death will the Lavashu retreat, returning to its ball shape to await the next host. The Lavashu has Alignment (Chaos, Evil, Juiblex) and might try to seize temporary control over the owner if he thinks thats the best thing to do at the moment. Item: Chainmail (upgrades: cushioned) Essence: Exotic Damage (Acid) Lesser Damage Aura (Acid) Charm:

Ladys Favor

Key to the City of Doors

Lavashu

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Lesser Accuracy Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell (Freedom of Movement 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 1820) Reputation Value: Priceless Cleverly designed, this object splits into two pieces to form punch daggers. When properly used they are deadly in combat. The easily accessible levers and gears shoot out and twist various blades almost as if they were extensions of the hand. Although excellent as a combat weapon, those same mechanisms used to shred the flesh of an enemy can also be used for the delicate procedures of opening locks and disarming traps. Item: Pair of punch daggers Essence: Vitality Charm: Attribute Bonus (+1 Dexterity at Level 16, +2 Dexterity at Level 712, +3 Dexterity at Level 1318, +4 Dexterity at Level 1920) Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Greater Damage Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Lesser Skill Ranks ( +1 Prestidigitation at Level 16, +2 Prestidigitation at Level 712, +3 Prestidigitation at Level 1318, +4 Prestidigitation at Level 1920) Lesser Skill Ranks (+1 Stealth at Level 16, +2 Stealth at Level 712, +3 Stealth at Level 1318, +4 Stealth at Level 1920) Reputation Value: Priceless The pelagic aegis consists of a matched set of golden greaves and vambraces whose exterior surfaces are covered by embossed depictions of fearsome submarine creatures, including intertwined octopi and manta rays. The metal plates are backed by sharkskin. Dagon, prince of the watery depths,

Mark of the Savant

commissioned the Aegis. An air-breather who dons the armor immediately begins to suffocate. Waterbreathers are instantly transported to Dagons watery court in the Abyss. Item: Platemail Essence: Greater NPC Quality (Regeneration 2) Charm: Greater Spell Effect (Resilient Sphere II 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Lesser Defense Bonus (+1 at Level 16, +2 at Level 712, +3 at Level 1318, +4 at Level 1920) Lesser Spell Effect (Freedom of Movement 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Lesser Spell Effect (Move Water 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Lesser Spell Effect (Water Breathing 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 1518, 6 uses per scene at Level 19-20) Reputation Value: Priceless Power key is a very rare item imbued with a tiny part of deitys divine essence in other words, a deity weakens himself by creating one of these. Just like an arcane key (see page 82), it can attune a Discipline of magic or a single spell to a particular plane. Item: Miscellaneous (1-handed item) Essence: Feat (Spell Conversion: Effect) Reputation Value: Priceless This ornate back-and-breast armor was forged from an unknown crimson ore for Pazuzu, Prince of the Lower Aerial Kingdoms. Attached to the backplate are set of metallic wings shaped like overlapping feathers. The wings are normally folded against the wearers back, but upon mental command they extend outward. Each week the armor is worn, the user gradually suffers from hollowing out of her bones and her Strength permanently

Power Key

Raptor Cuirass

Pelagic Aegis

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decreases by 1 (cumulative). Item: Platemail Charm: Greater Spell Effect (War Cry 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Lesser Spell Effect (Call from Beyond III 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Lesser Spell Effect (Fly I 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Gust of Wind 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Lesser Spell Effect (Wall of Wind 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: Priceless This suite of platemail appears to be chiseled from crystalline ice. The padding worn underneath is made from polar bear fur. A genuine polar bear headdress is affixed to the top of an open-faced helmet also seemingly carved from ice. The Rime Guard was commissioned by Kostchtchie to bestow on his barbarian mortal champion. The wearer becomes afflicted with lycanthropy (polar bear with interests (Alignment [Chaos, Evil, Kostchtchie])). Item: Crystal platemail Essence: Greater Damaga Resistance (Cold) Lesser Damage Aura (Cold) Lesser Damage Resistance (Fire) Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Lesser Spell Effect (Chill Storm II 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-

20)

Lesser Spell Effect (Wall of Ice 1 use per scene at Level 4-8, 2 uses per scene at Level 9-12, 3 uses per scene at Level 13-17, 4 uses per scene at Level 18-20) Reputation Value: Priceless Lolth the spider queen ordered this adamantine suit of saint black chainmail constructed for her finest dark elf priestess. A stomacher woven from spidersilk and studded with small rubies is worn over the mail. The rubies are arranged to mimic spiders eyes. Lolth keeps a close watch on the spiderspawn and its whereabouts, if the suit falls into non-dark elf hands, the wearer suffers continuous assaults from all manner of arachnids and dark elf war parties until the Spiderspawn is recovered. The suits can only be donned by a female. Item: Chainmail Essence: Lesser NPC Quality (Always ready) Charm: Greater Defense Bonus (+2 at Level 12, +3 at Level 36, +4 at Level 710, +5 at Level 1114, +6 at Level 1518, +7 at Level 1920) Greater Spell Effect (Wild Side III 1 use per adventure at Level 8-11, 2 uses per scene at Level 12-16, 3 uses per adventure at Level 17-20) Lesser Spell Effect (Jump 1 use per scene at Level 1-4, 2 uses per scene at Level 5-7, 3 uses per scene at Level 8-11, 4 uses per scene at Level 12-14, 5 uses per scene at Level 15-18, 6 uses per scene at Level 19-20) Reputation Value: Priceless

Spiderspawn

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person on the Planes. A heros got to have a philosophy, a vision of the multiverse and what it all means.

Chapter 5: Organizations Species and Class dont make a whole


Factions

Table 5.1: Organizations with Noble Renown Anarchs Guild, Renown Fraternity of Order Mathematicians, Rank Merkhants 1 Aide Member 2 3 4 5 6 7 8 9 10 Aide Aide Administrator (ranks A10-A7) Administrator (ranks A6-A4) Administrator (ranks A3-A1) Bureau Chief (ranks B5-B4) Bureau Chief (ranks B3-B2) Bureau Chief (rank B1) Factol Member Member Member Member Member Member Member Member Leader

Factions provide a hero with a way to understand the planes. Every faction has a leader, known as the factol, whose position is purely dependent upon dedication to the philosophy, not upon level of power. Some factions are more organized than others, and at least one - the Free League isnt really a faction at all. All factions have a seat of power in Sigil.

On planes where the factions dont hold sway as much as they do in Sigil, other organized groups with wide-reaching philosophies take their place. These groups are called sects. Some are even former factions that fell in importance or membership. Others are just groups that espouse ideas unique or limited to a particular plane or realm. Each member of an Organization has a Renown Rank designating his current status within it. Tables 5.1 to 5.3 sort organizations by their Renown Heroic, Noble, and Military in addition to presenting Rank titles within each. For example, all Harmonium members pursue Military Renown in order to advance in their factions ranks and members with Heroic Renown Rank 3 are called Notary 5s. If your Rank is 10, you wont automatically become your Organizations leader but you will be the most probable candidate once the current leader steps down (or is pushed down).

Sects

Renown

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Table 5.2: Organizations with Heroic Renown Believers of the Source, Bleak Cabal, Fated, Minds Eye, Revolutionary League, Society Renown of Sensation, Free Rank Sign of One Athar Dustmen League 1 Namer Namer Namer Namer 2 3 4 Namer Namer Factotum Namer Namer Namer Brotherhood of Glory, Converts, Dispossessed, Incanterium, Opposition, RingTranscendent Verdant Guild, Guardians givers Order Xaositects Zactars Member Member Namer Namer Member Member Member Namer Member Namer Member Namer Namer Member Member Member

Namer Namer Namer Member Initiate Athaon (5th-4th Factotum Member circle) Initiate Athaon (3rd circle) Initiate Athaon (2nd circle) Factor Factor Factor Factotum Member

Master of the Boss heart Master of the Boss heart Master of the Boss heart Master of the Big boss mind Master of the Big boss mind Master of the Big boss mind Master of the Factol spirit

Factotum

Member

Member

6 7 8 9 10

Factotum Factor Factor Factor Factol

Factotum Member

Member Member Member Member Factol

Member Member Member Member Leader

Initiate Factotum Member (1st circle) Initiate Factotum Member (1st circle) Initiate Factotum Member (1st circle) Leader Prince

Factol Factol

Table 5.3: Organizations with Military Renown Renown Doomguard Harmonium Rank 1 Sinker (Namer) Notary (ranks 1-2) 2 3 4 5 6 7 8 9 10 Sinker (Namer) Sinker (Namer) Sinker (Factotum) Sinker (Factotum) Sinker (Factotum) Lesser Doomlord Lesser Doomlord Greater Doomlord Factol Notary (ranks 3-4) Notary rank 5 Measure (ranks 1-2) Measure (ranks 3-4) Measure rank 5 Mover (ranks 1-2) Mover (ranks 3-4) Mover rank 5 Composer

Mercykillers, Sodkillers, Sons of Mercy Namer Namer Namer Justice Justice Justice Factor Factor Factor Factol

Order of the Planes-Militant Member Member Member Member Member Member Member Member Member Leader

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Organizations are laid out in four main sections, allowing you to quickly identify their philosophy and membership benefits.

Organization Descriptions

terrain, control the battle.


Unlike many sects, the Anarchs Guild has a specific local focus of purpose, rather than one that can be adopted across the planes. The sect is pretty widespread within Limbo and outside that plane; however, the sect has no real purpose to speak of. They exist specifically to train anarchs in the chaos shaping. Archetypes: Tactician: Our army is undefeatable if the enemy cannot reach us. We must remain focused. Visionary: The cities are just the beginning, soon the chaos will spawn greater, unimaginable things for us!

Summary Each Organization begins with a general summary of its philosophy and the role it takes to support it. Several archetype examples demonstrate how you can role play members of Organization in a variety of ways. These are intentionally broad feel free to ignore the obvious stereotypes and pursue your own style. Requirements Some Organizations have requirements that you must meet before you can join them. Archetypes These are some exemplary members of the Organization. Alignment Every member possesses his Organizations Alignment. Paths: These Paths represent the Alignment (see Fantasy Craft page 310). Every member can advance Steps in one or more Paths with the New Step feat (see page 54) or with his class abilities (if any). Alignment Skills: These skills become class skills for divine caster classes. Ritual Weapon: This is a weapon popular among the Organizations members. Avatar: This NPC is the Alignments incarnate representative in the physical world, often summoned by a Priest. Opposed Alignments: Some Alignments clash so fiercely that their followers automatically become adversaries. In these cases the Alignments become opposed, triggering or altering many class abilities and spells. Reputation Modifiers Table Members of Organization adhere to its philosophy, gaining or losing Reputation depending on their actions. Some modifiers come into game only once (such as an untrained skill) while others every time a particular criterion is meet (such as each new Step in one of Alignments Paths).

Requirements: Chaos shaper NPC quality (see page 140) Paths: Chaos, Magic, Metal, Order Alignment Skills: Crafting, Investigate, Survival, Tactics Ritual Weapon: Standard Unarmed Attack Avatar: Chaos Beast (see Fantasy Craft page 257) Opposed Alignments: None. Table 5.4: The Anarchs Guild Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -2 Criterion Each new Step in Alignment (Anarchs Guild) Paths Each new feat with Alignment (Anarchs Guild) prerequisite Each new permanent Intelligence or Wisdom score increase above 11 Each 5 skill ranks in Survival Recruited someone into the Anarchs Guild Githzerai Species Owns an artifact Each successfully finished Subplot for the Anarchs Guild Maintains a city in Limbo Untrained in Survival skill Each unsuccessfully finished Subplot for the Anarchs Guild

Alignment

The Anarchs Guild (Chaos Masters, Groundsmen) Those who control the
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The Athar (Agnosticists, Defiers, the Lost) The gods are frauds; the unknowable truth lies beyond the veil.
According to these folks, the great and feared powers are liars! Those who claim to be the gods of the planes are just mortals like us. Sure, there might be a one true god, or maybe even more than one, but such power is beyond all understanding. Such beings cannot be seen, spoken to, or understood by mortals. Ysgard, Mechanus, Baator, and the like are all lies, too. These planes arent the abodes of supreme beings, just lands shaped by the wills of the powers. Anyone could be able to do it with enough expertise. All the Athar want is to part the veil, discover the secret behind everything, and look on the face of the unknowable. Table 5.5: The Athar Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 -1 -1 -2 Criterion

Archetypes: Bitterly betrayed: Ive wasted my life worshipping false gods! Someone must pay. Street preacher: Listen to me. The powers are frauds I can prove it! Listen to me!

Requirements: Alignment choices mustnt consist of a deity or pantheon other than the Great Unknown Paths: Impiety, Knowledge, Life, Secrets Alignment Skills: Blend, Bluff, Investigate, Search Ritual Weapon: Scholars sword Avatar: Advisor V (see Fantasy Craft page 120) Opposed Alignments: Any deity or pantheon other than Great Unknown, Doomguard

Alignment

Each new Step in Alignment (Athar) Paths Each new feat with Alignment (Athar) prerequisite Each new permanent Wisdom score increase above 11 Each new religious Study Each new Class Level in the defiler master class Defiled holy place Visited the Spire or the Astral Plane Recruited someone into the Athar Publicly humiliated worshippers of a deity Banished, converted, or destroyed the servant of a deity Works at the headquarters during Downtime Cleric, Druid or Shaman Specialty Owns an artifact Closed or destroyed a temple Banished or destroyed the proxy of a deity Visited a dead god on the Astral Plane Each successfully finished Subplot for the Athar No religious Study Each new received miracle from a non-Athar Each unsuccessfully finished Subplot for the Athar

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Believers of the Source (Godsmen) All life springs from the same divine source, ascending and descending in form as it is tested.
To these characters, all things are godly. All things can ascend to greater glory - if not in this life, then in the next. Patience, thats all it takes. Survive, succeed, and ascend - thats the goal of all beings. Fail and get reincarnated to try again. Getting to be a power aint the end of the cycle. Theres something beyond that, something that powers, themselves, eventually ascend to. Cross that threshold to the ultimate form and get released from the multiverse forever.

Archetypes: Achiever: How can I improve myself today? Egotist: Ive passed tests other berks cant imagine; Im well on my way to godhood

Requirements: Pre-Faction War era, dead members can only be reincarnated. Paths: Beauty, Heroism, Metal, Strength Alignment Skills: Athletics, Crafting, Haggle, Survival Ritual Weapon: Mallet Avatar: Servitor V Opposed Alignments: Bleak Cabal, Dustmen

Alignment

Table 5.6: Believers of the Source Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 -1 -1 -1 -2 Criterion Each new Step in Alignment (Believers of the Source) Paths Each new feat with Alignment (Believers of the Source) prerequisite Each new permanent attribute score increase above 11 Each new Gear feat Each new Class Level in the riven master class Artisan Specialty Each reincarnation Each 5 skill ranks in Crafting Each new crafting Study Each roll success that requires a natural 20 Works at the headquarters during Downtime Visited the Ethereal Plane Recruited someone into the Believers of the Source Each created demiplane Owns an artifact Helped someone to ascend to godhood Each successfully finished Subplot for the Believers of the Source Alignment choice is a deity or pantheon Untrained in Crafting skill No crafting Study Each unsuccessfully finished Subplot for the Believers of the Source

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The Bleak Cabal (Bleakers, the Cabal, Madmen) The multiverse aint supposed to make sense; theres no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within.
To these folks, the multiverse aint even a cruel joke, because that would give it all meaning. Look at all those fools in their factions, running around, trying to discover the meaning of something thats senseless. Theyll waste their lives at it. And they call the Bleak Cabal mad - hah! Heres the Bleaker credo: The multiverse doesnt make sense, and it aint supposed to. Thats all there is to it, pure and simple. It aint The multiverse is without meaning, because that answers a meaning in itself.

Thats why some folks go insane - from hunting for the snipe that aint there. Course, some folks just cant handle the truth. Theyre the ones that howl and rage, gibber in the corners, and plead with the powers, as if that would help them. Well, too bad for them. Bleakers know the hard truth, and if other folks cant deal with that, its no concern of theirs. Archetypes: Perpetually Depressed: Nothing means anything, so why bother doing anything? Perpetually Cheerful: Nothing means anything, so why not do anything? Perpetually Mad: Nothing means anything, so anything means anything!

Requirements: Alignment (nonOrder), members are affected by grim retreat (see below) Members of the Bleak Cabal have to cope with daily melancholy. At the start of

Grim Retreat

Table 5.7: The Bleak Cabal Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 -1 -1 -2 Criterion Each new Step in Alignment (Bleak Cabal) Paths Each new feat with Alignment (Bleak Cabal) prerequisite Each 6 permanent increases to base Will saving throw Cleric, Druid, Mystic, or Physician Specialty Each 5 skill ranks in Medicine Each new Class Level in the Insane Wing custodian master class Each new medical Study Works at the headquarters during Downtime Self-exiled member of another faction Each 1,000s donated to charity Visited Pandemonium Changed someones disposition to Neutral (e.g. convinced someone of the pointlessness of life and any actions) Each person permanently cured of insanity Owns an artifact Survived the Grim Retreat Each successfully finished Subplot for the Bleak Cabal Untrained in Medicine skill No medical Study Each unsuccessfully finished Subplot for the Bleak Cabal

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each adventure, Bleaker characters must succeed at a Will save (DC 5 + characters Career Level) or gain one grade of the grim retreat condition. Once the Bleaker has acquired 3 grades, he must roll on Table 5.8: Grim Retreat Type to determine his type of further condition. Grim retreat may be treated at the Gatehouse or outside of it for a prolonged period of time (1d4 months). If treated at the Gatehouse, the Bleaker must succeed at a Fortitude save (DC 10) or die during the treatment. If he survives, he may choose between staying with the faction or abandoning it. If he stays with the faction, hes not required to make grim retreat checks for the next 6 months. If he abandons the faction, his mind is shattered and he loses the will to do anything. Recovery then depends on the outside sources. If treated outside the Gatehouse, the Bleaker must succeed at a Fortitude save (DC 10) to get well at the end of treatment. If he fails this check, he falls into a catatonic state which lasts 1d20 months. For the purposes of magic healing, grim retreat can be treated with spells that target diseases. Grim retreat doesnt affect non-sapient beings. Table 5.8: Grim Retreat Type 1d10 1 2 3 4 5 6 Type

Paths: Chaos, Gloom, Curses, Protection Alignment Skills: Blend, Bluff, Prestidigitation, Investigate Ritual Weapon: Short Staff Avatar: Servitor V (see Fantasy Craft page 120) Opposed Alignments: Fraternity of Order, Harmonium, Mercykillers, Order

Alignment

Apathetic: You withdraw into yourself, losing contact with the world. Your Charisma and Wisdom decrease by 2. Craven: You become a lily-livered coward. You may only take a Total Defense or Move actions in combat. Enthralled: You become fascinated by death. When you lose all Vitality Points, your base Defense drops to 1. Fatalistic: You become oppressed by negative, defeatist thinking and believe theres nothing you can do to save yourself from a horrible fate. You suffer a -3 penalty on all saving throws. Hubristic: You regard yourself as superior to all things, even the gods. You gain Achilles Heel (divine) NPC Quality and Healing spells have no effect on you. Murderous: You experience irresistible murderous urges. If an opportunity to deliver a Coup de Grace is available, you must take this action. You cannot distinguish between an ally and an opponent- if anyone is helpless, you must deliver the Coup de Grace. Paranoid: You grow overly suspicious, even of your closest companions. Particularly in the heat of combat, you cannot avoid watching for sudden signs of treachery. Whenever one of your allies makes an attack and fails to hit, you become suspicious that the ally is secretly a traitor to the party. You take a -1 penalty to all rolls made during that combat, since some of your attention is focused on monitoring the suspected traitors activities. If more than one ally fails to hit, the penalty is cumulative. Severely Phobic: You gain a severe phobia, which requires you to spend an action die or become frightened each time you encounter the object of your phobia. Roll 1d6 to determine the type of phobia: 1 cramped quarters, 2 darkness, 3 fire, 4 heights, 5 magic, 6 water. Unbalanced: Your unstable mind makes you somewhat confused. You become baffled at the start of each scene. Unresponsive: Your senses are dulled and you lose the ability to discern the truth of the world around you. Your Wisdom score decreases by 4.

8 9 10

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The Brotherhood of Glory (Ragers, the Glory-Seekers) The point of the multiverse is to find out where a body stands in the cosmic pecking order, and that the way to do that is to treat life as one big tournament ladder: Challenge the next blood, and see who wins.
Whats there to say about a gang of glory-seekers who believe lifes one battle after another? Stand up to a Rager, and a cutters got a duel to the death to deal with. Let him blow on by, and a cutters got to live with a fountain of scorn and ridicule. Ragers might just be some of the most annoying berks in the multiverse, and theyre proud of it. Ragers constantly test themselves and everyone around them. In their own words, they want to know whether a bashers got the heart of a warrior or the liver of a coward. A Rager sees no honor in fighting someone weaker than himself, and wont issue a challenge to everyone he meets just the bashers that look about as tough as or tougher than himself. Fortunately for the rest of the multiverse, Ragers spend a great deal of time challenging and killing each other. Reputation +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -2 -2 Criterion

Archetypes: Berserker: Lets take it outside, berk! Competitor: I will stand as the winner in the end, and you will lie in the dirt as a loser. Requirements: Alignment (Chaos)

Paths: Chaos, Heroism, Strength, War Alignment Skills: Athletics, Ride, Survival, Tactics Ritual Weapon: Axe Avatar: Brawler V (see Fantasy Craft page 120) Opposed Alignments: Fraternity of Order, Harmonium, Mercykillers, Order

Alignment

The Converts (Chameleons, Turncoats) Learning is a process of finding out how little a body really knows.
Its a common saying among Chameleons that the more a body learns, the more questions he has. Eventually a soul

Table 5.9: The Brotherhood of Glory Reputation Modifiers Each new Step in Alignment (Brotherhood of Glory/Chaos) Paths Each new feat with Alignment (Brotherhood of Glory/Chaos) prerequisite Each 5 skill ranks in Survival Abyssal Warrior, Barbarian, Fighter, Fist, Githwarrior, Gladiator, or Great-Horn Specialty Each new battle win Recruited someone into the Ragers Visited Ysgard Each new battle win against a stronger Rager Owns an artifact Each successfully finished Subplot for the Ragers Each new battle defeat Untrained in Survival skill Each unsuccessfully finished Subplot for the Ragers Each new battle defeat against a stronger Rager

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has to admit that the multiverse is too big for a mortal to ever really understand. But doesnt stop people from trying to understand. The problem is that all too many berks start ignoring bits of knowledge that contradict their views and start harping on the point theyre most sure of. Pretty soon, theyre preaching their credos to everyone who comes along, as if convincing enough other souls makes their theories the truth. But deep down inside, where they wont even admit it to themselves, theyre full of fear that they might be wrong. Archetypes: Open-Minded: My philosophy combines both the Hardheads and the Anarchists way of thinking. Traitor: I know I sweared by it just a week ago, but now I tell you it was all just a load of gibberish. Requirements: Alignment (non-Order) Paths: As current Organization. Alignment Skills: Bluff, Blend, Haggle, Survival Ritual Weapon: As current Organization. Avatar: Doppelganger (see Fantasy Craft page 260) Opposed Alignments: As current Organization.

The Dispossessed (Exiles, Chippers) We are worthy and a force to be reckoned with.
From the point of view of the Dispossessed, life has cast them aside, treating them as if they werent worthy to play with the big rollers. Their major motivation is to show the rest of creation that it was wrong in treating them with contempt, that they area each a force to be reckoned with. So they wander about the planes, ruffling feathers and picking fights to prove their mettle. Eventually, most make a point of looking up the individuals who originally exiled them and getting revenge.

Alignment

Table 5.10: The Converts Reputation Modifiers Reputation +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Converts) Paths Each new feat with Alignment (Converts) prerequisite Each 5 skill ranks in Survival Recruited someone into the Converts Owns an artifact Each successfully finished Subplot for the Converts Untrained in Survival skill Each unsuccessfully finished Subplot for the Converts

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Table 5.11: The Dispossessed Reputation Modifiers Reputation +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Dispossessed) Paths Each new feat with Alignment (Dispossessed) prerequisite Each 5 skill ranks in Survival Recruited someone into the Dispossessed Visited Carceri Owns an artifact Each successfully finished Subplot for the Dispossessed Untrained in Survival skill Each unsuccessfully finished Subplot for the Dispossessed

Table 5.12: The Doomguard Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -1 -2 -2 -2 -2 Criterion Each new Step in Alignment (Doomguard) Paths Each new feat with Alignment (Doomguard) prerequisite Each new Class Level in the entropy champion master class Each new Melee or Ranged Combat feat Each 1,000s publicly scattered Abyssal Warrior, Archer, Barbarian, Cavalier, Corsair, Fighter or Gladiator Specialty Prevented a dabus from performing its duties for at least 6 hours Visited the Negative Energy Plane Visited a Doomguard citadel on the Inner Planes Works at the headquarters during Downtime Recruited someone into the Doomguard Each 2 Reputation value of destroyed magic item Each 10 Complexity value of destroyed non-magic item Each 2 Reputation of magic item created for the Doomguard Each 10 Complexity of non-magic item created for the Doomguard Each successfully finished Subplot for the Doomguard Each destroyed building or portal Owns an artifact Casts Healing spells Each new Step in Life Path Each repair of broken equipment Each new building helped being built Prevented a situation that would increase entropy (GMs discretion) Cleric, Druid, Mystic, or Physician Specialty Each unsuccessfully finished Subplot for the Doomguard

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Archetypes: Grudge keeper: They will pay, all of them! Second chance: I will prove to them that they were wrong. Im a better person than they think.

Requirements: Members cannot have Steps in Life Path Paths: Destruction, Strength, War* Alignment Skills: Crafting, Prestidigitation, Search, Tactics Ritual Weapon: Long sword Avatar: Menglis (see page 186) Opposed Alignments: Fraternity of Order, Harmonium * The Doomguard refer to War Gods Blessing as Entropic Blow

Alignment

Requirements: Members must have been previously exiled from another Organization Paths: Deceit, Heroism, Secrets, Strength Alignment Skills: Athletics, Haggle, Survival, Tactics Ritual Weapon: Dagger Avatar: Kelubar (see page 176) Opposed Alignments: Harmonium

Alignment

The Doomguard (Sinkers) Entropy is ecstasy; decay is divine. The multiverse is supposed to fall apart. Were just here to keep leatherheads from interfering.
Take a look around: Everythings going down the tubes, falling apart, and stopping. People die, rocks erode, stars fade, and planes melt away. Thats entropy, the fate of the multiverse. A lot of folks think thats a terrible thing, but not the Doomguard. Theyre pretty sure nothing lasts forever, not even the planes. Its the way things are supposed to be, they guess, the goal of everything. Sooner or later, the last bits of the multiversell decay, and then therell be nothing left - think of it as existences ultimate release from toil and pain. Dont get this faction wrong. Its not like somebody builds a house and they tear it down. That buildings part of the whole decay: The stonecutter chips the rock, the logger cuts the tree, and later the termites chew the beams until the whole case comes down on its own. Theres a long view to this. Archetypes: Destroyer: Break it to bits; help entropy along! Delayer: The multiverse is falling apart too soon. Watcher: Think long-term; promote entropy by acting in subtle ways.

The Dustmen (The Dead) Were all dead some more so than others. We explore our state with patience, purge our passion, and ascend toward the purity of True Death.
Table 5.13: The Dustmen Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 -1 -2 -2 -2 -2 Criterion Each new Step in Alignment (Dustmen) Paths Each new feat with Alignment (Dustmen) prerequisite Visited the Negative Energy Plane Each new Class Level in the deathbringer master class Works at the headquarters during Downtime Each new singed contract Recruited someone into the Dustmen Cleric, Collector, Druid, Mystic, or Physician Specialty Each successfully finished Subplot for the Dustmen Undead Type Owns an artifact Each restless spirit that was helped to achieve True Death Visited the Positive Energy Plane Has been brought back to life Cheated Death Each violation of the Dead Truce Each unsuccessfully finished Subplot for the Dustmen

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These guys say Lifes a joke, a great trick. Nobodys alive; in fact, theres no such thing as Life. So whats the chant? Simple: All these worlds and all these universes are just shadows of another existence. This multiverse the Prime Material, the Inner, and the Outer Planes - is where beings wind up after they die. Look, if things were truly alive, would there be such pain and misery in the multiverse? Course not! Life is supposed to be about celebration and positive feelings. Existence here is muted, dull, full of pain, and twisted with sorrow. What kind of celebration is that? This existence is a mockery of true life. Archetypes: Wide-Eyed: No emotions, no dreams, no hopes to be shattered its bliss! Serene: Fully satisfied comfortably numb.

Archetypes: Stoneheart: Whats mine is mine, and whats yours is mine, too. The Doer: Ill get what I want no matter what stands in the way.

Requirements: Members cannot be resurrected, only Cheat Death Paths: Darkness, Death, Quietus, Spirits Alignment Skills: Blend, Crafting, Haggle, Search Ritual Weapon: Long knife Avatar: Skeleton V (see Fantasy Craft page 117) Opposed Alignments: Sign of One, Society of Sensation

Alignment

The Fated (Takers, the Heartless) The multiverse belongs to those who seize it. No ones to blame for a poor sods fate but the sorry sod himself.
This faction says the multiverse belongs to those who can hold it. Each sod makes his own fate, and theres no one else to blame for it. Those who whine about their luck are just weaklings; if they were meant to succeed, they could have. Heres the way the multiverse works, according to the Takers: Everybodys got the potential to be great, but that dont mean its going to happen. It takes work and sweat for things to come true, not just a lot of hoping. Those that work hard get what they, deserve. Nothings free - not in this life or any other.

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Requirements: Alignment choices cannot consist of both Good and Order, members cannot accept or receive free rewards. Paths: Heroism, Knowledge, Spirits, Strength, Wilderness, Alignment Skills: Athletics, Haggle, Investigate, Survival Ritual Weapon: Zweihander Avatar: Brawler V (see Fantasy Craft page 120) Opposed Alignments: Harmonium Table 5.14: The Fated Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -1 -1 -2 -2 -2 -2 Criterion Each new Step in Alignment (Fated) Paths Each new feat with Alignment (Fated) prerequisite Adept, Adventurer, Aristocrat, Lord, or Planewalker specialty Each new Class Level in the esoteric disciple master class Each new Prize kept Each new Terrain feat Each 5 skill ranks in Survival Each 5 skill ranks in Investigate Each new historical Study Visited Ysgard Works at the headquarters during Downtime Recruited someone into the Fated Each successfully finished Subplot for the Fated Challenged and bested a higher-ranking member Owns an artifact No historical Study Untrained in Survival skill Was robbed Untrained in Investigate skill Each time that hasnt been adequately rewarded (GMs discretion) Gave away something for free or to a charity Was defeated (GMs discretion) Each unsuccessfully finished Subplot for the Fated

Alignment

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The Fraternity of Order (Guvners) Everything has laws; most are dark. Learn the laws of the multiverse and you can rule it.
Table 5.15: The Fraternity of Order Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -1 -1 -1 -2 -2 -2 Criterion Each new Step in Alignment (Fraternity of Order/Order) Paths Each new feat with Alignment (Fraternity of Order/Order) prerequisite Each new Class Level in the Loopholes Bureau administrator master class Works at the headquarters during Downtime Each new permanent Intelligence score increase above 11 Adept or Wizard Specialty Each 5 skill ranks in Investigate Each new Study Each new Language Works at the headquarters during Downtime Owns a library Visited Mechanus Discovered a new rule Recruited someone into the Fraternity of Order Each successfully finished Subplot for the Fraternity of Order Discovered a new loophole Owns an artifact Directly approached a faction member two positions higher On trial Untrained in Investigate skill No Study Arrested Accepted bribery Convicted of a crime Each unsuccessfully finished Subplot for the Fraternity of Order

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These folks are sure that everythings got laws. Mankinds got laws. Sigils got laws. Even the Lower Planes got their laws. Now, once a bodys got the laws down, he does pretty well, right? He knows how to use them to his advantage, and how to break them without getting caught. If everythings got laws, then there are laws for the whole birdcage - the planes and all that. And if everythings got laws, then those laws can be learned. See where this is going? Learn the laws of the planes and learn how to break em, how to use em to best advantage. It doesnt matter what it all means, because that wont tell a body how it all works. Knowing the operation of things - thats whats important. Who cares what it means when a blood can make it do what he wants? So hows a fellow to find out? Knowledge - knowledge is power. It takes study, it takes searching. Sometimes a bodys got to go out into the planes and look for the answers. Sometimes it takes science, study, and research. There are millions of laws to make this thing go, and the more a body knows, the more he can do. Archetypes: The Sage: If knowledge is power, then knowing everything is the key. The Manipulator: Master the laws of the multiverse, and youll get whatever you want. Requirements: Alignment (Order) Paths: Knowledge, Order, Protection, Secrets Alignment Skills: Crafting, Investigate, Search, Tactics Ritual Weapon: Long staff Avatar: Quinton (see page 194) Opposed Alignments: Chaos, Revolutionary League, Xaositects

long of its simple: Theres nobody whos got a sure key to the truth, so it pays to keep the options open. Maybe the multiverse is like the Lost say, but it could be the way the Godsmen tell it. Side with one view and find out its wrong and, well, a fellow comes up a loser. Theres no wisdom in that! Still, a bodys got to belong to something, if he wants to stay alive. The Free Leagues kind of an informal group of like-thinkers. They share news, pass around jobs, and watch each others backs. Hey, in a place like the planes, a body cant be too careful. There aint nobody tells an Indep what to do. Archetypes: Any. Paths: Fortune, Heroism, Independence, Travel, Wilderness Alignment Skills: Blend, Bluff, Haggle, Survival Ritual Weapon: Bow Avatar: Brawler V (see Fantasy Craft page 120) Opposed Alignments: Harmonium Table 5.16: The Free League Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -2 -2 -2 Criterion Each new Step in Alignment (Free League) Paths Each new feat with Alignment (Free League) prerequisite Each refusal of cooperation regardless of the consequences Each new Class Level in the jink clerk master class Each public humiliation of a known faction member Each 1,000s earned at the Great Bazaar Visited the Outlands Each new Chance feat Adventurer, Merchant, Nomad, Planewalker, or Ranger Specialty Each freed slave Owns an artifact Each successfully finished Subplot for the Free League Each owned slave Ex-member of a faction Each contractual service to another Each unsuccessfully finished Subplot for the Free League

Alignment

Alignment

The Free League (Indeps) This aint no faction, and nobody tells us what to do. Keep your options open; nobodys got the key to the truth.
The idea that any berk knows the truth and everybody elses wrong - well, thats a chance a body shouldnt take. The short and

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The Guardians (The Caretakers, the Protectors) Do not meddle intervene only where there is evil to be vanquished.
Strive for the good of all. Protect those of virtuous hearts from the ravages of evil. Force nothing upon any party, and defend the defenseless when other vies are forced upon them. Originally inspired by the guardinals ideals, the sects organization mirrors guardinal society. The leaders are known as Princes, after the leonal rulers of the guardinals. Each wears a token to signify her choice and branch of the sect. Archetypes: Guardinal-like: You leave me alone, and Ill leave you alone. Unless, youre vile. Protector: I will always be there for those in need. Requirements: Alignment (Good), members cannot pursue Noble Renown Paths: Good, Knowledge, Light, Protection Alignment Skills: Athletics, Investigate, Survival, Tactics Ritual Weapon: Long sword Avatar: Equinal (see page 180) Opposed Alignments: Bleak Cabal, Doomguard, Evil, Harmonium

The Harmonium (The Hardheads) Peace is our goal. But if it takes a little war to get others to see things the Harmonium way, so be it. Thats how well reach our golden harmony.
The secret of the multiverse? Thats simple, and every cutter in the Harmonium knows what it is: The Harmonium is always right. Look, the goal of every enlightened being in the multiverse is to live in perfect harmony with all others. Look around: Peace or war - those are the only true states of the multiverse. If a being and its neighbors got the same views, then theres peace between them. When they dont agree, thats what causes war; one body figures it can use fists to convince the other. The Harmonium believes that the ultimate goal of the multiverse is universal harmony, and its ready to spread that belief to all those other sods out on the planes. If it takes thumping heads to spread the truth, well, the Harmoniums ready to thump

Alignment

Table 5.17: The Guardians Reputation Modifiers Reputation +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Good/Guardians) Paths Each new feat with Alignment (Good/Guardians) prerequisite Each 5 skill ranks in Survival Recruited someone into the Guardians Visited Elysium Owns an artifact Each successfully finished Subplot for the Guardians Untrained in Survival skill Each unsuccessfully finished Subplot for the Guardians

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heads Sure, there may not be peace right away, but every time the Harmonium gets rid of an enemy, the multiverse is that much closer to the universal harmony it was meant to have. Archetypes: The Basher: Therell be peace if I have to crush everyones skull to get it. The Preacher: Think love, peace, and harmony.

Table 5.18: The Harmonium Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 +2 -1 -1 -1 -1 -1 -2 -2 -2 -2 Criterion Each new Step in Alignment (Harmonium/Order) Paths Each new feat with Alignment (Harmonium/Order) prerequisite Every 5 permanent increases to Base Attack Bonus Each new Class Level in the hawkshaw master class Works at the headquarters during Downtime Cavalier, City Watch, Fighter, Guardian, Shield Bearer, Vanguard, or Warden Specialty Each new Basic, Melee, Ranged, and Terrain feat Each successful change of someones Disposition to better than Neutral Each 5 skill ranks in Impress/Investigate/Intimidate/Tactics Each new military Study Works at the headquarters during Downtime Each resolution of a minor dispute between two sides (GMs discretion) Visited Arcadia Each resolution of a major dispute between two sides (GMs discretion) Recruited someone into the Harmonium Each successfully finished Subplot for the Harmonium Owns an artifact Each disobeyed superiors order On trial Arrested Untrained in Impress/Investigate/Intimidate/Tactics skill No military Study Accepted bribery Convicted of a crime Each unsuccessfully finished Subplot for the Harmonium Responsible for collateral damage

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Requirements: Alignment (Order) Paths: Discipline, Harmony, Order, War Alignment Skills: Athletics, Investigate, Search, Tactics Ritual Weapon: Shield Avatar: Stone golem (see Fantasy Craft page 267) Opposed Alignments: Chaos, Free League, Revolutionary League, Xaositects

Alignment

The sect no longer exists as a united front and the surviving members, now called Incantifers, are selfish, ambitious cutters who augmented themselves to the point where they are no longer quite what they once were. All Incantifers have the tell-tale sign of blank, shining silvery eyes. Archetypes: Consumer: The magic is all I can see, the only thing that sustains me! It makes me grow stronger each moment of my immortal life. Collector: Could you borrow me your spellbook for a moment? And your magic amulet as well? Requirements: Alignment (nonGood), Spellcasting 1+ Paths: Knowledge, Magic, Secrets Alignment Skills: Crafting, Haggle, Investigate, Search Ritual Weapon: Quarter Staff Avatar: Stone golem (see Fantasy Craft page 267) Opposed Alignments: None.

The Incanterium (Incantifers, Magicians, Wanters) Wizardly magic is the beall and end-all of existence. Everything in the multiverse can be controlled by magic, and anyone who can do that is the high-up.
Centuries ago, there is a faction in Sigil called the Incanterium. They believed that arcane magic is the secret to everything and collected every magical item and lore in Tower Sorcerous in the Clerks Ward. Then one day, it disappeared mysteriously. Some believed they challenged the Lady of Pain and failed. But they are not as lost as people think they are.

Alignment

Table 5.19: The Incanterium Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Incantifers) Paths Each new feat with Alignment (Incantifers) prerequisite Each Spellcasting feat Floating Sorcerer, Sorcerer, Wild Mage, or Wizard Specialty Each new magical Study Recruited someone into the Incantifers Each magic item Prize Owns an artifact Each successfully finished Subplot for the Incantifers No magical Study Each unsuccessfully finished Subplot for the Incantifers

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The Mathematicians are a splinter group of the Guvners, drawn strongly to the gearworks of Mechanus. Mathematicians believe that anything a berk can imagine exists somewhere on a far-off cog of the plane. They seek to discover hidden secrets of Mechanus and thus the multiverse through the rigid application of logic, hard thinking, and calculation. Archetypes: Calculator: I can foresee our future in the numbers. They can answer any question. Gear-centric: The gears are all that matters, their patterns hold all the answers.

The Mathematicians The Mercykillers When the logic of the turning (Red Death) cogs is unlocked, so too will be the Justice is everything. When secrets of multiverse. properly applied, punishment leads to perfection.
As far as this factions concerned, justice is everything, and there aint no sod who can give it the laugh. Those cutters that tryll have the Mercykillers on their tail, so the smart thing is just dont try. Its the whole reason laws exist - to see that justice is carried out. Justice purges the evil in folks and makes them better, fit to belong in the multiverse. Once everybodys been cleansed, then the multiverse reaches perfection, and perfections the goal of the multiverse. Justice is absolute and perfect, but its got to be correctly applied. A bodys got to know the knights of the post, the criminals from the innocent, so he doesnt make a mistake. Archetypes: Fanatic: Guilty. The judgment is death. Crusader: Innocents must not be punished; the guilty must not be punished unfairly. Requirements: Alignment (Order),

Requirements: Alignment (Order), Intelligence 17+ Paths: Knowledge, Order, Secrets, Travel Alignment Skills: Crafting, Investigate, Search, Tactics Ritual Weapon: Razor Avatar: Quinton (see page 194) Opposed Alignments: Chaos, Revolutionary League, Xaositects

Table 5.20: The Mathematicians Reputation Modifiers Reputation +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Mathematicians) Paths Each new feat with Alignment (Mathematicians) prerequisite Each 5 skill ranks in Survival Recruited someone into the Mathematicians Visited Mechanus Owns an artifact Each successfully finished Subplot for the Mathematicians Untrained in Survival skill Each unsuccessfully finished Subplot for the Mathematicians

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never convicted Paths: Order, Righteousness Alignment Skills: Athletics, Investigate, Ride, Search Ritual Weapon: Axe Avatar: Dire Predatory Wyvern (see Fantasy Craft page 286) Opposed Alignments: Chaos, Revolutionary League, Sign of One, Society of Sensation Table 5.21: The Mercykillers Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -1 -1 -1 -2 -2 -2 -2 -2 Criterion Each new Step in Alignment (Mercykillers/Order) Paths Each new feat with Alignment (Mercykillers/Order) prerequisite Works at the headquarters during Downtime Ranger Specialty Each new Class Level in the justiciar master class Each 5 skill ranks in Intimidate/Investigate/Sense Motive Each apprehended wanted criminal Visited Acheron Recruited someone into the Mercykillers Each execution of a convicted prisoner Each successfully finished Subplot for the Mercykillers Owns an artifact Each new Lie check Untrained in Intimidate/Investigate/Sense Motive skill On trial Arrested Criminal Specialty Each failure to uphold to Tenet of Justice Accepted bribery Convicted of a crime Each unsuccessfully finished Subplot for the Mercykillers

Alignment

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The Merkhants (Goldhounds, the Hidden Hand, Misers) Money is power.


The accumulation of raw physical wealthll lead to dominion over the multiverse. Some people think theyre barmy, that there are lots of things that cant be bought or sold, but the Misers just laugh and say that if it cant be bought, it aint worth having. Archetypes: Lord of coin: Whats the price? Investor: It might be useless today, but I have a vision for tomorrow!

The Minds Eye (Seekers, Visionaries) Were going on a journey of spiritual discovery.
Sitting in one place wont help a body grow; hes got to forge out into the unknown, seeking out the kinds of challenges thatll test his character and show him what hes really made of. Ultimately, those that prove themselves worthy enough (whatever that means) may pass into a new kind of existence. Sounds harmless? It would be, if it wasnt for the fact that Seekers consider the cosmos their own personal playground and feel that everything and everyone in it exists only to inform their journey of self-discovery. Archetypes: Questing Knight: I have a quest, I have a purpose. Master of puppets: You are only here to serve me in my quest for self-enlightenment. Requirements: Post-Faction War Era

Requirements: Alignment (non-Good), 5+ Prizes Paths: Metal Alignment Skills: Bluff, Crafting, Haggle, Investigate Ritual Weapon: Stiletto Avatar: Alpha Dire Aurumvorax (see page 147) Opposed Alignments: Fraternity of Order, Transcendent Order

Alignment

Table 5.22: The Merkhants Reputation Modifiers Reputation +1 +1 +1 +1 +1 +2 +2 +2 -1 -2 Criterion Each new Step in Alignment (Merkhants) Paths Each new feat with Alignment (Merkhants) prerequisite Each 5 skill ranks in Haggle Recruited someone into the Merkhants Each 1,000s owned Owns an artifact Each new Prize Each successfully finished Subplot for the Merkhants Untrained in Haggle skill Each unsuccessfully finished Subplot for the Merkhants

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Paths: Knowledge, Spirits, Travel, Wilderness Alignment Skills: Athletics, Search, Survival, Tactics Ritual Weapon: Quarter Staff Avatar: Servitor V (see Fantasy Craft page 120) Opposed Alignments: None.

Alignment

Paths: Heroism, Strength Alignment Skills: Athletics, Search, Ride, Survival Ritual Weapon: Standard Unarmed Attack Avatar: Brawler V (see Fantasy Craft page 120) Opposed Alignments: All Alignments.

Alignment

The Opposition Greatness comes from hardship, and hardship can be brought about through conflict.
Strength comes from adversity. For every action, there is an equal and opposite reaction. Opposers are members of the opposition, a sect based in the inner planes. They believe that strength and growth come from opposition and struggle. An Opposer is typically a fighter, but rogues and sometimes wizards specializing in counter-spells are also known. Archetypes: Best of the best: Look at me, Im on the top of the multiverse! Activist: My trials will help me better understand my capabilities. I can only grow to become more successful.

The Order of the Planes-Militant (The Brethren, the Children of Heaven, the Faithful) We actively seek to destroy evil wherever it may be hidden.
As militant as their name implies, the Brethren defend the mighty fortress of Mount Celestia at all costs. They believe the seductions of evil, chaos, doubt, and avarice are forever striving to undermine what is right and good and pure. The order regularly raids the Lower Planes and smashes vile forces in the relative neutrality of Mechanus and Acheron.

Requirements: Alignment choice must consist of only the Opposition. Table 5.23: The Minds Eye Reputation Modifiers Reputation Criterion +1 Each new Step in Alignment (Minds Eye) Paths +1 Each new feat with Alignment (Minds Eye) prerequisite +1 Each new Class Level in the planar ranger master class +1 Ranger Specialty +1 Each new permanent attribute score increase above 11 +1 Each 5 skill ranks in Survival +1 Each new Outer Plane visited +1 Recruited someone into the Minds Eye +1 Each successfully finished Subplot +1 Each new Interest +2 Owns an artifact +2 -1 -2 -2 Each successfully finished Subplot for the Minds Eye Untrained in Survival skill Each additional Base Class beyond the second Each unsuccessfully finished Subplot for the Minds Eye

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Archetypes: Zealot: Without evil, the good will wash over the Planes and save the multiverse from certain doom. Defender: Without evil, there cannot be good. But the evil must be kept in check all the times. Requirements: Alignment (non-Chaos)

Paths: Destruction, Good, Order, Protection Alignment Skills: Athletics, Ride, Survival, Tactics Ritual Weapon: Claymore Avatar: Throne Archon Opposed Alignments: Athar, Doomguard, Evil, Fated

Alignment

Table 5.24: The Opposition Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -2 -2 Criterion Each new Step in Alignment (Opposition) Paths Each new feat with Alignment (Opposition) prerequisite Each 5 skill ranks in Athletics Each new permanent Strength score increase above 11 Works at the headquarters during Downtime Each new battle won Each visit to a new Inner Plane Recruited someone into the Opposition Each new battle won against a stronger NPC Owns an artifact Each successfully finished Subplot for the Opposition Each new battle defeat Untrained in Athletics skill Each unsuccessfully finished Subplot for the Opposition Each new battle defeat against a stronger NPC

Table 5.25: The Order of the Planes-Militant Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Order of the Planes-Militant) Paths Each new feat with Alignment (Order of the Planes-Militant) prerequisite Each 5 skill ranks in Tactics Each killed Lower Plane native Visited Mount Celestia Recruited someone into the Order of the Planes-Militant Owns an artifact Each successfully finished Subplot for the Order of the Planes-Militant Untrained in Tactics skill Each unsuccessfully finished Subplot for the Order of the Planes-Militant

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The Revolutionary League (Anarchists) The status quo is built on lies and greed. Crush the factions. Break em down and rebuild with whats left thats the only way to find real truth.
Table 5.26: The Revolutionary League Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -2 -2 Criterion Each new Step in Alignment (Revolutionary League) Paths Each new feat with Alignment (Revolutionary League) prerequisite Each new Class Level in the hoister master class Works at another factions headquarters during Downtime Each rank of Shapeshifter NPC Quality Criminal, Rogue, or Swindler Specialty Each new political Study Each new Language Each new Covert or Terrain feat Each 5 skill ranks in Blend/Bluff/Disguise/ Prestidigitation/Sneak Hindered a government (GMs discretion) Visited Carceri Recruited someone into the Revolutionary League Overthrew a government (GMs discretion) Each successfully finished Subplot for the Revolutionary League Owns an artifact Untrained in Blend/Bluff/Disguise/ Prestidigitation/Sneak skill No political Study Exposed by other faction members Each unsuccessfully finished Subplot for the Revolutionary League

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These sods claim that Guvners, Chaosmen, Mercykillers, Athar - every last one of them - no longer care about the truth. Their factols all have property, bodyguards, jink, and influence. Theyre not looking for the truth; they just want to hang onto what theyve got. Well, the Anarchists say its time for that to change. Its time to break free of the chains and seek the real truth. Once the factions all come down, then folks can find the real truth. Whats that truth? No one knows and theres no way of saying. There aint no point in thinking about it even, not until whats standing now is brought down. Break it all and rebuild with the pieces thatre left - thats the only plan. Archetypes: Rebel without a clue: Who needs a reason? Riot, loot, and burn it all down. The Mole: Worm your way into the heart of power and slowly destroy it from within.

back. Requirements: Members cannot have Steps in Metal Path and cannot keep any Prizes. Paths: Curses, Fortune Alignment Skills: Blend, Crafting, Survival, Ride Ritual Weapon: Standard Unarmed Attack Avatar: Servitor V (see Fantasy Craft page 120) Opposed Alignments: Fated, Society of Sensation Table 5.27: The Ring-givers Reputation Modifiers Reputation +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Ring-Givers) Paths Each new feat with Alignment (Ring-Givers) prerequisite Each 5 skill ranks in Survival Recruited someone into the Ring-Givers Visited Ysgard Owns an artifact Each successfully finished Subplot for the Ring-Givers Untrained in Survival skill Each unsuccessfully finished Subplot for the RingGivers

Alignment

Requirements: Alignment (non-Order), members cannot pursue Noble Renown and suffer a -3 penalty on Prudence (minimum 0)

Alignment
Sneak

Paths: Chaos, Darkness, Deceit, Secrets Alignment Skills: Blend, Bluff, Disguise,

Ritual Weapon: Hook Avatar: Doppelganger (see Fantasy Craft page 260) Opposed Alignments: Order, Fraternity of Order, Harmonium

The Ring-Givers (Bargainers, Beggars) Give and others will give to you.
The multiverse belongs to those who can give it up. A berk only gets as good as she gives: Whatever a great blood gives away comes back to her. If she can give her last morsel and convince others to do likewise, all the multiverse will be laid at her feet. The lust for material things binds a soul to the multiverse, keeping a berk in debt to it; poverty releases it from bondage to the world. Archetypes: Good Samaritan: I give because I can. Profiteer: I give because I will be given

The Sign of One (Signers) The planes exist because the mind imagines them. Any Signer could be the one who creates the multiverse through the power of thought.
The world exists because the mind imagines it. Without the self, the multiverse ceases to be. Therefore, each Signer is the most important person in the multiverse. Without at least one Signer to imagine it all, the rest of the factions would cease to exist. Better be nice to the Signers then, berk, because they just might decide to imagine a body right out of existence. Archetypes: Introspective: Weigh it all carefully;

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improve yourself, and you improve the multiverse. Egomaniac: Dont cross me, berk, or Ill think you right out of existence. Requirements: Pre-Faction War Era

Paths: Beauty, Creativity, Spirits Alignment Skills: Bluff, Crafting, Prestidigitation, Search Ritual Weapon: Dagger Avatar: Predator V (see Fantasy Craft page 120) Opposed Alignments: Bleak Cabal, Harmonium

Alignment

Well, the chant is no ones going to know the big dark until theyve experienced everything - all the flavors, colors, scents, and textures of all the worlds. Only when a bodys experienced the whole universe does the great dark of it all finally get revealed. It may seem like an impossible task, but there just might be a way to bob the problem cheat the multiverse, as it were. It just might be that the multiverse doesnt exist beyond what a body can sense. The answer to whats over the next hill just might be nothing. Given that, the multiverse has limits, and a body can try to experience it all. Archetypes: Hedonist: Party, party, party! Pleasure above all. Connoisseur: The rarest experiences are best; doing the same thing over and over is foolish. Paths: Aesthesis, Heroism, Knowledge,

The Society of Sensation (The Sensates) To know the multiverse, experience it fully. The senses form the path to truth, for the multiverse doesnt exist beyond what can be sensed.
According to these folks, the multiverse is known by the senses - the only proofs of existence. Without experience, without sensation, a thing isnt.

Alignment
Travel

Alignment Skills: Investigate, Ride, Search, Survival Ritual Weapon: Rapier Avatar: Firre (see page 166) Opposed Alignments: Doomguard, Dustmen, Mercykillers

Table 5.28: The Sign of One Reputation Modifiers Reputation Criterion +1 Each new Step in Alignment (Sign of One) Paths +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 +2 -1 -1 -2 Each new feat with Alignment (Sign of One) prerequisite Each new Class Level in the mindbender master class Each new permanent Intelligence or Charisma score increase above 11 Works at the headquarters during Downtime Each 5 skill ranks in Impress Visited the Beastlands Each successful prediction of a minor event Recruited someone into the Sign of One Each successful prediction of a major event Owns an artifact Each successfully finished Subplot for the Sign of One Untrained in Impress skill Casts Illusion spells Each unsuccessfully finished Subplot for the Sign of One

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These berks care more for pummeling a sods head than for making sure that justice is served. They have a reputation for being ruthless and efficient. Theyre not inherently evil group; but all members of the Minders Guild value a good show of force and the willingness to use that force in whatever manners is required to get the job done. When cold-blooded murder is expected, only the most ruthless cutters can linger for long. Of course, breaking with the Sodkillers brings a whole new host of problems: The organization takes vows seriously and visits lethal punishment on oath breakers. Archetypes: Avenger: Revenge is the only proper application of justice. Executioner: I enjoy using my axe in justices name. Brawler: My great strength makes justice stronger. Requirements: Post-Faction War Era, Alignment (non-Good, Order) Paths: Destruction, Evil, Order, Strength Alignment Skills: Blend, Investigate, Search, Tactics Ritual Weapon: Jagged sword Avatar: Brawler V Opposed Alignments: Good, Sign of One, Sons of Mercy, Xaositects

The Sodkillers (Minders Guild) Chaos wins if we permit free thinking and subversive ideas.

Table 5.29: The Society of Sensation Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -1 -2 Criterion Each new Step in Alignment (Society of Sensation) Paths Each new feat with Alignment (Society of Sensation) prerequisite Each new permanent Wisdom or Charisma score increase above 11 Works at the headquarters during Downtime Each new Career Level Each new Class Level in the master of the 5 senses master class Adventurer or Planewalker Specialty Each 5 ranks in any skill Each 5 skills with 1 rank Each new forte Each additional Class Each rank of Darkvision NPC Quality Each new experience involving all 5 senses recorded in a sensory stone Each three new minor experiences (GMs discretion) Each new major experience (GMs discretion) Died and returned to (un)life Able to cast spells Able to perform miracles Each visit to a new plane or layer Recruited someone into the Society of Sensation Each successfully finished Subplot for the Society of Sensation Owns an artifact Refusal to do something new (GMs discretion) Untrained in Notice skill Each unsuccessfully finished Subplot for the Society of Sensation

Alignment

The Sons of Mercy By ensuring justice is applied fairly and to all who live in the light of civilization, we all prosper.
The Sons are trying to teach others the lesson that crime doesnt pay. The group holds righteous justice to be the purest

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expression of order, an outlook palatable to most heroes. Members share the groups singular vision and champion its cause on the planes. Archetypes: Guide: Everybody deserves a second chance if properly guided. Justice has failed if it doesnt lead up remorse. Son of Order: Law is everything we have, a single crime is a crime against us all. Let us be without it! Requirements: Post-Faction War Era, Alignment (non-Evil, Order) Paths: Good, Order, Protection, Righteousness Alignment Skills: Investigate, Ride, Search, Tactics Ritual Weapon: Zweihander Avatar: Agathinon (see page 141) Opposed Alignments: Chaos, Evil, Revolutionary League, Society of Sensation, Sodkillers Table 5.30: The Sodkillers Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -1 -2 Criterion Each new Step in Alignment (Order/Sodkillers) Paths Each new feat with Alignment (Order/Sodkillers) prerequisite Each new permanent Strength score increase above 11 Works at the headquarters during Downtime Criminal, Fighter, Fist, Gladiator, Guardian, or Ranger Specialty Each new Class Level in the assassin, edge master, imaner, scout, or soldier class Each 5 skill ranks in Athletics/Intimidate Visited Acheron Defeated an NPC with Alpha or Dire monster template Recruited someone into the Sodkillers Each successful Bull Rush, Grapple, Pummel, or Trip action Each successfully finished Subplot for the Sodkillers Owns an artifact Defeated an NPC with Immature monster template Untrained in Athletics/Intimidate skill Each unsuccessfully finished Subplot for the Sodkillers

Alignment

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Table 5.31: The Sons of Mercy Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -1 -1 -1 -2 -2 -2 -2 Criterion Each new Step in Alignment (Order/Sons of Mercy) Paths Each new feat with Alignment (Order/Sons of Mercy) prerequisite Works at the headquarters during Downtime Cavalier, City Watch, Guardian, Fighter, Ranger, Vanguard, or Warden Specialty Each new Class Level in the paladin or proselyte master class Each 5 skill ranks in Impress/Investigate/Sense Motive Each apprehended wanted criminal Visited Mount Celestia Solved a crime case Recruited someone into the Sons of Mercy Each successfully finished Subplot for the Sons of Mercy Owns an artifact Untrained in Impress/ Investigate/Sense Motive skill On trial Each new Lie check Arrested Criminal Specialty Accepted bribery Convicted of a crime Each unsuccessfully finished Subplot for the Sons of Mercy

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The Transcendent Order (Ciphers) Action without thought is the purest response. Train body and mind to act in harmony, and the spirit becomes one with the multiverse.
These guys say that for a body to become one with the multiverse, hes got to stop thinking and act. Action without thought is the purest form of thought. When a cutter can know what to do without even thinking about it, then hes become one with the multiverse.

Course it aint that easy. Any addlecove can blunder in and act without giving it a thought, but thats not the goal. A bodys got to work hard at learning himself - learning his own mind and instincts until the right action comes automatically. Its done by training both the body and mind. Just like the way thieves practice their crosstrade, a Ciphers got to train his mind (the source of action) and body (the actor) to be one thing. Theres no difference between the two, no separation between thought and motion. Body and mind act as one - the hand moves before the thought reaches it. So whats all this get a fellow, then? Once mind and body are in harmony, the spirit becomes in tune with the multiverse. A blood understands the purpose of the multiverse and knows just where and how he should be.

Table 5.32: The Transcendent Order Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -1 -1 -2 Criterion Each new Step in Alignment (Transcendent Order) Paths Each new feat with Alignment (Transcendent Order) prerequisite Each new Class Level in the master mediator master class Each new permanent Wisdom or Charisma score increase above 11 Works at the headquarters during Downtime Fist Specialty Each successful change of someones Disposition to Neutral Each 5 skill ranks in Acrobatics/Athletics Each new bonus action die rewarded by the GM Visited Elysium Recruited someone into the Transcendent Order Each successfully finished Subplot for the Transcendent Order Owns an artifact Untrained in Acrobatics/Athletics skill Each unspent action die at the end of session Casts Divination/Illusion spells Each unsuccessfully finished Subplot for the Society of Sensation

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Archetypes: Hair-trigger: Action, reaction. Why think about it? Zen Master: Patience, grasshopper. With balance comes harmony.

Requirements: Alignment choice must consist of only Transcendent Order.

Alignment
Travel

Paths: Discipline, Harmony, Spirits,

Paths: Beasts, Good, Nature, Travel, Wilderness Alignment Skills: Athletics, Ride, Survival, Tactics Ritual Weapon: Hand Claw Avatar: Predator V (see Fantasy Craft page 120) Opposed Alignments: Doomguard, Dustmen, Evil, Fated

Alignment

Alignment Skills: Acrobatics, Athletics, Search, Tactics Ritual Weapon: Standard Unarmed Attack Avatar: Alpha Abiorach Opposed Alignments: Harmonium

The Verdant Guild (The Wylders) The wilderness is the foundation of all life.
The wild places have existed for eons, and should continue to flourish for untold ages. Without the resources of the wilderness, civilization itself is doomed. Therefore, the wilderness must be preserved from the forces of civilization, evil and destruction. Archetypes: Savage: Grrrrrrrrrrr! Flower Child: We can all live in peace and be one with the nature.

As these sods see it, the multiverse wasnt born from Chaos - the multiverse is Chaos. Theres no order, no pattern to anything. Thats the meaning of the multiverse, the great secret everyone else is just too dull-witted and cowardly to admit! Look around. Is there any pattern to this existence? Any order that gives it all meaning? None, not a one. By gazing upon Chaos, learning to appreciate the randomness of it and understanding its sublime intricacies, the Xaositects learn the secrets of the multiverse. They want to play within the unshapeable Chaos, and to be a part of its uncontrollable energies.

The Xaositects (Chaosmen) Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets.

Requirements: Alignment (non-Evil, non-Order), no ranks in Crafting Table 5.33: The Verdant Guild Reputation Modifiers Reputation Criterion +1 Each new Step in Alignment (Verdant Guild) Paths +1 Each new feat with Alignment (Verdant Guild) prerequisite +1 Each 5 skill ranks in Survival +1 Druid Specialty +1 Each new Class Level in the justiciar or paladin master class +1 Recruited someone into the Verdant Guild +1 Visited Beastlands +2 Owns an artifact +2 Each successfully finished Subplot for the Verdant Guild -1 -2 Untrained in Survival skill Each unsuccessfully finished Subplot for the Verdant Guild

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Archetypes: Chaosmonger: Do the opposite of what everyone else does; be as loony as possible. Teaser: Chaos is the expected response; frustrate folks by acting (mostly) normal. Requirements: Alignment (Chaos)

Alignment Skills: Bluff, Investigate, Search, Survival Ritual Weapon: Standard Unarmed Attack Avatar: Servitor V (see Fantasy Craft page 120) Opposed Alignments: Harmonium Table 5.34: The Xaositects Reputation Modifiers Reputation +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +2 -1 -2 Criterion Each new Step in Alignment (Chaos/Xaositects) Paths Each new feat with Alignment (Chaos/Xaositects) prerequisite Works at the headquarters during Downtime Abyssal Warrior, Acrobat, Adventurer, Artisan, Barbarian, Bard, Corsair, Criminal, Gladiator, Planewalker, Rogue, Tribesman, or Wild Mage Specialty Each new Class Level in the chaos jester master class Each 5 skills with 1 rank Each new Language/Study Broke a legal law Visited Limbo Recruited someone into the Xaositects Each successfully finished Subplot for the Xaositects Owns an artifact Each abiding to a legal law Each unsuccessfully finished Subplot for the Xaositects

Paths: Chaos, Curses, Deceit, Fortune Alignment Skills: Acrobatics, Crafting, Prestidigitation, Survival Ritual Weapon: Chain Avatar: Chaos Beast (see Fantasy Craft page 257) Opposed Alignments: Fraternity of Order, Harmonium, Order

Alignment

The Zactars (The Waiting Ones) The One True Beings every need must be fulfilled. We are here to see it through.
Members of this long-forgotten faction believe that everything in the multiverse was created for the benefit of an ultra-powerful entity known as the One True Being which the gods have not yet created. Everything else, from the smallest shanty to the greatest palace, from the lowliest carrion-eater to the mightiest of aasimon , were merely filling space until this One True Being arrived. The Waiting Ones are now all but forgotten in Sigil, despite the fact that their philosophy was one of the most followed and entrusted of all beliefs. The faction rose to great prominence under the teachings of factol Zactar, an obsessed and powerful cambion marquis. He was so persuasive that Zactar renamed the congregation after himself. Archetypes: Preacher: The One True Being walks among us! Join me in serving it and fall under its grace! Doom Prophet: The end is nigh! The One True Being will cast down all the powers and start anew!

Table 5.35: The Zactars Reputation Modifiers Reputation +1 +1 +1 +1 +1 +2 +2 -2 Criterion Each new Step in Alignment (Chaos/Zactars) Paths Each new feat with Alignment (Chaos/Zactars) prerequisite Works at the headquarters during Downtime Guardian Specialty Recruited someone into the Zactars Each successfully finished Subplot for the Zactars Owns an artifact Each unsuccessfully finished Subplot for the Zactars

Requirements: Alignment (Chaos, One True Being)

Alignment

Paths: Chaos, Protection, Spirits

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Chapter 6: Foes
The Planes are filled with various creatures of wonder beings made of purest flame or dire fear. Some of these creatures are already known to inhabitants of the Prime Material Plane, such as celestials, elementals, fiends, genies and all others that take great interest in the world and affairs of mortals. On the other hand, many creatures are rarely encountered outside their native planes and in most cases that is a good thing indeed. Imagine how a single sugo would easily disrupt the delicate balance of local wildlife with its unholy presence! Fortunately, petitioners that inhabit the Outer Planes are quite capable of dealing with these locals after all they are to some extent spawned from the same plane. Planewalkers should tread carefully on the Planes.

Benefit: The NPCs Type changes to Fey Outsider, his Speed increases by 10 ft., and his Strength score rises by 2. He also gains Gore I (dmg 1d6 lethal; threat 1920; qualities: bleed), fatal falls, and improved stability. Do not add the Acrobatics or the Athletics Signature Skills. Benefit: The NPC gains feat (Elemental Heritage [Wind]), his Dexterity score rises by 2, and he also gains natural spell (Levitate). Benefit: The NPC gains feat (Elemental Heritage [Earth]) and his Strength score rises by 2. He also gains damage reduction 2 and natural spell (Pass Without Trace). Benefit: The NPC gains feat (Elemental Heritage [Fire]), his Intelligence score rises by 2, and he also gains natural spell (Scorching Ray). Benefit: The NPC gains feat (Elemental Heritage [Water]) and his Constitution score rises by 2. He also gains aquatic II and natural spell (Create Water). Benefit: The NPCs Intelligence score rises by 2 and he gains natural spell (Teleport II). Benefit: The NPCs Dexterity score rises by 2. He also gains always ready and spell defense II. Benefit: The NPCs Size decreases to Small and his Strength score rises by 2. He also gains Gore I (dmg 1d4 lethal + sickening poison; threat 1920; qualities: bleed; upgrades: venomous). Benefit: The NPCs Type changes to Construct Outsider and his Defense, Health and Resilience each increase by 1 grade. However, his Charisma decreases by 2, and he gains Achilles heel (electrical), banned

Bariaur (+ 6 XP)

Genasi, Air (+6 XP)

Genasi, Earth (+11 XP)

The following NPC qualities are available in addition to those in Fantasy Craft.

Npc Qualities

Genasi, Fire (+6 XP)

Chaos Shaper (+4 XP): The NPC can inherently control Limbos raw chaos matter (see page 251) as a free action, even while unconscious or asleep. While not concentrating, the NPC uses Wisdom score instead of Intelligence to determine the area and type of terrain generated. Also, he may craft karach items (see pages 76 and 78) from this chaos matter. Class Ability (Varies): The NPC gains a master class ability. The abilitys XP value is determined by the Class Level at which it becomes available and multiplying it by 1.5 (round up). Epic (+25 XP per grade): The NPC is greater than life, requiring a successfully finished Subplot per grade before encountered.

NPC Quality Descriptions

Genasi, WATER (+7 XP)

Githyanki (+9 XP)

Githzerai (+8 XP)

The NPCs in the Fantasy Craft Rogues Gallery are, by default, human. To shift their Species, simply add one of the following templates. Benefit: The NPC gains Outsider Type and his Wisdom rises by 2. He also gains damage defiance (cold, fire), and feat (Angelic Heritage).

Rogue Templates

Nathri (+6 XP)

Aasimar (+8 XP)

Rogue Modron (+10 XP)

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action (Ride, Swim), critical hesitation, and damage reduction 2. Benefit: The NPCs Type changes to Construct and he gains Achilles heel (electrical), devour, lumbering, shapeshifter I, and spell defense II. He also gains Squeeze I (dmg 1d10 acid; notes: Grapple benefit; upgrades: alternate damage). However, his Charisma decreases by 2. Benefit: The NPC gains Outsider Type and his Intelligence score rises by 2. He also gains damage defiance (cold), feat (Devilish Heritage), and natural spell (Darkness I).

Rogue Nethling (+14 XP)

Tiefling (+8 XP)

Unlike NPCs in the Fantasy Craft Rogues Gallery, these creatures arent available as contacts, hirelings, or followers except with special GM permission. Aasimar are handled with a rogue template (see page 140). Species feats can be applied for additional archetypes, such as wild blood. The aasimon are a race native to the Upper Planes. Aasimon neither lie, cheat, attack needlessly, nor steal, and they are impeccably honorable in their dealings. In this, unfortunately, they are sometimes predictable and even vulnerable to manipulation. Agathia (singular agathinon) are the fighting forces of the Upper Planes, defend the borders of their planes against intruders. Warriors also face each other in endless cycles of holy wars. In its natural form, the agathion is an elf-like creature with opalescent, luminous skin and eyes which actually shine. Astral devas are principally employed in the Astral Plane or on any of the Lower Planes. They are tall, slender, and graceful with golden skin and hair, amber eyes, and large white wings tinted with gold. Lights are beings of energy, appearing as swirling mists of light. They often serve temporarily as cohorts for powerful good characters. Monadic devas are usually employed in the Ethereal and the Inner Planes. They have dark brown skin, jet hair, and piercing green eyes. Their wings are white with a silver sheen. Movanic devas serve primarily on the

Bestiary

Aasimar

Prime Material Plane, Negative Energy, and Positive Energy Planes. They have milky white skin and silvery hair and eyes. Planetars are a powerful group of beneficent outsiders who serve the good deities. One or more will typically serve as the right hand of a minor deity, while numbers of planetars will attend a major deity. A planetar resembles a tall and powerful humanoid with opaline skin and double wings, hairless head, and blue glowing eyes. Solars are the most powerful beneficent outsiders, usually directly serving a greater deity of good and typically as his or her marshal, steward, etc. The skin of a solar is the color of molten copper, hair color is bronze, and eyes are glowing topaz. Its form is beautiful and muscular, and the deep, resonant voice is commanding. The wings are double and of a coppery gold color. Tactics: Aasimon rarely resort to violence unless they face forces of evil or work to foil their schemes. They almost always give their foes a second chance, allowing them to redeem and keep their lives. Aasimon use cold read to identify their foes motives and act accordingly to their ability to judge others, which is almost flawless. Agathinon (Medium Outsider Spirit Walker 107 XP): Str 10, Dex 12, Con 10, Int 12, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VI; Atk III; Def VI; Res III; Health III; Comp III; Skills: Impress VI, Notice V Tactics V; Qualities: , attractive II, beguiling, class ability (Assassin: cold read 1/session), contagion immunity, damage defiance (acid, cold, electrical), damage reduction 3, devoted (Spirits III), fearless I, interests (Alignment [Good]), shapeshifter II, spell defense I Attacks/Weapons: Long sword (dmg 1d12; threat 20) Treasure: None. Astral Deva (Medium Outsider Flyer/Walker 132 XP): Str 12, Dex 16, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 120 ft. winged flight, 60 ft. ground; Init V; Atk IV; Def V; Res VI; Health VI; Comp III; Skills: Impress VI, Search V; Qualities: Always ready, attractive II, beguiling, class ability (Assassin: cold read 1/session), contagion immunity, damage defiance (acid, fire, heat), damage immunity (cold, electrical), damage reduction 3, devoted (Life II), everlasting, fearless II, interests (Alignment [Good]), shapeshifter I, spell defense IV Attacks/Weapons: Mace of Disruption

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(Large Mace: dmg 1d10+2 lethal; threat 20; qualities: AP 4; essence: aligned [Good]; charm: bane [Undead]), Slam I (dmg 1d6+1 lethal; threat 20) Treasure: None. Light (Small Outsider Spirit Flyer 123 XP): Str 10, Dex 20, Con 10, Int 10, Wis 10, Cha 12; SZ S (1x1, Reach 1); Spd 120 ft. winged flight; Init VIII; Atk III; Def VIII; Res IV; Health IV; Comp III; Qualities: Always ready, attractive I, beguiling, class ability (Assassin: cold read 1/session), contagion immunity, damage defiance (acid, cold, electrical), devoted (Light II), damage reduction 4, fearless II, interests (Alignment[Good]), shapeshifter I, spell defense III Attacks/Weapons: Wrathful Strike (Slam III: dmg 2d4 divine; threat 1920; upgrades: alternate damage) Treasure: None. Monadic Deva (Medium Outsider Flyer/Walker 127 XP): Str 14, Dex 12, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 90 ft. winged flight, 40 ft. ground; Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Impress VI, Search V; Qualities: Attractive II, class ability (Assassin: cold read 1/ session), contagion immunity, damage defiance (acid), damage immunity (cold, electrical, fire, heat), damage reduction 3, devoted (Light II), fearless II, interests (Alignment [Good]), shapeshifter I, spell defense IV Attacks/Weapons: Rod of Smiting (Short staff: dmg 1d6+2 subdual; threat 20; qualities: double, trip; charm: bane [Construct]), Slam I (dmg 1d6+2 lethal; threat 20) Treasure: None. Movanic Deva (Medium Outsider Flyer/Walker 128 XP): Str 12, Dex 14, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 80 ft. winged flight, 30 ft. ground; Init VI; Atk IV; Def VI; Res III; Health III; Comp III; Skills: Impress VI, Search V Spellcasting II; , Spells: Elemental Shield, Fireball I; Qualities: Always ready, attractive II, beguiling, class ability (Assassin: cold read 1/session), contagion immunity, damage defiance (acid, fire, heat), damage immunity (cold, electrical), damage reduction 3, devoted (Protection II), fearless II, interests (Alignment [Good]), regeneration 2, shapeshifter I, spell defense II, spell reflection Attacks/Weapons: Flame Tongue (Large Long sword: dmg 2d8+1 fire; threat 20; essence: exotic damage [Fire]), Slam I (dmg 1d6+1 lethal; threat 20) Treasure: None.

Planetar (Large Outsider Flyer/ Walker 194 XP): Str 14, Dex 12, Con 10, Int 14, Wis 16, Cha 16; SZ L (2x2, Reach 2); Spd 120 ft. winged flight, 40 ft. ground; Init VI; Atk V; Def VI; Res IX; Health IX; Comp III; Skills: Impress VIII, Notice VI, Tactics IX; Qualities: Always ready, attractive III, beguiling, class ability (Assassin: cold read 2/ session), contagion immunity, damage defiance (fire, heat), damage immunity (cold, electrical), damage reduction 4, devoted (Good III), everlasting, fearless II, interests (Alignment[Good]), natural spell (Earthquake, Wish II), regeneration 4, shapeshifter I, spell defense V Attacks/Weapons: Large Long sword (dmg 2d8+2 lethal; threat 20), Slam I (dmg 1d8+1 lethal; threat 20) Treasure: None. Solar (Large Outsider Flyer/Walker 262 XP): Str 16, Dex 14, Con 10, Int 14, Wis 16, Cha 16; SZ L (2x2, Reach 2); Spd 120 ft. winged flight, 50 ft. ground; Init V; Atk IV; Def V; Res X; Health X; Comp III; Skills: Impress X, Notice IX, Sense Motive IX; Qualities: Always ready, attractive IV beguiling, , class ability (Assassin: cold read 2/session, Paladin: lay on hands), contagion immunity, damage defiance (fire, heat), damage immunity (acid, cold, electrical), damage reduction 5, devoted (Good V Order II), everlasting, fearless II, interests , (Alignment[Good]), natural spell (Wish III), regeneration 7, shapeshifter I, spell defense V tough , VII Attacks/Weapons: Large Claymore (dmg 2d8+3 lethal; threat 19-20; qualities: massive, reach +1), Large Long Bow + 30 standard arrows (dmg 1d8 lethal; threat 1920; range 40 ft. x 6; qualities: AP 4), Slam I (dmg 1d8+3 lethal; threat 20) Treasure: None. This vicious giant vermin hails from the Abyss. A typical nest may contain as many as 300 workers / warriors and a single queen. The worker/warriors defend the queen and colony, gather food, attend the eggs and larvae and establish the ecosystem. Queens appear as a huge, bloated version of the normal Abyssal ants. They have no stinger. Workers / warriors resemble dog-sized ants with piebald coloration of putrid pink and fish-belly white. Tactics: Workers also act as warriors, and vice-versa, so they exploit the fact that most opponents underestimate their fighting

Abyssal Ants

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capabilities. Although intelligent, they act as a horde and will defend their colony fearlessly. Before closing in melee or if theyre unable to approach, they will rely on Acidic Spit, ignoring the possibility that they will hit their own kind in the flurry of battle. Queen (Large Beast Outsider Walker 37 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 1); Spd 10 ft. ground; Init I; Atk III; Def I; Res V; Health V; Comp III; Qualities: Damage reduction 1, fearless II, hive mind, interests (Alignment [Evil]) Attacks/Weapons: Bite I (dmg 1d10 lethal; threat: 1820), Acidic Spit (acid damage attack II: 20 ft. ray; dmg 1d6 lethal per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Worker/Warrior (Small Beast Outsider Walker 57 XP): Str 10, Dex 14, Con 10, Int 6, Wis 6, Cha 6; SZ S (1x1, Reach 1); Spd 50 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp III; Qualities: Damage reduction 1, fearless II, hive mind, interests (Alignment [Evil]) Attacks/Weapons: Bite I (dmg 1d6 lethal; threat: 1820), Gore I (dmg 1d4 lethal + necrotic poison; threat: 1820; qualities: bleed; upgrades: venomous), Acidic Spit (acid damage attack I: 20 ft. ray; dmg 1d4 lethal per 2 TL, Ref DC 10 for 1/2 damage; upgrades: alternate damage) Treasure: None. Animal lord is a monster template, which may be applied to any animal (see page 223). Apollyons serve as messengers of death deities and guardians of their realms. Their tasks involve assisting priests of death and guarding or destroy

items antithetical to the domain of death. They are gaunt, hairless humanoids with gray, scaly skin, and smoldering eyes. Huge, batlike wings spread from their back, and their arms end in adamantine talons. Tactics: Apollyons are efficient killers, for their primary purpose is a high death toll. An apollyon generally opens with its death gaze, and then rips targets apart with its devastating claws and bite. Apollyons do

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not seem to enjoy battle, and take no joy in inflicting pain. They simply dispatch the living in the fastest possible manner. Apollyon (Large Outsider Flyer/ Walker 76 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 50 ft. winged flight, 30 ft. ground; Init II; Atk V; Def II; Res IX; Health IX; Comp III; Qualities: Damage reduction 2, tough I Attacks/Weapons: Bite I (dmg 1d10 lethal + necrotic poison; threat 1820; upgrades: venomous), Claw I 2 (dmg 1d8 lethal; threat 20; upgrades: bleed), Death gaze (divine damage attack IV: 50 ft. gaze; dmg 1d10 divine per 2 TL, Ref DC 25 for 1/2 damage; upgrades: alternate damage) Treasure: None. A strong, thick-bodied pony from the plane of Arcadia, this beast has a light green hide and ears like a rabbit. A single, long tentacle grows from its chest, just at the breastbone; the tentacle can hold a torch, helping the pony to find its way in the darkness. Arcadian ponies will not carry riders, although they will pull carts and cabs. Tactics: Arcadian ponies shy from combat although they have been known to inflict serious injuries with their tentacles. Arcadian Pony (Large Animal Walker 45 XP): Str 10, Dex 14, Con 10, Int 3, Wis 10, Cha 4; SZ L (1x2, Reach 1); Spd 40 ft. ground (Run 200 ft.); Init III; Atk III; Def III; Res V; Health V; Comp III; Skills: Notice VI; Qualities: Damage reduction 1, improved sense (hearing), superior runner I, superior traveler III Attacks/Weapons: Kick I (dmg 1d6 lethal; threat 20), Tentacle Slap I (dmg 1d10 lethal; threat 20; qualities: reach +1) Treasure: None. The arcane are a race of traders and merchants who travel the planes in search of business. Theyre tall lanky blue-skinned giants with long thin faces and spidery delicate hands. They have a strange reluctance to enter Sigil and avoid it at all costs. Tactics: Arcane arent much for a fight; they loathe physical conflict an avoid it whenever possible. Despite their extraordinary height, theyre not good fighters; an arcanes only marginally stronger than a stout human and no match for an ogre or fiend in physical strength. Course, an arcanell be long gone

by the time an angry fiend gets past the bodyguards. Arcane (Large Outsider Walker 64 XP): Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init II; Atk III; Def II; Res V; Health V; Comp III; Skills: Haggle IX; Qualities: Damage reduction 2, interests (Alignment [Order]), invisibility, natural spell (Dimension Door), spell defense II Attacks/Weapons: Large Dagger (dmg 1d8 lethal; threat 19-20; qualities: bleed, hurl) Treasure: 1C, 1L The petitioners of Mount Celestia, archons have charged themselves with the protection of the plane and all those who are innocent or free of evil within its breathtaking vistas. Hound archons are powerfully muscled humans who have canine heads. The hounds are the guardians of the first and second layers, and they command the lantern archons in the defense of Mount Celestia. They mostly inhabit the first and second layer and know the paths up and down the Mount. Lanterns, lowest of archons, appear as floating balls of light. They are the equivalent of the infantry in prime material armies. Swords appear as humans with wings in place of arms. Their hair is silvery, and their eyes glow with inner light. They wear collars, leg greaves, and breastplates. Sword archons destroy the fiends who seek to destroy Mount Celestia and its inhabitants. They also carry the messages of the tome archons to all layers of Mount Celestia. Thrones look like metal-clad humans, with golden skin and fair hair. They avoid combat whenever they can, instead sending their minions forth to fight their battles. Throne archons rule towns of Mount Celestia. Tomes, the rulers of the seven layers, look like winged humans with hawk heads. They despise fighting personally, though with the tomes its also a matter of global prudence, as opposed to purely personal. Since there are only seven known tomes, their deaths would spell disaster for the archon hierarchy. Trumpets resemble winged elves, save that trumpets are even more fair. They are archons of resurrection and song, whose duty is to guide petitioners called back to

Archons

Arcadian Pony

Arcane

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the Prime by magic or miracle. Theyre revered because of their power over life and because they risk eternal oblivion on every journey they make. Wardens have the appearance of hulking humans with grizzly-bear heads. They guard the portals between the layers. Tactics: Archons will not enter combat unless theres evil to be crushed or an innocent being suffers at the hands of oppressors. They always use Protection from Alignment at the start of combat followed by other buffing spells if available. They immediately try to alert any nearby archons and use Teleport II to summon help. Hound (Medium Outsider Walker 71 XP): Str 10, Dex 14, Con 10, Int 8, Wis 10, Cha 8; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VI; Atk V; Def VI; Res III; Health III; Comp III; Qualities: Damage reduction 2, darkvision I, fearless I, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II), shapeshifter I, spell defense I, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Slam I 2 (dmg 1d6 lethal; threat 20), Long Bow + 30 standard arrows (dmg 1d6 lethal; threat 1920; range 40 ft. x 6; qualities: AP 4) Treasure: None. Lantern (Small Outsider Spirit Flyer 67 XP): Str 10, Dex 14, Con 10, Int 6, Wis 10, Cha 6; SZ S (1x1, Reach 1); Spd 60 ft. winged flight; Init V; Atk I; Def V; Res IV; Health IV; Comp III; Qualities: Condition immunity (paralyzed), damage defiance (Blunt weapons, Edged weapons, Natural attacks, Ranged weapons), damage reduction 1, darkvision I, fearless I, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II) Attacks/Weapons: Light Ray (divine damage attack II: 20 ft. ray; dmg 1d6 divine per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Sword (Large Outsider Flyer/Walker 82 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 50 ft. winged flight, 40 ft. ground; Init VIII; Atk V; Def VIII; Res V; Health V; Comp III; Qualities: Charge attack, damage reduction 4, darkvision I, fearless I, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II), spell defense II, swift attack 2 Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20)

Treasure: None. Throne (Large Outsider Flyer/ Walker 109 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 90 ft. winged flight, 40 ft. ground; Init VIII; Atk VI; Def VIII; Res VI; Health VI; Comp III; Qualities: Damage reduction 5, darkvision I, devoted (Good V Order III), fearless , I, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II), spell defense III, tough I Attacks/Weapons: Vorpal Sword (Large Long sword: dmg 2d8 lethal; threat 20; upgrades: bleed; charm: greater damage bonus) Treasure: None. Tome (Large Outsider Flyer/Walker 152 XP): Str 10, Dex 12, Con 10, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 50 ft. winged flight, 40 ft. ground; Init IV; Atk I; Def IV; Res X; Health X; Comp III; Qualities: Cagey I, damage reduction 4, darkvision I, devoted (Good V Order IV), fearless , I, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II), spell defense IV tough IV , Attacks/Weapons: Light Ray (divine damage attack IV: 60 ft. ray; dmg 1d10 divine per 2 TL, Ref DC 25 for 1/2 damage; upgrades: alternate damage) Treasure: None. Trumpet (Medium Outsider Flyer/ Walker 85 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init VII; Atk III; Def VII; Res V; Health V; Comp III; Qualities: Damage reduction 4, darkvision I, devoted (Good V Order III), fearless , I, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II), spell defense II Attacks/Weapons: Silver Trumpet (Long sword: dmg 1d12; threat 20; charm: lesser accuracy bonus) Treasure: None. Warden (Large Outsider Walker 76 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init VIII; Atk V; Def VIII; Res IV; Health IV; Comp III; Qualities: Always ready, damage reduction 3, darkvision I, devoted (Protection III), fearless I, grappler, interests (Alignment [Good, Order]), natural spell (Protection from Alignment, Teleport II), spell defense I

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Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Slam I 2 (dmg 1d8 lethal; threat 20; upgrades: grab), Squeeze I (dmg 1d12 subdual; notes: Grapple benefit) Treasure: None. Asperim, natives of Baator, are relatives of imps. They have a particularly bizarre sense of humor, delighting in crude practical jokes and malicious pranks. An asperim is a squat, green creature resembling a cross between a dwarf and a giant frog with long, pointed ears. Asperim are so annoying that baatezu avoid them, even others of their own kind. As a result, asperim have been forced to locate on the outermost circles of Baator. Tactics: Asperim dislike physical combat, and will generally teleport away if their pranks

are unsuccessful. If unable to escape, they will try to summon aid, then quickly utilize Mirror Images and other defensive spells. Asperim (Small Outsider Walker 39 XP): Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 12; SZ S (1x1, Reach 1); Spd 20 ft. ground; Init I; Atk IV; Def I; Res III; Health III; Comp III; Skills: Spellcasting VII: Spells: Teleport I, Silence, Disguise Self, Project Presence, Mirror Images, Slow, Glyph of Protection I; Qualities: Interests (Alignment [Evil, Order]), invisibility, natural spell (Call from Beyond I), spell defense III Attacks/Weapons: Treasure: 6L, 2M

Asperim

Astral Dreadnought

The gods alone know what these creatures are or where they come from but one thing is certain: where the astral dreadnought goes, even the most powerful fiends know fear. It is a gigantic creature with gaping jaws, huge pincerlike claws a reddish, armored carapace and a single malevolent eye. The dreadnoughts lower quarters are serpentine. Tactics: Astral dreadnoughts cunning backed up with great strength makes them very dangerous foes capable of destroying a whole party in a matter of moments. They are aware of the advantage smart spellcasters have on the Astral Plane so they disable them with Anti-magic Field I before closing in on them. Their powerful pincers and bite can quickly finish even the most protected targets. Astral dreadnought is fiercely protective of his own astral cord. Astral Dreadnought (Huge Outsider Walker 124 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ H (3x4, Reach 3); Spd 50 ft. ground; Init VI; Atk VI; Def VI; Res IX; Health IX; Comp III; Qualities: Damage reduction 4, fearless II, interests (Alignment [Chaos]), natural spell (Anti-magic Field I), spell defense II, tough II Attacks/Weapons: Bite III (dmg 2d12 lethal; threat 17-20),

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Pincer 2 (Claw V: dmg 3d10 lethal; threat 1820; upgrades: grab), Frightful Glare (frightening attack III: 60 ft. gaze; Will DC 20 or become frightened for 3d6 rounds) Treasure: None. Asuras are found throughout the Upper Planes, serving various powers as messengers and heralds with a righteous zealotry. They may serve as the voices of knowledge, sharing wisdom that guides mortal oracles and mystics. Noble warriors they have birdlike ruby talons for feet and wings of brightly burning flame, marble white flesh and their eyes are orbs of purest fire. Tactics: Asuras rely on their great flying speed and spells to incapacitate foes before resorting to use of their flaming sword. Asura (Medium Outsider Flyer/Walker 103 XP): Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 14; SZ M (1x1, Reach 1); Spd 90 ft. winged flight, 30 ft. ground; Init VII; Atk V; Def VII; Res III; Health III; Comp III; Qualities: Damage reduction 3, devoted (Life III, Fire I), fearless II, fearsome, interests (Alignment [Chaos, Good]), natural spell (True Seeing), shapeshifter I, spell defense II Attacks/Weapons: Talon III 2 (dmg 2d6 lethal; threat 20), Flame Tongue (Long Sword: dmg 2d8 fire; threat 20; essence: exotic damage [fire]) Treasure: None. The aurumvorax, or golden gorger, is mean, vicious, and always hungry. Despite its small, badger-like size and shape, its heavy as its flesh is very dense. An aurumvorax has a golden coat and its 8 legs are tipped with copper-colored claws. Tactics: When attacking, it scuttles forth from its burrow, locks its teeth into the victim, and brings its clawed legs into play. Aurumvorax (Small Animal Walker/ Burrower 77 XP): Str 10, Dex 10, Con 10, Int 1, Wis 10, Cha 4; SZ S (1x1, Reach 1); Spd 30 ft. ground, 10 ft. burrow; Init IV; Atk VII; Def IV; Res V; Health V; Comp -; Skills: Notice V; Qualities: Charge attack, contagion immunity, damage defiance (Blunt weapons), damage immunity (fire), damage reduction 3, fearless II, grappler, rend Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18-20; upgrades: grab), Claw I 8 (dmg 1d4 lethal; threat 20) Treasure: 6C

Asura

Aurumvorax

Baatezu (or devils as mortals call them), are a strong, evil-tempered, wellorganized race of fiends native to Baator. In their rigid caste system, authority derives not only from power but from station. The baatezu pursue two obsessive goals annihilate the tanarri and corrupt the mortals. Abishai are a race of scaly reptilian baatezu with leathery wings and a barbed tail. Most serve Tiamat and are common on Avernus and Dis, the first two layers of Baator. Amnizu dwell primarily on Stygia, the fifth plane of Baator where they guard the river Styx. They are gruesome and unseemly: short with elongated, bald heads, stubby legs and arms, and large, leathery wings. The amnizu enjoy a nobility of sorts. They follow orders only because of their desire to advance and their fear of the pit fiends. Barbazu are the vilest soldiers in Baator, employed in large numbers as elite shock troops. A barbazu is a foul, scaly humanoid creature with a long tail, clawed hands and feet, pointed ears, and a snaky, disgusting beard. The barbazu are the most violent baatezu, taking advantage of any excuse to attack. Cornugons are elite defense forces. They look frightening - only vaguely humanoid, and covered with grotesque scales. Their huge wings and snaking, prehensile tail add to their intimidating demeanor. In combat they favor a long barbed whip. They are fearless fighters, rarely retreating from combat even against overwhelming odds. Erinyes are female, but can appear as men, and always the most perfect physical specimens. They cannot, however, pass for mortals, for their huge, feathery wings reveal them. Cunning and evil, they have the special duty among the baatezu of tempting mortals. Erinyes prefer to use powers rather than fight physically. Gelugons, the guardians of Cania, are second in power and station only to the pit fiends. They have insectlike bodies, with multifaceted eyes and a thick tail with razorsharp spikes. Hamatula are solitary guardians and patrollers of the third and fourth layers of Baator. They resemble large monstrous humanoids, covered from head to toe with sharp barbs. They rarely use weapons in combat, preferring their natural weapons instead.

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Kocrachons are loathsome, beetlelike fiends, with heady eyes staring out from beneath their enameled carapaces. The kocrachon would far rather flee than fight, for its job is to cause pain and extract information rather than to serve as militia. However, when backed into a corner, this baatezu is just as deadly as any of its brethren. Lemures, the lowliest denizens of Baator, are grotesque, disfigured blobs of molten flesh, with a vaguely humanoid torso and head. Unless ordered otherwise, lemures relentlessly attack anything except another baatezu, regardless of danger. Mezzikim are the tortured souls of baatezu in Hell, banished to the Prime Material Plane after 666 nights of torture. They appear as a bestial-looking devil with scales, claws and wings. Nupperibos are misshapen, damned beings who are blind, deaf and mute. Bearing a passing familiarity to the lemure and sharing many of the same duties, the nupperibo is even more detested by the baatezu than its lower ranked cousin. A nupperibo is dedicated to physically harming and oppressing those creatures unassociated with baatezu. Needless to say, a nupperibo has no strategy or tactic other than to seek and destroy. Osyluths are Baators militia forces and have power over baatezu of higher station. They roam the layers and observe the actions of other baatezu, ensuring that they act properly. Oslyuths resemble dried, rotting humanoid husks with a large scorpionlike tail. Pit fiends are the most terrible baatezu, giant winged humanoids, gargoylish in appearance, with huge bat-wings that wrap around their body in defense, large fangs that drip with vile, green liquid, and hulking red, scaly bodies that burst in flame when they are agitated. Wherever they are, pit fiends wield enormous power - They lead legions of dozens of complete armies. Spinagons serve as messengers and lackeys for more powerful baatezu, which includes just about all of them. They look like gargoyles small humanoids with wings and a spiked tail. Spinagons avoid combat, preferring to flee and alert more powerful baatezu. Tactics: Baatezu are extremely intelligent opponents, who always have a plan B prepared. Most powerful members have even more alternate plans laid out. Although capable fighters, they put emphasis on deception, trickery, and tactics above all else. They use Call from Beyond freely in Blood War and in a life or death situation, since their highly ordered

nature requires them to return favor to the summoned aiding baatezu. Amnizu (Medium Outsider Flyer/ Walker 114 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 20 ft. ground; Init VI; Atk IV; Def VI; Res IV; Health IV; Comp III; Skills: Intimidate VI, Sense Motive VI; Qualities: contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 3, darkvision I, interests (Alignment [Evil, Order]), natural spell (Call from Beyond III, Fireball II), spell defense III, telepathic Attacks/Weapons: Forgetful Thoughts (baffling attack III: Will DC 20 or become baffled for 3d6 rounds; upgrades: supernatural attack (Slam)), Wrathful Strike (Slam I: dmg 1d6 divine; threat 20; upgrades: alternate damage) Treasure: 2C, 2M Barbazu (Medium Outsider Walker 84 XP): Str 10, Dex 12, Con 12, Int 6, Wis 10, Cha 6; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk VI; Def V; Res III; Health III; Comp III; Qualities: contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 1, darkvision I, frenzy I, feat (Rage Basics), interests (Alignment [Evil, Order]), natural spell (Call from Beyond II, Command I), spell defense II, telepathic Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Filthy Beard (Gore I: dmg 1d6 lethal + anthrax; threat: 19-20; qualities: bleed; upgrades: diseased), Frightful Caress (frightening attack II: Will DC 15 or become frightened for 2d6 rounds; upgrades: supernatural attack (Claw)), Glaive (dmg 1d8 lethal; threat 19-20; qualities: keen 4, reach +1; upgrades: bleed) Treasure: None. Black Abishai (Large Outsider Flyer/ Walker 81 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. winged flight, 30 ft. ground; Init VI; Atk V; Def VI; Res IV; Health IV; Comp III; Qualities: Achilles heel (divine), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision I, fearsome, interests (Alignment [Evil, Order]), natural spell (Call from Beyond II, Disguise Self), regeneration 1, spell defense II, telepathic Attacks/Weapons: Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: grab),

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Tail Slap I (dmg 1d10+2 lethal + lethal poison; threat 20; qualities: reach +1; upgrades: venomous), Large Halberd (dmg 2d6+2 lethal; threat 19-20; qualities: AP 4, reach +1) Treasure: None. Blue Abishai (Medium Outsider Flyer/ Walker 82 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 40 ft. ground; Init VI; Atk V; Def VI; Res III; Health III; Comp III; Qualities: Achilles heel (divine), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision I, fearsome, interests (Alignment [Evil, Order]), natural spell (Call from Beyond II, Disguise Self), regeneration 1, spell defense I, telepathic Attacks/Weapons: Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: grab), Tail Slap I (dmg 1d10+2 lethal + lethal poison; threat 20; qualities: reach +1; upgrades: venomous), Trident (dmg 1d8+2 lethal; threat 19-20; qualities: hook, hurl) Treasure: None. Cornugon (Large Outsider Flyer/ Walker 127 XP): Str 14, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 50 ft. winged flight, 30 ft. ground; Init VII; Atk V; Def VII; Res V; Health V; Comp III; Skills: Bluff V Intimidate VII; Qualities: , Contagion immunity, Damage defiance (cold), damage immunity (fire, heat), damage reduction 4, darkvision I, fearsome, frenzy I, interests (Alignment [Evil, Order]), natural spell (Call from Beyond III, Wall of Fire), regeneration 2, spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20), Claw I 2 (dmg 1d8+2 lethal; threat 20), Tail Slap I (dmg 1d10+2 lethal; threat 20; qualities: reach +1; upgrades: bleed), Large Barwhip (dmg 1d10+2 lethal; threat 1920; qualities: AP 2, reach +1) Treasure: None. Erinyes (Medium Outsider Flyer/ Walker 122 XP): Str 10, Dex 12, Con 12, Int 12, Wis 12, Cha 16; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init VI; Atk IV; Def VI; Res III; Health III; Comp III; Skills: Bluff VII, Impress VII, Sense Motive VII, Spellcasting II; Spells: Call from Beyond II, Tongues I; Qualities: Attractive II, beguiling, contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision I, interests (Alignment [Evil, Order]), natural spell (Charm Person V Geas), shapeshifter I, spell defense , II, telepathic Attacks/Weapons: Frightful Glare

(frightening attack I: 60 ft. gaze; Will DC 10 or become frightened for 1d6 rounds), Stiletto (1d4 lethal; threat 18-20; qualities: AP 8, finesse) Treasure: None. Gelugon (Large Outsider Walker 151 XP): Str 14, Dex 12, Con 10, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init VI; Atk VI; Def VI; Res VI; Health VI; Comp III; Skills: Bluff V , Intimidate VIII; Qualities: Contagion immunity, damage defiance (fire, heat), damage immunity (cold), damage reduction 4, darkvision II, fearsome, fearless I, frenzy I, interests (Alignment [Evil, Order]), natural spell (Call from Beyond V , Wall of Ice), regeneration 2, shapeshifter I, spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20), Claw I 2 (dmg 1d8+2 lethal; threat 20), Large Boar Spear (dmg 1d10+2 cold; threat 1920; qualities: guard +1, reach +1; essence: exotic damage [cold]), Numbing Cold (paralyzing attack I: Will DC 10 or become paralyzed for 1d6 rounds; upgrades: supernatural attack (Tail Slap)), Tail Slap I (dmg 1d10+2 lethal; threat 20; qualities: reach +1; upgrades: bleed) Treasure: 5C, 2L, 3M Green Abishai (Medium Outsider Flyer/Walker 73 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 30 ft. ground; Init VI; Atk V; Def VI; Res III; Health III; Comp III; Qualities: Achilles heel (divine), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision I, fearsome, interests (Alignment [Evil, Order]), natural spell (Call from Beyond II, Disguise Self), regeneration 1, spell defense I, telepathic Attacks/Weapons: Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: grab), Tail Slap I (dmg 1d10+2 lethal + lethal poison; threat 20; qualities: reach +1; upgrades: venomous), Glaive (dmg 1d8+2 lethal; threat 19-20; qualities: keen 4, reach +1) Treasure: None. Hamatula (Medium Outsider Walker 90 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res III; Health III; Comp III; Skills: Notice V; Qualities: Contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 3, darkvision I, fearless

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II, interests (Alignment [Evil, Order]), natural spell (Call from Beyond III), rend, spell defense II, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20), Frightful Caress (frightening attack I: Will DC 10 or become frightened for 1d6 rounds; upgrades: supernatural attack (Claw)) Treasure: None. Kocrachon (Medium Outsider Flyer/ Walker 96 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. winged flight, 30 ft. ground; Init VII; Atk VI; Def VII; Res III; Health III; Comp III; Skills: Intimidate VII, Medicine VII; Qualities: contagion immunity, Damage immunity (cold, fire, heat, stress), damage reduction 2, darkvision I, feat (Glint of Madness), interests (Alignment [Evil, Order]), spell defense II, treacherous Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20), Razor 2 (dmg 1d6 stress; threat 19-20; qualities: bleed, finesse) Treasure: None. Lemure (Medium Outsider Walker 50 XP): Str 10, Dex 10, Con 10, Int 4, Wis 8, Cha 4; SZ M (1x1, Reach 1); Spd 10 ft. ground; Init V; Atk I; Def V; Res III; Health III; Comp III; Qualities: Achilles heel (divine), condition immunity (baffled), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 1, darkvision I, fearless II, interests (Alignment [Evil, Order]), lumbering, regeneration 1, shambling, swarm Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) Treasure: None. Mezzikim (Medium Outsider Spirit Flyer/Walker 73 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init VI; Atk V; Def VI; Res IV; Health IV; Comp III; Skills: Bluff IV Intimidate V; Qualities: damage , defiance (cold), damage immunity (fire), darkvision I, interests (Alignment [Evil, Order]), spell defense I, telepathic Attacks/Weapons: Possession (attribute draining attack I: 20 ft. ray; Fort DC 10 or suffer 1 Cha impairment), Needle Spit (lethal damage attack I: 20 ft. ray; dmg 1d4 lethal + necrotic poison per 2 TL, Ref DC 10 for 1/2 damage; upgrades: venomous) Treasure: None. Nupperibo (Medium Outsider Walker

52 XP): Str 10, Dex 10, Con 10, Int 1, Wis 6, Cha 3; SZ M (1x1, Reach 1); Spd 20 ft. ground; Init III; Atk I; Def III; Res III; Health III; Comp III; Qualities: Achilles heel (divine), condition immunity (baffled), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 1, darkvision I, fearless II, interests (Alignment [Evil, Order]), lumbering, regeneration 1, swarm Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: None. Osyluth (Large Outsider Walker 104 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res IV; Health IV; Comp III; Skills: Intimidate V , Notice VI, Search VII; Qualities: Contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision II, fearsome, interests (Alignment [Evil, Order]), natural spell (Call from Beyond IV Wall , of Ice), spell defense II, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Tail Slap I (dmg 1d10 lethal + weakening poison; threat 20; qualities: reach +1; upgrades: venomous) Treasure: None. Pit Fiend (Large Outsider Flyer/ Walker 159 XP): Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 60 ft. winged flight, 40 ft. ground; Init VI; Atk VII; Def VI; Res VIII; Health VIII; Comp III; Skills: Bluff VII, Intimidate IX; Qualities: Contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 4, darkvision I, fearless II, fearsome, frenzy II, interests (Alignment [Evil, Order]), natural spell (Wish III), shapeshifter I, regeneration 2, spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10+2 lethal + lethal poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d8+2 lethal; threat 20), Tail Slap I (dmg 1d10 lethal + weakening poison; threat 20; qualities: reach +1; upgrades: venomous), Wing Talon I x2 (dmg 1d8+2 lethal; threat 20), Large War Club (dmg 1d10+2 lethal; threat 19-20; qualities: bleed) Treasure: 3C, 2L, 3M Red Abishai (Medium Outsider Flyer/Walker 92 XP): Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. winged flight, 50

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ft. ground; Init VIII; Atk V; Def VIII; Res III; Health III; Comp III; Qualities: Achilles heel (divine), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision I, fearsome, feat (Two-Weapon Fighting), interests (Alignment [Evil, Order]), natural spell (Call from Beyond II, Disguise Self), regeneration 1, spell defense II, telepathic Attacks/Weapons: Claw I 2 (dmg 1d8+1 lethal; threat 20; upgrades: grab), Tail Slap I (dmg 1d10+1 lethal + lethal poison; threat 20; qualities: reach +1; upgrades: venomous), Long knife x2 (dmg 1d6+1 lethal; threat 19-20; qualities: finesse, keen 4) Treasure: None. Spinagon (Small Outsider Flyer/ Walker 73 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 50 ft. winged flight, 20 ft. ground; Init V; Atk IV; Def V; Res II; Health II; Comp III; Qualities: Contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 1, darkvision I, frenzy I, interests (Alignment [Evil, Order]), spell defense I Attacks/Weapons: Claw I 4 (dmg 1d4 lethal; threat 20), Flame Spikes (fire damage attack I: 30 ft. beam; dmg 1d4 fire per 2 TL, Ref DC 10 for 1/2 damage; upgrades: alternate damage, AP 2), Small Fork (dmg 1d6 lethal; threat 19-20; qualities: hook, hurl) Treasure: None. White Abishai (Medium Outsider Flyer/Walker 80 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 30 ft. ground; Init V; Atk VI; Def V; Res III; Health III; Comp III; Qualities: Achilles heel (divine), contagion immunity, damage defiance (cold), damage immunity (fire, heat), damage reduction 2, darkvision I, fearsome, feat (Two-Weapon Fighting), interests (Alignment [Evil, Order]), natural spell (Call from Beyond II, Disguise Self), regeneration 1, spell defense II, telepathic Attacks/Weapons: Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: grab), Tail Slap I (dmg 1d10+2 lethal + lethal poison; threat 20; qualities: reach +1; upgrades: venomous), Flail x2 (dmg 1d8+2 subdual; threat 20; qualities: AP 2) Treasure: None. Baatuns have large white, bat-like wings and baboon faces. Their fur is an icy blue color and they have red rumps. Some graybeards claim that they are made out of snow and have abandoned Acheron and Baator to invade the Prime Material Plane.

Tactics: Baatuns rely on their great speed and ranged attacks in combat. Being naturally immune to cold, they will freely use Cone of Cold to disable their foes. They are organized into squads of eight, each led by a wing sergeant. Two squads form a flight (led by a flight leader), and two flights make up a swarm (led by a swarm leader). Sometimes baatun priests will accompany the swarm. Baatun (Medium Outsider Flyer/ Walker 92 XP): Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 14; SZ M (11, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init VIII; Atk II; Def VIII; Res III; Health III; Comp III; Qualities: Achilles heel (fire, heat), damage reduction 1, damage defiance (cold), interests (Alignment [Evil, Order]), natural spell (Cone of Cold) Attacks/Weapons: Bite I (dmg 1d8

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lethal; threat 1820), Claw I 2 (dmg 1d6 lethal; threat 20), Frightening Screech (frightening attack II: 60 ft. aura; Will DC 15 or become frightened for 2d6 rounds), Ice Shard (lethal damage attack I: 20 ft. ray; dmg 1d4 lethal per 2 TL; Ref DC 10 for 1/2 damage) Treasure: 3C, 5L, 2M Bariaur are handled with a rogue template (see page 140). Species feats can be applied for additional archetypes, such as mettle-horn.

a whole lot that can hurt them - and they press that advantage. Other bladelings also go immediately on the offense for another reason: Theyre truly brave. These bladelings attack the wielders of dangerous weapons first, trying to get a measure of their enemy. Bladeling (Medium Folk Walker 82 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init X; Atk I; Def X; Res III; Health III; Comp III; Qualities: Damage defiance (cold, fire, heat), damage immunity (acid, Edged weapons, Ranged weapons), damage reduction 5, interests (Alignment [Evil, Order]), spell defense I Attacks/Weapons: Slam I 2 (dmg 1d6 lethal; threat 20), Razor Storm (lethal damage attack II: 20 ft. beam; dmg 1d6 lethal per 2 TL, Ref DC 15 for 1/2 damage), Jagged sword (dmg 1d8 lethal; threat 20; qualities: bleed, hook) Treasure: 1C, 1L A bodak is a human who was changed to a monster after venturing somewhere within the Abyss where mortals were not meant to be. The evil of the humans nature and the exposure to demonic substances triggered a terrible metamorphosis from man to bodak. The sexless bodak has dark gray, pearly skin. The muscular body has no hair, and the head is long with oddly distorted features. The eyes are milky-white, vertical ovals of large size. For reasons unknown, occasionally a good-aligned mortals mind survives the transition to bodak. This benign bodak has all the powers and abilities of a bodak, but the mind of the mortal it once was. Such creatures usually die quickly in the Abyss. Tactics: Bodaks hate and attack anything they see, even creatures of obviously greater power. They use their Death Gaze as often as possible since they are aware of their weak melee capabilities. Bodak (Medium Outsider Undead Walker 62 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 20 ft. ground; Init III; Atk IV; Def III; Res V; Health V; Comp III; Qualities: Clumsy, contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 2, interests (Alignment [Chaos, Evil]), killing conversion, light-sensitive Attacks/Weapons: Death Gaze (soul draining attack II: 50 ft. gaze; Fort DC 15 or

Bariaur

Bebilith

Also known as creepers of the Abyss and barbed horrors, bebiliths are huge arachnids that roam the Abyss, preying on the tanarri, or by some accounts punish them. Tactics: A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its Web to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work. Bebilith (Large Outsider Walker 98 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x3, Reach 2); Spd 30 ft. ground; Init VII; Atk V; Def VII; Res VII; Health VII; Comp III; Qualities: Always ready, damage reduction 4, fearless I, interests (Alignment [Chaos, Evil]), spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal + lethal poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d8 lethal; threat 20), Rusting Touch (rusting attack V: dmg 1d12 lethal per 2 TL (metal objects only); upgrades: supernatural attack (Claw)), Web (entangling attack III: 60 ft. ray; Fort DC 20 or become entangled for 3d6 rounds) Treasure: None.

Bodak

Bladelings were once rumored to be tieflings. These creatures live in Ocanthus, the fourth layer of Acheron, amidst the whirling blades of ice and iron. Bladeling eyes glow like translucent chips of glacial ice tinged with purple. Skin and bones protrude in the form of sharp blades of wood and ice and steel, jutting out at all angles. Tactics: When entering combat, a bladeling wades in hands first. Or it may opt to wield any weapon. Bladelings are quick to leap into a fray, and theres reason why - theres not

Bladeling

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die (standard character), lose 1 action die and 10 max. vitality (special character)) Treasure: None. Burzugdur are lesser beings of evil that often serve as companions to vile mortals. Imps (see Fantasy Craft page 271) are very rare on the material plane, but on the planes of Acheron and Baator they are common. Nalgs hail from Gray waste, Gehenna and Carceri. It strives to bring woe to others and power to itself. A nalg resembles a gaunt, nearly skeletal humanoid with a mottled dirty pink hide. Its arms end in clawed hands, while its froglike legs terminate in two-toed, webbed feet. Dull black coarse hair sparsely covers its body. Its baleful yellow eyes glare above a foxlike muzzle filled with sharp teeth. Quasits are natives of Pandemonium and the Abyss. Although their intelligence is low, quasits are sly and cunning. Tactics: Should a burzugdur imp be forced into combat, it turns to sabotage and traps before attacking directly. In dire situations, it uses its natural invisibility and flees. Nalg (Small Outsider Walker 76 XP): Str 10, Dex 14, Con 10, Int 6, Wis 8, Cha 8; SZ S (1x1, Reach 1); Spd 20 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp III; Qualities: Damage immunity (cold, electrical, fire), damage reduction 1, interests (Alignment [Evil]), invisibility, natural spell (Illusionary Image I), regeneration 1, shapeshifter I, spell defense I, superior swimmer II Attacks/Weapons: Bite I (dmg 1d6 lethal + blinding poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d4 lethal; threat 20), Drain Blood (life draining attack I: Fort DC 10 or suffer 1 lethal damage per TL, the NPC healing the same amount; upgrades: supernatural attack (Bite, Grapple)) Treasure: 3L Quasit (Tiny Outsider Walker 74 XP): Str 10, Dex 14, Con 10, Int 6, Wis 10, Cha 8; SZ T (11, Reach 1); Spd 40 ft. ground; Init V; Atk V; Def V; Res I; Health I; Comp III; Skills: Acrobatics V Sneak V; Qualities: Damage , immunity (cold, electrical, fire), interests (Alignment [Chaos, Evil]), invisibility, natural spell (Detect Magic), regeneration 1, spell defense II Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20), Claw I 2 (dmg 1d3 lethal + disorienting poison; threat 20; upgrades: venomous) Treasure: 1M

Burzugdur

Chaos elementals, also known as the elementals of chaos, are intelligent creatures native to the inner planes. Each of these elementals pursues its own interests vigorously with little, if any, care for order on either its home plane or the Prime Material Plane. Eolians are combative creatures, seeing battles as the ultimate form of chaos. The vain eolians consider themselves chaos personified. The homes of these creatures are vast, swirling maelstorms that catch up their belongings, constantly tossing them aloft. They appear as shifting wind-beings that look like heat shimmers, although they are actually cool and solid. Erdeens are lumpy rock beings with long veins of metal and ore running throughout their bodies. Fascinated by the chaotic instability of earth, these elementals feel amazed that so many creatures view it as a stable element. Erdeens have been known to trap adventurers underground and engage them in bizarre discussions about the nature of reality. Those who please the quixotic elementals may go free, though what will please an erdeen can be difficult to deduce. Pyrophors appear as flickering coals, with fingers of flame that periodically flare out. They move very quickly and, in the air, resemble small meteors. Perhaps the most evil of the elementals, revel in the destructive powers of fire. They often use their abilities in malicious play. Undines normally look like featureless, transparent snakes. They can change shape easily, sometimes adopting a form with many tentacles to handle objects. The solitary undines possess a philosophy similar to that of djinn: to aid those whom they consider worthy. Little is known of the undines social structure or ultimate goals, if they have any at all. Tactics: Unlike elementals, these beings do not undermine the importance of tactics and generally attack their foes only if they are certain of their victory. Although physically not on par with other elementals, chaos elementals make up for that with their potent natural spells which are capable of incapacitating multiple targets at once. Eolian (Large Elemental Flyer 78 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 2); Spd 90 ft. winged flight; Init VI; Atk IV; Def VI; Res IV; Health IV; Comp II; Qualities: Achilles heel

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(electricity), damage immunity (lethal, sonic), damage reduction 3, interests (Alignment [Air, Chaos]), natural spell (Cloudkill, Control Weather I), spell defense I Attacks/Weapons: Slam I 2 (dmg 1d8 lethal; threat 20), Suffocation (fatiguing attack II: Fort DC 15 or become fatigued; upgrades: supernatural attack (Slam)) Treasure: None. Erdeen (Large Elemental Walker 56 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (22, Reach 2); Spd 50 ft. ground; Init VI; Atk IV; Def VI; Res V; Health V; Comp II; Qualities: Achilles heel (sonic), damage reduction 3, interests (Alignment [Chaos, Earth]), natural spell (Earthquake, Shape Stone), spell defense I Attacks/Weapons: Slam II x2 (dmg 1d8 lethal; threat 19-20) Treasure: 6C Pyrophor (Medium Elemental Flyer/ Walker 70 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 90 ft. winged flight, 30 ft. ground; Init V; Atk V; Def V; Res III; Health III; Comp II; Qualities: Achilles heel (cold), damage immunity (fire, heat), damage reduction 2, interests (Alignment [Chaos, Evil, Fire]), natural spell (Fire Storm), spell defense I Attacks/Weapons: Tentacle Slap II 2 (dmg 1d8 fire; threat 19-20; qualities: reach +1; upgrades: alternate damage) Treasure: None. Undine (Large Elemental Walker 74 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 2); Spd 30 ft. ground; Init IV; Atk V; Def IV; Res IV; Health IV; Comp II; Qualities: Achilles heel (fire, heat), chameleon II (aquatic), damage immunity (bows, cold, edged), damage reduction 2, improved stability, interests (Alignment [Chaos, Good, Water]), natural spell (Chill Storm I, Create Water), regeneration 3, spell defense I, superior swimmer III Attacks/Weapons: Slam III (dmg 2d8 lethal; threat 19-20), Squeeze I (dmg 1d12 lethal; notes: Grapple benefit) Treasure: None. A chaos imp is commonly confused with mephits. They seek to escape Limbo which is possibly only via infesting objects and creating chaos and confusion. Tactics: They are not interested in fighting someone, they just want to infest their targets gears. These pests are sometimes used

by fiends, Anarchists and Xaositects as gifts to their enemies. Chaos Imp (Small Outsider Spirit Walker 39 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk III; Def V; Res III; Health III; Comp III; Qualities: Damage reduction 1, fearless II, interests (Alignment [Chaos]) Attacks/Weapons: None. Treasure: None. Chronolilies are sentient flowers whose nectar reveals images of the past (orange petals), present (violet petals) or future (yellow petals). Each chronolily has a specific petal color which affects its temporal scry ability. Tactics: A chronolily is non-aggressive and can take no attack action. It however has a death throes effect which can be harmful. Chronolily (Gargantuan Outsider Plant Immobile 18 XP): Str 10, Dex -, Con 10, Int 4, Wis 4, Cha 4; SZ G (10x10, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def I; Res VI; Health VI; Comp III; Qualities: Death throes, natural spell (Detect Alignment) Attacks/Weapons: Treasure: None. These gargantuan hunters of the Deep Ethereal Plane are mercifully rare - their size and ferocity are more than a match for most cutters. This gigantic worm is covered with black, chitinous skin that secretes glistening mucous reeking of rotten meat. Its gaping circular maw is lined with small sensory tendrils, and two pincered arms extend menacingly. Tactics: A chulcrix is a fairly passive combatant, relying on its resilience until all foes are drawn in and devoured. It often surprises foes with its speed and maneuverability when it launches itself at attackers using ranged weapons from afar. Chulcrix (Colossal Outsider Flyer 121 XP): Str 10, Dex 10, Con 10, Int 6, Wis 8, Cha 4; SZ C (4x20, Reach 4); Spd 50 ft. winged flight; Init IX; Atk V; Def IX; Res VIII; Health VIII; Comp III; Qualities: Cagey I, damage reduction, interests (Alignment [Chaos, Evil]), natural spell (Teleport I), regeneration 2, spell defense I, telepathic, tough II Attacks/Weapons: Bite I (dmg 2d8 lethal;

Chronolily

Chulcrix

Chaos Imp

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threat 18-20; upgrades: grab), Pincer x2 (Claw I: dmg 1d12 lethal; threat 20), Paralyzing Breath (paralyzing attack IV: 100 ft. cone; Will DC 25 or become paralyzed for 4d6 rounds), Swallow III (dmg 4d10 acid; notes: Grapple benefit Huge and smaller only) Treasure: None. The Colchiln, natives to Gray Waste, are most often found underground in mountainous caves that extend into the inky depths of the earth, lower level dungeons where abominable rites are practiced and homed non-human deities are worshipped. They are thus often incorporated into legions to fight subterranean wars to which those evil ones of the pits and caverns are accustomed. A colchiln is black in color, bipedal, with scalelike skin and lidless, bulbous white eyes. Its mouth sports no teeth, but its red forked serpents tongue is used to sense things. Tactics: The colchiln attack with their iron-hard claws, but have no teeth. They usually try to set up an ambush. Colchiln (Medium Outsider Walker 52 XP): Str 14, Dex 12, Con 10, Int 6, Wis 6, Cha 6; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp III; Skills: Stealth V; Qualities: Damage reduction 2, fearless II, interests (Alignment[Evil]), spell defense I Attacks/Weapons: Claw I 2 (dmg 1d6+2 lethal; threat 20) Treasure: 1C, 1M The colfel is a native of the Negative energy plane. The colfel is a large quadruped with black, slimy, furless skin that appears very much like gangrenous flesh. Its eyes are midnight black with starwhite pupils, and the nose is tipped by a pair of sharp prongs. A row of spikes runs down its knobby back. Tactics: These creatures often compound their strength by banding together into large groups. Rarely will fewer than four or five be encountered. Also, they are highly intelligent, and attack and react accordingly, so they are very dangerous monsters even when fighting vastly superior opposition. A deadly tactic they often use is that of ganging up on just one member of a group of opponents, and attacking until this victim is dead before moving onto the next. Colfel (Medium Outsider Walker 63

Colchiln

XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def IV; Res III; Health III; Comp III; Qualities: Achilles heel (fire), charge attack, damage immunity (cold), damage reduction 1, feat (Wolf Pack Basics), interests (Alignment [Evil]), light-sensitive, nocturnal Attacks/Weapons: Gore IV (dmg 3d6 lethal; threat 17-20; qualities: bleed), Claw I 2 (dmg 1d6 lethal; threat: 20), Bite I (dmg 1d8 lethal; threat: 18-20), Chill of the Grave (soul draining attack II: Fort DC 15 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Bite, Claw, Gore)) Treasure: 2C, 2L, 1M A cortelestial is a four-legged heavily armored creature from head to tail with tiny eyes and a wide smile. Its huge maw functions as a portal to another plane. Residents of Sigil considered it bad luck to harm the creature. Tactics: A cortelestial is rarely actively aggressive and hunts by mesmerizing victims to its jaws. Persons that succumb to its fearsome appearance are eaten, while all others are transported through the portal. Cortelestial (Huge Outsider Walker 112 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 10; SZ H (3x4, Reach 2); Spd 30 ft. ground; Init VII; Atk VII; Def VII; Res VI; Health VI; Comp III; Skills: Notice V , Sense Motive VI; Qualities: Damage reduction 5, fearless II, fearsome, improved stability, tough II Attacks/Weapons: Bite I (dmg 1d12 lethal; threat 18-20), Claw I 2 (dmg 1d10 lethal; threat: 20), Bite I (dmg 1d8 lethal; threat: 18-20), Swallow I (dmg 2d8 lethal; notes: Grapple benefit Large and smaller only) Treasure: None. Individually, these creatures are little more than clever vermin, but cranium rats are seldom encountered singly. Theyre many creatures and one creature all at once, as they possess a type of group mind. A cranium rat is automatically in telepathic contact with every other such creature which allows them to share not just thoughts, but also brain capacity. Tactics: While dangerous and unpleasant, the cranium rat is not an aggressive creature. Like most vermin,

CORTELESTIAL

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it avoids open attacks in favor of flight or ambushes. Indeed, in the latter action the cranium rat shows a cunning skill. Cranium rats usually move in packs of ten or more. They hide in garbage or the crack of a wall until a victim ventures close and then swarm out and strike, but even then they wont fight for long. If the victim cannot be slain or crippled in a just a few rounds, they break off and scatter in all directions, making pursuit almost impossible. The pack breaks its telepathic link with rats that have fallen under another creatures control. With increasing Intelligence comes increasing powers, as shown on Table 6.1: Cranium rat abilities in pack. Cranium Rat (Diminutive Animal Outsider Walker 19 XP): Str 10, Dex 10, Con 10, Int 1, Wis 6, Cha 6; SZ D (1x1, Reach 1); Spd 40 ft. ground; Init I; Atk III; Def I; Res I; Health I; Comp III; Qualities: Hive mind, interests (Alignment [Evil]), meek, swarm Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20) Treasure: None. Cursed crimson crawlers are natives to the Baator known for their great hate and rage. The top half of this creature resembles a muscular, red-skinned humanoid with a pair of short, coal black horns jutting from its brow. The lower half of its body is that of a red-scaled serpent. Tactics: Cursed crimson crawlers throw heavy rocks at their opponents before closing to melee. These bone-breaking grapplers seek to grab and crush adversaries with their incredible strength while thrashing at others with their spiked tail knobs. Cursed Crimson Crawler (Medium Outsider Walker 36 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 10 ft. ground; Init IV; Atk III; Def IV; Res III; Health III; Comp III; Qualities: Damage reduction 1, feral, interests (Alignment [Evil, Order]) Attacks/Weapons: Slam I 2 (dmg 1d6 lethal; threat 20), Tail Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1), Infernal Hatred (enraging attack I: Will DC 10 or become enraged for 1d6 rounds; upgrades: supernatural attack (Tail Slap)) Treasure: 2L

Pain. They are always working, crafting and repairing the planar city. Tall, slender, and looking like the riddles they speak, the dabus are feared by some to be the true masters of Sigil. For others they are nothing but slaves that maintain Sigils mighty engines. Their thoughts literally fill the air when they pass, for the dabus speech is illusion shaped into pictures that mortals can then reshape into sounds - the dabus communicate not by word, but by the complicated structures of the rebus. Tactics: The dabus are not combative creatures. They seek no battle, as destruction is not their role and purpose in life. Still, in a city like Sigil, avoiding combat is not always possible and the dabus will fight if they must. If there is a Harmonium patrol nearby, the dabus will try to warn them. Dabus (Medium Outsider Walker 36 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def II; Res III; Health III; Comp III; Skills: Crafting VI, Notice V; Qualities: Condition immunity (entangled) Attacks/Weapons: Mallet (dmg 1d6 lethal; threat 20) Treasure: None.

Cursed Crimson Crawler

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Table 6.1: Cranium rat abilities in pack Intelligence Pack size Health Grade Score 1-4 1 I 5-9 10-14 15-19 20-24 25-29 35-39 40-44 45-49 50-54 55-59 60-64 65-69 70-74 75-79 80-84 85-89 90-94 95-99 100 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 II III IV V VI VII VIII IX X X X X and tough I X and tough I X and tough I X and tough II X and tough II X and tough II

Resilience Grade I II III IV V VI VII VIII IX X X X X and cagey I X and cagey I X and cagey I X and cagey II X and cagey II X and cagey II

Qualities Telepathic Natural spell (any one 0 level per pack) Natural spell (any one 1st level per pack) Natural spell (any one 2 level per pack) Mind Blast (stunning attack I, 20 ft. cone; Will DC 10 or become stunned for 1d6 rounds) Natural spell (any one 3rd level per pack)
nd

XP increase 2 4 6 9 11 14 18 27 32 37 45 57 64 72 79 85 88 90 94

Natural spell (any one 4th level per pack) Mind Blast (stunning attack II, 40 ft. cone; Will DC 15 or become stunned for 2d6 rounds) Natural spell (any one 5th level per pack) Natural spell (any one 6th level per pack) Mind Blast (stunning attack III, 60 ft. cone; Will DC 20 or become stunned for 3d6 rounds) Contagion immunity Damage immunity (cold) Spell Defense I Spell Defense II Spell Defense IV

X and tough III X and cagey III X and tough III X and cagey III

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A darklore is a wriggling mass of bluishgray amorphous flesh with dark green veins pulsing just below its body surface. Originally spawned in the first layer of the Gray Waste, darklores now spread throughout all the Lower Planes. They can steal and bestow dark and evil knowledge upon their victims, draining them of their intellect or perplexing them with the foulest secrets. Tactics: Darklore is a very dangerous opponent, capable of fighting a whole party at once. Darklore (Large Ooze Outsider Walker 97 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 1); Spd 10 ft. ground; Init VIII; Atk VI; Def VIII; Res VI; Health VI; Comp -; Qualities: Damage defiance (Edged weapons, Ranged weapons), damage reduction 3, interests (Alignment[Evil]), natural spell (Scrye II, Teleport II), spell defense I Attacks/Weapons: Tentacle Slap I 6 (dmg 1d10 lethal; threat 20; qualities: reach +1), Dumbfounding Touch (attribute draining attack II: Fort DC 15 or suffer 1 Int impairment; upgrades: supernatural attack (Tentacle Slap)), Perplexing Touch (stunning attack I: Fort save DC 10 or become stunned for 1d6 rounds; upgrades: supernatural attack (Tentacle Slap)) Treasure: None. Dawnspirits are paragons of goodness and light from the Upper Planes. They are believed to be the spirits of great champions of good that perished while fighting evil. A dawnspirit looks like a beautiful, androgynous humanoid that glows with a pure, white light. Tactics: Dawnspirits eagerly battle evil creatures, particularly fiends. A dawnspirit uses its Purge at the beginning of any battle against evil outsiders, aiding its allies in the process. Dawnspirit (Medium Outsider Spirit Flyer 83 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. winged flight; Init V; Atk IV; Def V; Res V; Health V; Comp III; Qualities: Damage reduction 3, interests (Alignment[Good]), natural spell (Geas, Purge), shapeshifter I, telepathic Attacks/Weapons: Slam I 2 (dmg 1d6 lethal; threat 20), Purifying Halo (frightening attack I: 40 ft. aura; Will DC 10 or become frightened for 1d6 rounds) Treasure: None.

Darklore

A devete is a blue-skinned humanoid with large eyes and a long swishing tail. It roams the astral plane as if on a quest. Sages speculate that the quest may involve returning to the racial birthplace. When in a clutch, devetes become xenophobic and malicious. They are believed to have evolved from the extinct kyleen from the Outlands after being infected with the chaos plague. Tactics: Depending on how a devete is approached, literally, determines if its venomous bite will be employed or not. Those foes that cannot see further from their own blade can expect to see just how dangerous a devetes poison can be. Those that are more prone to diplomatic ways will be attacked with claws exclusively if it comes to that. Such is the way of devete; its tactics depend on how each foe approaches it. Devete (Medium Outsider Walker 68 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def IV; Res X; Health X; Comp III; Skills: Sense Motive IX; Qualities: Contagion immunity, condition immunity (paralyzed), damage defiance (cold, electrical, fire, heat), damage reduction 1, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal + lethal poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: None. Haunting the deep reaches of the Ethereal and Astral Planes, the creatures known as devourers have a reputation for being among the most fearsome and loathsome of foes. A gaunt, skeletal creature of great height, it usually has a tiny figure trapped within what appears to be the bones of its ribcage. This tiny figure is the life essence of devourers last victim. Despite their appearance and their requirements for existence, theyre not undead. Tactics: Even if it had no special abilities, a devourer would be a terrible opponent, for its bony claws can flay enemies alive. Devourer (Large Outsider Walker 86 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init V; Atk III; Def V; Res IV; Health IV; Comp III; Qualities: Damage reduction 3, devour, fearless I, interests (Alignment [Evil]),

Devete

Dawnspirit

Devourer

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natural spell (Cure Wounds I, Insanity I), spell defense III Attacks/Weapons: Claw II 2 (dmg 1d8 lethal; threat 19-20), Chill of the Grave (soul draining attack II: Fort DC 15 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Claw)), Paralyzing Ray (paralyzing attack II: 40 ft. ray; Will DC 15 or become paralyzed for 2d6 rounds) Treasure: None. Diaboli (singular diabolus) come from the Demiplane of Nightmares. Creatures from this realm are the stuff of nightmares for humans and similar beings-though most diaboli are in fact cheerful and well-meaning who believe that chaos is the most natural thing in the multiverse. Conversely the diaboli and other intelligent natives regard non-natives as nightmares incarnate. The diaboli are wellmuscled with mauve or lavender skin color. Hooves for feet and three fingers on their hands, two small horns on head and a tail. Tactics: They have little interest in violence, and follow a strict moral code of noninterference. Diabolus warriors become so to protect their communities and out of a spirit of adventure; few like to kill for killings sake. Diabolus (Medium Folk Outsider Walker 33 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def III; Res III; Health III; Comp III; Qualities: Damage reduction 1, improved sense (hearing, scent), interests (Alignment [Chaos, Good]) Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Tail Slap III (dmg 1d8 lethal + paralyzing poison; threat 20; qualities: reach +1; upgrades: venomous) Treasure: None. The diakka are the most common inhabitants of the Gray Waste. These predators are more organized than most creatures found on their home plane, and cannot tolerate erratic behavior. Carcenes, being both more powerful and more intelligent, are likely to lead any given flock, even though varath may be more numerous. They resemble huge, squat pelicans with foreshortened bills on human-like heads. Varaths are known for their loon-like cries, while carcene make gobbling croaks and claws, and both of these creatures can be heard

Diabolus

throughout the Gray Waste. They resemble huge storks with bills, human-like heads and faces, and thin, human-like arms. Tactics: Diakka are sneaky, devious, and cowardly in combat. They size up prey before battle, and only attack those who appear to be weaker than they. Diakka will deceive opponents into thinking there are more of them whenever possible. The largest of the diakka will use Jump to bound in and out of melee. Diakka are cowardly and fear death, and powerful opponents may appease them with the right sort of compensation. Carcene (Medium Outsider Walker 46 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def IV; Res III; Health III; Comp III; Qualities: Damage reduction 2, interests (Alignment [Evil]), natural spell (Jump), nocturnal, spell defense II Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Weakening Touch (fatiguing attack I: Fort DC 10 or become fatigued, upgrades: supernatural attack (Claw)) Treasure: None. Varath (Large Outsider Walker 59 XP): Str 10, Dex 12, Con 12, Int 6, Wis 6, Cha 6; SZ L (2x2, Reach 2); Spd 60 ft. ground; Init IX; Atk III; Def IX; Res IV; Health IV; Comp III; Qualities: Damage reduction 3, interests (Alignment [Evil]), meek, natural spell (Jump), spell defense II Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Weakening Touch (fatiguing attack I: Fort DC 10 or become fatigued, upgrades: supernatural attack (Standard Unarmed Attack)) Treasure: None. The warpers come to the Prime Material Plane to learn about the creatures native to the plane. They resemble thin saurians with large, round eyes and long, thin limbs with a sturdy, wing-like membrane that stretches between the arms and legs ending at the claws and feet respectively. Tactics: Dimensional warpers generally prefer to observe rather than fight. However, if it feels it has learned all it can from watching a group of adventurers, it probably attacks them to learn first-hand about their fighting skills. It only wants to learn about them, not kill them. Dimensional Warper (Medium

Dimensional Warper

Diakka

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Outsider Walker 74 XP): Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res III; Health III; Comp III; Qualities: Damage reduction 2, natural spell (Dimension Door, Haste, Time Stop), shapeshifter I Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Tail Slap III (dmg 1d8 lethal; threat 20; qualities: reach +1) Treasure: None. This fungus, native to the Abyss, is commonly called dirtwraith based on the mistaken belief that the fungus is a form of undead which erupts from corrupt dirt beneath a decaying body. Instead, it is actually a semiintelligent fungus that dwells in the root systems of larger plants. Skeletons found hereby attests to its efficiency, not its genesis. Dirtwraith is a mass of pale yellow spheroids connected by a matrix of thick, fibrous strands. Tactics: A dirtwraith attacks by animating its host tree. If the host tree dies, the dirtwraith does not die, but simply moves to a new host when it thinks it is alone. To kill the dirtwraith, one must either exhume it or wait for it to emerge when it tries to change a new host tree. Dirtwraith (Small Outsider Plant Walker 39 XP): Str 10, Dex 10, Con 10, Int 4, Wis 10, Cha 1; SZ S (11, Reach 1); Spd 10 ft. ground; Init I; Atk I; Def I; Res II; Health II; Comp I; Qualities: Damage immunity (Blunt weapons, fire, heat), fearless II, interests (Alignment [Chaos, Evil]), natural spell (Entangle, Verdure) Attacks/Weapons: Spores (fatiguing attack I: 20 ft. ray: Fort DC 10 or become fatigued) Treasure: 4C, 4L, 2M Diurges are terrible humanoid creatures from the Negative Energy plane. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. They are similar to humans in appearance, but have dark gray skin, red glowing eyes, and either white or metallic-red hair. Tactics: Diurges often carry weapons, but prefer to attack living creatures with their Chill of the Grave ability. Diurge (Medium Elemental Folk Walker 81 XP): Str 14, Dex 10, Con 10,

Dirtwraith

Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp II; Qualities: contagion immunity, damage reduction 2, interests (Alignment[Evil]), natural spell (Command I), regeneration 2, spell defense III Attacks/Weapons: Slam I (dmg 1d6 lethal; threat 20), Chill of the Grave (soul draining attack II: Fort DC 15 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Slam)) Treasure: 2C, 3L There are many canines on the Planes, and most are vastly different from their Prime Material cousins both in appearance and capabilities. Aoskian hounds are night-stalking, two headed canines native to Sigil. They were first bred by the followers of the god Aoskar. The gods been destroyed and nearly forgotten, but the hounds are thriving. The blood of Aoskian hounds is used in creating magic relating to doorways. Hounds of law are used by the vaati as trackers, guardians and messengers. They appear as faintly luminous spheres that buzz with vibrations but assume the form of a trim, muscular hound sometimes. A hound of law has no attack in its true form and must change form into that of a dog to gain any attacks. If overmatched, it turns invisible and flees. Koulgrim, also known as canis astri, are the ultimate development of the githyanki breeding pens. It is a massive, bearish dog with a shaggy black coat, powerful jaws, and a compact build. Kaoulgrim are raised in githyanki colonies on the Prime Material Plane, since the nature of the Astral Plane does not allow conception or growth. Weak or otherwise unsatisfactory members of the litter are killed as soon as their deficiencies become apparent. Moon dogs, often mistaken for baneful monsters, are native creatures of Elysium and champions of the causes of good. They look very similar to large wolf hounds with amber eyes and slightly human heads in appearance. Rummeles are canines from the planes of Ysgard though they are also found on Limbo, Arborea, and the Prime Material Plane. Though they are somewhat unreliable, rummeles generally mean well and are particularly friendly toward mortals. A rummele looks somewhat like a longlimbed,

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shaggy dog with pendant ears and a long, slender muzzle. Its woolly coat may be of almost any color, and it has shiny black eyes. Because of its fondness for mortals, a rummele sometimes travels shapeshifted as them. If it learns that it has been identified, however, a rummele will almost always leave the area. Shadow mastiffs are natives of the Demiplane of Shadow. They prowl at night or during times of darkness, always seeking shelter just before light returns. Shadow mastiffs arise as the result of an animal being killed by an undead shadow. Shadowhounds are fierce canines native to the Abyss and serve the tanarri. They resemble large, black dogs with long, whipping tails and razor sharp teeth. No individual details are visible on their bodies; they seem to exist only as murky silhouettes. They feed off the fear of their victims. Spectral hounds are creatures from the Astral Plane. A spectral hound looks like a ghostly dog, pale and translucent, with eyes that are formless pools of utter blackness. They are excellent trackers and once put on a trail, they can follow it for days. Szarkel, also known as canis chaosi, are raised on the plane of Limbo by the githzerai. They are of slender build, with a long muzzle, a long body and tail, and long legs. A szarkels eyes are large and yellow and the fur is gray. Szarkel sometimes show an astounding degree of independent thought and initiative, but even the githzerai find them difficult to train. They are restless creatures and seldom remain in one spot for long. Xotzcoyotli (singular xotzcoyotl), also known as canis speluncae, cavedogs or bat-faced dogs, are natives of the underground, coexisting with the dark elves, the brain fiends, and others. They have large, upright, pointed ears, and leaflike projections, on their snouts like those of bats. A xotzcoyotl has small dark eyes and a slender, graceful build. Yeth hounds are fearsome flying hounds, magical creatures of the night, which hunt mortals. The yeth hound pack, with its baying bell-like cries, causes fear to any being. Even those who stand their ground know fear, and that fear returns to them in the night or in dark places. Indeed, some metaphysicians have theorized that the hounds embody fear itself. Tactics: Dogs commonly go for the throat, especially if an opponent is distracted or prone. They use sparingly invisibility or natural spells to enhance their natural attacks. Aoskian Hound (Medium Animal

Outsider Walker 64 XP): Str 10, Dex 10, Con 12, Int 4, Wis 10, Cha 6; SZ M (11, Reach 1); Spd 40 ft. ground; Init V; Atk I; Def V; Res III; Health III; Comp ; Skills: Athletics III, Intimidate IV Search IV Stealth , , IV; Qualities: Always ready, condition immunity (flanked), damage reduction 1, feat (Wolf Pack Basics), improved sense (hearing, scent), interests (Alignment [Evil]), nocturnal Attacks/Weapons: Bite II 2 (dmg 1d8 lethal; threat 1720; upgrades: grab), Stunning Bark (stunning attack I: 20 ft. aura; Fort save DC 10 or become stunned for 1d6 rounds) Treasure: None. Hound of Law (Tiny Outsider Spirit Flyer 58 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ T (1x1, Reach 1); Spd 50 ft. winged flight; Init I; Atk IV; Def I; Res I; Health I; Comp I; Qualities: Damage reduction 2, fearless II, improved sense (scent, visual), interests (Alignment [Order]), invisibility, shapeshifter II, spell defense VI Attacks/Weapons: None. Treasure: None. Kaoulgrim (Small Animal Walker 55 XP): Str 10, Dex 12, Con 12, Int 4, Wis 10, Cha 6; SZ S (11, Reach 1); Spd 40 ft. ground; Init V; Atk III; Def V; Res II; Health II; Comp ; Skills: Athletics III, Intimidate IV Search IV Stealth IV; Qualities: Blindsense, , , condition immunity (baffled), damage reduction 1, feat (Wolf Pack Basics), improved sense (hearing, scent), telepathic Attacks/Weapons: Bite III (dmg 2d6 lethal; threat 1720; upgrades: grab) Gear: Moderate leather armor barding (DR 2; Resist Fire 5; DP 1; ACP 0; Spd 5 ft.; Disguise +0) Treasure: None. Moon Dog (Medium Outsider Spirit Walker 110 XP): Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 80 ft. ground; Init VI; Atk IV; Def VI; Res V; Health V; Comp III; Qualities: Always ready, condition immunity (frightened), damage defiance (Spells), damage reduction 3, darkvision I, fearless I, fearsome, improved sense (hearing, scent, visual), interests (Alignment [Good]), invisibility, natural spell (Confounding Images, Counter Magic I), spell defense I, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Wrathful Howl (divine damage attack I: 40 ft. aura; dmg 1d4 lethal per 2 TL, Ref DC 10 for 1/2 damage;

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upgrades: alternate damage) Treasure: None. Rummele (Small Beast Outsider Spirit Walker 83 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ S (11, Reach 1); Spd 50 ft. ground; Init V; Atk III; Def V; Res IV; Health IV; Comp III; Skills: Search IV; Qualities: Always ready, contagion immunity, darkvision I, damage reduction 1, feat (Wolf Pack Basics), improved sense (hearing, scent), interests (Alignment [Chaos, Good]), invisibility, natural spell (Haste), regeneration 1, shapeshifter I, spell defense II, superior climber I, superior swimmer I, telepathic, tricky (Arrow Cutting) Attacks/Weapons: Bite III (dmg 2d6 lethal; threat 1720; upgrades: grab) Treasure: 1C, 1M Shadow Mastiff (Medium Animal Outsider Walker 32 XP): Str 10, Dex 12, Con 10, Int 4, Wis 10, Cha 6; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init IV; Atk II; Def IV; Res III; Health III; Comp III; Skills: Stealth VII; Qualities: Achilles heel (flash), damage reduction 1, fearless I, interests (Alignment[Evil]), light-sensitive, nocturnal Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20) Treasure: None. Shadowhound (Medium Animal Outsider Spirit Walker 71 XP): Str 10, Dex 12, Con 10, Int 6, Wis 10, Cha 6; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VIII; Atk III; Def VIII; Res V; Health V; Comp III; Skills: Stealth VII; Qualities: Condition immunity (frightened), damage defiance (electrical, fire, heat), damage reduction 2, fearsome, interests (Alignment[Chaos, Evil]), spell defense I Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20) Treasure: None. Spectral Hound (Medium Animal Outsider Walker 46 XP): Str 10, Dex 14, Con 10, Int 4, Wis 10, Cha 6; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk III; Def V; Res III; Health III; Comp III; Skills: Survival VI; Qualities: Fearless II, feat (Wolf Pack Basics),improved sense (hearing, scent), interests (Alignment [Chaos, Evil]), natural spell (Teleport I) Weapons: Bite II (dmg 1d8 lethal; threat 18-20; upgrades: grab) Treasure: None. Szarkel (Small Animal Walker 59 XP): Str 10, Dex 12, Con 12, Int 4, Wis 10,

Cha 7; SZ S (11, Reach 1); Spd 60 ft. ground; Init V; Atk III; Def V; Res II; Health II; Comp ; Skills: Athletics III, Intimidate IV Search IV Stealth IV; Qualities: Aquatic I, , , blindsense, condition immunity (baffled), damage reduction 1, feat (Wolf Pack Basics), improved sense (hearing, scent), natural spell (Disguise Self), spell defense I, telepathic Attacks/Weapons: Bite II (dmg 1d6 lethal; threat 1720; upgrades: grab) Gear: Moderate leather armor barding (DR 2; Resist Fire 5; DP 1; ACP 0; Spd 5 ft.; Disguise +0) Treasure: None. Xotzcoyotl (Small Animal Walker 45 XP): Str 10, Dex 14, Con 10, Int 4, Wis 10, Cha 7; SZ S (11, Reach 1); Spd 50 ft. ground; Init V; Atk I; Def V; Res II; Health II; Comp ; Skills: Athletics III, Intimidate IV Search IV Stealth IV; Qualities: Blindsense, , , darkvision II, feat (Wolf Pack Basics), improved sense (hearing, scent), light-sensitive Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 1820) Treasure: None. Yeth Hound (Medium Outsider Flyer/Walker 75 XP): Str 10, Dex 16, Con 12, Int 6, Wis 10, Cha 6; SZ M (1x1, Reach 1); Spd 70 ft. winged flight, 40 ft. ground; Init X; Atk III; Def X; Res III; Health III; Comp III; Qualities: Damage defiance (Blunt weapons, Edged weapons, Ranged weapons), damage reduction 2, fearsome, feat (Wolf Pack Basics, Wolf Pack Mastery), interests (Alignment [Evil]), nocturnal, spell defense I Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20) Treasure: None. Although various dragons inhabit the Planes, they are much rarer there than on the Prime Material Plane. Nevertheless, these dragons are some of the most powerful beings in existence. Adamantite dragons are said to be the most powerful of all dragonkind. They dwell on the Twin Paradises of Bytopia, where they are the self-appointed guardians of the entire plane. They are the epitome of goodness, and are willing to sacrifice anything and everything for the common good of all sentient creatures in the multiverse. These dragons are enormous when compared to other dragons, and unbelievably powerful. They are born with fully developed coats of

Dragons

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adamantite, which shines with a brilliance that is awesome to behold, but painful to those with evil in their hearts. Moonstone dragons are connected to the faerie worlds and some guard them. The dragons shun the material world but may choose to influence it through agents. Some have encountered them in their dreams. Its scales shimmer pale silver with a hint of blue. Rust dragons are found on Acheron. They do not keep a hoard, preferring to roam as they will. Instead they concentrate on gathering steel, iron and other metals for food. They look much like metallic dragons, but their skin is pitted and corroded-looking, with butterfly wings and the antennae on their head. Shadow dragons are sly and devious. They are instinctively cunning and are not prone to taking risks. A shadow dragons scales and body are translucent, so that when viewed from a distance it appears to be a mass of shadows. Shadowdrakes, also known as death drakes, Styx dragons or darkwyrms, are relatives of dragon kind who inhabit the upper reaches of the fiendish planes. Unlike many dragons, shadowdrakesve got no interest in conversation, servants, or plots; every sod they meets just another meal waiting to be eaten. They have long, serpentine bodies with vestigial wings that cant support the creature in flight. The distinguishing feature of a shadowdrake is its twin tail, which forks about halfway down its length. Tactics: Dragons have a strong love for physical combat, and may enter battle with little or no provocation against their foes. They use the full variety of physical attack forms that their size allows them, making as many attacks as possible in any given round. Adamantite Dragon (Gargantuan Beast Spirit Flyer/Walker 228 XP): Str 16, Dex 10, Con 16, Int 14, Wis 14, Cha 14; SZ G (5x10, Reach 2); Spd 110 ft. winged flight, 40 ft. ground; Init X; Atk V; Def X; Res X; Health X; Comp II; Qualities: Cagey IV damage reduction , 5, dramatic entrance, improved sense (hearing, scent, visual), interests (Alignment [Good]), natural spell (Time Stop), never outnumbered, fearless II, fearsome, shapeshifter I, spell defense IV tough V treacherous, , , veteran I Attacks/Weapons: Bite III (dmg 2d12+3 lethal; threat 17-20), Claw III 2 (dmg 2d10+3 lethal; threat 19-20), Tail Slap III (dmg 2d12+3 lethal: threat 19-20; qualities: reach +1; upgrades: trip), Fiery Breath (fire damage attack V: 100 ft. cone; dmg 1d12 fire per 2 TL, Ref Save DC 30 for 1/2 damage)

Treasure: 5C, 2L, 1M Moonstone Dragon (Huge Beast Spirit Flyer/Walker 150 XP): Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 12; SZ H (2x4, Reach 2); Spd 70 ft. winged flight, 30 ft. ground; Init VII; Atk VII; Def VII; Res VII; Health VII; Comp II; Skills: Stealth X; Qualities: Achilles heel (cold, electrical, fire, flash, heat), beguiling, damage reduction 3, devoted (Spirits III), dramatic entrance, fearless I, improved sense (hearing, scent, visual), lightsensitive, natural spell (Anti-magic Field I, Sleep), never outnumbered, nocturnal, spell defense I, superior jumper I, tough I, treacherous, veteran I Attacks/Weapons: Bite II (dmg 1d12+2 lethal; threat 17-20), Claw II 2 (dmg 1d10+2 lethal; threat 19-20), Tail Slap II (dmg 1d12+2 lethal: threat 19-20; qualities: reach +1; upgrades: trip), Dream Breath (fatiguing attack III: 30 ft. cone; Fort DC 20 or become fatigued) Treasure: 5C, 6L Rust Dragon (Huge Beast Flyer/ Walker/Burrower 171 XP): Str 16, Dex 10, Con 16, Int 6, Wis 10, Cha 6; SZ H (3x6, Reach 2); Spd 80 ft. winged flight, 40 ft. ground, 30 ft. burrow; Init IV; Atk V; Def IV; Res VIII; Health VIII; Comp I; Qualities: Damage immunity (acid), damage reduction 3, dramatic entrance, improved sense (hearing, scent, visual), fearless I, fearsome, never outnumbered, spell defense III, tough II, treacherous, veteran I Attacks/Weapons: Bite II (dmg 1d12+3 lethal; threat 17-20), Claw II 2 (dmg 1d10+3 lethal; threat 19-20), Tail Slap II (dmg 1d12+3 lethal: threat 19-20; qualities: reach +1; upgrades: trip), Acidic Breath (acid damage attack IV: 80 ft. beam; dmg 1d10 acid per 2 TL, Ref Save DC 25 for 1/2 damage; upgrades: alternate damage), Rusting Breath (rusting damage attack IV: 80 ft. cone; dmg 1d10 lethal per 2 TL (Metal objects only), Ref Save DC 25 for 1/2 damage) Treasure: 2L, 3G, 1M Shadow Dragon (Huge Beast Flyer/ Walker 168 XP): Str 14, Dex 12, Con 14, Int 14, Wis 14, Cha 14; SZ H (2x4, Reach 2); Spd 80 ft. winged flight, 50 ft. ground; Init VII; Atk V; Def VII; Res VI; Health VI; Comp II; Skills: Stealth X; Qualities: Achilles heel (flash), damage reduction 4, dramatic entrance, improved sense (hearing, scent, visual), light sensitivity, interests (Alignment [Chaos, Evil]), natural spell (Darkness II, Shadow Walk), never outnumbered, fearless I, fearsome,

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nocturnal, spell defense II, superior jumper I, tough I, treacherous, veteran I Attacks/Weapons: Bite II (dmg 1d12+3 lethal; threat 17-20), Claw II 2 (dmg 1d10+3 lethal; threat 19-20), Tail Slap II (dmg 1d12+3 lethal: threat 19-20; qualities: reach +1; upgrades: trip), Black Breath (soul draining attack III: 40 ft. cone; Fort DC 20 or die (standard character), lose 1 action die and 10 max. vitality (special character)) Treasure: 4C, 4L, 1M Shadowdrake (Gargantuan Beast Walker/Burrower 181 XP): Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 12; SZ G (3x8, Reach 2); Spd 30 ft. ground; 10 ft. burrow; Init VIII; Atk VI; Def VIII; Res V; Health V; Comp I; Skills: Athletics VII, Notice VII; Qualities: Aquatic II, charge attack, contagion immunity, damage reduction 4, dramatic entrance, fearsome, feat (Pathfinder Basics (aquatic)), improved sense (hearing, scent, visual), interests (Alignment (Evil)), natural spell (Darkness II, Hold Monster), never outnumbered, spell defense III, superior swimmer II, tough I, treacherous, veteran I Attacks/Weapons: Bite V (dmg 3d12+2 lethal + bubonic plague; threat 16-20; upgrades: diseased), Tail Slap I 2 (dmg 1d12+2 lethal + bubonic plague; threat 20; qualities: reach +1; upgrades: diseased), Acidic Breath (acid damage attack IV: 30 ft. beam; dmg 1d10 acid per 2 TL, Ref Save DC 25 for 1/2 damage; upgrades: alternate damage), Rusting Breath (rusting damage attack IV: 80 ft. cone; dmg 1d10 lethal per 2 TL (Metal objects only), Ref Save DC 25 for 1/2 damage) Treasure: 5C, 4L, 2M The dreamslayer looks for sleeping victims and attacks them through their dreams. When seen in a dream, its common form is a black-shrouded humanoid figure. Its eyes are glowing white sockets and facial features are twisted into a look of pure evil. Its true form however is that of a winged black saurian with a featureless, glowing white face. Tactics: The dreamslayer always attacks sleeping victims using its Living Nightmare ability. It always seeks a dream featuring other people, such as family or friends that the dreamer misses. The dreamer sees the dreamslayer entering the dream and slaying other dreamfolk in gruesome ways. After all are killed, he advances to kill the dreamer. Dreamslayer (Medium Outsider Flyer/ Walker 83 XP): Str 10, Dex 14, Con 10,

Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init VII; Atk III; Def VII; Res III; Health III; Comp III; Qualities: Damage reduction 3, fearless I, interests (Alignment [Chaos, Evil]), shapeshifter II, spell defense VI Attacks/Weapons: Living Nightmare (attribute draining attack II: 40 ft. ray; Fort DC 15 or suffer 1 Int impairment) Treasure: None. The Dust Devil is an elemental combination of earth and air. Although not as strong as its cousins, the air elemental and earth elemental, it is far more intelligent than either. The Dust Devil is motivated by its desire to possess precious metals and gems. It appears as an amorphous cloud of dust hovering more than a few inches off the surface. Tactics: A Dust Devil will abandon its victim only when that character is dead, or until the character falls unconscious if there are more potential victims in the vicinity to be dealt with. Dust Devil (Small Elemental Spirit Walker 54 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ S (11, Reach 1); Spd 40 ft. ground; Init IV; Atk III; Def IV; Res II; Health II; Comp II; Qualities: condition immunity (baffled), damage reduction 2 Attacks/Weapons: Suffocation (fatiguing attack II: Fort DC 15 or become fatigued; upgrades: supernatural attack (Grapple)) Treasure: None. An eater of knowledge resembles a humanoid heap of leathery hide and naked brain matter oozing from openings in its distended skull. A reek of decay surrounds it. Eaters are minions of the brain fiends god Ilsensine, created from the zombies in the Caverns of Thought to venture into the planes and add to the deitys knowledge. They also serve as instruments of vengeance. Tactics: Eaters of knowledge appear awkward and softskinned, but their soft, bulbous bodies conceal sinews of iron and move with surprising speed. The eater can strike powerful blows with its crude fists and can easily stand toe-to-toe. Eater of Knowledge (Large Outsider

Dust Devil

Dreamslayer

Eater of Knowledge

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Walker 94 XP): Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init V; Atk IV; Def V; Res V; Health V; Comp III; Skills: Spellcasting III; Spells: Elemental Shield, Protection from Alignment, True Seeing; Qualities: Condition immunity (baffled), damage reduction 3, devoted (Knowledge I), devour, interests (Alignment [Evil]), natural spell (Command I, Disintegrate, Hold Person, Shadow Walk), spell defense I, telepathic Attacks/Weapons: Slam I (dmg 1d8 lethal; threat 20; upgrades: grab), Squeeze V (dmg 3d12 lethal; notes: Grapple benefit) Treasure: None. This great cat seems to be made entirely of black fire. Its shadowy body moves through the ether with unusual grace. The stealthy beasts known as ebon tigers are predators stalking their prey from the Ethereal Plane. They look like tigers wholly composed of black fire. Tactics: Against formidable opponents, it instinctively uses hit-and-run tactics, biting repeatedly to deliver its poison, and then hiding to wait until the foes are slow and blind, at which point it attacks again. Ebon Tiger (Large Animal Spirit Walker 76 XP): Str 10, Dex 10, Con 10, Int 1, Wis 12, Cha 6; SZ L (12, Reach 1); Spd 40 ft. ground; Init VI; Atk V; Def VI; Res VI; Health VI; Comp ; Skills: Athletics V Notice , IV Stealth IX; Qualities: Fearless II, grappler, rend , Attacks/Weapons: Bite III (dmg 1d10 lethal + blinding poison; threat 1820; upgrades: venomous), Claw I 2 (dmg 1d8 lethal; threat 20) Treasure: 2T The eladrins are the native race of Arborea. Theyre wild and free beings that exult in their own existence and live a life of song and celebration. The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism. To them, mortals should be free to choose their own destinies without fiendish interference. Bralani are the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. No eladrin can match the fury of an angry bralani, or the keening depths of her grief or sorrow, or the blissful heights of her joy. In their natural form they resemble short, stocky elves, with bright

Ebon Tiger

Eladrins

silvery-white hair, and their eyes are an everchanging rainbow of hues that match their current mood. They generally take the shape of a whirlwind of dust, sand, or snow, racing across their beloved plains like living zephyrs. Coures are the smallest eladrins, tiny spritelike creatures who can be found through Arborea. Theyre messengers, scouts, pranksters, and mischief-makers who pester and annoy any travelers or more serious eladrins they run across. They resemble tiny slender elves with long, gossamer wings. They usually assume the shape of a tiny ball of faerie-light. Firres live for beauty and their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight. They resemble stocky elves with brilliant red hair and fiery red eyes. Firres sometimes transform themselves into fire elementals or pillars or balls of flame. Ghaeles are the knights errant of the eladrins and wherever evil and tyranny raise their ugly heads, they respond. Ghaeles resemble tall, athletic high elves with pearly, opalescent eyes and radiant aura. They generally take the form of an incorporeal globe of eldritch colors. Novieres celebrate the beauty of the lands and emerald waters of Ossa and are the most straightforward and approachable of the eladrins. Their skins are greenish, blue, or golden in hue, and their hair ranges from deep blue-green to pale blond. They generally take on the shape of water elementals or golden dolphins made entirely of shimmering water. Shieres serve and protect Arborea as the noble knights of the eladrin. They resemble unusually tall, very fair-skinned elves with a pale metallic hair, and its blue piercing eyes. Tulani, or faerie lords, are the greatest of the eladrins. Their courts are scattered throughout Olympus, never staying in the same place more than one night. They resemble tall, stately elves with faces that shine so brightly that most find it difficult to look at them. The tulani are peaceful in nature and take up arms only when Arborea itself is threatened the direst of emergencies requires their attention. Tactics: The eladrins are fierce fighters, far stronger than they look. They favor close duels, especially with fiends. Since they are often shapeshifted, many times have they been misidentified as weaker creatures

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and attacked outrightly. Most eladrin find this somewhat amusing, issuing a final warning before resorting to merciless counterattack. Bralani (Medium Fey Outsider Flyer/ Walker 98 XP): Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 80 ft. winged flight, 40 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp III; Qualities: Damage defiance (cold, fire), damage immunity (electrical), damage reduction 2, interests (Alignment [Chaos, Good]), natural spell (Call from Beyond II, Lightning Bolt I), shapeshifter II, spell defense II Attacks/Weapons: Long Bow + 30 standard arrows (dmg 1d6 lethal; threat 1920; range 40 ft. x 6; qualities: AP 4), Dust Cloud (blinding attack II: 20 ft. cone; Will DC 15 or become blinded for 2d6 rounds) Treasure: None. Coure (Tiny Fey Outsider Spirit Flyer/ Walker 47 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ T (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk I; Def V; Res III; Health III; Comp III; Qualities: Damage defiance (cold, fire), damage immunity (electrical), damage reduction 1, interests (Alignment [Chaos, Good]), meek, natural spell (Magic Missile, Sleep), spell defense I Attacks/Weapons: Tiny Dagger (dmg 1d4 lethal; threat 1920; qualities: bleed, hurl) Treasure: None. Firre (Medium Fey Outsider Flyer/ Walker 119 XP): Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 90 ft. winged flight, 40 ft. ground; Init VIII; Atk V; Def VIII; Res III; Health III; Comp III; Qualities: Damage defiance (cold, fire), damage immunity (electrical), damage reduction 3, devoted (Fire IV), interests (Alignment [Chaos, Good]), invisibility, natural spell (Protection from Alignment, Sleep), shapeshifter II, spell defense II Attacks/Weapons: Large Long Sword (dmg 2d8+2 lethal; threat 20), Fiery Glare (blinding attack III: 70 ft. gaze; Will DC 20 or become blinded for 3d6 rounds) Treasure: None. Ghaele (Medium Fey Outsider Spirit Flyer/Walker 143 XP): Str 14, Dex 12, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 150 ft. winged flight, 50 ft. ground; Init VIII; Atk IV; Def VIII; Res IV; Health IV; Comp III; Qualities: Damage defiance (cold, fire), damage immunity (electrical, Ranged weapons), damage reduction 4, devoted (Light V Good I), fearless II, , interests (Alignment [Chaos, Good]), natural spell

(Lightning Bolt II, Protection from Alignment), shapeshifter II, spell defense II Attacks/Weapons: Long Sword (dmg 1d12+2 lethal; threat 20; charm bane [Outsider]), Frightful Glare (frightening attack III: 70 ft. gaze; Will DC 20 or become frightened for 3d6 rounds) Treasure: None. Noviere (Medium Fey Outsider Walker 86 XP): Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk III; Def V; Res III; Health III; Comp III; Qualities: Aquatic II, damage defiance (cold, fire), damage immunity (electrical), damage reduction 4, devoted (Water II), fearless I, interests (Alignment [Chaos, Good]), natural spell (Charm Person II, Mirror Images), shapeshifter II, spell defense I, superior swimmer II Attacks/Weapons: Trident (dmg 1d8+2 lethal; threat 19-20; qualities: hook, hurl), Net (dmg -; threat -; range 10 ft. x 3; qualities: cord, trip) Treasure: None. Shiere (Medium Fey Outsider Flyer/ Walker 88 XP): Str 14, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 40 ft. ground; Init IV; Atk IV; Def IV; Res III; Health III; Comp III; Qualities: Class ability (Paladin: lay on hands), damage defiance (cold, fire), damage immunity (electrical), damage reduction 2, devoted (Righteousness II), fearless II, interests (Alignment [Chaos, Good]), natural spell (Cone of Cold, Wall of Ice), shapeshifter I, spell defense I Attacks/Weapons: Long Sword (dmg 1d12+2 lethal; threat 20; charm: bane [Outsider]), Frightful Glare (frightening attack III: 60 ft. gaze; Will DC 20 or become frightened for 3d6 rounds) Treasure: None. Tulani (Medium Fey Outsider Flyer/ Walker 150 XP): Str 14, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 80 ft. winged flight, 50 ft. ground; Init VIII; Atk VII; Def VIII; Res V; Health V; Comp III; Qualities: Damage defiance (cold, fire), damage immunity (electrical, Ranged weapons), damage reduction 5, devoted (Spirits V , Good II), fearless II, fearsome, interests (Alignment [Chaos, Good]), natural spell (Wish III), shapeshifter II, spell defense III, tough I Attacks/Weapons: Fiery Light (Long Sword: dmg 1d12+2 divine; threat 20; upgrades: alternate damage; charm: bane [Outsider]), Fiery Glare (blinding attack III:

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70 ft. gaze; Will DC 20 or become blinded for 3d6 rounds) Treasure: None. Elemental kin are beings native to the Inner Planes, perhaps even related to elementals. Although, not as pure as true elementals, they protect their home plane from exploitation or intruders as vigilantly as any elemental would do. If that wasnt enough, many exhibit the same stubbornness just as true elementals do. Aerial servants, also known as haoou, are a form of elemental-kin native to the plane of Elemental Air, but are also occasionally found on the Ethereal or Astral. They are wanderers drawn to areas of extreme weather. It is thought that they reproduce by being blown in two by storm winds. Aerial servants rarely engage in combat, using a shearing blast of intensely focused wind to pummel their opponents when they do so, and using their slam attack if pressed. Azer are a race of humanoid creatures that normally inhabit the plane of elemental Fire. In appearance, they are much like dwarves, except that they have brass skin and flames for hair. Crysmals are crystalline creatures from the plane of elemental Earth. They look like truncated, prismed heaps of translucent crystals. Earth weirds tend to be solitary and territorial. When encountered they are invariably hostile and tend to attack all living things quite quickly. Once they have vanquished a foe they feed of the remains. When first encountered, the creatures appear to be nothing more than a dry spot of dirt on the ground. Once the earth weird decides to act, it assumes the shape of a huge earthen serpent. Fire snakes are larval salamanders according to some sages. Their hide is blood-red or orange and they are always found in fires. Nereids, also known as the honeyed ones, are the beautiful elemental-kin from the Elemental Plane of Water. Playful and flighty, and as unpredictable as their watery homes, they tempt and trick sailors to their dooms. They look like slim, young women with long golden hair, pale white skin and possessing beautiful voices. Pech are creatures of Elemental Earth, though some have extensive mines in the deepest regions of the Prime Material plane. They are content to dwell in dark places and work stone, trading it to satisfy the meager needs of their primitive communities. A pech is a short, thin humanoid, with long arms and legs.

Elemental Kin

Its skin is pale and yellowish and its eyes are large and have no pupils. Salamanders are evil elemental-kin native to the Elemental Plane of Fire. They resemble gigantic, copper-colored snakes with human torsos. The entire body is covered with wispy appendages that appear to burn but are never consumed. Sandlings are silicate life-forms native to Elemental Plane of Earth. They claim territories with boundaries recognizable only by them, and attack all intruders. They live on minerals, but instinctively despise organic matter they are known to relocate from a place where they have encountered other living beings. They resemble piles of oddlycolored sand. Sandmen appear as humans constructed entirely of sand. They hate all humans and attack them on sight because they believe humans purposefully slay sandmen to use their bodies in magical experiments. A sandman prefers to attack at night, where it can slip away from combat if things are going against it. Sylphs are related to air elementals and to nymphs, perhaps originating as a crossbreed between nymphs and aerial servants. They are beautiful, humanoid women with wings like dragonflies. Sylphs are friendly and may befriend adventurers and give them aid in exchange for a favor. Tome guardians are elemental spirits of fire summoned and compelled into guarding a small object, usually a magical tome of lore. They resemble tiny semi-solid fire elementals, but they are rarely seen like this; when summoned, they envelop, and appear to merge with, the object they have been bound to. Water weirds are elemental-kin from the plane of Water. They are hostile when encountered on the Prime Material plane, as they are usual magically kept from going home. Water weirds appear to be common water, but when they detect a living being, they assume serpentine form. Wind walkers are creatures of elemental air, who often serve the djinn. Their approach is signaled by whistling, howling or roaring winds, depending on the number coming. They appear as a mass of coiling, writhing serpents, constantly churning out tendrils of wind. Wind walkers are somewhat xenophobic and may attack trespassers they cannot avoid. Tactics: Depending on the situation, the elemental kin tries to defend itself at

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the best of his capability. It will try to take advantage of its connection to one of the elements and lure the victims into less favorable positions or locations. Aerial Servant (Large Elemental Flyer 72 XP): Str 16, Dex 10, Con 10, Int 4, Wis 6, Cha 4; SZ L (2x2, Reach 2); Spd 60 ft. winged flight; Init II; Atk III; Def II; Res IX; Health IX; Comp II; Qualities: Cagey I, damage reduction 2, invisibility, tough I Attacks/Weapons: Squeeze V (dmg 3d12+3 subdual; notes: Grapple only) Treasure: None. Azer (Medium Elemental Folk Walker 59 XP): Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VIII; Atk III; Def VIII; Res II; Health II; Comp II; Qualities: Achilles heel (cold), damage immunity (fire, heat), damage reduction 2, interests (Alignment [Fire, Order]), natural defense (heat), spell defense I Attacks/Weapons: Flail (dmg 1d8+2 subdual; threat 20; qualities: AP 2) Treasure: None. Crysmal (Small Elemental Walker 77 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ S (1x1, Reach 1); Spd 20 ft. ground; Init VIII; Atk IV; Def VIII; Res II; Health II; Comp II; Qualities: Damage defiance (electrical, lethal), damage immunity (cold, fire, heat), damage reduction 3, fearless I, interests (Alignment [Earth, Evil]), telepathic Attacks/Weapons: Tail Slap I (dmg 1d6 lethal; threat 20; qualities: reach +1), Crystal Shard (lethal damage attack I: 60 ft. ray; dmg 1d4 lethal per 2 TL; Ref DC 10 for 1/2 damage) Treasure: 3L Earth Weird (Large Elemental Ooze Walker 67 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 3); Spd 30 ft. ground; Init VI; Atk III; Def VI; Res V; Health V; Comp II; Qualities: Chameleon I (desert), damage defiance (Blunt weapons, Edged weapons, Natural attacks), damage immunity (Ranged weapons), damage reduction 3, interests (Alignment [Chaos, Earth, Evil]) Attacks/Weapons: Slam I (dmg 1d8 lethal; notes: Grapple only) Treasure: 5C, 4L Fire Snake (Small Animal Elemental Walker 40 XP): Str 10, Dex 10, Con 10, Int 4, Wis 10, Cha 4; SZ S (1x1, Reach 1); Spd 10 ft. ground; Init V; Atk I; Def V; Res II; Health

II; Comp III; Qualities: Damage immunity (fire, heat), damage reduction 1 Attacks/Weapons: Bite I (dmg 1d6 lethal + paralyzing poison; threat 20; qualities: reach +1; upgrades: venomous) Treasure: 1L Nereid (Medium Elemental Fey Walker 52 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init I; Atk II; Def I; Res III; Health III; Comp III; Qualities: Aquatic II, attractive II, beguiling, chameleon II (aquatic), interests (Alignment [Chaos, Water]), shapeshifter I, spell defense III, superior swimmer II Attacks/Weapons: Spit (blinding attack II: 20 ft. ray; Will Save DC 15 or become blinded for 2d6 rounds), Deadly Kiss (soul draining attack II: Fort DC 15 or die (standard character), lose 1 action die and 10 max. vitality (special character)) Treasure: 1M Pech (Medium Elemental Folk Walker 58 XP): Str 14, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VIII; Atk II; Def VIII; Res III; Health III; Comp III; Qualities: Damage reduction 2, darkvision I, interests (Alignment[Earth, Good]), natural spell (Shape Stone), spell defense I Attacks/Weapons: Pick (dmg 1d6+2 lethal; threat 19-20; qualities: AP 4) Treasure: None. Salamander (Medium Elemental Folk Walker 64 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res III; Health III; Comp III; Qualities: Achilles heel (cold), damage immunity (fire, heat), damage reduction 2, interests (Alignment [Chaos, Evil, Fire]), natural defense (heat) Attacks/Weapons: Tentacle Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1; upgrades: grab), Squeeze I (dmg 1d10 subdual; notes: Grapple only), Boar Spear (dmg 1d8 lethal; threat 19-20; qualities: guard +1, reach +1) Treasure: 1C, 1M Sandling (Large Elemental Walker/ Burrower 52 XP): Str 10, Dex 12, Con 10, Int -, Wis 10, Cha 4; SZ L (2x2, Reach 2); Spd 30 ft. ground, 20 ft. burrow; Init VIII; Atk II; Def VIII; Res IV; Health IV; Comp II; Qualities: Chameleon II (desert), condition

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immunity (baffled), damage reduction 2, meek Attacks/Weapons: Tentacle Slap I (dmg 1d10 lethal; threat 20; qualities: reach +1) Treasure: None. Sandman (Medium Elemental Folk Walker 56 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 3); Spd 30 ft. ground; Init V; Atk I; Def V; Res III; Health III; Comp II; Qualities: Chameleon I (desert), damage immunity (Ranged weapons), damage reduction 2, interests (Alignment [Earth, Evil]), spell defense I, telepathic Attacks/Weapons: Dozing Aura (fatiguing attack II: 20 ft. aura; Fort DC 15 or become fatigued) Treasure: 4C, 3L, 1M Slyph (Medium Elemental Fey Flyer/ Walker 63 XP): Str 10, Dex 12, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 90 ft. winged flight, 30 ft. ground; Init I; Atk III; Def I; Res III; Health III; Comp III; Skills: Spellcasting III; Spells: Calm Emotion, Control Weather II, Lightning Bolt I; Qualities: Attractive I, interests (Alignment [Air, Good]), invisibility, natural spell (Conjure Elemental II), spell defense III Attacks/Weapons: Dagger (dmg 1d6 lethal; threat 19-20; qualities: bleed, hurl) Treasure: 6L, 1M Tome Guardian (Tiny Elemental Spirit Walker 64 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ T (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk II; Def V; Res III; Health III; Comp I; Qualities: Achilles heel (cold), condition immunity (baffled), damage immunity (fire, heat), damage reduction 2, darkvision I, natural spell (Control Weather I, Gust of Wind) Attacks/Weapons: Tail Slap I (dmg 1d4 fire; threat 20; qualities: reach +1; upgrades: alternate damage), Fireburst (fire damage attack I; 20 ft. ray; dmg 1d4 fire per 2 TL, Ref DC 10 for 1/2 damage, upgrades: alternate damage) Treasure: None. Water Weird (Large Elemental Walker 75 XP): Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 2); Spd 30 ft. ground; Init X; Atk VII; Def X; Res IV; Health IV; Comp II; Qualities: Chameleon II (aquatic), damage defiance (Edged weapons, fire, heat, Natural attacks, Ranged weapons), damage reduction 2, grappler, interests (Alignment [Chaos, Evil, Water]) Attacks/Weapons: Squeeze I (dmg 1d12 subdual; notes: Grapple only) Treasure: None. Wind Walker (Large Elemental Spirit

Flyer 63 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 2); Spd 80 ft. winged flight; Init III; Atk IV; Def III; Res VI; Health VI; Comp II; Qualities: damage reduction 1, interests (Alignment [Air, Chaos]), telepathic Attacks/Weapons: Blasting Wind (sprawling attack III: 10 ft. aura; Fort DC 20 or become sprawled for 3d6 rounds), Forceful Wind (subdual damage attack II: 10 ft. aura; dmg 1d6 lethal per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: 2C, 2L These creatures are scavengers and pests of the elemental planes. They do not speak any languages and their low intelligences make telepathic contact unrewarding. They are primarily concerned with feeding - dusters consume scents and flowers, crawlers consume gems and metals, flamelings consume any flammable matter, and spitters consume any liquid. Crawlers have vicious claws and a crested dog-like head with feelers attached to its snout. They are very temperamental, attacking when disturbed or prevented from eating metals and gems. Dusters look like upright gray armadillos with human hands, long ears and a long proboscis. A duster prefers to flee invisibly. Flamelings look like fiery alligators with bulging eyes and a crest of stiff tentacles which serve as sensory organs. They are even more temperamental than crawlers and like to set things on fire. Spitters look like frogs with long tails whose bodies are covered in ridges. A spitter avoids confrontation if possible, but it may attack another creature to consume any liquid, potions or holy water. Tactics: These beings rarely attack and generally flee if threatened. They attack only when cornered. Crawler (Tiny Animal Elemental Walker/Burrower 47 XP): Str 10, Dex 12, Con 10, Int 1, Wis 6, Cha 2; SZ T (1x1, Reach 1); Spd 20 ft. ground, 20 ft. burrow; Init VIII; Atk II; Def VIII; Res I; Health I; Comp II; Qualities: Chameleon I (caverns/ mountains), damage reduction 1, interests (Alignment [Earth]), rend Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20), Claw I 2 (dmg 1d3 lethal; threat 20)

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Treasure: None. Duster (Tiny Animal Elemental Flyer/ Walker 44 XP): Str 10, Dex 12, Con 10, Int 4, Wis 6, Cha 4; SZ T (1x1, Reach 1); Spd 20 ft. winged flight, 20 ft. ground; Init V; Atk I; Def V; Res II; Health II; Comp II; Qualities: Damage reduction 1, interests (Alignment [Air]), invisibility Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20), Dust Cloud (blinding attack I: 10 ft. aura; Will DC 10 or become blinded for 1d6 rounds) Treasure: None. Flameling (Diminutive Animal Elemental Flyer/Walker 34 XP): Str 10, Dex 10, Con 10, Int 4, Wis 6, Cha 4; SZ D (1x1, Reach 1); Spd 20 ft. winged flight, 20 ft. ground; Init II; Atk I; Def II; Res I; Health I; Comp II; Qualities: Damage defiance (fire, heat), damage reduction 1, interests (Alignment [Fire]) Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20), Tail Slap I (dmg 1d4 lethal; threat 20; qualities: reach +1), Fireball (fire damage attack I: 20 ft. ray; dmg 1d4 lethal per 2 TL; Ref DC 10 for 1/2 damage; upgrades: alternate damage) Treasure: None. Spitter (Tiny Animal Elemental Walker 28 XP): Str 10, Dex 12, Con 10, Int 1, Wis 6, Cha 2; SZ T (1x1, Reach 1); Spd 20 ft. ground; Init II; Atk I; Def II; Res I; Health I; Comp II; Qualities: Damage reduction 1, interests (Alignment [Water]), regeneration 1, superior swimmer I Attacks/Weapons: Bite I (dmg 1d4 lethal; threat 18-20), Spit (lethal damage attack I: 20 ft. ray; dmg 1d4 lethal per 2 TL; Ref DC 10 for 1/2 damage) Treasure: None. The equar is a horse-like species native to the Outer Planes. Nine different breeds of equar have been recorded, and from time to time they are summoned to the Prime Material Plane to act as steeds and helpers to powerful individuals. An equars appearance and demeanor vary from type to type. Each is strongly aligned to the same ethos as its native plane. Denizens of the Planes often seek out an equar to use as a steed. Not always is the creature willing to accept the rider. Often, in the case of the Lower Planes, a fiend captures and subdues an equar. Tactics: Equars can be fierce in battle, attacking with their front hooves. Creatures of

Equars

opposing beliefs are always attacked first. Banecoursers appear to be nothing more than fine black steeds, but close inspection reveals its vile nature. Then one might see the odd streaks of rust and verdigris along its coat. When the equar opens its mouth, a serpentine tongue slips out for snake-like flicker. This equar dwells on the awful moors of Baator, but it is more than eager to appear on the Prime Material Plane and work with evil riders. Charnalbalks, straight from the Abyss, appear as emaciated coal black horses with iron hooves and tangled manes. When a foal matures, the evil powers of the Abyss forge a terrifying iron mask and bolt it on the creatures head; smoldering eyes glow from slits in the helm. The jaws of the beast stretch wide and are lined with sharp teeth and a pair of boar-like tusks. Favonians, known to travel the open fields of Arborea, are unafraid of the worst weather conditions. These equars consider the downpours of major storms as nothing more troubling than a spring shower. They are pale horses, bluish-white or dappled gray. Gildmanes appear as stout chestnut horses with shimmering manes, no tail, and hooves of pure gold that shine in the sun. Lithicthils ride through the open areas of Mechanus. At first glance, the lithicthil appears to be a living stone statue, but its flesh simply has an odd, sculpted look to it that resembles stone. Menthrics, native to the Outlands, appear as normal horses and can have a variety of colors, from piebald to roan. But when seen out of the corner of the eye, a menthric has the form of a plain-faced human dressed in non-descript clothing and shoulderlength hair. A perceptive person might notice that the menthric casts a humans shadow rather than a horses. Potherrounces are creatures of chaos, native to the wilds of Limbo. Though always a horse in basic form, it has no true appearance; every time one looks at a potherrounce, one sees something different. Thus, the first glance might show a zebra, while the next a draft horse with a mane of flower petals, and the next glance a dappled mare with three tails. This effect can be quite disconcerting, and superstitious folk intensely dislike and distrust this equar and any who associate with it. Rosinantes have the appearance of sickly, hairless horse with long rats tail. Though bards praise the melodious name

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of this equar, truly nothing about this creature hailing from the Gray Waste is the least bit lovely. The eyes are unnaturally large and without pupils, looking like dead-white orbs. The rosinantes teeth are crooked and small. Trothyspyres are noble steeds from the verdant plains of Mount Celestia. They resemble unicorns, with crystalline hooves and a twisted horn rising from its brow. Evil creatures tend to avert their eyes, if possible, from the sight of the horn. Banecourser (Large Beast Outsider Walker 73 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: , Always ready, condition immunity (baffled), contagion immunity, damage reduction 2, darkvision I, interests(Alignment[Evil, Order]) improved sense (scent), improved stability, light-sensitive, natural spell (Charm Person II, Neutralize Poison), nocturnal, superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T Charnalbalk (Large Beast Outsider Walker 77 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: Always ready, , condition immunity (baffled), contagion immunity, critical surge, damage reduction 2, darkvision I, interests (Alignment [Chaos, Evil]) improved sense (scent), improved stability, natural spell (Animate Dead I), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Bite I (dmg 1d10 lethal; threat 18-20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled), Frightful Glare (frightening attack I: 50 ft. gaze; Will DC 10 or become frightened for 1d6 rounds) Treasure: 1T Favonian (Large Beast Outsider Walker 74 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: Always ready, ,

condition immunity (baffled), contagion immunity, damage reduction 2, improved sense (scent), improved stability, interests (Alignment[Chaos, Good]), natural spell (Gust of Wind, Mirror Images, Pass Without Trace), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T Gildmane (Large Beast Outsider Walker 71 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; , Qualities: Always ready, condition immunity (baffled), contagion immunity, damage reduction 2, improved sense (scent), improved stability, interests (Alignment[Good]), natural spell (Glow I, Shield), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T Lithicthil (Large Beast Outsider Walker 72 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; , Qualities: Always ready, condition immunity (baffled), contagion immunity, damage reduction 2, improved sense (scent), improved stability, interests (Alignment[Order]), natural spell (Shape Stone), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T Menthric (Large Beast Outsider Walker 74 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: , Always ready, Achilles heel (aligned), class ability

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(Assassin: cold read 1/session, Burglar: evasion I) condition immunity (baffled), contagion immunity, damage reduction 2, improved sense (scent), improved stability, natural spell (Knock, Repair I), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T Potherrounce (Large Beast Outsider Walker 76 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: Always ready, , condition immunity (baffled), contagion immunity, damage reduction 2, interests(Alignment[Chaos]) improved sense (scent), improved stability, natural spell (Blur), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled), Shifting Form (attribute draining attack I: 20 ft. ray; Fort DC 10 or suffer 1 Wis impairment) Treasure: 1T Rosinante (Large Beast Outsider Walker 73 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: Always , ready, condition immunity (baffled), contagion immunity, damage reduction 2, darkvision I, interests(Alignment[Evil]) improved sense (scent), improved stability, natural spell (Natures Ally I), shapeshifter I, superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Tail Slap I (dmg 1d10 lethal; threat 20; qualities: reach +1), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T Trothspyre (Large Beast Outsider Walker 78 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 50 ft. ground (Run 250 ft.); Init VII; Atk IV; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Notice IV; Qualities: Always ready, , condition immunity (baffled), contagion immunity, damage reduction 2, improved sense (scent), improved

stability, interests (Alignment[Good, Order]), natural spell (Cure Wounds II, Detect Lies), superior runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I 2 (dmg 1d8 lethal; threat 20), Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed), Trample I (dmg 1d10 lethal; threat 20; Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T The exiraati are a vile race distantly connected to astral dreadnoughts. Some even refer to them as lesser astral dreadnoughts. They roam the Astral Plane and Lower Planes, lurking for servants of Illsensine, god of the brain fiends. An exiraati resembles a tall, yellow-gray humanoid with tough, ridged exoskeleton that covers its head and upper torso. Its vile yellow eyes are deeply set into its horned skull. Tactics: The exiraati prefer to identify any spellcasters first and disable them with Anti-magic Field I. They are extremely vengeful and if left alive, almost always try to get their revenge later. They are rarely encountered with astral dreadnoughts which serve them as mounts. However, these might only be githyanki lies spread to keep travelers from exploring the Astral Plane. Exiraati (Large Outsider Walker 94 XP): Str 10, Dex 10, Con 12, Int 12, Wis 10, Cha 10; SZ L (22, Reach 1); Spd 40 ft. ground; Init VII; Atk V; Def VII; Res V; Health V; Comp III; Skills: Intimidate VII, Notice VI; Qualities: Contagion immunity, damage reduction 3, interests (Alignment[Evil]), natural spell (Anti-Magic Field I, Teleport I), spell defense III Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw III 2 (dmg 2d8 lethal; threat 19-20) Treasure: None. A facet is a humanoid drawn of angular lines and composed of salt crystals. Facets do not seem to communicate in any way, thus some have considered them to be one single organism with detachable parts working in synch with a collective consciousness. About a third of all facets inches at the border to Plane of Water, waging a war against the other plane in an attempt to eradicate all moisture. Some seem to think that there is a

Exiraati

Facet

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master facet controlling all others, but this is as yet unproven. Tactics: A single facet is dangerous enough to most living, organic creatures. Unfortunately, they are rarely encountered alone. Singly or collectively, the danger lies in the facets ability to drain moisture from any source using their Dehydration ability. No two facets are alike for they have a unique tactic of joining together into a bigger, tougher creature. Facet (Medium Elemental Walker 56 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VIII; Atk IV; Def VIII; Res III; Health III; Comp II; Qualities: Damage reduction 2, hive mind, killing splitter, swarm Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20; upgrades: bleed), Dehydration (rotting damage attack I: dmg 1d4 lethal per 2 TL (plant/wood objects only); upgrades: supernatural attack (Claw)) Treasure: None. Fireshadows are creatures of death and destruction that dwell in the Abyss. They are sometimes summoned by evil clerics to participate in dark schemes as assassins or guardians. A fireshadow assumes whatever shape specified by the cleric who summoned it, although it is always formed of cold, green flame - they have appeared as wraith-like dragons, towering human warriors, and immense skeletons, wreathed in pale green fire. Tactics: A fireshadow relies on its physical strikes and uses the burning green flame that wreathes its body to transform its opponents into creatures like itself. Fireshadows can consume the victims of this horrifying power to regain strength, although they prefer intelligent prey. Fireshadow (Huge Outsider Walker 135 XP): Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ H (5x5, Reach 3); Spd 20 ft. ground; Init V; Atk VI; Def V; Res VII; Health VII; Comp II; Qualities: Cagey I, condition immunity (baffled), damage immunity (fire, heat), damage reduction 3, devour, fearless I, infectious conversion, interests (Alignment [Chaos, Evil]), natural defense (fire), shapeshifter II, spell defense III, telepathic, tough I Attacks/Weapons: Bite III (dmg 2d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Green Conflagration (fire damage attack II: 10 ft. aura; 1d6 fire damage per 2 TL; Ref Save DC 15 for 1/2 damage;

threat 20; upgrades: alternate damage), Ray of Oblivion (lethal damage attack I: 140 ft. beam; 1d4 lethal damage per 2 TL; Ref Save DC 10 for 1/2 damage; threat 20) Treasure: None. Native to Arcadia, formians are also called centaur ants. As their moniker indicates, they appear to be upright walking ants, but their sentience is that of warmblooded creatures as opposed to insects. Formians are absolutely bound by the law of their queen. Due to this, all but the highest ranking myrmarchs are merely slave-like pawns. Myrmarchs are the size of a horse. Their claws are capable of finer manipulation than that of human hands. Queens are half again as large as myrmarchs. They are in charge of administering the city and never leave the central hive, and therefore their legs have atrophied. Warriors are the size of a pony, and its claws are indicative of its capability to defend and hit. Workers, the smallest of the four formian types, are also the most commonly encountered. Theyre about the size of a large dog with claws used for work exclusively. Tactics: Formians are very difficult to battle, due to the complexity of their hives, and the fact that they communicate with a hive mind and are instantly able to alert other formians of immediate danger. Formians can use tools and weapons without any problems. Myrmarch (Medium Beast Outsider Walker 56 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VIII; Atk V; Def VIII; Res IV; Health IV; Comp III; Qualities: Damage reduction 3, fearless I, interests (Alignment [Good, Order]), swarm Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Stinger (Tail Slap III: dmg 2d8 lethal + paralyzing poison; threat 19-20; qualities: reach +1; upgrades: venomous) Treasure: None. Queen (Large Beast Outsider Walker 34 XP): Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ L (1x2, Reach 1); Spd 10 ft. ground; Init I; Atk I; Def I; Res V; Health V; Comp III; Qualities: Fearless II,

Formians

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interests (Alignment [Good, Order]), spell defense I, telepathic Attacks/Weapons: None. Treasure: None. Warrior (Medium Beast Outsider Walker 55 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VIII; Atk V; Def VIII; Res IV; Health IV; Comp III; Qualities: Damage reduction 2, fearless I, interests (Alignment [Good, Order]), swarm Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Slam I 2 (dmg 1d6 lethal; threat 20), Stinger (Tail Slap I: dmg 1d8 lethal + sickening poison; threat 20; qualities: reach +1; upgrades: venomous) Treasure: None. Worker (Small Beast Outsider Walker 50 XP): Str 10, Dex 14, Con 12, Int 6, Wis 8, Cha 6; SZ S (1x1, Reach 1); Spd 50 ft. ground; Init IX; Atk III; Def IX; Res III; Health III; Comp III; Qualities: damage reduction 1, fearless II, interests (Alignment [Good, Order]), swarm Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18-20) Treasure: None. Foulwings are grotesquely misshapen flying predators that are wantonly destructive and enjoy killing. These clumsy fliers are often tamed for use as steeds. They have black leathery wings, toad-shaped bodies and vaguely horselike heads with three sharp jaws arranged around its single-nostril snout. The creature got its name from its foul-tasting meat. Tactics: Foulwings prefer aerial combat where they can pounce and utilize their great size and strength to pin down their opponents and bite them with all its deadly jaws. Foulwing (Huge Beast Flyer/Walker 79 XP): Str 12, Dex 12, Con 10, Int 6, Wis 10, Cha 8; SZ H (3x4, Reach 2); Spd 30 ft. winged flight, 20 ft. ground; Init VII; Atk VI; Def VII; Res V; Health V; Comp II; Qualities: Damage reduction 3, darkvision I, grappler, interests (Alignment [Evil]) Attacks/Weapons: Bite II 3 (dmg 1d12+1 lethal; threat 17-20), Claw I 2 (dmg 1d10+1 lethal; threat 20), Ammonia Breath (sickening attack I: Will DC 10 or become sickened for 1d6 rounds; upgrades: supernatural attack (bite)), Blood Drain (wounding attack III: Fort DC 20 or begin bleeding for 3d6 rounds;

upgrades: supernatural attack (Grapple)) Treasure: None. Frost salamanders can be found in many extremely cold places. Ice caves, glaciers, frozen lakes, and other places where the temperature seldom rises above freezing are their favored hunting grounds. They are ice-blue with serpentine with six legs, a long tail, and a reptilian tail. They have jagged claws that look like icicles. Tactics: In battle, a frost salamander takes the direct approach. No plans, no coordination just rip the prey apart and be done with it. A frost salamander never uses weapons and instead, it rears up on its back two legs and uses front four to rake opponents. The closes thing to tactics employed by the beast is its tendency to lair next to a near-frozen pool so it can push victims into the icy water. Frost Salamander (Large Beast Elemental Walker 74 XP): Str 10, Dex 12, Con 10, Int 6, Wis 10, Cha 6; SZ L (1x2, Reach 1); Spd 30 ft. ground; Init III; Atk VI; Def III; Res VIII; Health VIII; Comp II; Qualities: Achilles heel (fire, heat), damage immunity (cold), damage reduction 2, improved stability, interests (Alignment [Chaos, Evil]), superior climber II Attacks/Weapons: Bite II (dmg 1d10 lethal; threat 17-20), Claw I 4 (dmg 1d8 lethal; threat 20), Freezing Aura (cold damage attack III: 20 ft. aura; dmg 1d8 cold per 2 TL, Ref DC 20 for 1/2 damage; upgrades: alternate damage) Treasure: 3C, 2M The galadur are lesser celestial beings often serving as companions to good hearted mortals. Baltiri hail from the planes of Arborea and Ysgard. They absolutely love freedom and happiness, and they fight for the rights of others to enjoy these things. A baltir resembles a small, broad, muscular human. Fiery red, glittering, fur covers its entire body. Its glistening lionlike mane and broad, birdlike wings are similarly colored. A broad smile crosses a flat face which sports tufted pointy ears and almond-shaped emerald eyes. Glissi hail from Bytopia, Elysium, and Beastlands. They are absolutely and unswervingly committed to the cause of good, desiring only peace, life, and happiness for

Frost Salamander

Foulwing

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all. A glissan resembles a small, slim, delicate human with opalescent skin and large blue eyes. Fine, silvery hair forms a halo about its head, and a double pair of silver-white wings, shaped like a swallow, sprout from its back. Telperi hail from Arcadia and Mount Celestia. Their attitude is much like that of a paladins, never knowingly performing an evil or unlawful act. A telperan resembles a small handsome human with golden-brown skin, golden hair, and glowing amber eyes. A pair of pure white hawklike wings sprouts from its back. Tactics: Galadur try to uphold their reputation of good and honorable helpers by imitating aasimons, archons, and other celestial natives. They will never abandon their friends and will only do so if the defeat is imminent and they are trying to bring some help back. Baltir (Small Outsider Flyer/Walker 99 XP): Str 10, Dex 12, Con 12, Int 12, Wis 12, Cha 12; SZ S (1x1, Reach 1); Spd 70 ft. winged flight, 30 ft. ground; Init X; Atk I; Def X; Res II; Health II; Comp III; Qualities: Condition immunity (baffled), damage immunity (cold, electrical, fire, flash), damage reduction 2,interests (Alignment [Chaos, Good]), invisibility, natural spell (Glow I), regeneration 1, shapeshifter I, spell defense I, superior swimmer I Attacks/Weapons: Small Dagger (dmg 1d4 lethal; threat 19-20; qualities: bleed, hurl), Drunken Stupor (fatiguing attack I: 10 ft. aura; Fort DC 10 or become fatigued) Treasure: 3L Glissan (Small Outsider Flyer/Walker 85 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 12; SZ S (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init X; Atk I; Def X; Res II; Health II; Comp III; Qualities: Damage immunity (cold, electrical, fire, flash), damage reduction 2,interests (Alignment [Good]), invisibility, natural spell (Glow I, Sleep), regeneration 1, shapeshifter I, spell defense I, superior swimmer I

Attacks/Weapons: Small Dagger (dmg 1d4 lethal; threat 19-20; qualities: bleed, hurl) Treasure: 3L Telperan (Small Outsider Flyer/ Walker 89 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 12; SZ S (1x1, Reach 1); Spd 80 ft. winged flight, 30 ft. ground; Init X; Atk I; Def X; Res II; Health II; Comp III; Qualities: Damage immunity (cold, electrical, fire, flash), damage reduction 2,fearless I, interests (Alignment [Good, Order]), invisibility, natural spell (Glow I, Magic Missile), regeneration 1, shapeshifter I, spell defense I, superior swimmer I Attacks/Weapons: Small Dagger (dmg

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1d4 lethal; threat 19-20; qualities: bleed, hurl) Treasure: 3L The manifold planes of abysmal Carceri are the only home of the winged, tripartite race of gehreleths. Where these hideous monsters dwell, even nycaloths tread with circumspection, for gehreleths are powerful, clever, and cruelly ruthless in their selfish evil. Farastu, also known as tarry gehreleths are the commoners of Carceri. They are tall, slender humanoids with long arms and heads. They will attack any non-gehreleth they encounter, often fighting to the death. Kelubar, also known as slime gehreleths, are the middle class of Carceri. They are slimy, ebon humanoids with huge oval heads. Shator, also known as shaggy gehreleths, are the most intelligent and cunning of the gehreleths. Shators are the nobility of Carceri. They are squat and broad humanoids who appear draped in shaggy skins. In combat they choose their best option, often favoring their spell-like abilities over physical attacks and retreating from stronger opponents. Tactics: Gehreleths despise any nongehreleth and are extremely easily provoked into combat. They roam Carceri as random agents of destruction. Farastu (Medium Outsider Flyer/ Walker 103 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 80 ft. winged flight, 40 ft. ground; Init VI; Atk VI; Def VI; Res V; Health V; Comp III; Qualities: Condition immunity (frightened, shaken), contagion immunity, damage defiance (cold, fire, heat), damage immunity (acid), damage reduction 3, darkvision I, fearless I, frenzy I, grappler, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Scare I), spell defense III Attacks/Weapons: Bite I (dmg 1d8+2 lethal; threat 18-20), Claw I 2 (dmg 1d6+2 lethal; threat 20) Treasure: None. Kelubar (Medium Outsider Flyer/ Walker 111 XP): Str 14, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 40 ft. ground; Init V; Atk VI; Def V; Res VII; Health VII; Comp III; Skills: Notice V; Qualities: Contagion immunity, damage immunity (acid, cold, fire, heat), darkvision I, natural spell (Call from Beyond IV Ray of Enfeeblement), , stench, damage reduction 3, fearless I, interests (Alignment [Chaos, Evil]), spell defense III Attacks/Weapons: Bite III (dmg 2d8+2

lethal; threat 17-20), Claw I 2 (dmg 1d6+2 lethal; threat 20) Treasure: None. Shator (Medium Outsider Flyer/ Walker 141 XP): Str 16, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 50 ft. winged flight, 30 ft. ground; Init IV; Atk VI; Def IV; Res IX; Health IX; Comp III; Skills: Intimidate VIII, Sense Motive V; Qualities: Beguiling, contagion immunity, damage immunity (acid, cold, fire, heat), darkvision I, improved sense (hearing), natural spell (Call from Beyond IV Cloudkill), , damage reduction 4, fearless I, interests (Alignment [Chaos, Evil]), spell defense III Attacks/Weapons: Bite III (dmg 2d8+3 lethal; threat 17-20), Claw I 2 (dmg 1d6+3 lethal; threat 20) Treasure: None. Gen are small elemental genies who willingly serve as companions and servants to the wizards. The various gen are also called wind gen or djinnlings, sand gen or daolani, sea gen or maridans, and fire gen or efreetikin. Gen resemble the province they represent. Fire gen are miniature fire spirits with ebony skin and long, flame-red hair. Their fingers end in long, reddish claws that they wiggle constantly. They are hyperkinetic getting a fire gen to sit still is impossible. Fire gen are also pyromaniacs and must be tightly controlled to prevent them from playing the arsonist. Sand gen have tan skin and jet black hair, and their bodies are squat enough to resemble globes with limbs. They tend to move with a certain clunky weight. They care nothing for gems and jewelry except insofar as they are tasty. Water gen are small water spirits with greenish skin and bluish eyes and hair. Their hair is often wet and matted with seaweed or tangled with bits of flotsam. They are graceful whether in or out of water. They enjoy decorating themselves with pearls, shells, and other treasures of the sea. Wind gen are small air sprites with bluish skin and white hair. They are unnaturally thin and their skin seems almost transparent in bright light. Their color and mood are sometimes related to the weather; a wind gen before a storm turns dark grey and fidgety, a wind gen on a beautiful calm day is quiet and pale blue. Tactics: Wind, fire, and water gen

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are weak in combat but however, all gen have various elemental abilities they use to their advantage. The wind gen can fly and will avoid melee whenever possible. Flame gen can produce flame at will and generally do unless prohibited by their wizard master. Water gen can breathe underwater and swim well. Sand gen use their strength to inflict greater damage than what might be expected for their size. Fire Gen (Diminutive Elemental Spirit Walker 30 XP): Str 10, Dex 12, Con 10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach 1); Spd 50 ft. ground; Init I; Atk I; Def I; Res I; Health I; Comp I; Qualities: Damage defiance (fire, heat), fearless I, interests (Alignment[Fire]) Attacks/Weapons: Slam I (dmg 1d3 fire; threat 20; upgrades: alternate damage) Treasure: None. Sand Gen (Diminutive Elemental Spirit Walker 26 XP): Str 10, Dex 12, Con 10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach 1); Spd 30 ft. ground; Init I; Atk I; Def I; Res I; Health I; Comp I; Qualities: Fearless I, interests (Alignment[Earth]) Attacks/Weapons: Slam III (dmg 2d3 lethal; threat 19-20) Treasure: None. Water Gen (Diminutive Elemental Spirit Swimmer 30 XP): Str 14, Dex 12, Con 10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach 1); Spd 30 ft. swim; Init I; Atk I; Def I; Res I; Health I; Comp I; Qualities: Damage defiance (bows, edged), fearless I, interests (Alignment[Water]) Attacks/Weapons: Slam I (dmg 1d3 lethal; threat 20) Treasure: None. Wind Gen (Diminutive Elemental Spirit Flyer 26 XP): Str 10, Dex 12, Con 10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach 1); Spd 30 ft. winged flight; Init I; Atk I; Def I; Res I; Health I; Comp I; Qualities: Damage defiance (lethal, sonic), fearless I, interests (Alignment[Air]) Attacks/Weapons: Slam I (dmg 1d3 lethal; threat 20) Treasure: None. Genasi are handled with a rogue template (see page 140). Species feats can be applied for additional archetypes, such as wind duke. Genies come from the Inner Planes. There, among their own kind, they are have

their own societies. Genies are sometimes encountered on the Prime Material Plane and are often summoned specifically to perform some service for a powerful wizard or priest. The summoners often leave them about for later service, safely tucked away in a flask or lamp. Dao are genies from the elemental plane of Earth. While they are generally found on that plane (though even there they are uncommon). The dao love to come to the Prime Material plane to work evil. Djinn (singular djinni) are genies from the elemental plane of Air. They will aid those they consider worthy. Efreet (singular efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. The efreet are said to be made of basalt, bronze, and solid flames. Jann (singular janni) are the weakest of the elemental humanoids known collectively as genies. Jann are formed out of all four elements and must therefore spend most of their time on the Prime Material Plane. Marids are said to be born of the ocean, having currents for muscles and pearls for teeth. These genies from the elemental plane of Water are the most powerful of all genies. They are also the most individualistic and chaotic of the elemental races, and only rarely deign to serve others. Tactics: Although powerful, genies are above all noble and intelligent. They rarely enter combat without a good reason. Unless bound by powerful magic, a genie doesnt attack on sight and can generally be reasoned with provided that both sides are satisfied in the end. Dao (Large Elemental Folk Spirit Flyer/Walker/Burrower 78 XP): Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. winged flight, 30 ft. ground, 20 ft. burrow; Init V; Atk V; Def V; Res VI; Health VI; Comp II; Qualities: Achilles heel (divine), damage reduction 2, fearless I, interests (Alignment [Earth, Evil]), invisibility, natural spell (Wish II), telepathic Attacks/Weapons: Slam III (dmg 2d8+2 lethal; threat 19-20), Large Pick (dmg 1d8+2 lethal; threat 19-20; qualities: AP 4) Treasure: None. Djinni (Large Elemental Folk Spirit Flyer/Walker 93 XP): Str 14, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 60 ft. winged flight, 30 ft.

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ground; Init V; Atk IV; Def V; Res VI; Health VI; Comp II; Qualities: Damage reduction 2, interests (Alignment [Air, Chaos, Good]), invisibility, natural spell (Control Weather III, Illusionary Image V), telepathic Attacks/Weapons: Slam III (dmg 2d8+2 lethal; threat 19-20), Whirlwind (sprawling attack II: 10 ft. aura; Fort DC 15 or become sprawled for 2d6 rounds) , Large Saber (dmg 2d6+2 lethal; threat 19-20; qualities: cavalry, finesse) Treasure: None. Efreeti (Large Elemental Folk Spirit Flyer/Walker 109 XP): Str 16, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 60 ft. winged flight, 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health VI; Comp II; Qualities: Damage immunity (fire, heat), damage reduction 2, fearless I, interests (Alignment [Evil, Fire, Order]), invisibility, natural spell (Illusionary Image V Wall of Fire), shapeshifter II, telepathic, , tough I Attacks/Weapons: Slam V (dmg 3d8+3 lethal; threat 18-20), Large Falchion (dmg 2d8+3 lethal; threat 19-20; qualities: AP 4, cavalry) Treasure: None. Janni (Medium Elemental Folk Spirit Flyer/Walker 76 XP): Str 14, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 80 ft. winged flight, 30 ft. ground; Init IV; Atk III; Def IV; Res V; Health V; Comp II; Qualities: Damage reduction 2, fearless I, interests (Alignment [Good]), invisibility, natural spell (Brawn I), spell defense I, telepathic Attacks/Weapons: Slam I (dmg 1d6+2 lethal; threat 18-20), Falchion (dmg 1d12+2 lethal; threat 19-20; qualities: AP 4, cavalry) Treasure: None. Marid (Huge Elemental Folk Spirit Flyer/Walker 138 XP): Str 16, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ H (4x4, Reach 3); Spd 40 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res X; Health X; Comp II; Qualities: Achilles heel (fire), damage defiance (cold), damage immunity (heat),damage reduction 3, darkvision I, fearless I, interests (Alignment [Chaos, Water]), invisibility, natural spell (Move Water), shapeshifter II, spell defense I, superior swimmer III, telepathic, tough I Attacks/Weapons: Slam V (dmg 3d8+3 lethal; threat 18-20), Water Jet (blinding attack I: 100 ft. beam; Will Save DC 10 or become blinded for 1d6 rounds), Huge Trident (dmg 2d6+3 lethal; threat 19-20; qualities: hook, hurl),

Huge Net (dmg -; threat -; range 10 ft. x 3; qualities: cord, trip) Treasure: None. Githyanki are handled with a rogue template (see page 140). Species feats can be applied for additional archetypes, such as drake gith. Githzerai are handled with a rogue template (see page 140). Species feats can be applied for additional archetypes, such as anarch. The grim are guardians who watch for and oppose evil. They are night creatures, usually frequenting the fringes of human habitations or burial grounds. They will be usually encountered in any of the following forms - black lynx, black dog or a black owl. Grim typically ward off evil natured creatures and warn those of good of imminent peril from such monsters. The latter is done by their weird call. They do not otherwise communicate. Tactics: Grim do not enter combat, unless their enemy is evil their Detect Alignment ability keeps them informed. If attacked, by a non-evil foe, they become incorporeal and move away. Grim (Medium Outsider Spirit Walker 71 XP): Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VIII; Atk V; Def VIII; Res V; Health V; Comp III; Qualities: Damage reduction 2, interests (Alignment [Good]), natural spell (Detect Alignment, Protection from Alignment), nocturnal, shapeshifter I, spell defense I, turning (Undead) Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: None. Grues are underling creatures of the Inner Planes, more important in the ecology than elemental vermin but less intelligent than elementals and elemental kin. They occupy a niche somewhat equivalent to animals, in other respects more like servants that have no exact equivalent on the Prime Material Plane. Grues prey on elemental

Githyanki

Githzerai

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vermin, serve as pets and guards for elementals, and can be summoned to other planes by magic. Chaggrins, or soil beasts, are grues from the Elemental Plane of Earth. They appear as humanoids with a body of lumpy, wet clay and vicious face. It typically takes the form of a yellowish hedgehog, although its skull-like head readily distinguishes it from a normal animal of that sort. It loves to torment its victim, and it will usually attack by digging its long, razorsharp foreclaws into its prey and then hold on while the hapless victim dashes hither and thither trying to escape from or dislodge the grue. Harginns, or flame horrors, are grues from the Elemental Plane of Fire. They resemble vile humans with flames where its lower torso and legs would be where it a man. A harginn generally assumes the shape of a normal bonfire, a column of fire, or a bronze human statue. Ildriss, or wind terrors, are grues from the Elemental Plane of Air. They resemble a foglike cloud with vaporous tentacles and 3 faintly gleaming red eyes arranged in a pyramidal pattern. Varrdig, or fluid brutes, are grues from the Elemental Plane of Water. They are a globular, jelly-like blob but generally appear as a pool of water. Tactics: Grues do not attack more than one victim at a time, because they know they have low chances of defeating a whole party on their own. Although not cowardly, they will flee if badly hurt only to return later and gang-up on their targets. Chaggrin (Small Elemental Walker/ Burrower 42 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 30 ft. ground, 10 ft. burrow; Init V; Atk IV; Def V; Res II; Health II; Comp II; Qualities: Chameleon II (caverns/mountains), damage reduction 1, interests (Alignment [Earth, Evil]), rend, shapeshifter I Attacks/Weapons: Claw I 2 (dmg 1d4 lethal; threat: 20) Treasure: None. Harginn (Medium Elemental Spirit Walker 72 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk VI; Def V; Res V; Health V; Comp II; Qualities: Damage immunity (fire, heat), damage reduction 2, fearless I, interests (Alignment [Evil, Fire]), shapeshifter I Attacks/Weapons: Fire Gout (fire damage attack I: 10 ft. beam; dmg 1d4 fire per 2 TL, Ref DC 10 for 1/2 damage; upgrades: alternate damage)

Treasure: None. Ildriss (Small Elemental Spirit Flyer/Walker 65 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 60 ft. winged flight, 10 ft. ground; Init V; Atk VII; Def V; Res IV; Health IV; Comp II; Qualities: damage reduction 2, fearless I, feat (Lightning Reflexes), interests (Alignment [Air, Evil]) Attacks/Weapons: Slam V (dmg 3d4 lethal; threat: 18-20) Treasure: 2L, 1M Varrdig (Medium Elemental Ooze Walker 55 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 10 ft. ground; Init IV; Atk V; Def IV; Res IV; Health IV; Comp II; Qualities: Chameleon II (aquatic), charge attack, damage reduction 2, interests (Alignment [Evil, Water]), superior swimmer II Attacks/Weapons: Slam III (dmg 2d6 lethal; threat: 19-20), Choking Squirt (fatiguing attack I: 20 ft. ray; Fort DC 10 or become fatigued) Treasure: 1C The guardinals are the people of Elysium. Most resemble beautiful, muscular humans with noticeable animal traits. The degree of animalistic features varies between individuals, but guardinals frequenting the Beastlands appear most beastlike of all. While guardinalsre peaceful enough in their home, they show a different face away from Elysium. Theyve got no tolerance for evil of any type and often journey into the Great Ring or the Outlands to seek out evil and confront it. Avorals are guardinals with the wings of mighty eagles. Theyre the scouts and skirmishers of their race, keeping watch over the peaceful skies of Amoria. Some leave Elysium and never return because theyve just got to see what lies over the next hill or beyond the next sea. They have the bodies of tall muscular men or women, but their arms are long, powerful wings and their legs feature strong talons and feathery vanes to act as a tail in flight. Cervidals are the most peaceful of the guardinals and the last to join a fight, seeking physical violence only when no other solutions present themselves. However, once theyre committed, cervidals wont be the first to walk away. They bear a passing

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resemblance to a faun or satyr, but are more regal in appearance. A cervidals head is crowned with magnificent horns or antlers. Equinals resemble huge humans with some of the qualities of a draft horse. Their chests and shouldersre of truly heroic proportions, and its face is long and narrow with a long, wild mane. Leonals are the wisest and most powerful of the guardinals. Theyre chieftains and leaders wherever guardinals gather. They resemble tall, muscular humans with short tawny fur and a great mane of hair (at least, the males). Lupinals are the front-line troops of Elysium and their Packs are searching aggressively for any hint of evil intrusion. They resemble humanoid wolves with silvery-gray fur. They are natural-born hunters and stalkers who use terrain, concealment, and ambush to great effect. Usrinals are the scholars and philosophers of the guardinals. They are benevolent beings who resemble huge men and women with distinctive bearlike attributes. Theyre advisers to the leonals, and the record-keepers and magic-users of their race. Its very difficult to move an ursinal to anger, but the powers pity the poor sod who manages the trick - its said that a fighting-mad ursinal can tear his way through any three gehreleths. Tactics: Guardinals are extremely peaceful beings, resorting to violence only when all other options have been exhausted. In combat, they are more than capable of proving just how much their ties to the wild and ruthless nature are strong. Avoral (Medium Fey Outsider Flyer/ Walker 97 XP): Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 90 ft. winged flight, 40 ft. ground; Init VII; Atk V; Def VII; Res III; Health III; Comp III; Qualities: Class ability (Paladin: lay on hands), damage defiance (cold), damage immunity (electrical), damage reduction 3, darkvision I, fearless I, fearsome, improved sense (visual), interests (Alignment [Good]), natural spell (Gust of Wind, Lightning Bolt I), spell defense II, telepathic Attacks/Weapons: Claw III 2 (dmg 2d6 lethal; threat 20; upgrades: grab) Treasure: None. Cervidal (Medium Fey Outsider Walker 78 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VIII; Atk IV; Def VIII; Res III; Health III; Comp III; Qualities: Charge attack, class ability (Paladin: lay on hands), damage

defiance (cold), damage immunity (electrical), damage reduction 2, darkvision I, interests (Alignment [Good]), natural spell (Hold Person, Purge), spell defense I, telepathic Attacks/Weapons: Gore III (dmg 2d6 lethal; threat 18-20; qualities: bleed), Slam I 2 (dmg 1d6 lethal; threat 20) Treasure: None. Equinal (Medium Fey Outsider Walker 113 XP): Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 60 ft. ground; Init VII; Atk IV; Def VII; Res III; Health III; Comp III; Skills: Athletics VII, Notice V Sense Motive , VI; Qualities: Class ability (Paladin: lay on hands), damage defiance (cold), damage immunity (electrical), damage reduction 2, darkvision I, interests (Alignment [Good]), natural spell (Slow, Wall of Stone), spell defense I, telepathic Attacks/Weapons: Slam III 2 (dmg 2d6+3 lethal; threat 19-20), Whinny (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage) Treasure: None. Leonal (Medium Fey Outsider Walker 162 XP): Str 16, Dex 16, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 60 ft. ground; Init V; Atk V; Def V; Res V; Health V; Comp III; Skills: Athletics IX, Impress VII, Intimidate VII; Qualities: Always ready, class ability (Paladin: lay on hands), damage defiance (cold), damage immunity (electrical), damage reduction 3, darkvision I, fearless II, fearsome, feat (Lightning Reflexes), interests (Alignment [Good]), natural spell (Wish III), shapeshifter I, spell defense III, telepathic, tough I, tricky (Arrow Cutting) Attacks/Weapons: Bite I (dmg 1d8+3 lethal; threat 18-20), Claw III 2 (dmg 2d6+3 lethal; threat 19-20), Roar (bang damage attack IV; 5 ft. blast increment; dmg 1d10 bang per 2 TL, Ref DC 25 for 1/2 damage, upgrades: alternate damage) Treasure: None. Lupinal (Medium Fey Outsider Spirit Walker 126 XP): Str 14, Dex 12, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VII; Atk V; Def VII; Res III; Health III; Comp III; Skills: Stealth IX, Survival VII, Tactics VII; Qualities: Class ability (Paladin: lay on hands), damage defiance (cold), damage immunity (electrical), damage reduction 3, darkvision I, fearless I, fearsome, interests (Alignment

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[Good]), improved sense (scent), natural spell (Fly I, Neutralize Poison), spell defense II, telepathic, tricky (Arrow Cutting) Attacks/Weapons: Bite I (dmg 1d8+2 lethal; threat 18-20; upgrades: trip), Claw I 2 (dmg 1d6+2 lethal; threat 20), Freezing Breath (cold damage attack I: 40 ft. cone; dmg 1d4 cold per 2 TL, Ref DC 10 for 1/2 damage) Treasure: None. Ursinal (Large Fey Outsider Walker 145 XP): Str 14, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init VIII; Atk V; Def VIII; Res V; Health V; Comp III; Skills: Investigate VII, Sense Motive VII, Spellcasting V; Spells: Call from Beyond IV Charm Person III, Scrye IV Sleep, , , True Seeing; Qualities: Always ready, class ability (Paladin: lay on hands), damage defiance (cold), damage immunity (electrical), damage reduction 4, darkvision I, fearless I, grappler, interests (Alignment [Good]), natural spell (Purge, Wish II), shapeshifter I, spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20), Claw III 2 (dmg 2d8+2 lethal; threat 19-20; upgrades: grab), Squeeze III (dmg 2d12 subdual; notes: Grapple benefit) Treasure: None. Hollyphants are servants of the powers of good, found throughout the Upper Planes. Theyre the messengers and helpers of the various good pantheons, acting as couriers or advisers to mortals the powersve got an interest in, or work as assistants to more powerful proxies. It looks like a tiny golden furred elephant with a pair of shining white wings sprouting from its back.

Tactics: Because of their size and by some accounts, silly look hollyphants are undermined as combatants. However, they are capable of defeating even the most powerful fiends under one condition they have to stay out of close combat. Hollyphant (Small Outsider Flyer/ Walker 168 XP): Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 14; SZ S (1x1, Reach 1); Spd 90 ft. winged flight, 30 ft. ground; Init IX; Atk IV; Def IX; Res II; Health II; Comp III; Qualities: Contagion immunity, damage reduction 3, interests (Alignment [Good]), invisibility, natural spell (Call from Beyond III, Heal, Purge, Teleport II), spell defense IV , telepathic Attacks/Weapons: Gore I 2 (dmg 1d3 lethal; threat 20), Sun Sparkles (divine damage attack II: 50 ft. cone; dmg 1d6 divine per 2 TL, Ref Save DC 15 for 1/2 damage; upgrades: alternate damage), Blasting Trumpet (bang damage attack II; 70 ft. cone; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage), Resonant Trumpet (sonic damage attack II; 100 ft. beam; dmg 1d6 sonic per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage) Treasure: None. Hordes are frightening life forms native to the Elemental Plane of Earth. Each single horde entity comprises hundreds of separate, insect-like bodies united by a single mind. The bodies of a particular horde consciousness all look alike, and different hordes often feature their own distinct body types.

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Tactics: The horde attacks other creatures whenever it finds such an action in its own best interest. Hordes do not consider any other life forms intelligent and have no compunctions against destroying others. Horde (Large Beast Walker 41 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 1); Spd 40 ft. ground; Init IV; Atk III; Def IV; Res V; Health V; Comp I; Qualities: Condition immunity (baffled), damage reduction 2, damage splitter, fearless I, hive mind, interests (Alignment [Earth, Evil, Order]) Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20) Treasure: None. Hordlings are the uncounted hordes of the Gray Waste and no two hordlings look alike. There are possibly as many different types of hordlings as there are hordlings. They are bent on destruction and devouring. Tactics: Hordlings are petty and vile. They roam the Gray Waste attacking those weaker than themselves. They sometimes serve under stronger leaders, but few leaders maintain hordlings for long, for they are unruly and untrustworthy. Table 6.2: Hordling Appearance 1d6 1 2 3 4 5 6 1d6 1 2 3 4 5 6 Arms Multi-jointed Telescoping Short, thick Long, thin Trunk-like Tentacles Back Humped Hunched Knobbed mane Bristle-maned Fan-winged Hat-winged Legs Long, thin Short, bowed Short, massive Springing Hopping Telescoping Tail Long, prehensile Short Long Long, clubbed Long, barbed None

Damage immunity (acid, fire, heat), damage reduction 2, interests (Alignment [Evil]), meek, spell defense I Attacks/Weapons: Bite I (dmg 1d8+1 lethal; threat 18-20), Talon I 2 (dmg 1d6+1 lethal; threat 20; upgrades: trip) Treasure: None. Use the Table 6.2 to customize hordlings individually if necessary. The invisible stalker, also known as sshai, is a creature from the Elemental Plane of Air. Those encountered elsewhere have almost always been summoned to fulfill a specific task. The true form of the invisible stalker is unknown. On the Prime Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold. Tactics: Invisible stalkers attack by using the air itself as a weapon. It is capable of creating a sudden, intense vortex that batters a victim.

Invisible Stalker

Hordling

Hands Large, thick-fingered Clawed Taloned Pincered Barbed Knobbed Color Black-brown Russet-red Orange-yellow Olive-green Blue-purple Gray-white

Feet Prehensile toes, long Full hoofed Splayed hoofed Clawed Suckered Full webbed Head Wedge-shaped Conical Discoid Spherical Cubical Ovoid

Hordling (Medium Outsider Flyer/ Walker 62 XP): Str 12, Dex 10, Con 12, Int 6, Wis 8, Cha 4; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 30 ft. ground; Init VI; Atk IV; Def VI; Res III; Health III; Comp III; Qualities:

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Invisible Stalker (Large Elemental Flyer/Walker 61 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (22, Reach 2); Spd 30 ft. winged flight, 30 ft. ground; Init V; Atk III; Def V; Res IV; Health IV; Comp II; Qualities: Damage reduction 2, interests (Alignment [Air]), invisibility, spell defense II Attacks/Weapons: Slam III (dmg 2d8 lethal; threat 19-20) Treasure: None.

They are deadly both up in the air and down on the ground because of their great movement speed. Koodjanuk (Large Beast Outsider Flyer/Walker 107 XP): Str 10, Dex 12, Con 12, Int 14, Wis 14, Cha 14; SZ L (23, Reach 1); Spd 110 ft. winged flight, 60 ft. ground; Init VIII; Atk IV; Def VIII; Res IV; Health IV; Comp III; Qualities: Class ability (Paladin: lay on hands), damage reduction 3, devoted (Good III, Protection II), interests (Alignment [Good]), spell defense V Attacks/Weapons: Bite II (dmg 1d10 lethal; threat 17-20), Talon III 2 (dmg 2d8 lethal; threat 19-20) Treasure: 2C, 2L, 3M Kytons are a race of creatures inhabiting the city of Jangling Hiter on the third layer of Baator. They are the citys constabulary, ferreting out transgressors. Kytons wear chains in lieu of clothing, and armor, using this apparel as weapons. Tactics: They have a nasty habit of assuming the feature of a departed loved one or friend - or sometimes that of much-feared enemy. Kyton (Medium Outsider Walker 48 XP): Str 10, Dex 10, Con 10, Int 14, Wis 8, Cha 4; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp III; Qualities: Achilles heel (divine), damage defiance (cold), damage reduction 2, fearless I, interests (Alignment [Evil, Order]), regeneration 1, spell defense I Attacks/Weapons: Chain 2 (dmg 1d6 subdual; threat 20; qualities: hook, reach +1), Dead Face (shaking attack II: 40 ft. gaze; Will DC 15 or become shaken) Treasure: None. Larvae, evil dead from other planes who led especially selfish lives, are now doomed to spend their wretched existences serving evil on the Lower Planes. Larvae are horrifying worms, sickly yellow and covered with viscous, foul-smelling fluid. Instead of a worms head, they have distorted faces resembling the mortals they were in life. Tactics: Larvae have no will of their own and simply lie in giant, quivering masses on the grounds of the Gray Waste. However, when commanded by a greater power - that is, just about anything in the Waste larva

Jumpers are intelligent life forms that feed on time stolen from others. They appear very similar to marine brittle-starfish, with small bodies and long slender arms. The body has the shape of a dodecahedron, and an arm extends from the center of each of the 12 sides. These odd creatures were created by some forgotten god of Time. They thrived and spread quickly, and are now common sights on the Outer and Astral planes. Tactics: Although very capable combatants, jumpers avoid physical confrontation because of their frail build. They would rather just steal time from others and quickly disappear. Jumper (Diminutive Outsider Flyer 245 XP): Str 10, Dex 10, Con 10, Int 18, Wis 18, Cha 16; SZ D (11, Reach 1); Spd 150 ft. winged flight; Init VII; Atk X; Def VII; Res III; Health III; Comp III; Skills: Stealth VII; Qualities: Damage reduction 4, natural spell (Time Stop), spell defense VI, telepathic Attacks/Weapons: Tentacle Slap V 12 (dmg 3d4 lethal; threat 18-20; qualities: reach +1), Steal Time (life draining attack V: Fort DC 30 or suffer 1 lethal damage per TL, the NPC healing the same amount; upgrades: supernatural attack (Tentacle Slap)) Treasure: None. The koodjanuk is a creature native to Elysium. It is generally encountered in subarctic or arctic conditions and makes its lair on mountain peaks. They appear to be large birds of prey, with white-feathered bodies, black heads, and great hooked beaks. Koodjanuks are on excellent terms with the other beings of the Upper Planes, and they may be found with these beings. Tactics: Koodjanuks ignore most creatures, neither harming nor helping them. Evil beings, however, will usually be attacked.

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Kyton

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will attack en masse. Larva (Medium Outsider Walker 31 XP): Str 10, Dex 12, Con 8, Int 4, Wis 6, Cha 4; SZ M (1x1, Reach 1); Spd 10 ft. ground; Init V; Atk I; Def V; Res III; Health III; Comp III; Qualities: Damage reduction 1, interests (Alignment[Evil]), meek, swarm Attacks/Weapons: Bite I (dmg 1d8 lethal + flesh-eating virus; threat 18-20; upgrades: bleed, diseased) Treasure: None. Lillendi are natives of Ysgard. They are peaceful and delight in song and conversation. Lillendi are particularly hostile toward those who seek to impose civilized order on the wilderness. They have the upper body of a human with powerful, feathered wings and stout serpentine body from waist downwards. Tactics: Lillendi are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their natural spell to confuse and weaken opponents before entering combat. A covey of lillendi usually discusses strategy before a battle. Lillend (Huge Outsider Flyer/Walker 103 XP): Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12; SZ H (1x4, Reach 1); Spd 70 ft. winged flight, 30 ft. ground; Init VII; Atk VII; Def VII; Res V; Health V; Comp III; Skills: Investigate IV; Qualities: Aquatic II, contagion immunity, damage immunity (fire, heat), damage reduction 3, darkvision I, fearless I, interests (Alignment [Chaos]), natural spell (Illusionary Image V), shapeshifter I, spell defense I, superior swimmer II Attacks/Weapons: Tail Slap I (dmg 1d12+1 lethal; threat 20; qualities: reach +1; upgrades: grab), Squeeze I (dmg 2d8+1 subdual; notes: Grapple only), Boar Spear (dmg 1d8+1 lethal; threat 19-20; qualities: guard +1, reach +1), Long Bow + 30 standard arrows (dmg 1d6+1 lethal; threat 1920; range 40 ft. x 6; qualities: AP 4) Treasure: 4C, 2L, 1M

Lillend

other wildlife. They appear to be large, white or gray stags, with pearly antlers. Malaetar are temperamental, fast beasts native to the Outlands. They resemble muscled, quadruped bears with great horns and powerful claws. Stench kine (singular stench kow) are the cattle of Baator. They roam the reeking plains, fiery fields, and even the wintry wastes of the lower hells. Some are found as far as the planes of Acheron, Gehenna, and even Gray Waste. Much as do common herd animals, these odorous beasts form great herds, grazing on the noxious and poisonous growths of the vile terrain. Stench kine resemble huge, misshapen dull orange-green bison with large humps over the shoulders and long and downward curving horns. Thunder beasts are bloated, pig-like creatures that roam in herds across the layers of the Abyss. They are known as thunder beasts because of their rumbling bellow. A thunder beast resembles a six legged pig with a swollen body. Tactics: Most livestock flees unless cornered, at which point they charge, trying in a blind panic to break free. Forchoreai (Large Beast Outsider Walker 81 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ L (12, Reach 1); Spd 90 ft. ground (Run 450 ft.); Init VIII, Atk III; Def VIII; Res V; Health V; Comp III; Skills: Stealth IX; Qualities: Damage reduction 2, feat (Pathfinder Basics (forest/jungle)), improved sense (hearing), interests (Alignment [Chaos, Good]), invisibility, natural spell (Heal, Mirror Images), regeneration 2, superior runner I Attacks/Weapons: Gore III (dmg 2d8+1 lethal; threat 1820; qualities: bleed) Treasure: 3T Malaetar (Large Beast Walker 56 XP): Str 14, Dex 14, Con 10, Int 4, Wis 12, Cha 6; SZ L (12, Reach 1); Spd 80 ft. ground (Run 480 ft.); Init VII, Atk IV; Def VII; Res V; Health V; Comp I; Skills: Notice V; Qualities: Damage reduction 2, feat (Pathfinder Basics (plains)), improved stability, superior runner II Attacks/Weapons: Claw I (dmg 1d8+2 lethal; threat 20), Gore I (dmg 1d8+2 lethal; threat 1920; qualities: bleed), Trample I (dmg 1d10 lethal; threat 19-20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1T

These animals dot the planar landscape as wild game and domesticated livestock. Forchoreai are creatures found on the Beastlands, residing there naturally along with

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Stench Kow (Large Animal Walker 73 XP): Str 10, Dex 14, Con 12, Int 1, Wis 8, Cha 4; SZ L (2x2, Reach 1); Spd 40 ft. ground; Init X; Atk III; Def X; Res IV; Health IV; Comp -; Qualities: Contagion immunity, damage immunity (cold, fire, heat), damage reduction 2, feat (Charging Basics), improved stability, stench Attacks/Weapons: Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed), Trample I (dmg 1d10 lethal; threat 19-20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: None. Thunder Beast (Large Animal Walker 45 XP): Str 10, Dex 10, Con 12, Int 1, Wis 8, Cha 4; SZ L (2x3, Reach 1); Spd 30 ft. ground; Init VIII; Atk III; Def VIII; Res IV; Health IV; Comp -; Qualities: Damage reduction 2, improved stability Attacks/Weapons: Bite I (dmg 1d10 lethal; threat: 18-20), Trample I (dmg 1d10 lethal; threat 19-20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled), Bellow (sickening attack I: 10 ft. cone; Will DC 10 or become sickened for 1d6 rounds) Treasure: None. Lomendur are lesser beings of neutrality that often serve as companions to mortals. Orrekin hail from the Outlands. They are wholly devoted to balance, and are tolerant of others as long as none gain the upper hand. Orrekin believe chaos is foolish, law is pretentious, and good or evil is just a waste of time. An orrek resembles a squat, muscular humanoid with rounded shoulders and clawed hands. Short, soft gray fur covers its body. Its glittering black eyes, short necks, broad teeth, and rather narrow head are reminiscent of a rodent. Quarks hail from Limbo. They despise restraint and order, acknowledge no rules or conventions, and they keep promises only if it pleases them to do so. A quark resembles a tiny, silver-skinned humanoid with unearthly beauty and tangled, fuzzy hair. Its glittering wings resemble those of a butterfly, although their coloration and pattern changes periodically. Tabi hail from Mechanus. They are wholly devoted to order and discipline untainted by cruelty or kindness; good and evil are irrelevant to them. They never let other considerations get in the way of true harmony and order. A tabur resembles a small, white marble humanoid statue with silver eyes. It has perfect, symmetrical proportions, and pure

white hair that matches its skin. Tactics: Lomendur avoid conflict unless they meet opponents of opposed beliefs. At that point, they resemble almost senseless, cruelest mercenaries as they furiously throw themselves at their target. Orrek (Small Outsider Spirit Walker/Burrower 78 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 30 ft. ground, 20 ft. burrow; Init V; Atk I; Def V; Res II; Health II; Comp III; Qualities: Contagion immunity, damage immunity (acid, cold, electrical, fire), damage reduction 1, darkvision I, invisibility, regeneration 1, shapeshifter I, spell defense I Attacks/Weapons: Claw I 2 (dmg 1d4 lethal; threat 20) Treasure: 3L Quark (Small Outsider Flyer/ Walker 89 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 30 ft. ground, 50 ft. winged flight; Init X; Atk I; Def X; Res II; Health II; Comp III; Qualities: Contagion immunity, damage immunity (acid, cold, electrical, fire), damage reduction 2, darkvision I, interests (Alignment [Chaos]), invisibility, natural spell (Insanity I), regeneration 1, shapeshifter I, spell defense I Attacks/Weapons: Claw I 2 (dmg 1d4 lethal; threat 20) Treasure: 3L Tabur (Small Outsider Walker 90 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 40 ft. ground; Init X; Atk I; Def X; Res II; Health II; Comp III; Qualities: Contagion immunity, damage immunity (acid, cold, electrical, fire), damage reduction 2, darkvision I, interests (Alignment [Order]), invisibility, natural spell (Hold Person), regeneration 1, shapeshifter I, spell defense I, tricky (Arrow Cutting) Attacks/Weapons: Slam I x2 (dmg 1d4 lethal; threat 20), Stunning Fist (stunning attack I: Fort save DC 10 or become stunned for 1d6 rounds; upgrades: supernatural attack (Slam)) Treasure: 3L The frightening but fascinating maelephants guard the Lower Planes. They are large, roughly bipedal creatures with huge elephant heads that have a viciously barbed trunk. Tactics: As devoted guards,

Lomendur

Maelephant

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maelephants do not attack unless the object or area under their protection is directly endangered. At that point they Entangle and charge their foes. Maelephant (Large Outsider Walker 104 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init VII; Atk V; Def VII; Res IV; Health IV; Comp III; Skills: Notice VI, Search VI; Qualities: Always ready, charge attack, darkvision II, damage reduction 3, fearless II, grappler, interests (Alignment [Evil, Order]), natural spell (Entangle, Gust of Wind), regeneration 2, spell defense II Attacks/Weapons: Claw I 2 (dmg 1d8 lethal; threat 20), Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed), Forgetful Thoughts (baffling attack II: 30 ft. cone; Will DC 15 or become baffled for 2d6 rounds) Treasure: None. A malfera is a creature from the Demiplane of Nightmares. It is a large nightblack humanoid with an elephantlike head, huge fangs, red veins and eyes. The chest is a mass of slimy, acidic tentacles and its long, muscular arms end in large, jagged pincers. Its feet are webbed and clawed. Tactics: In combat, a malfera attacks with pincers and its bite, trying to grab the opponent and squeeze it until theres nothing left of it. It is prone on ambushing its foes from dark places, sometimes even entering their homes with the use of Knock. Malfera (Large Outsider Walker 75 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init IV; Atk V; Def IV; Res IV; Health IV; Comp III; Skills: Intimidate VIII, Stealth V; Qualities: Damage immunity (acid), damage reduction 3, grappler, interests (Alignment [Chaos, Evil]), natural spell (Knock, See Invisible) Attacks/Weapons: Bite I (dmg 1d10 lethal + lethal poison; threat 18-20; qualities: venomous), Pincers 2 (Claw I: dmg 1d8 lethal; threat 20; upgrades: grab), Squeeze I (dmg 1d12 acid; notes: Grapple benefit; upgrades: alternate damage) Treasure: 3C, 2M The marrashi (plural marrash) or winged archer, is an evil spirit of pestilence. It has the dark wings of a vulture, the arms and body of a human, bird legs and the head of a jackal. Tactics: On the ground a marrashi is a

weak combatant, attacking with claws and its beak. They prefer to use their bows while airborne, by holding the bow with their talons and pulling back the string with their hands. This gives them an odd, tumbling style of flight when shooting. Marrashi (Medium Outsider Flyer/ Walker 42 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 70 ft. winged flight, 30 ft. ground; Init II; Atk VI; Def II; Res III; Health III; Comp III; Qualities: Damage reduction 1, interests (Alignment [Evil, Order]), killing conversion Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20), Long bow + 40 barbed arrows (dmg 1d6 lethal; threat 19-20; range 40 ft. x 6; qualities: AP 2, bleed, poisonous) Treasure: 4C, 1L Maruts go forth from Mechanus and spread the powers will across the Outer Planes. They look like red-eyed, unliving giants carved from a single piece of polished stone with no discernible joints or seams. Maruts wear golden armor with wide plates on the shoulders and armbands. Tactics: Maruts are awesome opponents. Their punch alone can bring down all but the most powerful opponents. When faced with a greater threat, they will not hesitate to use Earthquake and Lightning Bolt II to reduce the number of foes they will face in melee. If badly hurt, they will withdraw in order to regenerate lost health and return as soon as they are ready. Marut (Large Construct Outsider Walker 101 XP): Str 20, Dex 10, Con 10, Int 12, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init III; Atk IV; Def III; Res IV; Health IV; Comp III; Qualities: Damage defiance (cold, fire, heat), damage immunity (acid), damage reduction 3, interests (Alignment [Order]), natural spell (Earthquake, Lightning Bolt II), regeneration 5, spell defense I Attacks/Weapons: Slam V (dmg 3d8+5 lethal; threat 18-20) Treasure: None. An elemental spirit unlike any other, the menglis is born of opposition. They have the ability to separate an object into its component elements. It is a tall humanoid,

Malfera

Marut

MARRASHI

Menglis

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colorless and somewhat amorphous. Tactics: In or out of combat, menglis constantly use their Disintegration ability to separate their environment into basic elements. They are solitary creatures that ignore others to the point that sometimes they arent even aware of living beings they have disintegrated. If severely injured, they will become incorporeal and abandon the area as fast as possible. Menglis (Large Elemental Spirit Walker 115 XP): Str 14, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 50 ft. ground; Init IX; Atk IV; Def IX; Res VI; Health VI; Comp II; Qualities: damage immunity (cold, electrical, fire, heat), damage reduction 2, fearless II, spell defense III, telepathic Attacks/Weapons: Slam I (dmg 1d8+2 lethal; threat 20), Disintegration (lethal damage attack III: 30 ft. aura; dmg 1d8 lethal per 2 TL, Ref DC 20 for 1/2 damage) Treasure: None. Mephits are nasty messengers created by powerful planar creatures to perform evil missions. The sixteen known types of mephit draw their substance from the Elemental, Paraelemental, and Quasielemental Planes. All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance. Air mephits are fickle, untrustworthy, and empty-headed. However, they are excellent messengers and couriers for their first mission. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble. Air mephits look like pure white muscular humanoids from the waist up and white tornadoes from the waist down. Unlike most other mephits, they have no wings but fly on their airstreams; they display astonishing agility. They are bald with broad grins and small ears, and they often wear one gold earring. Ash mephits are acutely depressed and lugubrious. They have powdery skin and wings and a nasal whining voice to impose on passersby endless tales of their sorrows, boredom and frustrations. Dust mephits find death morbidly fascinating. They pose as tragic yet fashionable victims of a gloomy fate, heroically holding out against utter insanity. Gaunt even by mephit standards, dust mephits have dusky brown skin, eyes, and wings. Unlike other mephits, they prefer to wear black clothing, altered so as not

Mephits

to interfere with flight. Earth mephits are heavy, rocky mephits that have stolid, humorless personalities. Stubborn and immune to insult, they look like small, thin earth elementals, with stony skin, glittering eyes, and rigid wings of dull metal. Their wings, which never flap, seem to play no role in the mephits magical but clumsy flight. Fire mephits are the most mischievous of all mephits. These fiends play terrible pranks on other mephits, such as pushing magma mephits into water and watching them harden. Fire mephits are small, wiry humanoids with bright red skin and batwings. Some fire mephits affect a mustache, goatee, and tiny horns on their forehead, but these are always faked. Ice mephits are angular, with translucent, ice-blue skin. They live on the colder Lower Planes and thus never mix with fire, magma, smoke, or steam mephits. Ice mephits act aloof and cruel, surpassing other mephits in torture and wanton destruction. Lightning mephits have torsos and limbs composed of thin black lightning bolts and they are wingless. Their heads smell like ozone and glows with a permanent light. They are energetic, hyperactive and curious. They talk very fast, with many mistakes and false starts. Magma mephits, or lava mephits, are the least intelligent of all mephits and hence the brunt of fire mephit jokes. They are sensitive to these insults and anger easily when offended, but otherwise they are passive and less temperamental than other mephits. Mineral mephits look like earth mephits with mica and metallic wings. They have no odor and are suspicious, greedy and selfrighteous. Mist mephits fancy themselves as master spies, often reporting on other mephits for treacherous behaviors. Ooze mephits are unctuous creatures that sidle up to strangers and, in purring, sibilant voices, use flattery to ingratiate themselves. They are made of ochre muck and have a rough humanoid form but no clear joints. Their wings are transparent green bubble membranes that seldom break. They have dark green eyes and mouth with a mooning expression, and they smell absolutely terrible. Contact with an ooze mephit stains clothing permanently. Radiance mephits are dazed, distracted individuals with reflective silvery bodies and

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prismatic wings. They have wide mouths and expressionless faces, except during their fits of crazed giggling. Salt mephits look like grainy white humanoids with wings made of cubical white crystals. They have large red eyes and gaping, grinning mouths. They have no odor unless they get wet, which causes them excruciating pain and makes them smell briny. The sarcastic and acidulous wit of salt mephits lowers their life expectancy dramatically. Smoke mephits are crude, irresponsible and lazy, mostly sitting around invisible, smoking pipeweed and telling bad jokes. Steam mephits are bossy and hypersensitive. They are the self-appointed overlords of all mephits and, in their own minds, lords of the Quasielemental Plane of Steam. Mist mephits refuse to obey them, and this disobedience has led to a millennia-long rivalry between the types. In addition to the hissing steam that escapes from their pores, steam mephits leave a trail of near-boiling water where they walk. Water mephits are thin, finny humanoids covered with sea-green scales, and webs of skin connect the spines of their ears, toes, and wings. They have fishy, staring eyes and fish lips. An odor of brine accompanies them, and they drip salt water. Manifesting an irritating joviality, water mephits make remarkably tactless comments on their companions actions and situations. They attach themselves to adventuring parties (unasked) out of an appetite for novelty. Tactics: In battle, mephits attack with either their clawed hands or breath weapon. If hurt, they quickly flee. Air Mephit (Medium Construct Elemental Flyer/Walker 58 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Interests (Alignment [Evil]), natural spell (Blur, Gust of Wind), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Grit Breath (damage attack I: 20 ft. ray; 1d4 lethal damage per 2 TL; Ref Save DC 10 for 1/2 damage; threat 20) Treasure: 1C Ash Mephit (Medium Construct Elemental Flyer/Walker 73 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Beguiling, damage immunity

(cold, Edged weapons, fire, heat), interests (Alignment [Evil]), regeneration 1 Attacks/Weapons: Choking Breath (fatiguing attack I: 10 ft. aura; Fort Save DC 10 or become fatigued) Treasure: 1C Dust Mephit (Medium Construct Elemental Flyer/Walker 65 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Damage defiance (Edged weapons), damage immunity (fire, heat), interests (Alignment [Evil]), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Choking Breath (fatiguing attack I: 10 ft. aura; Fort Save DC 10 or become fatigued) Treasure: 1C Earth Mephit (Medium Construct Elemental Flyer/Walker 54 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Clumsy, interests (Alignment [Evil]), natural spell (Brawn I), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Stone Breath (damage attack I: 20 ft. ray; 1d4 lethal damage per 2 TL; Ref Save DC 10 for 1/2 damage; threat 20) Treasure: 1C Fire Mephit (Medium Construct Elemental Flyer/Walker 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Interests (Alignment [Evil]), natural defense (heat), natural spell (Scorching Ray), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 heat; threat 20; upgrades: alternate damage), Fiery Breath (fire damage attack I: 10 ft. cone; dmg 1d4 fire per 2 TL, Ref Save DC 10 for 1/2 damage) Treasure: 1C Ice Mephit (Medium Construct Elemental Flyer/Walker 59 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Damage immunity (cold), interests (Alignment [Evil]),

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regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Freezing Breath (cold damage attack I: 20 ft. ray; dmg 1d4 cold per 2 TL, Ref Save DC 10 for 1/2 damage) Treasure: 1C Lightning Mephit (Medium Construct Elemental Flyer/Walker 87 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 90 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Damage immunity (electrical, fire, heat), death throes (electrical), interests (Alignment [Evil]), natural defense (electrical), natural spell (Lightning Bolt I), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 1C Magma Mephit (Medium Construct Elemental Ooze Flyer/Walker 56 XP): Str 10, Dex 10, Con 10, Int 6, Wis 8, Cha 6; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Interests (Alignment [Evil]), natural defense (heat), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Heat Touch (heat damage attack I: dmg 1d4 heat per 2 TL; upgrades: supernatural attack (Claw)), Fiery Breath (heat damage attack I: 20 ft. ray; dmg 1d4 heat per 2 TL, Ref Save DC 10 for 1/2 damage) Treasure: 1C Mineral Mephit (Medium Construct Elemental Flyer/Walker 58 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Interests (Alignment [Evil]), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Blinding Breath (blinding attack I: 10 ft. aura; Will Save DC 10 or become blinded for 1d6 rounds) Treasure: 1C Mist Mephit (Medium Construct Elemental Flyer/Walker 58 XP): Str 10, Dex 8, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Interests (Alignment [Evil]), natural spell (Control Weather I), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Blinding Breath (blinding attack I: 10 ft. aura; Will Save DC 10 or become

blinded for 1d6 rounds) Treasure: 1C Ooze Mephit (Medium Construct Elemental Ooze Flyer/Walker 69 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Damage immunity (Edged weapons, fire ,heat), interests (Alignment [Evil]), regeneration 1, stench, Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 1C Radiance Mephit (Medium Construct Elemental Flyer/Walker 62 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Condition immunity (blinded), damage immunity (flash), darkvision I, interests (Alignment [Evil]), natural spell (Color Spray), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 1C Salt Mephit (Medium Construct Elemental Flyer/Walker 72 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Beguiling, damage immunity (fire, heat), interests (Alignment [Evil]), regeneration 1, tricky (Salt the Wound) Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Painful Touch (stunning attack I: Fort save DC 10 or become stunned for 1d6 rounds; upgrades: supernatural attack (Claw)), Crystalline Breath (stunning attack I: 20 ft. ray; Fort Save DC 10 or become stunned for 1d6 rounds) Treasure: 1C Smoke Mephit (Medium Construct Elemental Flyer/Walker 62 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Death throes, interests (Alignment [Evil]), invisibility, natural spell (Dancing Lights), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Sooty Breath (blinding attack I: 20 ft. ray; Will Save DC 10 or become blinded for 1d6 rounds)

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Treasure: 1C Steam Mephit (Medium Construct Elemental Flyer/Walker 58 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Interests (Alignment [Evil]), natural spell (Control Weather I), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Painful Touch (stunning attack I: Fort save DC 10 or become stunned for 1d6 rounds; upgrades: supernatural attack (Claw)), Boiling Breath (stunning attack I: 20 ft. ray; Fort Save DC 10 or become stunned for 1d6 rounds) Treasure: 1C Water Mephit (Medium Construct Elemental Flyer/Walker 67 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res IV; Health IV; Comp II; Qualities: Achilles heel (cold), damage immunity (Edged weapons, fire, heat), interests (Alignment [Evil]), regeneration 1 Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Acidic Breath (acid damage attack I: 20 ft. ray; dmg 1d4 acid per 2 TL, Ref Save DC 10 for 1/2 damage) Treasure: 1C A mercurial looks like a human with eyes of liquid gold, silver or bronze. They live in regions of hyper-reality, whereby everything is more real, more vital, brighter, stronger and more intense. It can shed its skin and bones and become a skinless, boneless humanoid. Tactics: Most mercurials are pacifists, refusing to fight even to defend themselves. Mercurial (Medium Outsider Walker 103 XP): Str 10, Dex 12, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init IV; Atk IV; Def IV; Res VII; Health VII; Comp III; Qualities: Damage reduction 3, natural spell (Wish III), regeneration 3, spell defense I, tough I Attacks/Weapons: Slam I x2 (dmg 1d6 lethal; threat 20), Mental Blast (force damage attack II: 40 ft. ray; dmg 1d6 force per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage), Borrow Form (attribute draining attack II: Fort DC 15 or suffer 1 Con impairment; upgrades: supernatural attack (Slam)) Treasure: None.

Mercurial

It is only logical, as it is with all things modron, that they are native to the orderly plane of Mechanus. The two, plane and modrons, probably would not exist without each other - modron society defines the plane, just as the plane shapes them. Modrons are strictly divided into fourteen castes over which rules Primus, the One and the Prime. It and the plane are one in thought and deed; as Primus turns in his realm of Regulus, so do the wheels of Mechanus. It and it alone understands the whole structure of the modron race, since it sits at its pinnacle. From there it decrees what is order, writes the laws, and establishes the rules and regulations. Primus is a huge being who rises from an energy pool in the central part of its great tower at the center of the plane. Within Mechanus, Primus has the status of a greater power, except it is possible for Primus to die, albeit only under near-impossible conditions. Like all gaps, the vacancy is filled by promotion of one of the secundi. However, the process usually creates turmoil since, without a Primus, chaos is allowed to enter into the perfection of modron society. Decatons are the lowest order of officials found in modron society. These creatures appear as 10-tentacled spheres on stumpy legs. They are the overseers of the physical welfare of the base modrons, the voice of the great power to the working class. Duodrones are blocky, rectangular creatures with spiderlike legs and arms, plus a small set of fanlike wings. It has one central eye and a large mouth. They accept orders from tridrones and can give instructions to monodrones, whom they often supervise. Duodrones serve in the modron army as corporals or sergeants, or even as special shock troops armed with thrusting and crushing weapons. They often lead squads of monodrones (twelve monodrones per duodrone). Hextons fulfill several roles in modron life. First, they are the generals of the 36 modron armies. Second, nine also serve at the tower of Primus, although they are not aware of his existence. They appear as humanoids with six arms - two large human arms with six fingers and four tentacles tipped with sharp claws below. They have thin, fanlike folded wings, joined at the shoulders. Messenger monodrones lack the spiderlike arms of their more numerous brethren and instead have fanlike wings joined to their bodies. Though they cannot wield weapons,

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these winged monodrones are faster than their counterparts, so they often serve as messengers. Monodrones look like small spheres with a single eye. They have spiderlike arms and legs. They are barely intelligent modrons that make up most of the population of Regulus. They accept orders only from duodrones and exist only for their work. Monodrones are usually assigned to either simple labor or service in the regiments of the modron army. Nonatons are cylindrical modrons that act as commissars and chief inspectors of the modron universe. They usually head investigations of rogue modron units and handle small-party invasions from other planes. Octons govern the wheels and can command any armies stationed there. The lesser modrons of each cogwheel are considered wards of the octons, who guard their sectors quite rigidly and see that regulations are obeyed, routine is observed, and reports are invariably correct. Table 6.3: Modron Castes Caste The One and the Prime Primus Hierarch Modrons Secundi Tertians Quartons Quintons Hextons Septons Octons Nonatons Decatons Base Modrons Pentadrones Quadrones Tridrones Duodrones Monodrones 500,000+ 1.5 million+ 6 million+ 55 million+ 300 million+ 4 9 16 25 36 49 64 81 100 1 No. of Members

the modron army, a dozen pentadrones are assigned to each regimental headquarters as an elite unit, while others actually command the regiment. Quadrones appear as cubes with spiderlike legs and four arms. Equipped with sensory organs on all six sides of its cubic body, a quadrone can utilize its senses to detect sights, sounds, and smells far away. They accept orders from pentadrones and can give instructions to tridrones and they serve as field officers in the modron army. Quartons administer the regions of the modron realm and oversee the operation of the bureau, sector governors, and army units attached to their regions. They are tall humanoids with four jointed arms and fanlike wings. Quintons are the major bureau chiefs and record keepers of Mechanus. They look like tall, stocky humanoids with four flexible

Body Shape Humanoid Humanoid 3-armed humanoid 4-armed humanoid 5-armed humanoid 6-armed humanoid 7-armed humanoid 9-armed cylinder 10-armed sphere Star Cube Pyramid Rectangle Sphere

Function Absolute ruler of all modrons Viceroys of the quarters Judges Rulers of the regions Bureau chiefs and recordkeepers Generals of the modron armies Inspectors Police supervisors Supervisors and caretakers of base modrons Law enforcers Multifunctional laborers, supervisors Trifunctional laborers, minor supervisors Bifunctional laborers Single-functional general laborers

8-armed torpedolike creature Governors of the sectors

Pentadrones are five-armed creatures that resemble starfishes mounted on five thin, stiltlike legs. Pentadrones receive orders from the lowest of hierarch modrons, the decatons, and see that these instructions are implemented by the quadrones, policing them as necessary. In

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arms and prehensile tails. They have fanlike wings similar to those of the hextons. As a symbol of rank, the quintons have a diamond inscribed in their foreheads. Rogues are handled with a rogue template (see page 140). Secundi (singular secundus), viceroys of the quarters, are the virtual rulers of Mechanus, reporting only to Primus. They appear as incredibly thin and tall humanoids with long, narrow faces and deep-set eyes. They always live in harmony with one another, except during those extremely rare times when a new Primus must be chosen. Septons are officials who maintain order and see that all regulations have been obeyed. They travel from place to place as inspectors and examiners of work and records, and they are charged with transferal of information from outlying areas to the towers of the regions, quarters, and the capitol tower itself. Septons appear as humanoids with large bald heads. They have shoulder collars similar to those of octons. Tertians supervise the quartons and hear all crimes brought against the rigid orthodoxy of the realm. Trial, judgment, and sentencing of all creatures in the modron realm are their province. Most judgments deal with rogue modrons. They look fairly human, except for their great height, the horns jutting from the sides of their bald heads, and their long prehensile tails that end in a macelike ball. Tridrones appear as three-sided pyramids with three spiderlike legs. Each of its three faces has a single eye, a mouth, and one arm, all set vertically along the center. They accept orders from quadrones and can give instructions to duodrones. In the modron army, tridrones serve as officers in special companies. Three tridrones typically supervise each company, relaying orders to the twelve duodrones, who in turn pass them along to the monodrones. Winged quardones have wings that replace one pair of arms. These creatures are often charged with special missions or deployed for aerial combat. Tactics: Despite the regimented order of their armies, modrons do not fare as well in war as other planar beings. When it comes to combat and the sheer cruelty that often accompanies warfare, modrons usually come out the losers. The reason for this could be that conflicts are chaotic events and modrons simply cannot adjust to the newfound situations quickly enough. Decaton (Medium Construct Outsider

Flyer/Walker 88 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 10 ft. winged flight, 40 ft. ground; Init IV; Atk VIII; Def IV; Res IV; Health IV; Comp III; Qualities: Condition immunity (flanked), damage reduction 2, fatal falls, interests (Alignment (Order)), spell defense I, devoted (Order IV), natural spell (Mass Cure Wounds I, Restoration I) Attacks/Weapons: Tentacle Slap I 10 (dmg 1d6 lethal; threat 20; qualities: reach +1) Treasure: None. Duodrone (Small Construct Outsider Flyer/Walker 39 XP): Str 12, Dex 12, Con 12, Int 6, Wis 6, Cha 6; SZ S (1x1, Reach 1); Spd 30 ft. winged flight, 30 ft. ground; Init IV; Atk I; Def IV; Res II; Health II; Comp III; Qualities: Damage reduction 1, darkvision I, fatal falls, interests (Alignment (Order)), swarm Attacks/Weapons: Slam I 2 (dmg 1d4+1 lethal; threat 20), Medium Pike (dmg 1d6+1 lethal; threat 20; qualities: lightweight, reach +2) Treasure: None. Hexton (Large Construct Outsider Flyer/Walker 115 XP): Str 12, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 30 ft. winged flight, 30 ft. ground; Init V; Atk VI; Def V; Res IX; Health IX; Comp III; Qualities: Damage reduction 4, fatal falls, interests (Alignment (Order)), spell defense III, devoted (Knowledge I, Order V) Attacks/Weapons: Slam II 6 (dmg 1d8+1 lethal; threat 19-20) Treasure: None. Messenger Monodrone (Small Construct Outsider Flyer/Walker 28 XP): Str 10, Dex 12, Con 10, Int 4, Wis 4, Cha 4; SZ S (1x1, Reach 1); Spd 50 ft. winged flight, 20 ft. ground; Init III; Atk I; Def III; Res II; Health II; Comp III; Qualities: Damage reduction 1, fatal falls, interests (Alignment (Order)), shambling, swarm Attacks/Weapons: Slam I (dmg 1d4 lethal; threat 20), Stiletto (dmg 1d4-1 lethal; threat 18-20; qualities: AP 8, finesse), hand crossbow + 20 whistler bolts (dmg 1d4 subdual; threat 20; range 10 ft. x 6; qualities: load 3, lure) Treasure: None. Monodrone (Small Construct Outsider Walker 23 XP): Str 10, Dex 12,

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Con 10, Int 4, Wis 4, Cha 4; SZ S (1x1, Reach 1); Spd 20 ft. ground; Init III; Atk I; Def III; Res II; Health II; Comp III; Qualities: Damage reduction 1, fatal falls, interests (Alignment (Order)), shambling, swarm Attacks/Weapons: Slam I (dmg 1d4 lethal; threat 20), Stiletto (dmg 1d4-1 lethal; threat 18-20; qualities: AP 8, finesse), hand crossbow + 20 whistler bolts (dmg 1d4 subdual; threat 20; range 10 ft. x 6; qualities: load 3, lure) Treasure: None. Nonaton (Large Construct Outsider Walker 103 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 50 ft. ground; Init V; Atk VII; Def V; Res VI; Health VI; Comp III; Qualities: Damage reduction 3, fatal falls, interests (Alignment (Order)), spell defense I, devoted (Order V), natural spell (Detect Alignment, Detect Lies, Mirror Images, Power Word: Stun, Slow) Attacks/Weapons: Tentacle Slap I 9 (dmg 1d8 lethal; threat 20) Treasure: None. Octon (Large Construct Outsider Flyer/Walker 90 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 30 ft. winged flight, 30 ft. ground; Init IV; Atk VII; Def IV; Res VII; Health VII; Comp III; Qualities: Damage reduction 3, fatal falls, interests (Alignment (Order)), spell defense II, devoted (Order V), natural spell (Detect Alignment, Haste) Attacks/Weapons: Tentacle Slap I 8 (dmg 1d8 lethal; threat 20) Treasure: None. Pentadrone (Medium Construct Outsider Walker 80 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VI; Atk VI; Def VI; Res III; Health III; Comp III; Qualities: Always ready, condition immunity (flanked), damage reduction 2 , darkvision I, fatal falls, improved sense (hearing, scent, visual), interests (Alignment (Order)), natural spell (Levitate), swarm Attacks/Weapons: Slam I 5 (dmg 1d6+2 lethal; threat 20), Paralyzing Gas (paralyzing attack II: 20 ft. ray, Will DC 15 or become paralyzed for 2d6 rounds) Treasure: None. Quadrone (Medium Construct Outsider Walker 62 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ

M (1x1, Reach 1); Spd 40 ft. ground; Init V; Atk IV; Def V; Res III; Health III; Comp III; Qualities: Always ready, condition immunity (flanked), damage reduction 2 , darkvision I, fatal falls, improved sense (hearing, scent, visual), interests (Alignment [Order]), swarm Attacks/Weapons: Slam I 4 (dmg 1d6+2 lethal; threat 20), Long sword x4 (dmg 1d12+2 lethal; threat 20), Long bow x2 + 40 standard arrows (dmg 1d6+2 lethal; threat 19-20; range 40 ft. x 6; qualities: AP 2) Treasure: None. Quarton (Large Construct Outsider Flyer/Walker 152 XP): Str 14, Dex 10, Con 12, Int 16, Wis 16, Cha 16; SZ L

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(2x2, Reach 2); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk V; Def V; Res X; Health X; Comp III; Qualities: Damage reduction 4, fatal falls, interests (Alignment (Order)), spell defense IV , devoted (Knowledge II, Order V), tough I Attacks/Weapons: Slam V 4 (dmg 3d8+2 lethal; threat 19-20) Treasure: None. Quinton (Large Construct Outsider Flyer/Walker 119 XP): Str 12, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 20 ft. winged flight, 20 ft. ground; Init V; Atk VII; Def V; Res X; Health X; Comp III; Qualities: Damage reduction 4, fatal falls, interests (Alignment (Order)), spell defense IV devoted VII , (Knowledge II, Order V), natural spell (Detect Alignment, Identify II) Attacks/Weapons: Slam III 5 (dmg 2d8+1 lethal; threat 19-20) Treasure: None. Secundus (Large Construct Outsider Flyer/Walker 180 XP): Str 10, Dex 10, Con 12, Int 18, Wis 18, Cha 18; SZ L (2x2, Reach 2); Spd 50 ft. winged flight, 50 ft. ground,; Init V; Atk IV; Def V; Res X; Health X; Comp III; Skills: Spellcasting X; Spells: Earthquake, Purge, Time Stop, Wish III; Qualities: Damage reduction 5, fatal falls, interests (Alignment (Order)), spell defense VI, devoted (Knowledge III, Order V), tough III Attacks/Weapons: Slam V 2 (dmg 3d8 lethal; threat 19-20), Stunning Slam (stunning attack V: Will DC 30 or become stunned 5d6 rounds; upgrades: supernatural attack (Slam)) Treasure: None. Septon (Medium Construct Outsider Walker 108 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk VIII; Def IV; Res VII; Health VII; Comp III; Skills: Spellcasting VI; Qualities: Damage reduction 3, fatal falls, interests (Alignment (Order)), spell defense II, devoted (Knowledge I, Order V), natural spell (Detect Magic), superior swimmer III Attacks/Weapons: Slam II 7 (dmg 1d6 lethal; threat 19-20) Treasure: None. Tertian (Large Construct Outsider Walker 175 XP): Str 10, Dex 10, Con 12, Int 16, Wis 16, Cha 16; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init V; Atk V; Def V; Res X; Health X; Comp III; Skills: Spellcasting X; Qualities: Damage reduction 4, fatal falls, interests (Alignment (Order)), spell defense V devoted (Order ,

V Righteousness III), tough II , Attacks/Weapons: Paralyzing Slap (paralyzing attack V: Will DC 30 or become paralyzed 5d6 rounds; upgrades: supernatural attack (Tail Slap)), Slam V 3 (dmg 3d8 lethal; threat 19-20), Tail Slap I (dmg 1d10 lethal; threat 20; qualities: reach +1) Treasure: None. Tridrone (Medium Construct Outsider Walker 51 XP): Str 14, Dex 12, Con 12, Int 8, Wis 8, Cha 8; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res III; Health III; Comp III; Qualities: Condition immunity (flanked), damage reduction 1 , fatal falls, interests (Alignment (Order)), swarm Attacks/Weapons: Slam I 3 (dmg 1d6+1 lethal; threat 20), Javelin 3 (dmg 1d8+1 lethal; threat 19-20; range 30 ft. x 3) Treasure: None. Winged Quadrone (Medium Construct Outsider Flyer/Walker 62 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 40 ft. ground; Init V; Atk III; Def V; Res III; Health III; Comp III; Qualities: Always ready, condition immunity (flanked), damage reduction 2 , darkvision I, fatal falls, improved sense (hearing, scent, visual), interests (Alignment [Order]), swarm Attacks/Weapons: Slam I 2 (dmg 1d6+2 lethal; threat 20), Long sword 2 (dmg 1d12+2 lethal; threat 20), Long bow + 20 standard arrows (dmg 1d6+2 lethal; threat 19-20; range 40 ft. x 6; qualities: AP 2) Treasure: None. Nathri are handled with a rogue template (see page 140). Nethlings and rogue nethlings are handled with a rogue template (see page 141). The race of night hags rules the convoluted planes of Gray Waste, and they are seldom encountered elsewhere. Night hags hate goodness, and they will attack any beneficent creatures as long as the possibilities of success appear favorable. A night hag is a hideous dark blue-violet color, with black hair and glowing red eyes. Her taloned hands and feet have nails of jet black.

Nathri

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Tactics: Night hags rely on their spells and magic items to gain an upper hand in combat. They use Sleep and Bestow Curse to weaken their opponents before moving into melee. If the opponent is asleep, they will induce horrible nightmares with Nightmare Ride ability. Sometimes, the hags will be encountered in covens. Night Hag (Medium Outsider Walker 100 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VII; Atk III; Def VII; Res III; Health III; Comp III; Qualities: condition immunity (baffled, frightened), damage immunity (cold, fire, heat), damage reduction 3, interests (Alignment [Evil]), natural spell (Bestow Curse, Sleep), shapeshifter I, spell defense IV Attacks/Weapons: Bite II (dmg 1d8 lethal + dementia; threat 17-20; upgrades: diseased), Nightmare Ride (attribute draining attack III: Fort DC 20 or suffer 1 Con impairment; upgrades: supernatural attack (Grapple)) Gear: Charm of Blackness Treasure: None. Nightshades are powerful beings from the Negative Energy Plane who seek to spread death and destruction everywhere. All nightshades are jet black. The air around them is cold and smells like an open grave in winter. As solitary creatures, nightshades do not associate in packs or even with mates. Some sages suggest that when numerous undead beings are destroyed, the energies released on the Negative Energy Plane coalesce to form a nightshade. These creatures have no visible eyes and they never speak to their victims. Nightcrawlers are similar to huge worms in appearance. Nightwalkers are tall, jet black, giant humanoids. Nightwings are giant, jet black bats. Tactics: Nightshades are terrifying opponents. They are generally active during the night. Nightcrawler (Colossal Spirit Undead Walker/Burrower 227 XP): Str 10, Dex 12, Con 10, Int 14, Wis 14, Cha 14; SZ C (3x20, Reach 4); Spd 30 ft. ground, 60 ft. burrow; Init VI; Atk III; Def VI; Res IX; Health IX; Comp II; Qualities: Blindsight, cagey VIII, class ability (Burglar: evasion II), condition immunity (baffled), damage immunity (cold), damage reduction 6, fearless II, improved stability, interests (Alignment [Chaos, Evil]), invisibility, natural spell (Finger of Death,

Haste), nocturnal, telepathic, tough VIII Attacks/Weapons: Bite I (dmg 2d8 lethal + lethal poison; threat 20; upgrades: grab, venomous), Swallow I (dmg 2d10 lethal; notes: Grapple benefit Gargantuan and smaller only), Chill of the Grave (soul draining attack IV: Fort DC 25 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Swallow)), Stinger (Tail Slap I: dmg 2d8 lethal + lethal poison; threat 20; qualities: reach +1), Chilling Presence (rotting attack II: 60 ft. aura; dmg 1d6 lethal per 2 TL (plant/wood objects only); Ref DC 15 for 1/2 damage) Treasure: None. Nightwalker (Huge Spirit Undead Flyer/Walker 190 XP): Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ H (4x4, Reach 3); Spd 20 ft. winged flight, 40 ft. ground; Init V; Atk III; Def V; Res IX; Health IX; Comp II; Qualities: Blindsight, cagey V class , ability (Burglar: evasion II), condition immunity (baffled), damage immunity (cold), damage reduction 5, fearless II, interests (Alignment [Chaos, Evil]), invisibility, natural spell (Finger of Death, Haste), nocturnal, telepathic, tough V Attacks/Weapons: Slam V x2 (dmg 3d10 lethal + lethal poison; threat 20; upgrades: venomous), Decaying Touch (rusting attack V: dmg 1d12 lethal per 2 TL (metal objects only); upgrades: supernatural attack (Slam)), Cursed Gaze (sickening attack IV: 70 ft. gaze; Will DC 25 or become sickened for 4d6 rounds), Chilling Presence (rotting attack II: 60 ft. aura; dmg 1d6 lethal per 2 TL (plant/ wood objects only); Ref DC 15 for 1/2 damage) Treasure: None. Nightwing (Huge Spirit Undead Flyer/Walker 170 XP): Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ H (4x6, Reach 3); Spd 60 ft. winged flight, 10 ft. ground; Init VII; Atk III; Def VII; Res IX; Health IX; Comp II; Qualities: Blindsight, cagey III, charge attack, class ability (Burglar: evasion II), condition immunity (baffled), damage immunity (cold), damage reduction 5, fearless II, infectious conversion, interests (Alignment [Chaos, Evil]), invisibility, natural spell (Counter Magic I, Finger of Death, Haste), nocturnal, telepathic, tough III Attacks/Weapons: Bite I (dmg 1d12+2 lethal; threat 20), Chilling Presence (rotting attack II: 60 ft. aura; dmg 1d6 lethal per 2 TL (plant/wood objects only); Ref DC 15 for

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1/2 damage) Treasure: None, A niiath is a long, worm-like creature native to Bytopia with a vicious mouth and four narrow eyes spaced at the four corners of its head. Its body is framed by two clawed arms and a long whip-like, barbed tail. It has no concept of up or down and orients itself in either direction without flipping itself around. Tactics: Niiaths prefer the crossover areas where gravity shifts between the two layers of Bytopia. They operate with a wolf-pack mentality, hounding their prey to tire it out. They are sometimes hunted by humans and gnomes. Niiath (Medium Beast Flyer 43 XP): Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 4; SZ M (1x1, Reach 1); Spd 50 ft. winged flight; Init V; Atk IV; Def V; Res IV; Health IV; Comp I; Qualities: Damage reduction 2, grappler, nocturnal Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20), Tail Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1; upgrades: grab) Treasure: None. Ondines are cruel beings native to the Elemental Plane of Water who take great delight in drowning planar travelers. Riverbeds and ocean bottoms near an ondines domain are usually littered with corpses of past victims. They resemble tiny mermaids, with humanoid upper bodies ending in a scaled, lateral tail. Tactics: Ondines prefer to influence larger sea creatures to destroy ships or otherwise knock prey overboard. Because the ondine feeds on the dying breaths of the drowning, they rarely order their allies to kill enemies. Once prey falls into the water, the invisible ondine attempts to get close enough to utilize its paralyzing touch, and then steals the breath from the helpless victim. If unable to flee through mundane means, an ondine may teleport away. Ondine (Small Elemental Folk Swimmer 49 XP): Str 10, Dex 12, Con 10, Int 6, Wis 8, Cha 8; SZ S (11, Reach 1); Spd 30 ft. swim; Init IV; Atk I; Def IV; Res II; Health II; Comp III; Qualities: Aquatic II, damage reduction 1, interests (Alignment [Evil]), invisibility, natural spell (Command I, Teleport I) Attacks/Weapons: Paralyzing Touch (paralyzing attack II: Will DC 15 or become

Niiath

paralyzed for 2d6 rounds; upgrades: supernatural attack (Standard Unarmed Attack)), Small Trident (dmg 1d6 lethal; threat 19-20; qualities: hook, hurl), Small Net (dmg -; threat -; range 10 ft. x 3; qualities: cord, trip) Treasure: 2C, 1L The order elementals, also known as the elementals of law, are intelligent creatures native to the Inner planes. Each dedicates itself to maintaining the forces of law on both its home plane and the Prime Material Plane, yet they differ wildly in their methods of achieving this goal. Anemos are cottony-looking creatures consisting of a complex and ordered network of off-white fibers. Each anemo works closely with others of its kind, forever attempting to catalogue and order all of existence. Helions normally look like rings of pulsating flame. They form tight family groups known as rings. Rings of helions move methodically about the Elemental Plane of Fire, meeting to discuss and debate philosophical matters of all kinds. Helions loathe combat and, even in the midst of battle, constantly search for a more peaceful resolution to conflict. Hydraxes appear as crab-like creatures of deep blue ice and water, with six legs and two claws. They are solitary creatures who, though orderly in behavior, tend to align with the forces of evil. They spend much of their time creating complex cities and devices of great beauty with tools made of ice. Krysts appear as a group of twelve golden, crystalline spikes projecting outward from a central point with bodies made of quartz-like rock. Krysts have a widespread and complex society in their own realms, peacefully living with and helping earth elementals. They welcome visitors, and eagerly seek new knowledge of all types. Tactics: Unlike elementals, these beings do not undermine the importance of tactics and generally attack their foes only if they are certain of their victory. Although physically not on par with other elementals, order elementals make up for that with their potent natural spells which are capable of incapacitating multiple targets at once. Anemo (Medium Elemental Flyer/ Walker 72 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 90 ft. winged flight, 30 ft. ground; Init IV; Atk VI; Def IV; Res III; Health III;

Order Elementals

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Comp II; Qualities: Achilles heel (electricity), damage immunity (lethal, sonic), damage reduction 2, interests (Alignment [Air, Order]), natural spell (Control Weather I, Wall of Wind), spell defense I Attacks/Weapons: Tentacle Slap II 3 (dmg 1d8 lethal; threat 19-20; qualities: reach +1) Treasure: None. Helion (Huge Elemental Flyer/Walker 90 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ H (44, Reach 2); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk IV; Def V; Res V; Health V; Comp II; Qualities: Achilles heel (cold), damage immunity (fire, heat), damage reduction 3, interests (Alignment [Fire, Good, Order]), natural defense (fire), natural spell (Wall of Fire), shapeshifter II, spell defense I Attacks/Weapons: Squeeze I (dmg 2d8 fire; notes: Grapple benefit; upgrades: alternate damage) Treasure: None. Hydrax (Large Elemental Walker 65 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ L (21, Reach 1); Spd 20 ft. ground; Init VIII; Atk V; Def VIII; Res V; Health V; Comp II; Qualities: Achilles heel (fire, heat), damage immunity (cold), damage reduction 2, improved stability, interests (Alignment [Evil, Order, Water]), natural spell (Wall of Ice), spell defense I, superior swimmer II Attacks/Weapons: Claw II 2 (dmg 1d8 lethal; threat 19-20) Treasure: None. Kryst (Medium Elemental Walker 65 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 60 ft. ground; Init IV; Atk VI; Def IV; Res III; Health III; Comp II; Qualities: Achilles heel (sonic), damage reduction 2, interests (Alignment [Earth, Good, Order]), natural spell (Move Earth, Shape Stone), spell defense I, telepathic Attacks/Weapons: Gore III 3 (dmg 2d6 lethal; threat 18-20; qualities: bleed) Treasure: None. Ormyrr is a giant upright worm with two pairs of arms and a fang-mouthed, froglike head. They live and hunt in tribal bands that keep to themselves and do not make war on other tribes. They are obsessed with magic and flying, although they have no natural tendencies to either. Their mortal enemies are yuan-ti and harpies. Tactics: Ormyrr fight with their long-

taloned hands or use them to hurl large stones at their targets. They will also try to grab and roll over any melee foes in order to constrict them. Due to their fascination with magic they might no outright kill any hostile spellcasters but imprison them for later study. Ormyrr (Huge Outsider Walker 60 XP): Str 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ H (2x5, Reach 2); Spd 30 ft. ground; Init V; Atk VII; Def V; Res V; Health V; Comp III; Skills: Athletics V; Qualities: Damage reduction 2, grappler, interests (Alignment [Order]), superior swimmer II Attacks/Weapons: Claw I 4 (dmg 1d10+1 lethal; threat 20; upgrades: grab), Axe 4 (dmg 1d10+1 lethal; threat 20; qualities: AP 4), Squeeze I (dmg 2d8+1 subdual; notes: Grapple only) Treasure: 1C, 1L, 2M A paraelemental is a powerful entity embodying the nature of one of the four Paraelemental Planes. Unlike their cousins, elementals, paraelementals sustain themselves by various odd actions reflecting their combined elements, and often have specific shapes instead of simply appearing as a mass of their element. Ice paraelementals absorb heat and appear as towering humanoids made of ice. They are sometimes called cold paraelementals or frost paraelementals. Ooze paraelementals feed by crushing and absorbing solid matter, and appear as a mass of slimy tentacles. They are sometimes called mud elementals. Smoke paraelementals breathe in air and breathe out smoke to feed, and appear as a cloud of smoke. Magma paraelementals appear as monstrous humanoids made of magma with molten, shapeless lower bodies, and sustain themselves by melting things. Tactics: Paraelementals, although generally regarded as slightly less powerful than elementals, are still formidable opponents. They will enter close combat attacking relentlessly strongest foe while affecting all the others with their auras. Ice Paraelemental (Large Elemental Walker 61 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init V; Atk III; Def V; Res IV; Health IV; Comp II; Qualities: Achilles heel (heat), damage immunity (cold), damage reduction

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2, fearless I Attacks/Weapons: Slam V (dmg 3d8 cold; threat 18-20; upgrades: alternate damage), Cold Aura (cold damage attack I: 10 ft. aura; dmg 1d4 cold per 2 TL, Ref DC 10 for 1/2 damage; upgrades: alternate damage) Treasure: None. Magma Paraelemental (Large Elemental Walker 69 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init V; Atk III; Def V; Res IV; Health IV; Comp II; Qualities: damage immunity (fire, heat), damage reduction 2, fearless I Attacks/Weapons: Slam IV (dmg 2d8 heat; threat 18-20; upgrades: alternate damage), Heat Aura (heat damage attack I: 20 ft. aura; dmg 1d4 heat per 2 TL, Ref DC 10 for 1/2 damage; upgrades: alternate damage) Treasure: None. Ooze Paraelemental (Large Elemental Ooze Walker 79 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 90 ft. ground; Init VII; Atk III; Def VII; Res IV; Health IV; Comp II; Qualities: damage defiance (cold, fire), damage reduction 3, fearless I Attacks/Weapons: Tentacle Slap II 3 (dmg 1d10 lethal; threat 19-20; qualities: reach +1; upgrades: grab) Treasure: None. Smoke Paraelemental (Large Elemental Flyer 62 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 50 ft. winged flight; Init VI; Atk III; Def VI; Res IV; Health IV; Comp II; Qualities: damage defiance (heat), damage reduction 3, fearless I Attacks/Weapons: Engulf (fatiguing attack II: 10 ft. aura; Fort Save DC 15 or become fatigued) Treasure: None. Pers are guardians of the Upper Planes portals. They look like well muscled humans in plate armors of elaborate design and plumed helms. Their countenances are grim and foreboding. Tactics: Pers are fanatical warriors and never leave their post. If challenged, pers battle to the death. Although powerful, pers know their limitations. They can size up an opponent and know its fighting prowess. Pers are intelligent, and one who outmatched by a group of adventurers may challenge the opposing leader or most powerful warrior to

single combat. Per (Medium Outsider Spirit Walker 72 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk III; Def VI; Res V; Health V; Comp III; Qualities: Always ready, beguiling, class ability (Paladin: lay on hands), damage reduction 3, fearless II, interests (Alignment [Order]), natural spell (Shield, True Seeing), regeneration 3, spell defense III Attacks/Weapons: Frost Brand (Large Long sword: dmg 2d8 cold; threat 20; essence: exotic damage (cold); charm: greater damage bonus) Gear: Blessed breastplate (partial platemail: DR 4; Resist Blunt 1, Divine 4; DP 3; ACP 3; Spd 5 ft.; Disguise: obvious) Treasure: None. The phoenix is a great, extra-planar bird thought to represent the spirit of freedom and rebirth. It appears as a large bird with bright violet, scarlet, crimson and flaming orange feathers. Tactics: The phoenix is a free and benevolent spirit and does not derive pleasure from attacking others. But if the need for combat arises, a phoenix is a swift and powerful foe. The phoenix is an intelligent and magical beast; however, it usually opts for more effective measures of attack and defense. Phoenix (Large Outsider Spirit Flyer/Walker 178 XP): Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 14; SZ L (1x2, Reach 1); Spd 100 ft. winged flight, 20 ft. ground; Init III; Atk III; Def III; Res X; Health X; Comp III; Qualities: Always ready, cagey II, damage reduction 3, darkvision I, death throes (fire), fearless I, interests (Alignment [Fire, Good]), invisibility, natural defense (fire), natural spell (Fire Storm, Purge, Wall of Fire), shapeshifter I, spell defense III, telepathic, tough V Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Shriek (shaking attack III: 30 ft. aura; Will DC 20 or become shaken) Treasure: 1C These worm-like humanoids hail from the Astral Plane where they are fighting the githyanki. They try to keep their presence in the Silver Void as quiet as possible. Psurlons look like giant multi-segmented worms that

Phoenix

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are humanoid-like with a large circular mouth lined with many rows of sharp teeth. Their arms and legs have sharp outer teeth that take the place of fingers. Tactics: Psurlons excel at both mental and physically combat, brought on by years of cerebral enhancement and manipulation. They prefer the use of their sharp teeth-like claws and their lamprey like bite in physical combat. For mental combat they prefer the use of their inherent powers. Psurlon (Medium Horror Walker 61 XP): Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk VI; Def IV; Res III; Health III; Comp II; Qualities: damage reduction 2, fearless I, interests (Alignment [Evil, Order]), natural spell (Brawn I, Command II, Wit I), telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 2M Quasielementals are creatures formed from the disruptive influence of negative or positive energy on elemental matter. They are native to the border areas between an Energy plane and an Elemental plane, the so-called quasielemental planes of Ash, Dust, Salt, Vacuum (on the negative side) and Lightning, Mineral, Radiance, Steam (on the positive side). Quasielementals are rare beings, and often looked down upon by denizens of the Inner Planes as lesser, corrupted versions of true elementals. Ash quasielementals are shapeshifting entities made of heat-draining ash. They are continually on the lookout for warmth to devour, since external sources of energy are the only thing that keeps them going. Dust quasielementals appear as clouds of dust with vaguely eye-shaped areas in their mass, and can disintegrate anything they surround. Vengeful and destructive, but not inherently malicious, dust quasielementals gather in leaderless groups and roam about wrecking chaos. Lightning quasielementals manifest as small spheres of electricity. Very little is known about these creatures, as their behavior seems to follow no constant pattern, and is thus impossible to study extensively. Mineral quasielementals resemble vaguely humanoid masses of gems, rock and crystal. The warlike mineral quasielementals gather into bands and patrol the glittering planes of their

Quasielementals

home against the treasure-seekers. Radiance quasielementals appear as bright spheres of light, and can fire beams of blinding illumination with various colors and effects. Static and contemplative, these beings are well-known as philosophers and seers. Salt quasielementals usually manifest as salt-encrusted lizard-like creatures. They sustain themselves by leeching moisture from other living things, but too much water can be deadly for a salt quasi. Steam quasielementals, also called mist elementals, take the form of roiling masses of steam or mist, and can change their temperature from cool to scalding at will. Vacuum quasielementals are hollow, shapeless beings embodying the concept of the void. Xenophobic and introvert, the vacuum quasielementals keep to their own and attack all intruders. Tactics: As forces of nature, quasielementals employ their unique abilities to incapacitate unprepared foes. The mere presence of many quasielementals is enough to cause serious damage to those nearby. They wont attack unless provoked first. Ash Quasielemental (Medium Elemental Walker 62 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk III; Def VI; Res III; Health III; Comp II; Qualities: Achilles heel (fire), damage immunity (cold), damage reduction 2, death throes, fearless I Attacks/Weapons: Chilling Slam (Slam I: dmg 1d6 cold; threat 20; upgrades: alternate damage), Drain Heat (cold damage attack II: 30 ft. aura; dmg 1d6 cold per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Dust Quasielemental (Medium Elemental Walker 75 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IX; Atk III; Def IX; Res III; Health III; Comp II; Qualities: Damage reduction 3, fearless I Attacks/Weapons: Tentacle Slap I (dmg 1d8 lethal; threat 20; upgrades: grab), Disintegration (lethal damage attack II: dmg 1d6 lethal per 2 TL; upgrades: supernatural attack (Grapple)), Dust Storm (blinding attack II: 40 ft. aura; Will Save DC 15 or become blinded for 2d6 rounds) Treasure: None. Lightning Quasielemental (Small

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Elemental Flyer 72 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ S (1x1, Reach 1); Spd 50 ft. winged flight; Init VI; Atk III; Def VI; Res II; Health II; Comp II; Qualities: Damage defiance (acid, fire), damage immunity (electrical), damage reduction 2, fearless I, natural defense (electrical), natural spell (Dimension Door) Attacks/Weapons: Slam I (dmg 1d4 electrical; threat 20; upgrades: alternate damage), Lightning globe (electrical damage attack II: 20 ft. ray; dmg 1d6 electrical per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Mineral Quasielemental (Large Elemental Walker 63 XP): Str 10, Dex 12, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init IX; Atk III; Def IX; Res IV; Health IV; Comp II; Qualities: Achilles heel (acid), damage reduction 3, fearless I, regeneration 2 Attacks/Weapons: Slam I (dmg 1d8 lethal; threat 20) Treasure: None. Radiance Quasielemental (Small Elemental Flyer 151 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ S (1x1, Reach 1); Spd 120 ft. winged flight; Init VIII; Atk III; Def VIII; Res II; Health II; Comp II; Qualities: damage defiance (cold, electricity, fire), damage reduction 3, fearless I, natural spell (Glow I) Attacks/Weapons: Slam I (dmg 1d4 lethal; threat 20), Blinding Spin (blinding attack II: 60 ft. aura; Will Save DC 15 or become blinded for 2d6 rounds), Red Beam (cold damage attack II: 60 ft. ray; dmg 1d6 cold per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage), Orange Beam (heat damage attack II: 60 ft. ray; dmg 1d6 heat per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage), Yellow Beam (acid damage attack II: 60 ft. ray; dmg 1d6 acid per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage), Green Beam (lethal damage attack II: 60 ft. ray; dmg 1d6 lethal per 2 TL; Ref DC 15 for 1/2 damage), Blue Beam (electrical damage attack II: 60 ft. ray; dmg 1d6 electrical per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage), Indigo Beam (divine damage attack II: 60 ft. ray; dmg 1d6 divine per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage), Violet Beam (force damage attack II: 60 ft. ray; dmg 1d6 force per 2 TL; Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Salt Quasielemental (Large Elemental

Walker 85 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init IX; Atk III; Def IX; Res IV; Health IV; Comp II; Qualities: Damage immunity (fire), damage reduction 3, death throes, fearless I Attacks/Weapons: Slam I (dmg 1d8 lethal; threat 20), Drain moisture (rotting damage attack II: 80 ft. aura; dmg 1d6 rotting per 2 TL (plant/wood objects only); Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Steam Quasielemental (Gargantuan Elemental Ooze Flyer 90 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ G (12x12, Reach 3); Spd 30 ft. winged flight; Init X; Atk III; Def X; Res VI; Health VI; Comp II; Qualities: Damage defiance (fire), damage immunity (cold), damage reduction 3, fearless I Attacks/Weapons: Tentacle Slap I (dmg 1d12 lethal; threat 20; qualities: reach +1), Blizzard (cold damage attack I: 10 ft. aura; dmg 1d4 cold per 2 TL; Ref DC 10 for 1/2 damage; upgrades: alternate damage), Heat Wave (heat damage attack I: 10 ft. aura; dmg 1d4 heat per 2 TL; Ref DC 10 for 1/2 damage; upgrades: alternate damage) Treasure: None. Vacuum Quasielemental (Small Elemental Walker 85 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ S (1x1, Reach 1); Spd 90 ft. ground; Init IX; Atk III; Def IX; Res II; Health II; Comp II; Qualities: Damage reduction 3, invisibility, fearless I Attacks/Weapons: Slam I (dmg 1d4 lethal; threat 20), Draw air (sprawling attack II: 60 ft. aura; Fort DC 15 or become sprawled for 2d6 rounds) Treasure: None. A quill resembles a bigger porcupine which has evolved the ability to fire its spines. Tactics: A quill is normally nonaggressive, preferring to avoid combat. Quill (Medium Animal Walker 35 XP): Str 10, Dex 12, Con 10, Int 1, Wis 10, Cha 6; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk III; Def V; Res III; Health III; Comp -; Qualities: Damage reduction 1, meek, natural defense Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Tail Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1; upgrades: bleed),

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Spikes (lethal damage attack I: 20 ft. ray; dmg 1d4 lethal per 2 TL, Ref DC 10 for 1/2 damage; upgrades: AP 2, bleed) Treasure: None. Reaves are violent 4-armed, 4-eyed humanoids that wander the planes as marauders, brigands or mercenaries. A reave generally hides his face beneath his helm and has a powerful aversion to reveal it, always making a life-quest to kill anyone who has seen his facial features. Tactics: Typically, a reave wields two weapons. If the weapons require only one hand each to use, the reave carries a pair of shields in his off-hands, improving his defenses. A reaves arrangement of arms doesnt accommodate archery, so most prefer melee weapons. Reaves can fade, which they use to stack the odds in their favor during a fight. Basically, the reave becomes incorporeal in order to surprise or escape this enemies. Reave (Medium Folk Spirit Walker 36 XP): Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk I; Def IV; Res III; Health III; Comp II; Qualities: Condition immunity (flanked), damage reduction 1, improved sense (visual), interests (Alignment [Evil, Order]) Attacks/Weapons: Halberd 2 (dmg 1d10+2 lethal; threat 19-20; qualities: AP 4, reach +1) Treasure: 1C Retrievers are living constructs, creatures of nightmare manufactured by the tanarri lords to act their emissaries and enforcers. They are known by that name because theyre commonly ordered to find enemies or misguided subordinates of the Abyssal Lord and bring them back to face the music. A retriever resembles a huge spider the size of an elephant, with a black, chitinous exoskeleton and six insectile eyes. Tactics: Retrievers usually attack by using their Petrifying Ray on weaker opponents. Against tougher foes, they will utilize their Freezing Ray and then move into melee relying on fearsome and grappler abilities. Retriever (Large Animal Construct Walker 129 XP): Str 16, Dex 10, Con 12, Int 6, Wis 8, Cha 6; SZ L (2x2, Reach 2); Spd 50 ft. ground; Init VII; Atk VII; Def VII; Res V; Health V; Comp I; Qualities: Damage reduction 4,

Reave

fearless I, fearsome, grappler, interests (Alignment (Chaos, Evil)), natural spell (Fireball I, Lightning Bolt I), regeneration 2 Attacks/Weapons: Claw III 4 (dmg 2d8+3 lethal; threat 19-20; upgrades: grab), Petrifying Ray (petrifying attack II: 100 ft. ray; Fort DC 15 or be turned to stone), Freezing Ray (cold damage attack I: 100 ft. ray; dmg 1d4 cold per 2 TL, Ref DC 10 for 1/2 damage; upgrades: alternate damage) Treasure: 4C, 4L, 2M The rarest and most silent of all the planar races are the rilmani, the high-ups of the Outlands. Theyre the creatures of true neutrality, preserving its cause across the multiverse. The rilmani dont care about law or chaos, they stand in the middle of good and evil - Its all about the Balance, theyll say. Whenever one side or the other gets too strong, they start aiding the disadvantaged sods until things even out. Sometimes their aid is direct, but more often than not rilmani even things out by pointing cutters in the right direction and letting them solve their own problems. Abiorachs are the rilmani agents in the Inner Planes. Theyre among the weakest of the rilmani and look for ways to solve problems through manipulation and trickery rather than open battle. They bear a passing resemblance to adolescent human with silver shiny skin that flows and shifts with every movement. Their eyes are crystalline and tend to catch a rainbow of colors. Argenachs are advisers and agitators especially interested in the affairs of the countless prime worlds, working to ensure that no one gains the upper hand for long in any part of the multiverse. They are tall, slender creatures with a silvery sheen to their skins. Argenachs avoid physical combat when possible. Aurumachs are the leaders of the rilmani race, the high-ups who call the shots and pull the strings. They are tall athletic humanoids with beatific features and metallic golden skin. Their eyes are too bright to look at directly and an aura of power and patience surrounds their form. Cuprilachs are the spies, assassins and secret solders of the rilmani. They believe that the only way the balance will ever be safe is by neutralizing high-up creatures of extreme alignment. Theyre easily the most dangerous rilmani, simply because theyre the ones whore most likely to decide on the

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spot that a basher needs to be lost. They appear as slight and wiry humans with skin of coppery sheen and featureless ruby red eyes. Ferrumachs are the soldiers of the spire, the iron legions who wait to serve in battle whenever and wherever theyre needed. They resemble tall grim-faced humans with sooty gray skin, wide shoulders, and thick arms. Plumachs are the common citizens of the Spire. Their brand of neutrality is the simplest and most apathetic view held by the rilmani: Dont get involved. They are short, stocky humanoids with dull, gray metallic skins, broad shoulders and thick-waist. Plumachs resort to combat only when its clear that their lives or interests are threatened. Tactics: Rilmani tend to stay out of conflicts unless the state of Balance is in question. Even if attacked directly, they will first take a moment to consider how their reaction might affect the Balance - then they either counterattack or flee. Abiorach (Medium Outsider Flyer/ Walker 89 XP): Str 14, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 50 ft. winged flight, 40 ft. ground; Init VII; Atk III; Def VII; Res III; Health III; Comp III; Qualities: Damage defiance (acid), damage immunity (electrical), damage reduction 2, invisibility, natural spell (Conjure Elemental II, Elemental Protection, Teleport II), shapeshifter I, spell defense I, telepathic Attacks/Weapons: Long sword (dmg 1d12+2 lethal; threat 20) Treasure: 1C, 2M Argenach (Medium Outsider Walker 133 XP): Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VI; Atk V; Def VI; Res III; Health III; Comp III; Skills: Sense Motive V; Qualities: Class ability (Courtier: never outdone), damage defiance (acid), damage immunity (electrical), damage reduction 3, fearless I, invisibility, natural spell (Call from Beyond III, Cone of Cold, Geas, Teleport II), shapeshifter I, spell defense III, telepathic Attacks/Weapons: Slam I 2 (dmg 1d6+2 lethal; threat 20), Silvery Ray (divine damage attack V: 60 ft. ray; 1d12 divine damage per 2 TL; Ref Save DC 30 for 1/2 damage; threat 18-20; upgrades: alternate damage), Long sword (dmg 1d12+2 lethal; threat 20) Treasure: 5C, 6L, 4M Aurumach (Large Outsider Walker 174 XP): Str 14, Dex 10, Con 10, Int 16, Wis 16, Cha 16; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init VI; Atk V; Def VI; Res VI; Health

VI; Comp III; Skills: Intimidate IX, Impress IX, Sense Motive IX; Qualities: Damage defiance (acid), damage immunity (electrical, Ranged weapons), damage reduction 4, fearless I, invisibility, natural spell (Wish III), shapeshifter I, spell defense IV telepathic, tough I , Attacks/Weapons: Slam III 2 (dmg 2d8+2 lethal; threat 19-20), Silvery Halo (divine damage attack V: 20 ft. aura; 1d12 divine damage per 2 TL; Ref Save DC 30 for 1/2 damage; upgrades: alternate damage), Mind blade (Large Long sword: dmg 2d8+2 lethal; threat 20; upgrades: bleed; charm: greater damage bonus) Treasure: 1C, 6L, 6M Cuprilach (Medium Outsider Spirit Walker 142 XP): Str 14, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VII; Atk IV; Def VII; Res III; Health III; Comp III; Skills: Acrobatics VII, Prestidigitation V Stealth VII; , Qualities: Class ability (Assassin: Finish him!, Scout: sneak attack III), damage defiance (acid), damage immunity (electrical), damage reduction 3, fearless I, feat (Lightning Reflexes, Two-Weapon Fighting), invisibility, natural spell (Call from Beyond III, Teleport II), shapeshifter I, spell defense III, swift attack 1, telepathic Attacks/Weapons: Slam I 2 (dmg 1d6+2 lethal; threat 20), Acidic Breath (acid damage attack I: 20 ft. cone; dmg 1d4 acid per 2 TL, Ref Save DC 10 for 1/2 damage; upgrades: alternate damage), Short sword 2 (dmg 1d8+2 lethal + lethal poison; threat 19-20; qualities: keen 4) Treasure: 2C, 1L, 2M Ferrumach (Medium Outsider Walker 74 XP): Str 14, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk IV; Def VI; Res III; Health III; Comp III; Qualities: Damage defiance (acid), damage immunity (electrical), damage reduction 2, fearless I, natural spell (Call from Beyond I, Counter Magic I, Teleport II), shapeshifter I, spell defense II, telepathic Attacks/Weapons: Slam I 2 (dmg 1d6+2 lethal; threat 20), Halberd (dmg 1d10+2 lethal; threat 19-20; qualities: AP 4, reach +1) Treasure: 1C, 1L Plumach (Medium Outsider Walker 59 XP): Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk II; Def V; Res III;

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Health III; Comp III; Qualities: Damage defiance (acid), damage immunity (electrical), damage reduction 2, natural spell (Call from Beyond I, Hold Person, Teleport II), shapeshifter I, spell defense I, telepathic Attacks/Weapons: Slam I 2 (dmg 1d6+1 lethal; threat 20), Mace (dmg 1d8+1 lethal; threat 20; qualities: AP 4) Treasure: 1C, 1L Rock trolls are natives of the elemental plane of Earth. These trolls usually build their filthy lairs in dungeons, caves, and remote mountains. They resemble large trolls with tough hide and ability to change coloration to match their surroundings. Tactics: Rock trolls are as ferocious as normal trolls and even more deadly, attacking with claws and trying to grab and bite. Rock Troll (Large Elemental Folk Walker 69 XP): Str 14, Dex 10, Con 10, Int 6, Wis 6, Cha 6; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init V; Atk VI; Def V; Res IV; Health IV; Comp II; Qualities: chameleon I (caverns/ mountains), damage reduction 3, darkvision I, improved sense (scent), interests (Alignment[Chaos, Earth, Evil]), regeneration 2, tricky (Arrow Cutting) Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20), Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: grab) Treasure: 1L Saraphs are a hominid race which lives on the Elemental Plane of Fire. They appear as tall, ruddy-skinned individuals with bright red hair and pink-irised eyes. The saraphs are at war with the efreet. Within their homeland there is, presumably, a large variety of classes and types of saraphs. Outside their home, however, one meets only members of the Brotherhood of the Sun. Tactics: Saraphs are highly organized and militaristic, for that is the only way that they can oppose their mighty opponents the efreet. Saraph (Medium Elemental Folk Walker 54 XP): Str 14, Dex 12, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def III; Res IV; Health IV; Comp II; Qualities: Damage immunity (fire, heat), interests (Alignment [Fire, Good, Order]), natural spell (Elemental Shield, Fireball I) Attacks/Weapons: Flame Tongue (Large Long Sword: dmg 2d8+2 fire; threat 20; essence: exotic damage [fire])

Treasure: None. The shadelings are bizarre and dangerous denizens of the Demiplane of Shadow. In their true forms, shadelings are incorporeal shadows, roughly human-sized by irregularly shaped. Shadelings seem to exist only to duplicate mortals and feed on their shadows. Tactics: Shadelings seek to mimic the forms of their victims and then kill them. First, the shadeling engulfs its victims shadow, and then it takes the victims material form. Shadeling (Medium Spirit Walker 63 XP): Str 10, Dex 14, Con 10, Int 4, Wis 10, Cha 1; SZ M (11, Reach 1); Spd 50 ft. ground; Init VII; Atk III; Def VII; Res V; Health V; Comp -; Skills: Stealth IX; Qualities: Fearless II, interests (Alignment [Evil]), shapeshifter III Attacks/Weapons: None. Treasure: None. Shadows are undead creatures that drain strength from their victims with their chilling touch. They are almost undetectable in all but the brightest of surroundings as they normally appear to be nothing more than their name would suggest. Tactics: Shadows travel in loosely organized packs that freely roam ancient ruins, graveyards, and dungeons. They specialize in terrifying their victims. Above all else, they tend to stay away from pitch darkness and sunlit areas. Shadow (Medium Spirit Undead Walker 64 XP): Str 10, Dex 10, Con 12, Int 6, Wis 8, Cha 4; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res V; Health V; Comp I; Skills: Stealth IX; Qualities: Damage immunity

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Rock Troll

Shadow

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(cold), damage reduction 1, interests (Alignment [Chaos, Evil]), killing conversion Attacks/Weapons: Slam I (dmg 1d6 lethal; threat: 20), Weakening Touch (attribute draining attack I: Fort DC 10 or suffer 1 Str impairment; upgrades: supernatural attack (Slam)) Treasure: 1C, 1M The shadow fiends are a race of traders in the Lower Planes that deals in minds that they have captured in dark gems. They look like tall, slender humanoids with small batlike wings and a body composed of darkness. Tactics: Shadow fiends tend to attack by surprise, lunging themselves out from the nearby shadows. They prefer to remain in dimly lit areas, because direct sunlight or total darkness makes them somewhat vulnerable. Shadow Fiend (Medium Outsider Spirit Walker 106 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VII; Atk VI; Def VII; Res V; Health V; Comp III; Skills: Stealth IX; Qualities: Achilles heel (flash), damage immunity (cold, fire, heat, electrical), damage reduction 3, fearless I, interests (Alignment [Chaos, Evil]), lightsensitive, natural spell (Darkness I, Scare I) Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: None. The slaadi are bipedal frog-like beings native to Limbo. They scavenge battlefields of the Blood War, feeding on the dead and using the wounded as instruments in their reproductive cycle. The powerful varieties of slaad pursue their own agendas, using less powerful types as their thugs and agents. Each slaadi has a symbol of power is embedded in the forehead these Non-magical tattoos signify past achievements and current status. Blue slaadi are ruthless warriors that specialize in mass combat. Two long, sharp bone rakes protrude from the back of each hand. Death slaadi are the greatest of their kind. They have achieved great power through evil ceremonies. Most work to propagate their race, marshalling mobs of slaadi to invade villages on the Lower Planes. They imprison the population as hosts and incubate a new generation of slaadi. Gray slaadi are fascinated by power and magic, apparently seeking the near-immortality. Green slaadi are defensive about weaknesses and self-aggrandizing in triumph.

Shadow Fiend

Tremendous braggarts, they sometimes pause even during combat to gloat over opponents. Red slaadi are vicious combatants that quickly attack other creatures. Ruthless in numbers, they surround, torment, and slaughter smaller groups. Tactics: Whether hunting or raiding, they never actually cooperate in combat. If four slaadi were facing one foe, for instance, they would take turns fighting him. Only if the first slaad were defeated would the next begin to fight, and so on. On the one hand, this means that one foe could conceivably hold off an entire horde of slaadi. On the other hand, that means that he couldnt just defeat their leader and scare the others away. Blue Slaad (Large Outsider Walker 89 XP): Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init VI; Atk VI; Def VI; Res IV; Health IV; Comp III; Skills: Athletics V; Qualities: Aquatic II, damage reduction 3, frenzy I, infectious conversion, interests (Alignment [Chaos]), natural spell (Call from Beyond III, Hold Person), spell defense II Attacks/Weapons: Bite III (dmg 2d10 lethal + flesh-eating virus; threat 17-20; upgrades: diseased), Claw III 2 (dmg 2d8 lethal; threat 19-20) Treasure: 1L Death Slaad (Medium Outsider Walker 122 XP): Str 14, Dex 10, Con 12, Int 14, Wis 12, Cha 14; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk VI; Def V; Res IX; Health IX; Comp III; Skills: Athletics VI, Notice VI; Qualities: Aquatic II, damage reduction 4, fearless I, interests (Alignment [Chaos]), natural spell (Call from Beyond III, Phantasmal Killer), shapeshifter I, spell defense IV , telepathic Attacks/Weapons: Bite III (dmg 2d10+2 lethal; threat 17-20), Claw III 2 (dmg 2d8+2 lethal; threat 19-20) Treasure: 4C, 4L, 2M Gray Slaad (Medium Outsider Walker 106 XP): Str 14, Dex 10, Con 12, Int 12, Wis 10, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VII; Atk V; Def VII; Res IV; Health IV; Comp III; Skills: Athletics V Spellcasting V; Spells: Detect , Alignment, Illusionary Image IV Power , Word: Blind, Teleport I, Scare II; Qualities: Aquatic II, damage reduction 3, fearless I, interests (Alignment [Chaos]), natural spell (Call from Beyond III, Lightning Bolt II), shapeshifter I, spell

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defense IV Attacks/Weapons: Bite III (dmg 2d10+2 lethal; threat 17-20), Claw II 2 (dmg 1d8+2 lethal; threat 19-20) Treasure: 2C, 2L Green Slaad (Medium Outsider Walker 91 XP): Str 14, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res III; Health III; Comp III; Skills: Athletics V; Qualities: Aquatic II, damage reduction 3, interests (Alignment [Chaos]), natural spell (Call from Beyond III, Fireball II), shapeshifter I, spell defense III Attacks/Weapons: Bite III (dmg 2d10+2 lethal; threat 17-20), Claw II 2 (dmg 1d8+2 lethal; threat 19-20) Treasure: 1C, 1L Red Slaad (Large Outsider Walker 82 XP): Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init V; Atk VI; Def V; Res IV; Health IV; Comp III; Qualities: Aquatic II, damage reduction 2, infectious conversion, interests (Alignment [Chaos]), natural spell (Call from Beyond III), regeneration 2, spell defense II Attacks/Weapons: Bite II (dmg 1d10 lethal; threat 17-20), Claw I 2 (dmg 1d8 lethal; threat 20), Stunning Croak (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage) Treasure: 1L Slasraths were simply horrible slimy worms native to Gehenna until an enslaved sorcerer got hold of them and transformed them into the flying horrors that they are today. Long and wide, they are extremely flat. Razortipped wings flutter to keep them aloft, skin is generally black and tail has nasty barb. Tactics: The slasrath moves gracefully with a great deal of maneuverability in the air. When it attacks its prey it begins by swooping down from above, using the razor-sharp edges on its wings. Slasrath (Large Animal Flyer/Walker 52 XP): Str 10, Dex 14, Con 10, Int 1, Wis 10, Cha 6; SZ L (2x2, Reach 1); Spd 50 ft. winged flight, 10 ft. ground; Init VI; Atk V; Def VI; Res IV; Health IV; Comp -; Qualities: damage reduction 2 Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Wing Slam 2 (Slam I: dmg 1d8

lethal; threat 20; upgrades: AP 2), Tail Slap I (dmg 1d10 lethal + sickening poison; threat 20; qualities: reach +1; upgrades: venomous) Treasure: None. Sollux are tall, statuesque humanoids with crimson skin and bright yellow hair. Most sollux are members of the Brotherhood of the Sun, a knightly order which seeks to confront and defeat efreet on the Prime Material Plane. Its members are called Brothers of the Sun, or sun brothers, whether male or female. Sollux tend to be eventempered and somewhat friendly. Tactics: Sollux prefer to negotiate when dealing with non-efreet or fire genasi and will make an orderly retreat if faced with poor odds. When dealing with efreet or fire genasi, sollux always seek to slay them or drive them away. Sollux (Medium Elemental Folk Walker 43 XP): Str 14, Dex 12, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init I; Atk V; Def I; Res IV; Health IV; Comp III; Qualities: Cagey I, damage immunity (fire, heat), fearless I, interests (Alignment [Order]) Attacks/Weapons: Halberd (dmg 1d10+2 lethal; threat 19-20; qualities: AP 4, reach +1) Treasure: 4C, 4L, 2M Also known as soul eaters, spectral deaths are negative energy beings that look like boiling clouds of blackness. A spectral deaths vaporous body is always surrounded by a sickly black-green glow. Tactics: Spectral death is a solitary hunter that takes the advantage of its surrounding area in order to quickly and silently capture a foe while no ones expecting. It generally slays beings as ordered by the person who summoned or received it. Once given a victim to kill, it will not quit until the victim or itself is defeated. If the soul eaters victim is slain by another or if the soul eater is defeated, it will return to the summoner and attack him. Spectral Death (Medium Spirit Flyer 73 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. winged flight; Init V; Atk IV; Def V; Res VI; Health VI; Comp -; Qualities: Condition immunity (flanked), fearless II, killing

Sollux

Spectral Death

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splitter, interests (Alignment[Evil]) Attacks/Weapons: Claw V 2 (dmg 1d10 lethal; threat: 18-20), Stupefying Touch (attribute draining attack II: Fort DC 15 or suffer 1 Wis impairment; upgrades: supernatural attack (Claw)) Treasure: None. These giant arachnids are much like their cousins on the Prime Material Plane except for the fact that they have evolved and adapted to harsh planar conditions. Hook spiders are monstrous spiders which have evolved in the Lower Planes. It is a yellowred spider with its 2 forelegs equipped with hooked claws which are used for holding prey. Planar spiders are intelligent, plane traveling black arachnids which have a vast, but odd, civilization. They are as unpredictable as humans but rarely attack adventurers without provocation, preferring instead to attempt to communicate with any creatures they meet in order to determine the strangers intentions. Tactics: In combat, a planar spider flits between planes to confuse foes. Their favorite tactic is to appear behind their opponents. If overmatched, a planar spider flees off plane. Hook Spider (Medium Animal Spirit Walker 69 XP): Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 4; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res IV; Health IV; Comp I; Qualities: Condition immunity (flanked), damage reduction 2, grappler, invisibility, improved sense (visual), interests (Alignment [Evil, Order]), superior climber III, superior jumper III, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal + necrotic poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d6 lethal; threat 20; upgrades: grab) Treasure: 4C, 2L, 1M Planar Spider (Medium Beast Spirit Walker 40 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init IV; Atk III; Def IV; Res V; Health V; Comp I; Qualities: Damage reduction 1, superior climber II, superior jumper II Attacks/Weapons: Bite I (dmg 1d8 lethal + lethal poison; threat 18-20; upgrades: venomous) Treasure: 1M Lurking in the swamps of Acheron are horrible creatures called sugos. Juiblex himself created them, but they turned against him and

Spiders, Giant

all other creatures of chaos. They greedily devour the bugs and large worms of Acheron, but would much rather seek greater prey. A sugo appears as a flattish brown disc with a large red eye in the top center. Radiating from the sides of the disc are eight slimy, brown tentacles, each equipped with a large grey sucker cup at the end. Tactics: Sugos blend in perfectly with the bog, and thus surprise their opponents frequently. A sugo will attempt to attach its suckers to several targets and suck their flesh away. It will only remove its sucker if the victim is killed or if the tentacle is chopped off. Sugo (Large Horror Outsider Walker 92 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 50 ft. ground; Init V; Atk VIII; Def V; Res VII; Health VII; Comp III; Qualities: Chameleon II (swamp), damage defiance (fire), damage immunity (acid, cold), interests (Alignment[Order, Evil]), spell defense II, tough I Attacks/Weapons: Tentacle Slap I 8 (dmg 1d10 lethal; threat: 20; qualities: reach +1; upgrades: bleed, grab) Treasure: None. Tanarri (known as demons to mortals) are fiends native to the Abyss. They are motivated not by doctrines but by insane, violent inner drives. They tempt mortals into crimes of passion and vice, evils of appetite. Less intelligent tanarri often attack without question and fight until slain. The tanarri are one of the two major factions in the Blood War. For as long as the tanarri have existed, they have waged war against their ancient enemies, the baatezu. Alkiliths seek to pollute the world beyond the Abyss physically and morally. They destroy things thatre beautiful, desecrate things thatre sacred, and fan the embers of fear or resentment into raging hatred. They are disgusting blobs of phosphorescent green corruption, with bodies surrounded by a cracked, leathery coating. Generally they are found in the service to Abyssal Lords as agents and assassins. Armanites are mobile shock troops in the Blood War, able to strike and retreat quickly. They depend on the rush and fury of their charges to preserve them rather than on tactics, spellpower, or careful timing. Armanites resemble pale, undead centaurs with the horns of rams or bulls. The flesh on

Tanarri

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their bellies sags so much that older armanites sometimes look like gutted half-horses, dragging their entrails beneath them. Babau roam the layers of the Abyss recruiting weaker tanarri for the vast armies of the Blood War. They look like tall skeletons covered with dark, form-fitting leather. A great horn protrudes from the back of their skulls. Balors are greatest and most terrible of the tanarri, the undisputed terrors of the Abyss. They motivate the tanarri involvement in the Blood War and derive immense pleasure from others suffering. They are repulsive, towering humanoids with dark red skin, huge wings, wicked claws and searing flames that surround them. Bar-lgura are hulking, brutish creatures that sometimes serve as scouts for armies in the Blood War. They look like orangutans with frightening visages. Bar-lgura favor ambush tactics, springing forth at opponents from cover. Experts at camouflage, they change their coloration to that of their surroundings. Black trolls, also known as demon trolls, are natives to the Abyss. They resemble oversized trolls with smooth black skin, sparse hair, green eyes with an evil gleam, and red horns jutting out from their forehead. Black trolls fight in the same manner as normal trolls, but have a much wider array of abilities, and a notably higher intelligence, which they use to their utmost advantage. They like to use their Lightning Bolt II in the middle of a melee, as their immunity to electricity protects them well. Bulezau are born and bred to fight in the Blood War. They are used as heavy infantry, assault leaders, and personal guards whore too stubborn and stupid to ever give up. A bulezau resembles a gaunt furless minotaur with clawed feet and a long, serpentine tail with a clump of iron-hard spines at its end. The bulezaus horns and head are more ramlike. Chasme travel the layers of the Abyss in search of tanarri that evade participation in the Blood War. They are abominable crosses between human and fly: the body of a giant fly with unnatural human arms in place of forelegs and a vaguely human head. Chemosits are aggressive carnivorous tanarri whose mouth emits light. They resemble vile humanoid birds, with a single clawed leg. Dire whiners typically appear as large, ugly women, smeared with dirt and slime. They usually live in caves or swamps in the Abyss. Dretches are the most common tanarri, found in massive hordes everywhere in the Abyss. Along with the manes, the dretches are the rank-and-file of the Blood War. They are

gaunt, squat humanoids with rubbery, almost hairless bodies. Their skin is pale white to beige, giving way to sickly blue in some areas, stretched over pulsing varicose veins. Gelloudes are frightening natives of the Abyss known for stealing and devouring children, expectant mothers, and maidens. A gelloudes has the upper torso of a woman, with pronounced fangs and clawed hands. Her lower body is serpentine, with a pair of scaled legs with webbed talons. Large, dragonlike wings sprout from her back. Glabrezu are the tanarri that typically respond to summonings from other planes. They go forth and secure power for their cause and act as the covert agents of the underworld. They are towering, broad and well-muscled bipedal canines, with four arms, two that end in clawed hands and two with powerful pincers. They usually avoid combat, preferring guile, trickery, and evil bargains. However, if things do not go as planned, the glabrezu thinks nothing of slaying the foe. Goristroi (singular goristro) can be found on nearly any plane of the Abyss, for they are adaptable and much desired by the rulers of the place to serve as engines of destruction. They are vaguely reminiscent of giant bears, although their shoulders are broader, their visages a nightmarish cross between bison and human, and their hands and feet disproportionately large, splayed, and humanlike. Hezrou perform the will of the nalfeshnee by wandering the Abyss and overseeing the formation of armies. They look like large, roughly humanoid toads with arms in place of forelegs. lncubi (singular incubus) are the male counterparts to succubi, but they are far less common. Kakkuu are the weakest of all spyderfiends. They are bloodthirsty and animalistic. They have a bloated spider body and a mangy, filthy wolf head. When left on their own, kakkuu behave very much like huge spiders, hiding and lying in wait for prey. Living fortresses have been imbued with sentience by tanarri, possibly altering a lesser fiend to fuse with the fortress. The fortress has demonic motif and its walls are covered with eyes, mouths and clawed limbs. A tanarri living fortress can attack any creature outside or inside itself, rending it to strips with its claws. If it detects intruders, it can contact all tanarri within itself and put the fortress on alert. When faced with foes blasting it out of its reach, it typically

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summons vrocks to deal with airborne pests. Lycosidiliths, spyder-fiends, are the personal guards and servants of tanarri lords. Their tactics are similar to phisarazu. They resemble phisarazu except that they have a sleek, hairless spider body covered with chitinous plates. Manes are the most pathetic beings on the lower layers of the Abyss, vast and endless as the layers themselves. They are spawned from dead mortals whose souls end up in the Abyss. They have pale white skin that appears bloated. Manes have long, cruel claws; sharp teeth; sparse hair; and pale white eyes that constantly drip disgusting liquids. Mariliths are the generals and tacticians for the Blood War. They appear as half snake, half humanoid with six arms. Maurezhi are a plague in the worlds beyond the Abyss, a scourge of evil that taints any plane it seeps onto. Maurezhi prey on mortals and feed upon corpses, stealing portions of their victims memories, skills, and appearance. A maurezhis posture is hunched and feral, its skin gray and leathery, and its hands filthy talons. The maurezhis face slopes into a short, fang-filled muzzle, and its ears are catlike. They enjoy stalking and terrifying their victims. Molydei (singular molydeus) enforce the war effort as a sort of political officer. They report directly to the balors, but even balors are not above reproach, and the molydei would turn against one that strays. They are powerful, muscular humanoids with two grotesque heads a snarling dogs head and snakes head. Nabassu are a scourge of humanity, the only fiends that live a part of their lives on a foreign plane. They resemble tall, gaunt gargoyles with great claws. Nalfeshnee are the most intelligent tanarri, considering themselves superior even to the balors but recognizing balors greater strength. Nalfeshnee are very tall humanoids with glowing red eyes and small wings that appear unable to bear their ponderous bodies. They are known as lords of woe, for they judge the mortal life forces that pass into the Abyss. Ngojama are aggressive man-eating tanarri. They are difficult to control and are useful to spellcasters only as assassins. Their hand claws prohibit them from using tools of any sort. They resemble hairy humanoids with horns, big fans and retractable claws. Ostegos, also known as death demons, appear as tall gaunt, hairless humanoids with gray scaly skin and huge bat wings. Ivory fangs protrude from their mouths and their fingers are

tipped with adamantine talons. Phisarazu, a spyder-fiend, resembles a spithriku but has two pale humanoid arms sprouting from the base of its neck. They love ambushes and sometimes even try to impersonate a kakkuu or spithriku so as to lure their prey into a false sense of security. Raklupises are the most powerful of the spyder-fiends, serving the tanarri lords as elite forces and advisors. They typically begin combat by hurling globes of venom. They have a wolf head with luxuriant grayish-black fur and a triple row of spines down its neck to its spider body. Two humanoid arms sprout from the base of their necks. Rutterkin are pathetic, malformed and outcast tanarri. They resemble terribly ugly humans hairless, with pointed skulls, distorted features, and backward-pointing ears. Spithriku serve, a spyder-fiend, are essentially larger versions of kakkuu except for a pair of hairy leg-like appendages extending from the base of its neck. The greater intelligence of spithriku allows them to use better tactics than kakkuu. Succubi (singular succubus) are the beautiful and seductive temptresses of mortals. Succubi appear as a beautiful woman with large wings and sinister, glowing eyes. Uridezu, called rat-fiends, are hulking man-sized creatures. They resemble leprous muscular bipedal rats. Much like their smaller cousins, they act as predators or scavengers and sometimes set up lairs in urban areas and prey on locals. Vrocks serve as elite fighting troops in the Blood War. They look like a cross between a large human and a vulture, with strong, sinewy limbs covered with fine gray feathers; long necks and vulture heads; and wicked claws and beak. They are often sent on missions such as infiltration and other covert missions. The chant says that there is an even more powerful variety somewhere in the Abyss, the ancient vrocks. Wastrilith, or water lords, inhabit watery parts of the Lower Planes content in their isolation. They intimidate undersea denizens so much that even unintelligent creatures serve them. They resemble large eels with bulging eyes and horrendous humanoid torsos. Wastrilith are canny opponents, rarely giving their enemies advantage and certainly no quarter. Because they do not believe in suffering needlessly, they send their minions forth to combat enemies. Yochlol, known as the Handmaidens

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of Lolth, are servants of Lolth on her home layer and her agents on the Outer Planes. In their natural form, the yochlol are heaps of amorphous slime, with eight powerful tentacles and a single, glaring, red eye. However, they generally assume the form of a beautiful young woman or take the form of a giant black spider. Tactics: Tanarri fight as a horde, barely acknowledging their allies in immediate presence. Only the strongest tanarri employ tactics in combat while the weaker tanarri are unable to control their violent inner drives. The tanarri generally attack without question and fight until slain, while some roam transitive planes, seeking new victims. Alkilith (Medium Ooze Outsider Spirit Walker 100 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ M (1x1, Reach 1); Spd 20 ft. ground; Init III; Atk VI; Def III; Res V; Health V; Comp III; Qualities: Always ready, condition immunity (flanked), contagion immunity, darkvision I, damage defiance (blunt weapons, cold, edged weapons, fire, heat), damage immunity (acid, electrical), damage reduction 2, fearless I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Cone of Cold), spell defense II, telepathic Attacks/Weapons: Tentacle Slap I 4 (dmg 1d8 acid; threat 20; qualities: reach +1; upgrades: alternate damage) Treasure: 1C, 1M Armanite (Large Outsider Flyer/ Walker 75 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 1); Spd 60 ft. winged flight, 60 ft. ground (Run 300 ft.); Init VI; Atk IV; Def VI; Res IV; Health IV; Comp III; Qualities: Achilles heel (divine), charge attack, contagion immunity, darkvision I, damage defiance (fire, heat), damage immunity (cold, electricity), damage reduction 3, fatal falls, fearless I, interests (Alignment [Chaos, Evil]), superior jumper I, superior runner I, telepathic Attacks/Weapons: Kick I 2 (dmg 1d8 lethal; threat 20), Large Boar spear (dmg 1d10 lethal; threat 19-20; qualities: guard +1, reach +1) Treasure: 6C Babau (Medium Outsider Walker 136 XP): Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VII; Atk V; Def VII; Res III; Health III; Comp III; Skills: Athletics VI, Stealth VIII; Qualities: Class ability (Burglar: Bloody Mess, Evasion I), contagion immunity, darkvision I, damage defiance (cold, edged weapons, fire, heat), damage

immunity (electrical), damage reduction 3, fearless I, interests (Alignment [Chaos, Evil]), natural defense (acid), natural spell (Call from Beyond III, Scare I), shapeshifter I, spell defense III, telepathic Attacks/Weapons: Gore I (dmg 1d6+2 lethal; threat 19-20; qualities: bleed), Claw I 2 (dmg 1d6+2 lethal; threat 20), Weakening Glare (fatiguing attack III: 70 ft. gaze; Fort DC 20 or become fatigued) Treasure: 1C, 2L Balor (Large Outsider Flyer/Walker 173 XP): Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 90 ft. winged flight, 40 ft. ground; Init VIII; Atk V; Def VIII; Res VII; Health VII; Comp III; Skills: Intimidate IX; Qualities: Always ready, contagion immunity, darkvision I, damage defiance (cold), damage immunity (electrical, fire, heat, stress), damage reduction 5, death throes, fearless I, feat (Whip Basics, Whip Mastery), interests (Alignment [Chaos, Evil]), natural defense (fire), natural spell (Call from Beyond V Counter Magic , II), spell defense IV telepathic, tough I , Attacks/Weapons: Slam I 2 (dmg 1d8+2; threat 20), Terrifying Touch (frightening attack grade III: Will DC 20 or become frightened for 3d6 rounds; upgrades: supernatural attack (Slam)), Large Jagged sword (dmg 1d10+2 electrical; threat 20; qualities: bleed, hook; essence: exotic damage (electrical)), Large Barwhip (dmg 1d10+2 lethal; threat 1920; qualities: AP 2, reach +1) Treasure: 6C, 6L Bar-lgura (Medium Outsider Walker 103 XP): Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res III; Health III; Comp III; Skills: Athletics VII, Survival V Tactics VII; Qualities: , Chameleon II [forest/jungle], contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 2, feat (Wolf Pack Basics), interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Entangle), superior climber I, spell defense II, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20), Frightful Caress (frightening attack I: Will DC 10 or become frightened for 1d6 rounds; upgrades: supernatural attack (Claw)) Treasure: None. Black Troll (Large Folk Outsider Walker 96 XP): Str 14, Dex 10, Con 12,

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Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res IV; Health IV; Comp III; Qualities: contagion immunity, damage defiance (cold), damage immunity (electrical), damage reduction 3, interests (Alignment[Chaos, Evil]), natural spell (Call from Beyond III, Lightning Bolt II), regeneration 3, spell defense IV Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20), Claw I 2 (dmg 1d8+2 lethal; threat 20) Treasure: 3C, 2M Buleazu (Large Outsider Walker 92 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init VIII; Atk VI; Def VIII; Res IV; Health IV; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, fearless I, feat (Rage Basics), interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond II, War Cry), spell defense I, telepathic Attacks/Weapons: Claw I 2 (dmg 1d8+2 lethal; threat 20), Gore I (dmg 1d8+2 lethal; threat 19-20; qualities: bleed), Tail Slap I (dmg 1d10+2 lethal; threat 20; qualities: reach +1), Blast (sprawling attack I: Fort DC 10 or become sprawled for 1d6 rounds; upgrades: supernatural attack (Gore)), Large Boar spear (dmg 1d10+2 lethal; threat 19-20; qualities: guard +1, reach +1) Treasure: 4C, 2L, 1M Chasme (Medium Outsider Flyer/ Walker 107 XP): Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 20 ft. ground; Init VIII; Atk V; Def VIII; Res III; Health III; Comp III; Skills: Notice VI, Search V; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, fearsome, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond II, Sleep), repulsive I, spell defense III, telepathic Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20; upgrades: bleed), Gore I (dmg 1d6 lethal; threat 19-20; qualities: bleed), Drain Blood (life draining attack II: Fort DC 15 or suffer 1 lethal damage per TL, the NPC healing the same amount; upgrades: supernatural attack (Gore)) Treasure: None. Chemosit (Medium Outsider Flyer/ Walker 73 XP): Str 10, Dex 12, Con 12, Int 6, Wis 6, Cha 6; SZ M (1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk

III; Def V; Res III; Health III; Comp III; Qualities: Blindsight, contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 2, darkvision I, fearless II, interests (Alignment[Chaos, Evil]), spell defense I, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I (dmg 1d6 lethal; threat 20) Treasure: None. Dire Whiner (Large Outsider Walker 136 XP): Str 10, Dex 10, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 20 ft. ground; Init VI; Atk IV; Def VI; Res V; Health V; Comp III; Qualities: Contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, darkvision I, interests (Alignment[Chaos, Evil]), natural spell (Command II), telepathic Attacks/Weapons: Bite V (dmg 3d10 lethal; threat 16-20), complain (attribute draining attack III: 60 ft. aura; Fort DC 20 or suffer 1 Int impairment) put down (fatiguing attack III: 60 ft. aura; Fort Save DC 20 or become fatigued) Treasure: 3C, 2L, 2M Dretch (Small Outsider Walker 61 XP): Str 10, Dex 14, Con 10, Int 6, Wis 10, Cha 6; SZ S (1x1, Reach 1); Spd 30 ft. ground, 60 ft. flying; Init V; Atk II; Def V; Res II; Health II; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond I, Scare I), spell defense I, telepathic Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18-20), Claw I 2 (dmg 1d4 lethal; threat 20) Treasure: None. Gelloudes (Medium Outsider Flyer/Walker 75 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. winged flight, 20 ft. ground; Init IV; Atk V; Def IV; Res IV; Health IV; Comp III; Qualities: Contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 1, darkvision I, interests (Alignment[Chaos, Evil]), spell defense III, superior swimmer I, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 4 (dmg 1d6 lethal; threat 20), Rejuvenating Kiss (soul draining attack II: Fort DC 15 or die (standard

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character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Bite)) Treasure: None. Glabrezu (Large Outsider Walker 122 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init IX; Atk VI; Def IX; Res V; Health V; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (acid, cold, fire, heat), damage immunity (electrical), damage reduction 4, fearless I, grappler, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Insanity II), spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Pincer 2 (Claw III: dmg 2d8 lethal; threat 19-20; upgrades: grab) Treasure: 4C, 4L Goristro (Huge Outsider Walker 159 XP): Str 14, Dex 10, Con 16, Int 6, Wis 8, Cha 6; SZ H (4x4, Reach 4); Spd 40 ft. ground; Init III; Atk V; Def III; Res X; Health X; Comp III; Qualities: Charge attack, contagion immunity, darkvision I, damage immunity (cold, electricity, fire, heat), damage reduction 4, fearless I, interests (Alignment [Chaos, Evil]), regeneration 1, spell defense IV telepathic, tough VI , Attacks/Weapons: Slam III 2 (dmg 2d10+2 lethal; threat 20), Trample V (dmg 3d12+2 lethal; threat 1820; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled), Frightful Glare (frightening attack III: 40 ft. gaze; Will DC 20 or become frightened for 3d6 rounds) Treasure: 5C, 2L Hezrou (Medium Outsider Walker 112 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init IX; Atk VI; Def IX; Res V; Health V; Comp III; Qualities: Always ready, contagion immunity, darkvision I, damage defiance (acid, cold, fire, heat), damage immunity (electrical), damage reduction 4, fearless I, grappler, improved senses (hearing, scent), interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Wall of Fire), spell defense IV stench, telepathic , Attacks/Weapons: Bite III (dmg 2d8 lethal; threat 17-20), Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 1C, 1L Kakkuu (Medium Outsider Walker 73 XP): Str 10, Dex 16, Con 10, Int 4, Wis 8, Cha 4; SZ M (1x1, Reach 1); Spd 50 ft. ground;

Init VII; Atk II; Def VII; Res III; Health III; Comp III; Qualities: chameleon I (swamp), contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, darkvision I, improved stability, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond II, Darkness I), spell defense I, superior climber II, superior jumper I Attacks/Weapons: Bite I (dmg 1d8 lethal + knockout poison + disorienting poison; threat 18-20; upgrades: venomous) Treasure: None. Living Fortress (Vast Construct Outsider Immobile 75 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ V (60x60, Reach 7); Spd -; Init I; Atk VI; Def I; Res X; Health X; Comp III; Qualities: Blindsight, contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), darkvision I, interests (Alignment[Chaos, Evil]), natural spell (Call from Beyond V), spell defense III, telepathic, tough XI Attacks/Weapons: Claw I x6 (dmg 1d12 lethal; threat 20) Treasure: None. Lycosidilith (Large Outsider Walker 160 XP): Str 14, Dex 12, Con 12, Int 12, Wis 12, Cha 12; SZ L (1x2, Reach 1); Spd 50 ft. ground; Init VIII; Atk VII; Def VIII; Res V; Health V; Comp III; Qualities: Blindsight, chameleon I (swamp), contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, fearless I, feat (Two-Weapon Fighting), improved stability, interests (Alignment [Chaos, Evil]), invisibility, natural spell (Call from Beyond III, Darkness I), shapeshifter I, spell defense IV , superior climber II, superior jumper I Attacks/Weapons: Bite II (dmg 1d10+2 lethal + knockout poison + disorienting poison + necrotic poison; threat 17-20; upgrades: venomous), Claw I 2 (dmg 1d8+2 lethal; threat 20), Frightful Caress (frightening attack II: Will DC 15 or become frightened for 2d6 rounds; upgrades: supernatural attack (Standard Unarmed Attack)), Web (entangling attack II: 50 ft. cone; Fort DC 15 or become entangled for 2d6 rounds), Iridescent Strand (blinding attack II: 140 ft. ray; Will DC 15 or become blinded for 2d6

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rounds), Large Saber (dmg 2d6+2 lethal; threat 19-20; qualities: cavalry, finesse), Mace (dmg 1d10+2 lethal; threat 20; qualities: AP 4), Short Bow + 30 standard arrows (dmg 1d6+2 lethal; threat 1920; range 20 ft. x 6; qualities: cavalry) Treasure: 4C, 4L, 2M Manes (Small Outsider Walker 59 XP): Str 10, Dex 10, Con 10, Int 4, Wis 6, Cha 4; SZ S (1x1, Reach 1); Spd 20 ft. ground; Init V; Atk II; Def V; Res II; Health II; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 1, death throes (acid), fearless II, interests (Alignment [Chaos, Evil]), spell defense I, swarm Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18-20), Claw I 2 (dmg 1d4 lethal; threat 20) Treasure: None. Marilith (Medium Outsider Walker 139 XP): Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 16; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VIII; Atk VII; Def VIII; Res V; Health V; Comp III; Skills: Tactics IX; Qualities: Always ready, contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 5, fearless I, frenzy I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond V Cause Wounds III), , shapeshifter I, spell defense IV telepathic, tough I , Attacks/Weapons: Jagged sword x6 (dmg 1d8 lethal; threat 20; qualities: bleed, hook), Tail Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1; upgrades: grab), Squeeze III (dmg 2d10 subdual; notes: Grapple only) Treasure: 2C, 1L, 1M Maurezhi (Medium Outsider Walker 99 XP): Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res III; Health III; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 2, devour, interests (Alignment [Chaos, Evil]), natural spell (Animate Dead II, Call from Beyond II), shapeshifter III, spell defense II, telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal; threat 20), Paralyzing Claw (paralyzing attack II: Will DC 15 or become paralyzed 2d6 rounds; upgrades: supernatural attack (Claw)) Treasure: 4C, 1L Molydeus (Large Outsider Walker 119 XP): Str 10, Dex 10, Con 10, Int 12, Wis

12, Cha 12; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init VII; Atk V; Def VII; Res VI; Health VI; Comp III; Qualities: Always ready, condition immunity (flanked), contagion immunity, darkvision I, damage defiance (Blunt weapons, cold, Edged weapons, fire, heat, Ranged weapons), damage immunity (electrical), damage reduction 4, fearless II, feat (Axe Basics, Axe Mastery), frenzy I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond IV Lightning Bolt I), spell , defense VI, telepathic, tough I Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Venomous Bite (Bite I: dmg 1d10 lethal + lethal poison; threat 18-20; upgrades: venomous), Large Battle Axe (dmg 2d6 lethal; threat 19-20; charm: bane (Outsider); qualities: AP 2, trip) Treasure: None. Nabassu (Medium Outsider Spirit Flyer/Walker 135 XP): Str 14, Dex 16, Con 14, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 30 ft. ground; Init IX; Atk VI; Def IX; Res III; Health III; Comp III; Skills: Notice V Stealth , V; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, devour, fearless I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III), regeneration 1, spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d8+2 lethal; threat 18-20), Claw I 2 (dmg 1d6+2 lethal; threat 20), Chill of the Grave (soul draining attack II: Fort DC 15 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Claw)) Treasure: 6L Nalfeshnee (Huge Outsider Flyer/ Walker 129 XP): Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 16; SZ H (4x4, Reach 3); Spd 40 ft. winged flight, 30 ft. ground; Init IX; Atk VI; Def IX; Res VII; Health VII; Comp III; Qualities: Always ready, contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 5, fearless I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond IV , Color Spray, Lightning Bolt II), spell defense IV , telepathic Attacks/Weapons: Bite I (dmg 1d12 lethal; threat 18-20), Claw I 2 (dmg 1d10 lethal; threat 20) Treasure: 6C, 6L Ngojama (Medium Outsider Walker

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54 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res III; Health III; Comp III; Qualities: Contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 1, darkvision I, fearless II, interests (Alignment[Chaos, Evil]), monstrous attack, spell defense I, superior climber I, telepathic Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 4C, 1L Ostego (Large Outsider Flyer/Walker 89 XP): Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 60 ft. winged flight, 30 ft. ground; Init V; Atk VI; Def V; Res IV; Health IV; Comp III; Qualities: Contagion immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 2, darkvision I, interests (Alignment[Chaos, Evil]), telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal + lethal poison; threat 18-20; upgrades: venomous), Claw V 2 (dmg 3d8 lethal + paralyzing poison; threat 20; upgrades: venomous) Treasure: 3C, 2M Phisarazu (Medium Outsider Walker 127 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VII; Atk VI; Def VII; Res III; Health III; Comp III; Qualities: Blindsight, chameleon I (swamp), contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, fearless I, feat (Two-Weapon Fighting), improved stability, interests (Alignment [Chaos, Evil]), invisibility, natural spell (Call from Beyond III, Darkness I), spell defense III, superior climber II, superior jumper I Attacks/Weapons: Bite I (dmg 1d8 lethal + knockout poison + disorienting poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d6 lethal; threat 20), Frightful Caress (frightening attack II: Will DC 15 or become frightened for 2d6 rounds; upgrades: supernatural attack (Standard Unarmed Attack)), Web (entangling attack I: 30 ft. cone; Fort DC 10 or become entangled for 1d6 rounds), Iridescent Strand (blinding attack I: 100 ft. ray; Will DC 10 or become blinded for 1d6 rounds), Saber (dmg 1d10 lethal; threat 19-20; qualities: cavalry, finesse), Mace (dmg 1d8 lethal; threat 20; qualities: AP 4), Short Bow + 30 standard arrows (dmg 1d6 lethal; threat 1920; range 20 ft. x 6; qualities: cavalry) Treasure: 4C, 4L

Raklupis (Large Outsider Walker 184 XP): Str 14, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ L (1x2, Reach 1); Spd 50 ft. ground; Init VIII; Atk VII; Def VIII; Res VII; Health VII; Comp III; Qualities: Beguiling, blindsight, chameleon I (swamp), contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, fearless I, feat (Two-Weapon Fighting), improved stability, interests (Alignment [Chaos, Evil]), invisibility, natural spell (Call from Beyond IV Darkness I), shapeshifter II, spell , defense IV superior climber II, superior jumper I , Attacks/Weapons: Bite III (dmg 2d10+2 lethal + knockout poison + disorienting poison + necrotic poison; threat 17-20; upgrades: venomous), Claw I 2 (dmg 1d8+2 lethal; threat 20), Frightful Caress (frightening attack II: Will DC 15 or become frightened for 2d6 rounds; upgrades: supernatural attack (Standard Unarmed Attack)), Web (entangling attack III: 50 ft. cone; Fort DC 20 or become entangled for 3d6 rounds), Iridescent Strand (blinding attack III: 180 ft. ray; Will DC 20 or become blinded for 3d6 rounds), Large Saber (dmg 2d6+2 lethal; threat 19-20; qualities: cavalry, finesse), Mace (dmg 1d10+2 lethal; threat 20; qualities: AP 4), Short Bow + 30 standard arrows (dmg 1d6+2 lethal; threat 1920; range 20 ft. x 6; qualities: cavalry) Treasure: 5C, 5L, 2M Rutterkin (Medium Outsider Walker 70 XP): Str 12, Dex 16, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VIII; Atk III; Def VIII; Res III; Health III; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 2, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond I), spell defense I, telepathic Attacks/Weapons: Claw I 2 (dmg 1d6+1 lethal; threat 20), Frightful Caress (frightening attack I: Will DC 10 or become frightened for 1d6 rounds; upgrades: supernatural attack (Claw)), Jagged Sword (dmg 1d8 lethal; threat: 20; qualities: bleed, hook) Treasure: None. Spithriku (Medium Outsider Walker 96 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VII; Atk IV; Def VII; Res III; Health III; Comp III; Qualities: Blindsight, chameleon I (swamp), contagion

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immunity, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 3, darkvision I, improved stability, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond II, Darkness I), spell defense II, superior climber II, superior jumper I Attacks/Weapons: Bite I (dmg 1d8 lethal + knockout poison + disorienting poison; threat 18-20; upgrades: venomous), Frightful Caress (frightening attack II: Will DC 15 or become frightened for 2d6 rounds; upgrades: supernatural attack (Standard Unarmed Attack)), Web (entangling attack I: 30 ft. cone; Fort DC 10 or become entangled for 1d6 rounds) Treasure: None. Succubus (Medium Outsider Spirit Flyer/Walker 142 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 16; SZ M (1x1, Reach 1); Spd 50 ft. winged flight, 30 ft. ground; Init VII; Atk IV; Def VII; Res III; Health III; Comp III; Skills: Bluff VII, Impress VII, Sense Motive VII; Qualities: Always ready, attractive II, beguiling, contagion immunity, darkvision I, damage defiance (cold), damage immunity (electrical, fire, heat), damage reduction 2, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Charm Person II), shapeshifter I, spell defense II, telepathic Attacks/Weapons: Slam I 2 (dmg 1d6 lethal; threat 20), Deadly Kiss (soul draining attack III: Fort DC 20 or die (standard character), lose 1 action die and 10 max. vitality (special character)) Treasure: 1C, 5L Uridezu (Medium Outsider Walker 67 XP): Str 10, Dex 14, Con 10, Int 6, Wis 8, Cha 6; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res III; Health III; Comp III; Qualities: Always ready, contagion immunity, damage defiance (fire, heat), damage immunity (cold, electrical), damage reduction 2, darkvision I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III), telepathic Attacks/Weapons: Bite I (dmg 1d8 lethal + paralyzing poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: None. Vrock (Large Outsider Flyer/Walker 138 XP): Str 14, Dex 16, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 50 ft. winged flight, 30 ft. ground; Init IX; Atk VI; Def IX; Res IV; Health IV; Comp III; Qualities: Always ready, contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), damage reduction 4, fearless I, interests

(Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Command II), spell defense IV , swarm, telepathic Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 18-20), Claw I 4 (dmg 1d8+2 lethal; threat 20), Spores (lethal damage attack III: 5 ft. blast increment; dmg 1d8 lethal per 2 TL, Ref DC 20 for 1/2 damage), Screech (bang damage attack III: 5 ft. blast increment; dmg 1d8 bang per 2 TL, Ref DC 20 for 1/2 damage; upgrades: alternate damage) Treasure: None. Wastrilith (Large Outsider Walker 100 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (1x2, Reach 2); Spd 30 ft. ground; Init IV; Atk VI; Def IV; Res VIII; Health VIII; Comp III; Skills: Intimidate VI; Qualities: Achilles heel (fire, heat), aquatic II, contagion immunity, darkvision I, damage immunity (cold), damage reduction 3, fearless I, interests (Alignment [Chaos, Evil]), spell defense I, superior swimmer III, telepathic, tough II Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Boiling Breath (lethal damage attack IV: 30 ft. cone; dmg 1d10 lethal per 2 TL, Ref DC 25 for 1/2 damage) Treasure: 6C Yochlol (Medium Horror Ooze Outsider Spirit Walker 101 XP): Str 14, Dex 10, Con 12, Int 12, Wis 12, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init I; Atk VII; Def I; Res III; Health III; Comp III; Qualities: Contagion immunity, darkvision I, damage defiance (cold, fire, heat), damage immunity (electrical), fearless I, interests (Alignment [Chaos, Evil, Lolth]), invisibility, natural spell (Charm Person II, Sleep), shapeshifter II, spell defense III, telepathic Attacks/Weapons: Tentacle Slap I 8 (dmg 1d8+2 lethal; threat 20; qualities: reach +1) Treasure: None. The tener, a native to Pandemonium, is greed incarnate and will jealously guard anything of the slightest value - It regards all strangers as thieves. It is a grey, hairy, spindlylimbed creature. It is bipedal and has long claws on the hands of its four arms. It has large amber eyes set in a small round head, and spiderlike chelicerae flank its fanged mouth. Teners are better known for their greed than for their malice, and they may be bribed not to harm a party. Such bribery is

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expensive, however, and not particularly reliable. Tactics: Tener generally attacks by setting up an ambush. It is capable of paralyzing opponents and quickly dispatching them using its great number of natural attacks. Since it doesnt want to draw attention onto itself, it usually finishes off paralyzed victims further away from other companions. Tener (Large Outsider Walker 75 XP): Str 10, Dex 10, Con 10, Int 6, Wis 10, Cha 8; SZ L (22, Reach 2); Spd 30 ft. ground; Init III; Atk III; Def III; Res III; Health III; Comp III; Qualities: Class ability (burglar: evasion I, very, very sneaky), contagion immunity, damage defiance (cold, fire, heat), damage immunity (bang, stress), damage reduction 1, darkvision I, grappler, interests (Alignment [Chaos, Evil]), natural spell (Haste, Teleport II), spell defense III Attacks/Weapons: Bite I (dmg 1d10 lethal + paralyzing poison; threat 1820; upgrades: venomous), Claw I 4 (dmg 1d8 lethal; threat 20; upgrades: grab) Treasure: 2C, 1L, 1M The terithran is a native to the Ethereal Plane - a short biped with long sinewy arms and an unusually large misshapen head. The terithran has come to dislike the swirls, eddies and warps which the use of large amounts of magic on the Prime Material Plane causes on the Ethereal Plane, its homeland (where it is never found out of its lair). If it notices such disturbances, it will materialize in the area of the spellcaster responsible on the Prime Material Plane and attempt to drain his power and take him back to the Ethereal Plane for punishment. Tactics: It will try to avoid this type of fighting if possible so as to make full use of its unique powers. Terithran (Medium Folk Spirit Walker 75 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VI; Atk IV; Def VI; Res V; Health V; Comp II; Qualities: Damage reduction 2, grappler, natural spell (Cause Wounds II, Teleport I), spell defense III Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20), Stunning Blast (stunning attack I: 10 ft. aura; Will DC 10 or become stunned for 1d6 rounds), Drain Power (attribute draining attack I: 40 ft. ray; Fort DC 10 or suffer 1 Wis impairment) Treasure: 1L

Thendar are native to the Astral Plane. They are a wandering race, seldom remaining in one place for very long. Thendar are generally peaceful and have a great thirst for knowledge of all sorts. They seek out new experiences to relieve the monotony of their existence. Thendar appear to be tall, slender humans with golden skin, silvery hair, and glowing white eyes. Because of their long lives and far travels, thendar are great sources of information. The githyanki hold a particular hatred for the thendar, who respond with only an indifferent annoyance. Tactics: Thendar are peaceful and are only interested in combat from a scholars viewpoint. Even then, they will not stay around for long generally moving away using their Teleport I ability. Thendar (Medium Folk Outsider Walker 68 XP): Str 10, Dex 10, Con 12, Int 16, Wis 16, Cha 16; SZ M (11, Reach 1); Spd 30 ft. ground; Init III; Atk III; Def III; Res III; Health III; Comp III; Skills: Investigate VII, Search IV; Qualities: Class ability (Sage: assistance I, best of the best 1/ scene), damage reduction 1, darkvision I, interests (Alignment [Good]), natural spell (Teleport I, True Seeing), spell defense I Attacks/Weapons: Scholars sword (dmg 1d8 lethal; threat 20; qualities: finesse, lure) Treasure: 1L Tieflings are handled with a rogue template (see page 141). Species feats can be applied for additional archetypes, such as abyssal blood. Time dimensionals are intelligences composed entirely from the essence of time. They are one of the few temporal creatures that can travel to reality. Time dimensionals exist in more than one time period so they are always perceived as small clouds of fiery dust. Tactics: Luckily for others, time dimensionals generally avoid combat. If threatened, they resort to using Time Stop and Haste to quickly disappear. However, if cornered they attack from multiple time dimensions. Time Dimensional (Small Spirit

Thendar

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Walker 87 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 10 ft. ground; Init III; Atk III; Def III; Res V; Health V; Comp I; Qualities: Cagey I, damage reduction 2, natural spell (Call from Beyond V , Haste, Time Stop), spell defense VI, swift attack II, tough I Attacks/Weapons: Slam V (dmg 3d4 lethal; threat 18-20) Treasure: None. Titans are gargantuan, almost godlike men and woman. The twelve most powerful titans have ruled countless worlds on the Prime Material Plane eons ago. Titans appear very much as humans do, but they are all very muscular, handsome, and wear no facial hair. Tactics: Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with Fire Storm or Wrath of Olympus. Titan (Huge Outsider Spirit Walker 173 XP): Str 18, Dex 12, Con 10, Int 16, Wis 16, Cha 16; SZ H (4x4, Reach 3); Spd 90 ft. ground; Init II; Atk VII; Def II; Res X; Health X; Comp III; Skills: Athletics X, Impress X, Spellcasting X; Spells: Brawn IV Castigate II, , Control Weather V Earthquake, Heroism III, , Mass Heal, Natures Ally V Purge, Resurrection , III, Time Stop; Qualities: Cagey I, damage reduction 3, fearless I, interests (Alignment [Chaos, Good]), invisibility, natural spell (Fire Strom, Protection from Alignment), spell defense III, tough V Attacks/Weapons: Maul of the Titans (Huge Maul: dmg 2d10+4 subdual; threat: 19-20; qualities: massive; charm: greater damage bonus), Wrath of Olympus (divine damage attack II: 80 ft. gaze; dmg 1d6 divine per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: 4C, 6L, 2M Tribute gatherers resemble large gray octopi with two sharp claws as well as two tentacles. These horrid creatures dwell primarily in the Abyss. Tactics: These creatures are malicious and have a cunning bent. Several will cooperate to overwhelm a larger ship if opportunity presents itself. If it succeeds in grappling a foe, it will quickly drag it underwater in order to drown it and eat it. Tribute Gatherer (Large Outsider Walker 132 XP): Str 14, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2);

Titan

Spd 30 ft. ground; Init VI; Atk V; Def VI; Res V; Health V; Comp III; Skills: Stealth V; Qualities: Damage immunity (acid), damage reduction 3, fearless I, grappler, improved stability, interests (Alignment[Chaos, Evil, Water]), spell defense I, superior swimmer III Attacks/Weapons: Bite V (dmg 3d10+2 lethal; threat 16-20), Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: grab), Tentacle Slap I 2 (dmg 1d10+2 lethal; threat 20; qualities: reach +1; upgrades: grab), Squeeze I (dmg 1d12+2 subdual; notes: Grapple only), Caustic Ink (acid damage attack II: 100 ft. aura; dmg 1d6 acid per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: 1C, 1M The tso are a race of slavers, smugglers and cross-traders across the lawful planes. They never do anything unless there is an ironclad contract for it. They are highly social and are often accompanied by slaves. A tso has 8 insectile limbs, a bulging abdomen and an eel-like head and neck. Tactics: The tso tend to avoid physical combat, instead sending their slaves to protect them. They often use Charm Person III in order to bring confusion and turn allies against each other. Tso (Medium Folk Walker 56 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init V; Atk VI; Def V; Res III; Health III; Comp II; Skills: Spellcasting II; Spells: Calm Emotion, Command II; Qualities: Damage reduction 2, interests (Alignment (Evil, Order)), meek, natural spell (Charm Person III), superior climber I Attacks/Weapons: Bite I (dmg 1d8 lethal + paralyzing poison; threat 18-20; upgrades: venomous), Slam I 4 (dmg 1d6 lethal; threat 20) Treasure: 1C, 1L A tween is a parasitic creature that needs an intelligent being for a host. They live in the Border Ethereal and scour the neighboring Prime Material Plane for potential hosts. Some graybeards suspect that tweens were once members of a race called the kyleen, who dwelled on the Outlands millennia ago. The kyleen were infected with a strange chaos-plague that transformed the whole race. While most mutated kyleen ended up as devete wandering the Astral

Tso

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Plane, some found a new home on the Ethereal Plane as the tweens. Both races seem to lack any goal or independent purpose, and either mimic other beings (devete) or bind themselves to them (tweens). Tactics: An unattached tween prefers to run away from a threat, and fights only when cornered. The combat actions of an attached tween typically resemble the actions of its host. Tween (Small Outsider Spirit Walker 24 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd 10 ft. ground; Init I; Atk I; Def I; Res II; Health II; Comp II; Qualities: natural spell (Luck) Attacks/Weapons: Slam I (dmg 1d4 lethal; threat 20), Bad Luck (baffling attack I: 10 ft. aura; Will Save DC 10 or become baffled for 1d6 rounds) Treasure: None. Utukku are vicious predators of the planes that kill all trespassers, including others of their kind. Their lairs in the great ash deserts of Carceri always include impressive defenses, as each utukku must defend itself from all competitors. Utukku want no part of the intrigues of other fiends, and prey on any fiend they meet. An utukku bears the head of a lion, with long quills radiating out in place of a mane. Its scaled humanoid body is dark brick-red, with a golden-red face and striped black and white spines. Huge, white claws cap its hands and feet. Tactics: Utukku always use their clawed hands to slash at foes rather than using manufactured weapons. They also make good use of their natural powers in combat. Utukku (Large Outsider Walker 102 XP): Str 10, Dex 12, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 40 ft. ground; Init VII; Atk VII; Def VII; Res V; Health V; Comp III; Qualities: Contagion immunity, damage defiance (electrical, fire, heat), damage reduction 2, darkvision I, fearless I, interests (Alignment[Chaos, Evil]), natural spell (Lightning Bolt I, Teleport II), spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw III 2 (dmg 2d8 lethal + lupus; threat 19-20; upgrades: diseased) Treasure: 2C, 1L, 2M The vaati, or wind dukes, are a race of immortals dedicated to order. Their society is divided into seven castes. They resemble tall, muscular, androgynous humans with ebony skin

and white eyes. Eons ago, the vaati ruled a vast empire spread across many Prime Material Worlds but then they were nearly annihilated. They survived only by creating the Rod of Seven Parts and used it to end the war. Tactics: Vaati are peaceful and prefer to negotiate rather than fight. If pressed into action, or faced with chaotic foes, they display considerable strength and ingenuity in combat. Vaati (Medium Fey Folk Flyer/ Walker 37 XP): Str 12, Dex 12, Con 12, Int 12, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. winged flight, 30 ft. ground; Init V; Atk II; Def V; Res I; Health III; Comp III; Qualities: Damage reduction 1, darkvision I, interests (Alignment [Order]), natural spell (Control Weather I, Gust of Wind) Attacks/Weapons: Long Sword (dmg 1d12+1 lethal; threat 20), Long Bow + 30 standard arrows (dmg 1d6+1 lethal; threat 1920; range 40 ft. x 6; qualities: AP 4) Treasure: 4C, 2L, 1M The vargouille has a hideous, humanlike head with batlike wings, fangs, and a crown and fringe of writhing tentacles. Tactics: The sight of a vargouille, combined with its terrifying shriek, causes fear. Vargouilles usually remain below ground or inside buildings, but they sometimes fly at night in search of prey. Vargouille (Tiny Outsider Flyer 30 XP): Str 10, Dex 10, Con 12, Int 6, Wis 6, Cha 6; SZ T (1x1, Reach 1); Spd 30 ft. winged flight; Init I; Atk III; Def I; Res I; Health I; Comp III; Qualities: Darkvision I, infectious conversion, interests (Alignment [Evil]), light-sensitive Attacks/Weapons: Venomous Bite (Bite I: dmg 1d4 lethal + putrid poison; threat 18-20; upgrades: venomous), Paralyzing Glare (paralyzing attack I: 30 ft. gaze; Will DC 10 or become paralyzed for 1d6 rounds) Treasure: None. Viltches are hateful creatures from Pandemonium, inclined to malign destruction and disorder. They are skilled vandals, ripping open wineskins, spoiling food, biting through ropes and straps, tormenting domestic animals, smashing wood, and generally creating havoc wherever they go.

Utukku

Vargouille

Viltch

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A viltch resembles a mandrill with matted and disheveled fur, and is a dirty gray color. Its muzzle is blue-gray. It has a mane of darker color, and its eyes burn a baleful yellow. A viltch has only three legs: a single leg in back, and two in front. It seems not to be handicapped by this arrangement. Tactics: They seek out weak prey and avoid direct confrontation with powerful creatures. Viltch (Medium Outsider Walker 117 XP): Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. ground; Init X; Atk V; Def X; Res III; Health III; Comp III; Skills: Prestidigitation VI; Qualities: Always ready, contagion immunity, damage defiance (cold, fire, heat), damage immunity (bang, electrical, stress), damage reduction 3, darkvision I, interests (Alignment [Chaos, Evil]), natural spell (Call from Beyond III, Teleport I), monstrous defense I, spell defense II, tricky (Arrow Cutting) Attacks/Weapons: Bite I (dmg 1d8 lethal + paranoia poison; threat 18-20; upgrades: venomous), Claw I 2 (dmg 1d6 lethal; threat 20; upgrades: trip) Treasure: None. Viper trees are white, scaly trees with living snakes heads as their branches. Though they can writhe and reach as snakes do, usually viper trees simply sway in the breeze as other trees - but they also move even in the absence of any breeze. Tactics: Single viper trees generally attack smaller creatures. If attacked with missile weapons, they can use Natures Ally I to break off their own branches and crawl toward their attackers. These branches ooze sap from their broken end and die rather quickly. Viper Tree (Medium Outsider Immobile 50 XP): Str 10, Dex 10, Con 10, Int 6, Wis 8, Cha 6; SZ M (1x1, Reach 1); Spd -; Init V; Atk I; Def V; Res III; Health III; Comp III; Qualities: Achilles heel (fire), condition immunity (flanked), contagion immunity, damage defiance (Blunt weapons), damage immunity (acid, cold), damage reduction 2, improved stability, interests (Alignment[Evil]), natural spell (Natures Ally I), spell defense I Attacks/Weapons: Bite II (dmg 1d8 lethal + paralyzing poison; threat 17-20; upgrades: venomous) Treasure: 3C

Viper Tree

The visage is a creature of deception that assaults the minds of victims to crush their wills, and even steal their identities. The visages reality warping powers can leave victims questioning their own reality and perceptions, and thats assuming the victim survives the encounter. A visage is composed of wispy, dark shadow stuff, with ghastly white masks for heads and no legs. A person seeing the visages form will most likely be killed in order for the Visage to assume his identity and place in society. Tactics: Visages can strike with their razor-sharp claws, but love their own unique way of warping minds too much to rely on physical attacks. The visage can reach into its victims mind to twist it to think and experience whatever the visage wants. The visage prefers to use this power subtly, to make it less likely that the victim will realize it is being manipulated. To enhance the false reality, the visage will often mix in a little true reality; it might exaggerate perceived distances, change the layout of a building, or make real objects appear to move. When the visage has caused enough confusion and fear to make its victim unable to trust its own senses, it will either finish the victim off with its claws, or continue to toy with the victim until it causes its own end or another creature finishes it off. The visage also has the ability to dominate a target, to use it as a puppet. Visages working in concert often simultaneously use both lucidity control and domination on the same target. Visage (Medium Outsider Undead Flyer 93 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. winged flight; Init VII; Atk IV; Def VII; Res V; Health V; Comp III; Qualities: Damage immunity (cold, divine), damage reduction 2, interests (Alignment [Chaos, Evil]), natural spell (Command I), shapeshifter III, spell defense I Attacks/Weapons: Claw I 2 (dmg 1d8 lethal; threat 20), Lucidity Control (attribute draining attack I: 40 ft. ray; Fort DC 15 or suffer 1 Wis impairment) Treasure: None. A wraithworm is a large coal-black serpent with green, glowing eyes. Its back sprouts bony spikes, which deters predators. Tactics: It generally does not attack humanoids, feeding on small animals and birds instead.

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Wraithworm (Large Animal Outsider Spirit Walker 66 XP): Str 10, Dex 10, Con 12, Int 1, Wis 10, Cha 6; SZ L (1x2, Reach 1); Spd 30 ft. ground; Init VI; Atk III; Def VI; Res IV; Health IV; Comp III; Qualities: damage reduction 2, spell defense II Attacks/Weapons: Bite I (dmg 1d10 lethal + necrotic poison; threat 18-20; upgrades: venomous), Chill of the Grave (soul draining attack II: Fort DC 15 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Bite)), Paralyzing Glare (paralyzing attack I: 50 ft. gaze; Will DC 10 or become paralyzed for 1d6 rounds) Treasure: None. Xag-ya are creatures from the Positive Energy Plane. They appear as white spheres with six tendrils protruding around its body and golden eyes. Tactics: Xag-ya attacks foes by striking with its whiplike tendrils of energy. If it notices its foes on time, it fires of an Energy Bolt. Xag-ya (Medium Elemental Flyer 84 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 20 ft. winged flight; Init VIII; Atk III; Def VIII; Res III; Health III; Comp II; Qualities: Damage immunity (electrical, fire, heat), damage reduction 2, death throes (force), spell defense I Attacks/Weapons: Tentacle Slap I (dmg 1d8 force; threat 20; qualities: reach +1; upgrades: alternate damage), Energy Bolt (force damage attack II: 20 ft. ray; dmg 1d6 force per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Xag-ya are creatures from the Negative Energy Plane. They appear as black spheres with six tendrils protruding around its body and metallic eyes. Tactics: Xag-ya attacks foes by striking with its whiplike tendrils of energy. If it notices its foes on time, it fires of an Energy Bolt. Xeg-yi (Medium Elemental Flyer 90 XP): Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach

1); Spd 20 ft. winged flight; Init VIII; Atk III; Def VIII; Res III; Health III; Comp II; Qualities: Damage immunity (cold, electrical, heat), damage reduction 2, death throes (force),

Xag-Ya

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spell defense I Attacks/Weapons: Tentacle Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1; upgrades: alternate damage), Rotting Touch (rotting attack II: dmg 1d6 lethal per 2 TL (plant/wood objects only); upgrades: supernatural attack (Tentacle Slap)), Energy Bolt (force damage attack II: 20 ft. ray; dmg 1d6 force per 2 TL, Ref DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. The vaguely reptilian xill are natives of the Ethereal Plane. Four-armed, leatheryskinned humanoids brilliantly colored red by some strange twist of fate, these beings area feared on all planes that border the Ethereal. Tactics: Less sophisticated xill attack with their four claws when in battle. Xill of more civilized clans use well-forged weapons. Barbaric xill prefer to attack opponents on planes that touch the Border Ethereal. From there, they slip between the folds to reach the target plane, where they usually startle their intended victims. The invading xill attack not to kill but to subdue and abduct their foes. Xill (Medium Outsider Spirit Walker 78 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VIII; Atk V; Def VIII; Res V; Health V; Comp II; Qualities: Damage reduction 2, fearless I, grappler, infectious conversion, interests (Alignment [Evil, Order]), spell defense IV telepathic , Attacks/Weapons: Bite I (dmg 1d8 lethal + paralyzing poison; threat 18-20; upgrades: venomous), Claw I 4 (dmg 1d6 lethal; threat 20; upgrades: grab), Jagged sword 4 (dmg 1d8 lethal; threat 20; qualities: bleed, hook) Treasure: 1C, 1L Yugoloths are fiends that inhabit the Lower Planes of Acheron, Gehenna, the Gray Waste, and Carceri. They act as mercenaries in the Blood War, but they display a complete lack of loyalty. These cunning creatures turn on their employers for greater payment by another. Those who use yugoloths as mercenaries must have power over them before entering battle. Altraloths are yugoloths who have made pacts with night hags to become unique and powerful creatures, resented as traitors by the rest of their kind. An altraloth sometimes fits a given theme, such as death, pestilence, war, and famine and as such their abilities are under GMs discretion. Arcanaloths keep records and execute

Xill

Yugoloths

contracts for the yugoloths. They negotiate all bargains with baatezu and tanarri and play the two sides against each other with practiced ease. An arcanaloth looks like a robed human with the head of a fanged jackal or war dog. Baernaloths are the outcasts among the ranks of the yugoloths. They rarely associate with other yugoloths and are always found on the Gray Waste. They have long, gangly limbs with purulent gray flesh and oversized horned head with mouth compromising nothing but teeth and tongue. Canoloths are specialized yugoloths who serve as scouts, skirmishers, and trackers for the yugoloth mercenary companies, they resemble great semi insectile mastiffs, their hulking forms plated in chitinous armor. Their bodiesve got a distinctly bulldoglike shape to them, with massive jaws and short squat forelegs. It has a vile barbed tongue but no eyes. Dergholoths serve as rank-and-file mercenaries in the Blood War. They have round bodies with five arms and three legs. Their insect-like heads rotate 360 degrees, so they can move and change direction with astonishing speed. Gacholoths serve as the infiltrators and terrorists of the Blood War, causing havoc and spreading panic to all sides. They have ebon skin and four long, powerful legs tipped with three sharp claws. They strike swiftly and savagely, making use of their significant speed and maneuverability. Guardian yugoloths are yugoloth creations who are commonly summoned to guard an area or object. They resemble winged bears with rams horns and wicked red eyes. Hydroloths are elite fighting forces commonly used in yugoloth ambushes or amphibian attacks. They are squat humanoids with underarm gliding flaps, frog-like faces, and warty yellow skin. Marraenoloths are unique among the yugoloths in that they have an established task: They are boatmen who pilot small skiffs on the black waters of the River Styx. The thin, gray, pale-eyed humanoids are easily identified by their skeletal faces, somber hooded robes, and eyes that glow red when they are angry. Mezzoloths are the rank-and-file warriors of the mercenary armies. They look like humanoid insects covered in chitinous plates of a dirty ivory color. Nycaloths reconnoiter the Lower

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Planes and observe the Blood War. They report their findings to the arcanaloths, who use the information in negotiating contracts. Nycaloths are hulking, broad humanoids with powerful limbs and wings. Piscoloths are the sergeants and overseers of yugoloth mercenary armies. The fish-tailed, walleyed piscoloth has the body of a lobster with talons of a bird. They enjoy their work, for they are cruel, hateful, and bullying. Ultroloths are the strange, enigmatic rulers of the yugoloths. These ruling yugoloths appear as faceless humanoids with large eyes that resemble fire-opals and dark gray skin. They rarely enter combat and rarely have to. Yagnoloths are nobles of the yugoloth society, despised lords of fiefs and all who enter these fiefs. They are large, horrible humanoid creatures with two unequal arms, one man-sized and the other giant-sized. They have scaly red skin, bulky muscles, and horrid heads with wing-like ears. They are greedy and gluttonous, and they abuse their power greatly. Tactics: Depending on the circumstances, a yugoloth might fight or abandon his allies at a moments notice. As mercenaries, they do not feel obligated to die needlessly so they always consider what would be the best course of long-term action. If they survive but are later punished for their betrayal, so be it. Even when encountered in a group, each yugoloth fights for himself. Arcanaloth (Medium Outsider Walker 121 XP): Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init VIII; Atk V; Def VIII; Res VI; Health VI; Comp III; Skills: Spellcasting IV; Spells: Darkness II, Illusionary Image V , Fly II, Scare II; Qualities: Achilles heel (cold), always ready, condition immunity (baffled), contagion immunity, damage immunity (acid, fire), damage reduction 5, fearless I, interests (Alignment [Evil]), natural spell (Call from Beyond IV Teleport II), , shapeshifter I, spell defense IV Attacks/Weapons: Bite I (dmg 1d8 lethal; threat 18-20), Claw I 2 (dmg 1d6 lethal + sickening poison; threat 20; upgrades: venomous) Treasure: 4C, 4L Baernoloth (Large Outsider Walker 119 XP): Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VI; Health VI; Comp III; Qualities: Contagion immunity, damage defiance (cold), damage immunity (acid, fire), damage reduction 4, interests (Alignment [Evil]), natural spell (Call from Beyond III, Cause

Wounds III, Teleport II), spell defense III, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Drain Blood (life draining attack III: 40 ft. ray; Fort DC 20 or suffer 1 lethal damage per TL, the NPC healing the same amount) Treasure: 5C, 5L Canoloth (Medium Outsider Walker 100 XP): Str 14, Dex 14, Con 12, Int 6, Wis 6, Cha 6; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init VII; Atk V; Def VII; Res III; Health III; Comp III; Qualities: Achilles heel (cold), always ready, blindsight, contagion immunity, damage immunity (acid, fire), damage reduction 2, darkvision I, fearless II, improved sense (scent), interests (Alignment [Evil]), natural spell (Call from Beyond II, Cloudkill, Teleport II), spell defense I, telepathic Attacks/Weapons: Bite I (dmg 1d8+2 lethal; threat 18-20), Claw I 2 (dmg 1d6+2 lethal; threat 20), Tongue Lash (Tentacle Slap I: dmg 1d8 lethal; threat 20; qualities: reach +1; upgrades: grab, reach +2) Treasure: None. Dergholoth (Large Outsider Walker 108 XP): Str 10, Dex 16, Con 12, Int 6, Wis 6, Cha 6; SZ L(2x2, Reach 2); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res IV; Health IV; Comp III; Qualities: Achilles heel (cold), always ready, contagion immunity, damage immunity (acid, fire), damage reduction 3, grappler, interests (Alignment [Evil]), natural spell (Call from Beyond II, Teleport II), spell defense II, telepathic Attacks/Weapons: Slam I 5 (dmg 1d8 lethal; threat 20), Chatter (fatiguing attack III: 30 ft. aura; Fort DC 20 or become fatigued) Treasure: None. Gacholoth (Large Outsider Walker 93 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 60 ft. ground; Init VI; Atk V; Def VI; Res IV; Health IV; Comp III; Skills: Athletics IV; Stealth VI; Qualities: Achilles heel (cold), contagion immunity, damage immunity (acid, fire), damage reduction 3, darkvision I, feat (Lightning Reflexes), interests (Alignment [Evil]), natural spell (Call from Beyond II, Charm Person II), spell defense II, superior climber II, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal + necrotic poison; threat 20; upgrades:

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venomous) Treasure: None. Guardian (Large Outsider Flyer/ Walker 104 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. winged flight, 30 ft. ground; Init VII; Atk V; Def VII; Res V; Health V; Comp III; Qualities: Condition immunity (frightened, paralyzed, shaken), contagion immunity, damage defiance (cold), damage immunity (acid, fire), damage reduction 3, fearless I, interests (Alignment [Evil]), natural spell (Geas), spell defense I, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 2 (dmg 1d8 lethal; threat 20), Fiery Breath (fire damage attack II: 30 ft. cone; dmg 1d6 fire per 2 TL, Ref Save DC 15 for 1/2 damage; upgrades: alternate damage) Treasure: None. Hydroloth (Large Outsider Flyer/ Walker 101 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. winged flight, 20 ft. ground; Init VIII; Atk VII; Def VIII; Res IV; Health IV; Comp III; Qualities: Achilles heel (cold), contagion immunity, damage immunity (acid, fire), damage reduction 3, interests (Alignment [Evil]), natural spell (Call from Beyond II, Teleport II), spell defense II, telepathic Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20), Claw I 4 (dmg 1d8 lethal; threat 20), Spit (lethal damage attack IV: 20 ft. ray; dmg 1d10 lethal per 2 TL + knockout poison, Ref DC 25 for 1/2 damage; upgrades: venomous) Treasure: 3C, 4L Marraenoloth (Medium Outsider Walker 58 XP): Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 50 ft. ground; Init IV; Atk III; Def IV; Res IV; Health IV; Comp III; Qualities: Damage reduction 2, interests (Alignment [Evil]), natural spell (Call from Beyond II), spell defense II, telepathic Attacks/Weapons: Flaming Gaze (frightening attack II: 60 ft. gaze; Fort DC 15 or become frightened 2d6 rounds), Slam I (dmg 1d6 lethal; threat 20) Treasure: None. Mezzoloth (Medium Outsider Walker 91 XP): Str 14, Dex 10, Con 12, Int 6, Wis 6, Cha 6; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init VI; Atk IV; Def VI; Res IV; Health IV; Comp III; Qualities: Aquatic I, condition immunity (paralyzed), contagion immunity, damage immunity (acid, fire), damage reduction 3, darkvision I, interests (Alignment [Evil]), natural spell (Call from Beyond II, Cloudkill, Teleport II), spell defense III, telepathic

Attacks/Weapons: Claw I 2 (dmg 1d6 lethal; threat 20) Treasure: 1M Nycaloth (Large Outsider Flyer/ Walker 142 XP): Str 14, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 90 ft. winged flight, 30 ft. ground; Init VIII; Atk V; Def VIII; Res VI; Health VI; Comp III; Qualities: Achilles heel (cold), condition immunity (baffled), contagion immunity, damage immunity (acid, fire), damage reduction 5, fearless I, feat (Axe Basics, Axe Mastery), interests (Alignment [Evil]), natural spell (Call from Beyond IV Teleport II), shapeshifter I, spell defense , IV telepathic , Attacks/Weapons: Claw I 2 (dmg 1d8+2 lethal; threat 20; upgrades: bleed), Frightful Caress (frightening attack III: Will DC 20 or become frightened for 3d6 rounds; upgrades: supernatural attack (Claw)), Large Battle axe (dmg 2d6+2 lethal; threat 1920; qualities: AP 2, trip; charm: lesser damage bonus) Treasure: 6L, 1M Piscoloth (Medium Outsider Walker 106 XP): Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 20 ft. ground; Init VIII; Atk V; Def VIII; Res III; Health III; Comp III; Qualities: Achilles heel (cold), aquatic II, contagion immunity, damage immunity (acid, fire), damage reduction 4, interests (Alignment [Evil]), natural spell (Call from Beyond III, Phantasmal Killer, Teleport II), spell defense II, superior swimmer III, telepathic Attacks/Weapons: Pincer 2 (Claw III: dmg 2d6 lethal; threat 19-20), Tentacle Slap I (dmg 1d8 lethal + lethal poison; threat 20; qualities: reach +1; upgrades: venomous) Treasure: 3C, 2M Ultroloth (Medium Outsider Flyer/ Walker 152 XP): Str 16, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. winged flight, 40 ft. ground; Init VIII; Atk V; Def VIII; Res VI; Health VI; Comp III; Qualities: Achilles heel (cold), always ready, beguiling, contagion immunity, damage immunity (acid, fire), damage reduction 5, darkvision I, fearless I, feat (Fencing Basics, Fencing Mastery), interests (Alignment [Evil]), natural spell (Call from Beyond V Geas, Teleport , II, Wall of Fire), spell defense IV superior swimmer , I, telepathic, tough I Attacks/Weapons: Slam III 2 (dmg 2d6+3 divine; threat 20; upgrades: alternate damage), Razor Sword (dmg 1d8+3 lethal,

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threat 18-20; qualities: finesse, keen 4) Treasure: 3C, 3L, 1M Yagnoloth (Large Outsider Walker 117 XP): Str 16, Dex 14, Con 12, Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 50 ft. ground; Init VII; Atk IV; Def VII; Res V; Health V; Comp III; Qualities: Achilles heel (cold), contagion immunity, damage immunity (acid, fire), damage reduction 3, devour, interests (Alignment [Evil]), natural spell (Call from Beyond III, Teleport II), spell defense II, telepathic Attacks/Weapons: Slam I (dmg 1d8+3 lethal; threat 20; upgrades: bleed), Painful Touch (stunning attack II: Fort save DC 15 or become stunned for 2d6 rounds; upgrades: supernatural attack (Slam)), Acidic Breath (acid damage attack II: 30 ft. cone; dmg 1d6 acid per 2 TL, Ref Save DC 15 for 1/2 damage; upgrades: alternate damage), Large Jagged sword (dmg 2d6+3 lethal; threat 20; qualities: bleed, hook) Treasure: 5C, 5L

shapeshifter II, spell defense III, and telepathic. Example: Pegasus Lord In his human form, the pegasus lord, looks like a tall, black-eyed man of great strength. The one trait that separates him from other humans is his white mane, which runs down his back. He is generally found near the sea shores and on the glades beneath the Mount Olympus. Pegasus Lord (Large Beast Outsider Flyer/Walker 119 XP): Str 12, Dex 14, Con 12, Int 11, Wis 14, Cha 14; SZ L (12, Reach 1); Spd 100 ft. winged flight, 50 ft. ground (Run 250 ft.); Init VI; Atk IV; Def VI; Res VII; Health VI; Comp II; Skills: Acrobatics V Notice IV; Qualities: Always , ready, attractive II, feat (Agile Flyer), improved sense (scent), natural spell (Charm Person III, Gust of Wind, Natures Ally V), shapeshifter II, spell defense III, superior runner I, superior traveler II, telepathic Attacks/Weapons: Kick II (dmg 1d8+1 lethal; threat 1920), Trample I (dmg 1d10+1 lethal; threat 20; notes: Small and smaller only, Fort (DC equal to damage) or become sprawled) Treasure: 1L, 2T The einheriar are humanoid spirits employed by the powers of the Upper Planes as servants, warriors, patrols, or guards. They appear as wispy, humanoid warriors with equally armor and weapons. Each individual resembles the being he was in life; the majority of einheriar were human before death. Requirements: Alignment (Good) Benefit: The NPC gains the Spirit Type and spell defense I. Example: Einheriar Mercenary This fallen warrior has returned to stand by his men once again. Einheriar Mercenary (Medium Folk Spirit Walker 50 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def V; Res II; Health V; Comp II; Skills: Athletics III, Haggle V Intimidate V Tactics , , III; Qualities: Always ready, class ability (Scout: sneak attack I), spell defense I, tricky (Called Shot) Attacks/Weapons: Dagger 4 (dmg 1d6 lethal; threat 1920; qualities: bleed, hurl), long sword (dmg 1d12 lethal; threat 20)

These new Monster Templates are available in addition to those in Fantasy Craft. Special Note: A monsters XP value does not decrease when a template reduces attribute scores, even if the scores start higher than 10. Similarly, templates may add XP without effect when a template raises a statistic above its maximum or adds a quality the NPC already has. Rule-breaking combinations may also arise, like Competence scores rising above Signature Skills. In these and other cases where templates interact strangely with base NPCs, the GM should make the call that best fits his setting and story. The animal lords care little for anything but matters directly related to their business. They conduct day-to-day affairs related to the animal over which they hold dominion with little regard for the world around them. If a person or animal enters a lords territory, the lord often aids the creature to get rid of it rather than let it die. But in other dealings an animal lord can be brutal and uncaring. There is, as they say, no such thing as animal politics. Requirements: Animal Type Benefit: The NPC loses the Animal Type and gains the Beast and Outsider Types, his Intelligence rises by 6, his Wisdom and Charisma rise by 4 each. His Initiative, Attack, Defense, Health, and Competence rise by II each. He also gains always ready, attractive II, natural spell (Charm Person III, Natures Ally V),

Monster Templates

Einheriar (+7 Xp)

Animal Lord (+57 Xp)

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Mounts and Vehicles: Riding horse (Spd 50 ft. ground (Run 250 ft.); Travel 7; SZ/Def L/IV) or none Gear: Partial studded leather armor (DR 2, Resist ; DP 1; ACP 0; Spd ; Disguise 0), game, spirits (1 use) Treasure: 2C Foo creatures are powerful animals that sometimes serve or guard those of good heart. They have large, blunt heads with wide-set, bulging eyes and huge mouths with large fangs. Requirements: Animal or Beast Type, Heavenly Template, Alignment (Chaos, Good) Benefit: The NPC gains the Spirit Type and invisibility. This magnificent creature generally accompanies eladrins on Arborea but is sometimes in the company of avorals on Elysium. Foo Griffon (Large Animal Outsider Spirit Flyer/Walker 89 XP): Str 14, Dex 14, Con 12, Int 5, Wis 12, Cha 8; SZ L (12, Reach 1); Spd 80 ft. flight, 30 ft. ground; Init III; Atk VI; Def III; Res IV; Health V; Comp ; Skills: Acrobatics III, Notice III; Qualities: Devoted (Good II), feat (Charging Basics), improved sense (sight), interests (Alignment [Chaos, Good]), invisibility, natural spell (Bless, Divine Favor), rend, tough I Attacks/Weapons: Bite I (dmg 1d10+2 lethal; threat 1820; upgrades: bleed, keen 4), Talon II (dmg 1d8+2 lethal; threat 1920 Treasure: 2T

defense IV treacherous, turn immunity, veteran V , , and damage defiance (if any) becomes damage immunity. Finally, double the NPCs damage reduction, change its Treasure to 6C, 6L, 5M and assign it any unique NPC qualities if necessary (adjust the final XP accordingly). The legendary hydra, also known as the Lernaean hydra, is a serpent-like chthonic water beast that possesses nine heads. For each head cut off it grows two more and its poison is so virulent even its tracks are deadly. The hydra guards the entrance to the Gray Waste from Arborea and is the offspring of Typhon and Echidna. Legendary Hydra (Gargantuan Beast Walker 331 XP): Str 16, Dex 12, Con 18, Int 4, Wis 12, Cha 11; SZ G (612, Reach 3); Spd 20 ft. ground; Init VII; Atk X; Def VII; Res X; Health IX; Comp I; Skills: Athletics X, Notice VIII; Qualities: Achilles heel (fire), always ready, charge attack, condition immunity (flanked, frightened, shaken), damage reduction 4, dramatic entrance, dread, fearless II, fearsome, feat (Combat Instincts, Iron Will, Pathfinder Basics (swamp)), improved sense (scent), monstrous attack I, monstrous defense I, never outnumbered, regeneration 15, spell defense IV superior swimmer II, swift attack 1, tough II, , treacherous, turn immunity, veteran V Attacks/Weapons: Bite V 9 (dmg 3d12+3 lethal + lethal poison; threat 1620; upgrades: venomous) Treasure: 6C, 6L, 5M A prolonger, also called a cheater, is someone who believes that life is the only point to living and thus resists death by every possible means. A prolonger always has cold, dead eyes and is often scared of death. Mercykillers, Believers of the Source, Harmonium, and Dustmen all despise them. Only the Athar, Bleak Cabal, and Fated can admire a cutter who can give death the laugh. Prerequisites: Alignment (Evil) Benefit: The NPCs Intelligence, Wisdom, and Charisma rise by 2 each. He also gains Rejuvenating Touch (soul draining attack III: Fort DC 20 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Standard Unarmed Attack)), burden of ages, devour, and meek.

Foo Creature (+13 Xp)

Example: Legendary Hydra

Example: Foo Griffon

Prolonger (+20 XP)

Monster of Legend (+135 Xp)

The monsters of legend are archetypes of a particular monster. A monster of legend is very similar to its terrestrial counterpart, but it usually has even more of that which makes its lesser kin dangerous. Its bigger, stronger, meaner, and tougher than any normal member of its species. They are never randomly encountered or just blundered into. Benefit: The NPCs Initiative, Attack, Defense, Health, and Resilience rise by IV each and his attributes rise by 2 each. The NPCs Size increases by one category, his natural and extraordinary attacks rise by IV grades and his skills rise by V grades. He also gains condition immunity (frightened, shaken), dramatic entrance, dread, fearless II, fearsome, monstrous attack I, spell

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This shady prolonger finishes off his deals by heartlessly stealing the life force from his business partners. Because of this, he frequently travels, in order to conceal his presence. Since the planes are infinite, he could go on like this forever. Prolonger Con Man (Medium Folk Walker 60 XP): Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 12; SZ M (11, Reach 1); Spd 30 ft. ground; Init IV; Atk II; Def II; Res II; Health II; Comp IV; Skills: Bluff IX, Impress V , Sense Motive V; Qualities: Attractive I, burden of ages, class ability (Assassin: cold read I; Burglar: he did it!), devour, interests (Alignment [Evil]), meek Attacks/Weapons: Rejuvenating Touch (soul draining attack III: Fort DC 20 or die (standard character), lose 1 action die and 10 max. vitality (special character); upgrades: supernatural attack (Standard Unarmed Attack)), Sap (dmg 1d6 subdual; threat 1920; qualities: finesse) Mounts and Vehicles: Coach (Spd 20 ft. ground (Run 40 ft.); Travel 4; SZ/Def L/9) or none Gear: Booze (1 use), knockout poison (3 uses) Treasure: 1C, 1L Shades were mortals that have traded their souls or spirits through arcane magic or dark sciences for the essence of shadowstuff. While still retaining the shape and abilities of their original species, they have grown in power by joining with this shadowstuff on the Demiplane of Shadow. Prerequisites: Folk Type, Alignment (Non-Good) Benefit: The NPC gains the Undead Type and his Stealth grade (if any) rises by one. He also gains Achilles heel (flash), light-sensitive, natural spell (Mirror Images, Shadow Walk), regeneration 1, and spell defense II. This wizard hails from the Demiplane of Shadows. He spends most of his time pouring over tomes filled with dark lore and seems genuinely uninterested in the wellbeing of his servants. Shade Wizard (Medium Folk Undead Walker 74 XP): Str 10, Dex 10, Con 10, Int 14, Wis 10, Cha 14; SZ M (11, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def I; Res III; Health II; Comp V; Skills: Investigate VII,

Example: Prolonger Con Man

Resolve VII, Spellcasting VII; Spells: Cause Wounds I, Identify, Knock, Mage Armor, Magic Missile, Read Magic, Sleep; Qualities: Achilles heel (flash), class ability (Mage: arcane wellspring I), expertise (Resolve), feat (Casting Basics), interests (Alignment [Evil]), lightsensitive, natural spell (Mirror Images, Shadow Walk), regeneration 1, spell defense IV Attacks/Weapons: Quarterstaff (dmg 1d8 subdual; threat 20; qualities: double, trip) Mounts and Vehicles: Riding horse (Spd 50 ft. ground (Run 250 ft.); Travel 7; SZ/Def L/IV) or none Gear: Mages pouch, mana potion Treasure: 2M, 1L A warden beast is a spiritual representation of an animal group in the Beastlands. It is the protector, purveyor and proliferators of its species, serving as a leader and champion. Each warden beast holds dominion over an animal group, such as bears, wolves, deer, birds, etc. Unlike the animal lord, there are many warden beasts in each animal group. If the animal lord is the king of an animal group, then the warden beast is the duke or one of the kings representatives. Requirements: Animal Type Benefit: The NPC loses the Animal Type and gains the Beast and Outsider Types, his Defense increases by one grade, his Size increases by one category, his Strength rises by 4, Constitution by 2 and Intelligence by 6. He also gains damage reduction 1, devoted (Nature II), and spell defense I. This enormous tiger serves the Tiger Lord on Karasuthra, the land of eternal midnight in the Beastlands. Those that approach him, should be aware that his appetite is legendary. Warden Tiger (Huge Beast Outsider Walker 85 XP): Str 18, Dex 16, Con 12, Int 10, Wis 12, Cha 8; SZ H (24, Reach 2); Spd 40 ft. ground; Init VI; Atk V; Def IV; Res III; Health V; Comp ; Skills: Athletics V Notice IV Stealth IV; Qualities: Chameleon , , I (forest/jungle), damage reduction 1, devoted (Nature II), grappler, rend, spell defense I Attacks/Weapons: Bite III (dmg 2d12+4 lethal; threat 1720), Claw II (dmg 1d10+4 lethal; threat 1920) Treasure: 2T

Warden Beast (+22 XP)

Shade (+18 XP)

Example: Warden Tiger

Example: Shade Wizard

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These rules will help you convert monsters found in dozens of AD&D (Advanced Dungeons & Dragons) books to Mastercraft format. Conversion Threat Level The NPCs Conversion Threat Level is equal to its AD&D Hit Dice. Youll use this value when converting other stats. Example: A red slaad has 7 Hit Dice, so its Conversion Threat Level is also 7. Table 6.4: Size Conversion Size Height or Category Length Nuisance Less than 3 in Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Enormous Vast 3 in 6 in 6 in 1 ft 1 ft 2 ft 2 ft 4 ft 4 ft 8 ft 8 ft 16 ft 16 ft 32 ft 32 ft 64 ft 64 ft 128 ft 128 ft 256 ft 256 ft or greater

AD&D Conversions

Reach 1 1 1 1 1 1 1 (2 if tall) 2 (3 if tall) 3 (4 if tall) 4 (5 if tall) 5 (6 if tall) 6 (7 if tall)

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Stat Limits No stat may exceed the minimum or maximum listed in the standard NPC creation rules. Conversion rules are often provided in case of a surplus, but in all other cases an excess is ignored.

Table 6.5: Type Conversion Competence Health Grade Type Grade (min. I, max. X) Animal III Beast Construct Elemental Fey Folk Horror Ooze Outsider Plant Spirit Undead Hit Dice Size Smaller than Medium Medium Larger than Medium I I II III II II None or I III None or I None or I None or I IV IV III II III III IV III III V V +1 Health or tough I or cagey I for each HD above 9 -1 Health per Category +1 Health or tough I per category

The NPCs Size changes according to the NPCs height or length, whichever is greater (see Table 6.4). It defines the NPCs maximum footprint (see Fantasy Craft page 217). Fantasy Craft characters arent always perfectly square, so you may want to adjust the footprint to a more logical shape. Example: A red slaad is 8 ft. tall, which defines it as Large in Fantasy Craft. Its Space is translated to a footprint of 2 wide 2 long (an arbitrary but plausible choice). An NPCs Type sets their Competence grade as shown on Table 6.5: Type Conversion. When a character has 2 or more Types, apply the highest Competence generated by any of them. Example: A red slaad is a native of Limbo, an Outer Plane. This translates to Competence III and the Outsider Type in Fantasy Craft. The NPCs Type, Hit Dice, and Size determine its Fantasy Craft Health grade and possibly grant the tough quality, as shown on Table 6.5: Type Conversion (see below). If the NPC lists only hit points (hp), divide that number by 4.5 (round down, minimum 1) to determine Hit Dice. Example: A red slaad is an Outsider, has 7 Hit Dice, and has a Size of Large. The Type sets the Health grade to III and the Size converts to either a grade of Health or tough I. Its 7 Hit Dice do not affect the Health grade. The GM decides to apply 1 grade to Health, so the red slaad ends up with Health IV .

Step 1: Size and Type

Step 2: Health

Refer to Table 6.6: Ability Conversion to obtain the corresponding Fantasy Craft attribute score. Unless the NPC is an Animal, reduce odd attribute scores by 1. Ability scores below 10 translate directly.

Step 3: Abilities and Natural Attacks

If ability scores are unavailable, determine them the following way: The Strength score can be determined by looking at the bonus damage (or THAC0 modifier) next to the NPCs attacks. This bonus damage is the NPCs Damage Adjustment (see Table 6.6: Ability Conversion). After you determine Damage Adjustment (or THAC0s Hit Probability), you can easily get the Fantasy Craft attribute value. Otherwise increase it by 2 above 10 for each NPCs Size category above Medium. The Dexterity score can be determined by taking into account the creatures Size, illustration (if any), description, movement speed, and Armor Class (AC). If the creature seems quick and agile, determine its Dexterity score by looking at its Defensive Adjustment (see Table 6.6: Ability Conversion). Remember to remove any Size, gear and natural armor bonuses before doing that. If the illustration or description mentions scales, tough hide or other natural protection, safely assume that the creatures good defenses do not come from its high Dexterity score but its natural armor (see Armor Class on page 232).

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Table 6.6: Ability Conversion AD&D Ability AD&D Hit AD&D Damage Adj. AD&D Defensive AD&D Hit Point Adj. Fantasy Craft Score Probability (Str) (Str) Adj. (Dex) (Con) Attribute Score 0 N/a N/a N/a N/a 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 -5 -3 -3 -2 -2 -1 -1 Normal Normal Normal Normal Normal Normal (16) or +1 (17) +1 -4 -2 -1 -1 -1 None None None None None None None +1 +2 +3 +3 +4 +5 +6 +7 (19) or +8 (20) +5 +5 +4 +3 +2 +1 None None None None None None (14) or -1 (15) -2 or -3 -4 N/a N/a N/a N/a N/a -4 -3 -2 -2 -1 -1 -1 None None None None 0 None None or +1 (15) +2 (16) or +3 (17) +4 N/a N/a N/a N/a N/a +5 +6 +6 (23) or +7 (24) +7 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 15 15 15 15 15 16 17 18

18/01 18/50 +1 18/51 18/75 +2 18/76 18/90 +2 18/91 18/99 +2 18/00 19 20 21 22 23 24 25 +3 +3 +4 +5 (23) or +6 (24) +7
st

+9 (21) or +10 (22) -5 +11 (23) or +12 (24) -5 (23) or -6 (24) +14 -6

Table 6.7: AD&D 1 Edition Intelligence Conversion AD&D Intelligence Description Non-intelligent or not ratable Animal intelligence Semi-intelligent Low intelligence Average (human) intelligence Very intelligent Highly intelligent Exceptionally intelligent Genius Supra-genius Godlike intelligence Fantasy Craft Attribute Score 1 4 6 10 11 12 13 14 15 16+

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The Constitution score can be determined by increasing it by 2 for each Size category above Medium or by dividing the NPCs bonus hit points by its Hit Dice (round down, minimum 1) to find out its Hit Point Adjustment (see Table 6.6: Ability Conversion). The Intelligence score is generally noted in all entries. Take the highest possible value. If only the descriptive listing is available such as in AD&D 1st Edition, refer to Table 6.7: AD&D 1st Edition Intelligence Conversion below. Finally, if no listings available at all, refer to creatures description to determine its Intelligence score. Wisdom and Charisma scores are similar to the creatures Intelligence score. If the listings unavailable, refer to creatures description. Example: A red slaad has the following AD&D scores: Intelligence 5 7, Armor Class 4, Hit Dice 7 + 3, Morale 8 10. These translate to Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha 10 in Fantasy Craft. If the NPC has any AD&D natural attacks, compare the maximum damage of each, sans Strength modifier, with the same attacks maximum damage in Fantasy Craft at Grades I, III, and V (again, without Strength). Apply the grade thats closest without going over. If the maximum AD&D damage is 50% or more of the way toward the next Fantasy Craft grade, raise the grade by 1 more (increasing the attacks threat range by 1). Example: The red slaad has an AD&D Bite inflicting 2d8 damage (a max. of 16). At the creatures Size (Large), the closest Fantasy Craft Bite that doesnt exceed this is Grade I (dmg 1d10; threat 1820). The maximum AD&D damage is more than 50% of the way toward the maximum Bite II damage, though, so the red slaad gains Bite II (dmg 1d10; threat range 1720). Also, the red slaad has two AD&D Claws inflicting 1d4 damage each. Again, at the creatures Size, the claw damage translates closest to Grade I (dmg 1d8; threat 20). Apply the NPCs Strength modifier to the resulting Fantasy Craft damage. Finally, apply any natural attack qualities needed to simulate AD&D effects. Example: The red slaads Claw is linked to its AD&D egg-pellet special attack, which is easily handled in Fantasy Craft with the infectious conversion quality. This attack will be handled in the following steps.

This step converts AD&D Special Attacks, Special Defenses, and Magic Resistance. It is suggested to be as familiar with NPC creation rules as possible because many of the options operate with slight differences. Identify what all the original attacks and abilities do. Once you have done this, consult Table 6.12: Other Attack and Quality Conversions (see Fantasy Craft page 298) and look for similar abilities. If that doesnt quite do it, look through first three Fantasy Craft chapters to see if any of the class abilities, feats or spells will work. In that case, you should give the NPC the class ability, feat or natural spell qualities. Only those class abilities on Table 6.3: NPC Class Abilities (see Fantasy Craft page 232) are available. Finally, if you havent found a good option, you will need to build your own using the rules for Extraordinary Attacks (see Fantasy Craft page 236). Magic Resistance is converted by dividing the given number by 15 (round down, minimum 1). The result is the NPCs spell defense grade. A Low morale score (7 or lower) grants the meek quality, a high morale score (1518) grants the fearless I quality and finally, the highest morale score (19-20) grants the fearless II quality. You do not need to convert all attacks and qualities. Focus on the most useful options which wont complicate the NPC and increase its XP without a good reason. For example, you shouldnt give the NPC more than 4 natural spells. Example: The red slaad also has stun, which translates to a stunning croak extraordinary attack. It also has egg-pellet, which translates to an infectious conversion quality. Finally, it has Magic Resistance 30% which becomes spell defense II. AD&D NPCs rarely possess nonweapon proficiencies but in case they do, they can be easily translated into Fantasy Craft skills and sometimes to other qualities. If the NPC has 4 or more proficiencies, convert up to 3 and increase its Competence grade by 1 per 2 proficiencies not converted.

Step 4: Other Attacks and Qualities

Step 5: Skills

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Table 6.8: Skill Conversion AD&D Nonweapon Proficiency Agriculture Ancient History Animal Handling Animal Lore Animal Training Appraising Armorer Artistic Ability Astral Combat Astral Navigation Astral Running Astral Tracking Astrology Blacksmithing Blind-fighting Bowyer/Fletcher Brewing Carpentry Chaos Shaping Charioteering Cobbling Cooking Curtain Cognizance Dancing Direction Sense Disguise Endurance Engineering Ethereal Sight Ethereal Tracking Etiquette Fire-building Fishing Forgery Gaming Gem Cutting Healing Heraldry Herbalism

Fantasy Craft Option None Interests quality (see Fantasy Craft page 234) Survival Survival Survival Haggle Crafting Crafting Tactics Survival Athletics or superior runner quality (see Fantasy Craft page 235) Survival Interests quality (see Fantasy Craft page 234) Crafting Night Fighting (see Fantasy Craft page 109) Crafting Crafting Crafting Chaos shaper quality (see page 140) Ride Crafting Crafting Survival Acrobatics Survival Disguise Athletics None Improved sense quality (see Fantasy Craft page 234) Survival Impress Survival None Crafting None Crafting Medicine Interests quality (see Fantasy Craft page 234) None

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Table 6.8: Skill Conversion (Continued) AD&D Nonweapon Proficiency Fantasy Craft Option Hunting Survival Illusion Pierce None Juggling Acrobatics Jumping Acrobatics Languages, Ancient Interests quality (see Fantasy Craft page 234) Languages, Modern Interests quality (see Fantasy Craft page 234) Leatherworking Crafting Local History Interests quality (see Fantasy Craft page 234) Mining None Mountaineering Athletics or superior climber quality (see Fantasy Craft page 235) Musical Instrument Navigation Nutriment Planar (Direction Sense / Sense / Survival) Planology Portal Feel Pottery Project Thoughts Reading Lips Read Spellshadow Reading/Writing Religion Riding, Airborne Riding, Land-based Rope Use Running Seamanship Seamstress/Tailor Sense Emotion Set Snares Singing Spell Recovery Spellcraft Stonemasonry Survival Swimming Tightrope Walking Tracking Tumbling Vapor Weave Ventriloquism Weaponsmithing Weather Sense Weaving Impress None Survival Survival Interests quality (see Fantasy Craft page 234) Investigate Crafting Project Thoughts (feat, not a skill) Search or Sense Motive Investigate Interests quality (see Fantasy Craft page 234) Interests quality (see Fantasy Craft page 234) Ride Ride Athletics Athletics or superior runner quality (see Fantasy Craft page 235) None Crafting Sense Motive Prestidigitation Impress Spellcasting Investigate Crafting Survival Athletics or superior swimmer quality (see Fantasy Craft page 235) Acrobatics Survival Acrobatics Prestidigitation Impress Crafting Survival Crafting

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Each proficiency slot directly translates as a Signature Skill grade. If two or more proficiencies share the Signature Skill (see Table 6.8), add their grades together. If a Signature Skill grade does not exceed the NPCs Competence, he probably doesnt need that Signature Skill. Example: Per its AD&D description, a red slaad does not possess any nonweapon proficiencies. Read the NPCs description. If you can identify any feat-like ability the NPC possesses, give it the appropriate feat. Example: Per its AD&D description, a red slaad does not possess any feats. Gear translates directly; just go through Chapter 4 of Fantasy Craft to find the appropriate item(s). Convert the treasure using Table 6.9: Treasure Conversion (see below).

If the AD&D armor class bonus is +1 or higher, they also gain damage reduction (1/4 the armor bonus, rounded up, to a maximum of 10). Table 6.9: Treasure Conversion Fantasy Craft AD&D Treasure* Treasure A 4C, 2L, 1M B C D E F G H I J K L M N O P Q R S T U V W X Y Z 4C, 1L 1C, 1L 1C, 2L 3C, 2M 1C, 1M 2C, 2L, 1M 4C, 4L 1C, 4L 1C 1C 1C 1C 1C 1L 1C, 1L 1M 1M 6L, 2M 2M 1C, 2M 1M 2C 4C, 4L, 2M

Step 6: Feats

Step 7: Gear and Treasure

Example: A red slaads AD&D treasure code is K, Q which translates to Fantasy Craft Treasure 1L. This step covers the rest of NPCs abilities such as Defense and Class. Any entries not listed here are ignored. Race and Class Fantasy Craft NPCs get abbreviated species templates which are provided on page 248. Some class abilities can be applied with a quality (see Fantasy Craft page 235). Use these options sparingly, applying only the ones that are the most vital, or iconic to making the NPC memorable in your game. Armor Class If the AC value is equal to or greater than 0, subtract that number from 10. If it is lower than 0 (a negative value), add it as a positive value to 10. Remove Armor Class bonuses from attributes, Size and gear. The NPC gains the lowest possible Defense grade that includes the result in the Conversion Threat Level column of Table 6.1 (minimum I) (see Fantasy Craft page 229). If the result is not included in any grade, they gain Defense X and monstrous defense (grade equal to 1/3 the surplus result, rounded down).

Step 8: Remaining Entries

* Large treasures are noted with a multiplier such as x2; this means that you should multiply all rolls that many times (up to a maximum of 6).

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Example: The red slaads AC is 4 which yields a +6 bonus after the initial calculation. Taking into account gear (None), the Dexterity modifier (None), and the Size modifier (-1) we determine that its natural armor class bonus is +7. Scanning down the TL 7 column, +7 translates to Defense V It also gains damage . reduction 2. Initiative The NPCs Initiative grade is equal to its Defense grade (see above). Example: The red slaads Defense grade is V so its Initiative grade becomes V , . Speed/Mobility Determine whether the NPC is a Walker, Burrower, Flier, or Swimmer as shown on Fantasy Craft page 227. Multiply the movement by 2.5 feet and round up to nearest multiple of 10. AD&D maneuverability is ignored. If the creature has a Climb/Swim speed listed, add one or more grades of superior climber/swimmer, depending on the speed value. Do not add the Acrobatics or Athletics Signature Skills if the NPC cant climb, jump, or swim. Older editions of AD&D used simplistic symbols to identify other movement types. Here are their meanings with X representing the movement speeds value. Example: The red slaad can walk so it becomes a Walker with a Speed of 20 ft. Base Attack Subtract the THAC0 value from 20. The NPC gains the lowest possible Attack grade that includes their attack bonus in the Conversion Threat Level column of Table 6.1 (see Fantasy Craft page 229). If the bonus is not included in any grade, he gains Attack X and monstrous attack (grade equal to 1/3 the surplus bonus, rounded down). Table 6.10: AD&D 1st Edition Movement Types AD&D Movement Symbol X /X //X (X) *X @X

If the NPC has 1 attack listed, decrease the Attack grade by 1 (down to a minimum of 1). For each 2 attacks above the first, increase the NPCs attack grade by 1. Example: The red slaads attack bonus is +7, which translates to Attack V It also . has 3 attacks listed so that increases his Attack to VI. Reach The NPCs Reach is determined by its Size. Refer to Table 6.4: Size Conversion (see above) to find out the value. If any of the NPCs AD&D attacks have additional reach, add the reach quality to the corresponding Fantasy Craft attacks. Example: The red slaads Size is Large and its tall, which means it gets Reach 2. Saves The NPCs Resilience grade is equal to its Health grade (see above). Example: The red slaads Health grade is IV which translates to Resilience IV , . Alignment If the NPCs Alignment is available in the current campaign, he gains the interests quality. Refer to Table 6.11: Alignment Conversion Example: The red slaad is Chaotic neutral and gains interests (Alignment (Chaos)).

The conversions over but that doesnt mean you cant boost or lower stats add or remove qualities in order to create a really unique NPC. Movement Type Ground speed Flying speed Swimming speed Burrowing speed Climbing in a web Climbing in trees

Step 9: Final Tweaks (Optional)

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Just sum the XP values from all the Fantasy Craft options youve applied. If youve created new qualities for the NPC, simply add 1 to 5 XP for each, based on how useful they are. Heres our red slaad! XP values follow each item with a cost in brackets. Red Slaad (Large Outsider Walker 79 XP): Str 10, Dex 10, Con 12 [+2], Int 6, Wis 10, Cha 10; SZ L (2x2, Reach 2 [+1]); Spd 20 ft. ground; Init V [+5]; Atk VI [+6]; Def V [+5]; Res IV [+4]; Health IV [+4]; Comp III [+3]; Qualities: Damage reduction 2 [+6], infectious conversion [+5], interests (Alignment (Chaos)), natural spell (Call from Beyond III) [+5], regeneration 2 [+6], spell defense II [+4] Attacks/Weapons: Bite II [+6] (dmg 1d10 lethal; threat 17-20), Claw I 2 [+8] (dmg 1d8 lethal; threat 20), Stunning Croak [+9] (bang damage attack II; 5 ft. blast increment; dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2 damage, upgrades: alternate damage) Treasure: 1L

Step 10: XP Value

Table 6.11: Alignment Conversion AD&D Alignment Lawful Good Lawful Neutral Lawful Evil Neutral Good True Neutral Neutral Evil Chaotic Good Chaotic Evil Fantasy Craft Alignment Good, Order Order Evil, Order Good Evil Chaos, Good Chaos, Evil

Chaotic Neutral Chaos

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Chapter 7: Planes
In a game of Planescraft, the party travels across various planes of existence. Contrary to the home world of mortals, these planes are composed of pure belief, power of the mind, or primal elements. Their sights and natives are beyond anything encountered on the Prime Material Plane. Everything has an edge on the planes the land, the buildings, the natives both living and dead. The power of belief, faith, emotions, and other abstracts are clearly felt here gather enough believers and they will reshape the realm, bend the laws of the universe, and kill or resurrect gods. The planes are hard to reach, but worth it. If you want the brightest and hottest flame, you will find it on the Elemental Plane of Fire. The largest diamonds are in the Quasielemental Plane of Mineral. If you want to argue with the smartest philosophers, visit one of the Great Wheel planes. If you want to play a game of chess with a deva, sail to Mount Celestia. The planes are dangerous as well, hosting bizarre beings that murder with an idea instead of a weapon, visions and sights so sharp that anyone looking at them suffers physical pain, close servants of gods who may cross paths with another, more powerful beings, and glorious magic which can stand above and/or beyond both the laws of physics and metaphysics and vice-versa. While wars are waged because of wealth and land on the Prime Material Plane, here on the Planes they are waged over the concept of belief. Most natives are born with a purpose in their life, and they know what they want and need to do. The githzerai never again want to suffer enslavement and live free, the tanarri and the baatezu want to prove that their vision of evil is the supreme one, the modrons want to maintain their status quo, and the rilmani want a bit of everything. Amongst these largerthan-life beings mingle mortals, both those born on the planes and travelers from the Prime Material Plane (these mortals are also known as the Clueless). They mostly congregate in factions in the city at the center of multiverse, Sigil. Although generally ignored by the more powerful beings, they have been known to turn

Running a Planescraft Campaign

a few immortal heads on more than one occasion. Over time, the characters can discover the other side of the meaning behind words belief is power the natives, the experiences, the planes, and its wonders can affect others as well. Leave a mercenary fighting long enough in the Blood War and he will never be the same again. Solve the most complex mathematical equations without the Guvners help and expand your understanding of the reality. Depending on the character, the actions, and the background, one can discover unique abilities under his control (see page 236). Although the planar currency might be money, the real valuables can only be acquired by information. If the party feels it has come to a dead-end, remember that there is always someplace to go and something to do on the infinite planes. The party should know that it generally pays to talk instead of fight everyone. In many cases they can avoid a conflict through a bluff, intimidation, or common sense. Peaceful solutions should yield greater rewards, although club bashing is not uncommon. Although players choose an Alignment for their characters in the beginning, it may change during the game as the characters actions take impact on the Planes. For example, speaking the truth, even when it might have consequences, obeying all authorities and speaking out in favor of truthfulness, law and order will bring you closer to Order. Speaking lies, jokes, poking fun at everyone, and random acts of misbehavior will bring you closer to Chaos. Performing good deeds without expecting a reward will bring you closer to Good, while demanding payment for everything and treating others badly will bring you closer to Evil Alignment. Strong personal beliefs, membership in one of many planar organizations or worshipping of a specific god also describes a characters Alignment. However, more often than not morality is not clear cut on the planes the long goal might be clear but the current situation demands some adjustments to the principal beliefs. For example, you might help a celestial who in turn helps the baatezu, just because youre working for the tanarri. Or you might stop a greater evil by sacrificing good innocents. There are no simple rights and wrongs more often than not there are three rights and three wrongs or even sometimes none at all. Natives

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have a way with this, so the party shouldnt count on identifying someones goals by their actions there is always more to the planes than what meets the eye. In Sigil, a celestial might share a table with a fiendish monster or an innocent person could be arrested, tried, and executed in a single hour. Sometimes, this can cause a character to rethink over his Alignment choice he might join another faction, start praying to another god, or simply embrace a new personal philosophy. In any case, change to the Alignment should not be taken lightly or frequently for it has some real consequences (see Fantasy Craft page 309). The GM has the final say over someones Alignment change. It is worth noting that the avant-garde world of Planescape is very big. These infinite planes havent got the slightest hope of ever being mapped. The GM is encouraged to provide an overall feel for the planes without necessarily detailing every corner of the world. He should touch upon as many aspects of the planes as possible, but explore only certain facets in great detail. With so many possibilities at their fingertips (and portals waiting to be opened), GMs could lead a party on a Great Wheel tour. Some GMs focus on Sigil and perhaps a few planes. Regardless of the scope, the theme of Planescape ideas, philosophies, morals, attitudes and other real abstracts should be always present and help carry on the game. Of course, glory, wealth, skull bashing, and wondrous sights and sound shouldnt be left out either.

Divine Interdiction (Permanent) When a Priest or a Paladin is on an Outer Plane other than where his deity resides, his Class Abilities function as if he were one experience level lower for every plane between himself and his deitys home plane. This is generally referred to as divine interdiction. Due to the will of all deities, the Great Wheel planes count as separate planes for purposes of calculating the distance. The loss is instantaneous and temporary, taking the place the moment a plane is entered. For example, if the characters deity resides on the Inner Planes and hes currently on the Outer Planes, he would temporarily lose 3 effective levels of Class Abilities (Astral Plane the Prime Material Ethereal Plane). Another example for Outer Plane, if the characters deity resides on Bytopia and hes currently in Pandemonium, he would temporarily lose 5 effective levels of Class Abilities (Elysium the Beastlands Arborea Ysgard Limbo). However, while on an Outer Plane in which his deity resides, a Priest or a Paladin gains access to Class Abilities of one experience lever higher. Manifold Universe (Permanent) Alignment consists of all Alignment choices characters make (moral, ethical, organizational, religious, etc.). They gain access to all Paths, skills, ritual weapons, and avatars. For example, a character can have Alignment (Chaos, Good, Kord, Society of Sensation) which consists of four individual Alignments. Native Magic Items (Permanent) Magical items are attuned to the energies of the specific plane on which they are crafted. Moving the item from its home plane weakens that magic, temporarily lowering the Charm bonus by 1 for every plane between its owners current plane and items home plane. If the items owner is currently not there, the Great Wheel counts as a single plane for purposes of calculating the distance. On the other hand, if he is on the Great Wheel, the planes count as separate planes but take their connection to the Astral Plane into account to determine the shortest route between them. For example, a gehennan magic sword brought to Pandemonium temporarily loses +2 from its Charm bonus because

The following new campaign qualities bring your Planescraft games more in line with the original Planescape world. In addition to these, we suggest to make healing spells available only to churches by using Lost Magic (Healing) (see Fantasy Craft page 326) and if you want everyone to immediately benefit from their beliefs use Beneficent Universe (see Fantasy Craft page 324). Belief Is Power (Permanent) Characters can affect the Planes, but the Planes can affect them as well. Characters beliefs define who they are. Instead of applying a bonus to any 1 attribute every 4 Career Levels (see Fantasy Craft page 28), characters may select any one of the following NPC Qualities: aquatic I, attractive, cagey, darkvision I, fast healing, favored foes, feral, improved sense, light sleeper, natural spell (0 or 1st level only), sterner stuff, superior climber, superior jumper, superior runner, superior swimmer, superior traveler, and telepathic.

Campaign Qualities

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the shortest route traces through the Astral (or the Outlands) to Pandemonium. If that swords home plane were Limbo, it would only temporarily lose +1 from its Charm bonus, since Limbo and Pandemonium are directly adjacent. Magical items function normally only on the plane which they were crafted. Artifacts function normally everywhere; regardless of the distance. If the Charm bonus is temporarily reduced to lower than +1, the item temporarily loses its Essence as well (if any). However, it can still be identified as a magic item. Unfortunately, cursed items are not affected by this, since they interact directly with its owner no matter where he is. Summon Kin (2 AD) Summoned creatures can summon other creatures on their own if they possess the ability to do so in the first place. However, the GM should note that NPCs will summon aid only in a life or death situations as the summoned NPC usually demands a hefty favor in return.

Path of Gloom

Gloom I: You gain the Glint of Madness feat. Gloom II: You gain a trick: Absorb Madness (Refresh Trick): Once per scene, you may spend one action die to remove a condition an ally currently suffers (see Fantasy Craft, page 212). You may only remove the baffled, enraged, frightened, or shaken conditions. If the condition has multiple grades (i.e. baffled III, shaken II), you may spend up to three action dice, removing the same number of grades. Gloom III: You may cast Despair twice per scene. Gloom IV: You may cast Howl of Pandemonium and Mass Status once per scene. Gloom V: Characters with a Disposition of Neutral or better will not attack you.

Chapter 5: Organizations introduces six new Paths. Aesthesis I: You gain a +5 bonus with Sense Motive checks. Aesthesis II: You gain a bonus to all saving throws equal to your Aesthesis Step. Aesthesis III: You gain the Night Fighting feat. Aesthesis IV: Your Wisdom rises by 1 and you gain life draining extraordinary attack sensory touch. However, the attack drains you and heals the target. Aesthesis V: You may cast Charm Person V and Scrye V once per adventure. Creativity I: You gain a bonus to all saving throws against Trickster spells equal to your Creativity Step. Creativity II: You may cast Wish I once per adventure and your lowest attribute rises by 1. Creativity III: When you make a skill check roll twice and keep the result you prefer. Creativity IV: You can never be baffled and you may cast True Seeing once per scene. Creativity V: You may cast Wish II and Wish III once per adventure.

New Paths

Path of Aesthesis

Impiety I: You gain a bonus to all saving throws equal to your Impiety Step against NPCs with opposed Alignment. Impiety II: You gain a stance: Power of One (Stance): When you have a 2-to-1 or greater advantage, you or an ally with the highest Impiety Path can add your teammates Impiety Paths to your own. Impiety III: You may cast Tongues I and Devotion Hammer. Impiety IV: You may Turn NPCs of opposed Alignment once per combat and cast Remove Curse II once per scene. Impiety V: You may cast Mind Blank and Purge once per scene. Independence I: You gain a +5 bonus with Survival checks and may cast Detect Alignment once per scene. Independence II: NPCs adjust their starting Disposition towards you by a bonus equal to your Independence Path. Independence III: You gain the Iron Will feat. Independence IV: You gain the trade secrets class ability twice. Independence V: You may cast Brawn IV and Wit IV once per scene. Quietus I: NPCs with the Undead Type adjust their starting Disposition towards you by +25. (You refer to this fact as

Path of Impiety

Path of Independence

Path of Creativity

Path of Quietus

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dead truce.) Quietus II: You may cast Calm Emotion and Deathwatch once per scene. Quietus III: You gain Stress Resistance equal to 3 times you Quietus Path. Quietus IV: You gain the Undead Type and turn immunity (see Fantasy Craft pages 227 and 235). Quietus V: You may cast Mind Blank and Power Word: Kill once per scene.

Many of the wicked ailments encountered on the Planes are curiously (and painfully) potent. Table 7.1: Diseases Name Abyssal Rot Astral Mold Beastlands Fever Babble Fever Fading Breath Parched Mouth Hive Plague Indep Plague Limbo Lockjaw Effect -8 Con -4 Str,-4 Dex, -4 Wis -6Str, -6 Dex -8 Int, -8 Con after 1 Incubation Period -2 Cha, sickened, -8 Con after 1 Incubation Period Sickened, -8 Con after 1 Incubation Period Fatigued, bleeding -10 Con Sickened, -8 Con after 1 Incubation Period Sickened, stunned and -10 Con after 1 Incubation Period -2 Dex, enraged, shaken, -6 Con after 1 Incubation period Sickened, -8 Con after 1 Incubation Period -4 Dex, -4 Cha, -8 Con after 1 Incubation Period, acquires Risen Template if dies Incubation Description Limbs rot away permanently. 1d6 days Spread by denizens of the Abyss. Infects food. Spread by a 1d6 hours bacteria from the Astral Plane. 1d6 hours Spread by Beastlands insects. 1d6 days 1d4+1 hours 2d6+6 hours 1d6 days 1d10 days Struck stupid. Local Hive Ward disease. Bloody boils appear over whole body. Spread by wind said to be exhaled by a dying god. Infects food and water. Spread by denizens of the Lower Planes. Black nodes suck the blood away. Local Hive Ward disease. Local Sigil disease, affects members of the Free League.

Diseases

Inflicts spasms and jarring 1d12+12 convulsions. Local Limbo hours disease. High fever, pustular pimples, 1d12+12 and vomiting. Also known as the hours scourge of Anthraxus. 2d10 days Also known as sceulia. 1d4 weeks Fever and chills. Affects Prime Material Plane natives.

The Pox Planar Rabies Prime Pyrexia Zombic Leprosy

1d4 days Spread by touch.

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Planescraft features 2 transitive planes, 18 inner planes, and 17 outer planes. Layers (if any) are described as well. Each plane is defined by its Traits. Traits describe the planes position, Alignment (if any) and various rules that apply to magic and inhabitants. Some of these rules are described below. Countered: This entry lists Disciplines of magic and spell terms that are negated by the forces of plane. After such spell has been cast, Spell Points are spent but the Effect does not take place (see Fantasy Craft page 112). Unlike with suppressed spells, arcane keys do not help. Diminished: This entry lists Disciplines of magic and spell terms whose spells Effects are decreased by 1 Casting Level. For example, a diminished Fireball I cast by a 6th level Mage requires a Spellcasting check at DC 13 and 3 Spell Points but deals 5d6 points of damage instead 6d6. Enhanced: This entry lists Disciplines of magic and spell terms whose spells Effects are increased by 1 Casting Level. For example, an enhanced Fireball I cast by a 6th level Mage requires a Spellcasting check at DC 13 and 3 Spell Points but deals 7d6 points of damage instead 6d6. Suppressed: This entry lists Disciplines of magic and spell terms that are suppressed or similarly altered by the plane. Unless a specific arcane key is used during the casting (see page 82), the spell is cast normally but its Effect does nothing unless the Effect or its target somehow leaves the suppressing plane for the spells Duration (see Fantasy Craft page 112). However, your GM may allow the Effect to take place but alter it according to the planes laws; check the details with your GM (or the Planes of Law/ Chaos/Conflict sourcebooks) Unique Conditions: This entry lists unique conditions that apply to the plane, unless noted otherwise in one of planes layers description (if any). If these conditions affect spells, use of an arcane key can negate these conditions unless noted otherwise.

The Planes

Traits

Starvation and Thirst (see Fantasy Craft page 217). Suffocation: Except for the planes of Air, Ice, Lightning, and Steam there is no breathable air on Inner Planes. Rare pockets of Air exist but the party shouldnt rely on them. The GM should refer to Suffocation rules (see Fantasy Craft page 217). The Elemental Plane of Air is an endless blue sky, with no clear up or down. It supports life which is generally concentrated around chunks of other elements which drift through space carried by gentle or raging winds. Visitors usually encounter the native djinn and air elementals. Adjacent Planes: Ice, Lightning, Smoke, Vacuum Example Arcane Keys: Feathers, unusual verbal components Traits: Elemental inner plane Ambient Light: Intense (see Fantasy Craft page 218) Enhanced: Air Diminished: Earth, Fire, Water Subjective Direction: Inhabitants of the plane determine their own down direction. Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather

Elemental Plane of Air

The Elemental Plane of Earth is solid rock and firm soil. Unless protected, the land pushes against the object crushing it in an instant. Considering all this, the native dao and earth elementals excel at displays of strength and brute force. Adjacent Planes: Dust, Magma, Mineral, Ooze Example Arcane Keys: Minerals, ore Traits: Elemental inner plane Ambient Light: None (see Fantasy Craft page 218) Enhanced: Earth Diminished: Air, Fire, Water Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Non-protected visitors suffer 1d2 points of subdual damage each round from crushing.

Elemental Plane of Earth

Spells that employ Elements or Energies might behave differently on various Inner Planes (see Fantasy Craft page 112). Starvation and Thirst: With the absence of edible food and drink on most Inner Planes, the GM should refer to rules for

Inner Planes

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The Elemental Plane of Fire is eternally set on fire. On some places, the fires burn so strongly that they can set natives ablaze. Visitors generally encounter bad-tempered natives efreet and fire elementals. Adjacent Planes: Ash, Magma, Radiance, Smoke Example Arcane Keys: Fluid dancelike movements Traits: Elemental inner plane Ambient Light: Bright (see Fantasy Craft page 218) Enhanced: Fire Countered: Ice, Water Diminished: Air, Earth Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Continual fire deals 5d10 points of fire damage every round to creatures and objects. Continual heat waves deal subdual damage every hour (see Fantasy Craft page 215).

Elemental Plane of Fire

makes the undead natives angry. Souls are at great peril here. Adjacent Planes: Ash, Dust, Salt, Vacuum Example Arcane Keys: None discovered so far. Traits: Energy inner plane Ambient Light: None (see Fantasy Craft page 218) Diminished: Air, Fire Diminished Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 1 and when a character scores critical success or failure, roll 1d6-1 (minimum 0) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Affliction , Blessing, Calling, Earth, Energy, Force, Foresight, Necromancy , Shadow, Water, Weather Unique Conditions: Living inhabitants take 2d6 points of lethal damage each round. Upon death they become undead and their souls are forever lost. Created matter is destroyed and spells deal minimum amount of healing and maximum amount of damage.

The Elemental Plane of Water is depthless water. The place can be deceiving, for many dangers lurk in this sea-green world of water. Marids and water elementals are among the kindest natives encountered here Adjacent Planes: Ice, Ooze, Salt, Steam Example Arcane Keys: Artistic and magical inscriptions on totems, pearls, shells Traits: Elemental inner plane Ambient Light: Dim (see Fantasy Craft page 218) Enhanced: Water Diminished: Air, Earth Countered: Fire Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Underwater Combat rules apply (see Fantasy Craft page 217).

Elemental Plane of Water

The Paraelemental Plane of Ice is a white wasteland with places so cold that even thoughts and time freeze. There is no sense of urgency here, only the eternal sleep brought by the slowly embracing chill. Adjacent Planes: Air, Lightning, Salt, Steam, Vacuum, Water Example Arcane Keys: Unique fine glass, unique crystals Traits: Paraelemental inner plane Ambient Light: Bright (see Fantasy Craft page 218) Diminished: Earth, Fire Countered: Ice Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Continual blizzard deals subdual damage every hour (see Fantasy Craft page 215). Non-protected visitors inside the ice suffer 1d2 points

Paraelemental Plane of Ice

The Negative Energy Plane is the source of death. Living visitors glow with life and this

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of subdual damage each round from crushing.

The Paraelemental Plane of Magma is liquid volcanic rock. Efreet and dao meet on this neutral, inhospitable world to trade. Adjacent Planes: Ash, Dust, Earth, Fire, Mineral, Radiance Example Arcane Keys: Needle-thin masterwork trinkets of volcanic rock Traits: Paraelemental inner plane Ambient Light: Dim (see Fantasy Craft page 218) Countered: Water Diminished: Air Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Continual heat waves deal subdual damage every hour (see Fantasy Craft page 215). Inhabitants and objects burst into flame after 1d6 rounds and each round thereafter unless protected.

Paraelemental Plane of Magma

The Paraelemental Plane of Smoke is made of smoke and hot gases. Djinn and efreet war on this inhospitable and unexplored world. Adjacent Planes: Air, Ash, Fire, Lightning, Radiance, Vacuum Example Arcane Keys: Magical incense, pipeweed, vapors inside vials Traits: Paraelemental inner plane

Paraelemental Plane of Smoke

Ambient Light: Faint (see Fantasy Craft page 218) Diminished: Earth, Water Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air. Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather

The Paraelemental Plane of Ooze is a soup of mud, clay, and quicksand. Wizards from the prime planes have been known to put their enemies into spheres, magically supplied with food and water. Victims go insane from boredom. Hence, some call this plane the realm of chambered madness. Adjacent Planes: Dust, Earth, Mineral, Salt, Steam, Water Example Arcane Keys: Foul elixirs, tinctures, oils Traits: Paraelemental inner plane Ambient Light: None (see Fantasy Craft page 218) Diminished: Air, Fire Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Underwater Combat rules apply (see Fantasy Craft page 217).

Paraelemental Plane of Ooze

The Positive Energy Plane is the source of life. But too much energy is just as dangerous as too little, so barely anything can survive this place. Adjacent Planes: Lightning, Mineral, Radiance, Steam Example Arcane Keys: None discovered so far. Traits: Energy inner plane Ambient Light: Intense (see Fantasy Craft page 218) Enhanced: Fire Enhanced Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 3 and when a character scores critical success or failure, roll 1d6+1 (if 7, roll again and apply both results) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Affliction, Blessing, Calling, Earth, Energy, Force, Foresight, Necromancy, Shadow, Water, Weather Unique Conditions: Inhabitants take 20 flash damage each round but heal 2d6 vitality (or wound) points each round, first healing any damage and then adding to their total. If the

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total reaches twice their maximum, they burst into incandescent flames and are destroyed. Created matter is destroyed and harmful spells deal a minimum amount of damage.

Example Arcane Keys: Accumulator, burst of energy Traits: Quasielemental inner plane Ambient Light: Dim (see Fantasy Craft page 218) Countered: Secrets Diminished: Earth Enhanced: Air, Lightning Subjective Direction: Inhabitants of the plane determine their own down direction. Suppressed: Blessing, Calling, Energy, Force, Foresight, Water, Weather Unique Conditions: 10% chance per minute to be directly struck by a lightning bolt (see Fantasy Craft page 369) and 20 points of bang damage.

The Quasielemental Plane of Ash is an ocean of choking, burned-out debris. Adjacent Planes: Dust, Fire, Magma, Negative Energy, Smoke, Vacuum Example Arcane Keys: Cinders Traits: Quasielemental inner plane

Quasielemental Plane of Ash

Ambient Light: Faint (see Fantasy Craft page 218) Countered: Fire Suffocating: No breathable air. Suppressed: Air, Blessing, Calling, Energy, Force, Foresight, Water, Weather Unique Conditions: Continual cooling deals subdual damage every hour (see Fantasy Craft page 215).

The Paraelemental Plane of Dust is an endless dust desert. Adjacent Planes: Ash, Earth, Magma, Negative Energy, Ooze, Salt Example Arcane Keys: Hollow and whispered lamentations Traits: Quasielemental inner plane

Quasielemental Plane of Dust

The Quasielemental Plane of Mineral is a precious stone of incredible beauty, quality and quantity. This is the place dwarves dream of, where iron, diamonds, rubies, silver, and gold are wrapped around each other. Unfortunately, not much is known about this rich place for the only thing that is equal to its amount of wealth is its dangers and natives that guard it from thieves. Adjacent Planes: Earth, Magma, Ooze, Positive Energy, Radiance, Steam Example Arcane Keys: Sounds produced by vibrating crystals Traits: Quasielemental inner plane Ambient Light: None (see Fantasy Craft page 218) Enhanced: Earth Diminished: Air, Fire Suffocating: No breathable air. Suppressed: Blessing, Calling, Energy, Force, Foresight, Water, Weather Unique Conditions: Inhabitants take 1d4 points of lethal damage every round of movement (running multiplies damage by the runners Speed multiplier). Once per day, non-natives must succeed at a Fortitude save (DC 15) or turn to stone.

Quasielemental Plane of Mineral

Ambient Light: Dim (see Fantasy Craft page 218) Diminished: Water Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Air, Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Continual disintegration deals 2d6 points of lethal damage (Fortitude save DC 15 for half) to everything each day. This damage cannot be healed while on the plane.

The Quasielemental Plane of Lightning is a supercell of black clouds, lightning bolts, and deafening thunders. St. Elmos fire rims all solid things, revealing everything. Adjacent Planes: Air, Ice, Positive Energy, Radiance, Smoke, Steam

Quasielemental Plane of Lightning

The Quasielemental Plane of Radiance is made of brilliant colors crushing over each other like waves on the shore. Sages believe that this plane creates stars and auroras.

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Adjacent Planes: Fire, Lightning, Magma, Mineral, Positive Energy, Smoke Example Arcane Keys: Specific colors Traits: Quasielemental inner plane Ambient Light: Intense (see Fantasy Craft page 218) Enhanced: Fire Diminished: Water Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Continual heat waves deal subdual damage every hour (see Fantasy Craft page 215) and non-blind inhabitants take 15 flash damage every round. Objects burst into flames after 1d6 rounds and each round thereafter unless protected.

218) Enhanced: Water Subjective Direction: Inhabitants of the plane determine their own down direction. Suppressed: Blessing, Calling, Energy, Fire, Force, Foresight, Weather Unique Conditions: If an arcane key is used, all spells increase their Casting Time by an additional half-action.

The Quasielemental Plane of Vacuum is the place of no matter, a prelude to utter annihilation. Some speculate that the natives are beings of pure thought, and that visitors may bring them back as unwanted thoughts. Adjacent Planes: Air, Ash, Ice, Negative Energy, Salt, Smoke Example Arcane Keys: Toxic vapors that must be inhaled Traits: Quasielemental inner plane Ambient Light: None (see Fantasy Craft page 218) Countered: Air, Fire Subjective Direction: Inhabitants of the plane determine their own down direction. Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Any spell with Duration greater than Instant or a defined Area is countered. Objects with Complexity of 15 or greater become unusable after 1d6 hours.

Quasielemental Plane of Vacuum

Quasielemental Plane of Salt

The Quasielemental Plane of Salt is made of ever-growing salt minerals and thirsty dust. Adjacent Planes: Dust, Ice, Negative Energy, Ooze, Vacuum, Water Example Arcane Keys: Elixirs made out of spices or plants, fluids Traits: Quasielemental inner plane Ambient Light: None (see Fantasy Craft page 218) Countered: Ice, Water Suffocating: No breathable air (see Fantasy Craft page 217). Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather Unique Conditions: Continual dehydration deals 2d6 points of subdual damage to everything each day. This damage cannot be healed while on the plane.

The Quasielemental Plane of Steam is a depthless, cool cloud of mist. Instead of boiling, the real danger here is drowning. Adjacent Planes: Ice, Lightning, Mineral, Ooze, Positive Energy, Water Example Arcane Keys: Gurgling sounds Traits: Quasielemental inner plane Ambient Light: Faint (see Fantasy Craft page

Quasielemental Plane of Steam

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Outer Planes
Outer Planes arent connected to the Inner Planes so any elemental conjured there is formed from the current planes elemental essence. This means that although physically the same as true elementals, these pseudoelementals have interests (Alignment) equal to their originating plane. Also, they do not qualify as true elementals if need arises. Every time a summoner calls or communicates with a being from Outer Planes a single spell crystal is created. This whistling, glowing crystal shoots across the plane, unerringly seeking the summoners target. Once located, it touches the target releasing the magical energy and thus making the spell work. Depending on the nature of spell, spell crystals differ in shape and color. A Knowledge (spell components) check at DC 20 can identify its spell source. The spell crystals are hazards to planars and should be avoided however. Touching it prematurely will immediately make it assume the touched being as its target. In a case of a summoning spell, this could mean an unwanted trip to some other plane of existence. The Abyss is a plane of infinite layers, a pit filled with grotesque examples of all that is wicked and bad. Besides a multitude of extremely deadly layers (some of them on par with worst Inner Planes) the tanarri call it their home. This is the final destination of the most depraved, hateful, debauched, and destructive souls. Adjacent Planes: Astral Plane (only on Plain of Infinite Portals), Carceri, the Outlands, Pandemonium Example Arcane Keys: Blood, death, destruction of pure material, drinking boiling oil, drinking unholy oil, magic items, mixture of casters and targets blood, money, shattering mirror, demons true name Traits: Lower outer plane with an infinite number of layers and Alignment (Chaos, Evil). Enhanced: Illusion, Secrets, Shapeshifting Enhanced Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 3 and when a character scores critical

Pseudoelementals

Spell Crystals

success or failure, roll 1d6+1 (if 7, roll again and apply both results) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Suppressed: Air, Blessing, Compass, Conversion, Creation, Darkness, Earth, Fire, Foresight, Ice, Light, Lightning, Silence, Sonic, Water Unique Conditions: Summoning magic has 10% chance per spell level to summon a native unless an arcane key is used (see page 82). Many layers have different conditions; check the details with your GM.

The Abyss has an infinite number of layers. Here is a list of those known so far. 1 - Pazunia, also known as The Plane of Infinite Portals or The Palace of 1001 Closets, is an infinite plane with large sinkholes and iron fortresses which guard the physical bodies of tanarri princes when they leave the Abyss to travel via the Astral Plane. 2 - Drillers Hives, realm of Tharzax the Chattering Prince. 3 - The Forgotten Land, realm of Zzyczesiya the Ungrasped. 4 - The Grand Abyss, a bottomless, nigh-infinite canyon that contains portals to virtually every other layer in the Abyss. 5 - Wormblood 6 - Realm of a Million Eyes, home to the Great Mother, Princess of Beholders. 7 - Phantom Plane, realm of the demon lord of the lizard kings, SessInnek. Sealed off from the rest of the Abyss. 8 The Skin-shedder, realm of Volisupula the Flensed Marquesse. 9 - Burningwater 10 - That Hellhole 11 - Molrat 12 - Twelvetrees, abandoned after the sacrifice of twelve captured Devas, and it is haunted by their screams. Used to enchant powerful engines of war. 13 - Blood Tor, realm of the goddesses Beshaba and Umberlee. 14 - The Steaming Fen, realm of the Queen of Chaos. 17 - Deaths Reward, realm of Abraxas the Unfathomable. 21 - The Sixth Pyre, realm of Kardum, Lord of Balors. 23 - The Ice Wastes/The Iron Wastes/Tschyrtolikya, bitterly cold home to Kostchtchie, demon Prince of frost giants.

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24 - Elenur/The Elemental Wastes 25 - Icvnign/The Swarming Jungle 26 - Necrodus 27 - Malignebula, realm of the Abyssal lord Lissaaere the Noxious. 28 - Zahhak 29 - Maldinach/The Desert of Broken Bones 30 - The Shadow Fortress 32 - Sholo-Tovoth: The Fields of Consumption, realm of Turaglas the Ebon Maw. 45 to 47 - These three layers make up Azzagrat, the realm of the tanarri prince Grazzt. 49 - Shaddonon, realm of the demon lord Rhyxali, Princess of Shadow. 52 - Vorganund 57 - Torturous Truth, realm of the Abyssal lord Alvarez the Purging Duke. 58 - Sraosha 63 - The Final Highway 65 and 66 - The Demonweb Pits, home of Lolth, Queen of Spiders and principal deity of evil drow. Lolths Demonweb is located on the 65th layer, from there access is possible to the 66th layer, where her realm and spidership is located. 67 - The Heaving Hills (Verrangoin Realm) 68 - The Swallowed Void 69 - The Crushing Plain 70 - The Ice Floe 71 - Spirac, hunting grounds of the demon lords. 72 Darklight, realm of Nocticula the Undeniable. 73 - The Wells of Darkness, currently serves as the prison of several demon lords such as Shami-Amorae, Ansitif and Ebulon. 74 - Smargard, home to Merrshaulk the yuan-ti deity and Ramenos the bullywug deity. Also contains The Viper Pit (Sseths realm), and the Silent Temple. 75 - Kolopan 77 - The Gates of Heaven, realm of Munkir and Nekir. 79 - The Emessu Tunnels, realm of Anarazel the Daring Darkness. 88 - The Gaping Maw/Brine Flats/ Abysm, home to Demogorgon, Prince of Demons, one of the highest-ranking demons. 89 - Shadowsea, oceanic realm of the demon lord Dagon, Prince of the Depths. 90 - The Guttering Cove, realm of Ilsidahur the Howling King. 92 - Ulgurshek 99 - Unnamed contested layer consisting of several distinctive realms; one is where

demons are spawned, another is a lightning realm, in another can be found portals leading to Juiblex and Kalis layers. 110 - Charnalhome 111 - The Mind of Evil, realm of Schtheraqpasstt the Serpent Reborn. 113 - Thanatos, the realm of Orcus, demon prince of the Undead. 128 - Slugbed, realm of the Abyssal lord Lupercio the Baron of Sloth. 137 - Outcasts End, realm of Azazel, Prince of Scapegoats. 142 - Lifebane, realm of the god Chemosh. 148 - Torrent 176 - Hollows Heart, realm of the demon lord Fraz-Urbluu, which, due to his magical illusions, appears to be flat, colorless, and featureless to the human eye. 177 - The Writhing Realm, realm of Ugudenk the Squirming King. 180 - Restarion/The Rotting Palace 181 - The Rotting Plain, realm of the troglodyte god Laogzed. 182 Duidan 193 - Vulgarea, realm of the foxwoman goddess Eshebala. 222 Shedaklah/The Slime Pits, home to Juiblex demon Prince of Slimes, and Zuggtmoy, Demon Queen of Fungi. 223 - Offalmound, former realm of the dead god Moander. 230 - The Dreaming Gulf, a windy realm home to the dreams of dead gods. 241 - Palpitatia, realm of the bugbear gods Grankhul and Skiggaret. 245 - The Scalding Sea 248 - The Hidden Layer, realm of Eltab. 274 - Durao (gateway layer), mustering ground for the armies of the Abyss as they prepare for battle in the Blood War. 297 - The Sighing Cliffs, realm of the Abyssal lord Lady Lynkhab. 300 - Feng-Tu, realm of the Chinese gods Tou Mu and Lu Yueh. 302 - The Bloodpyre Fields 303 - The Sulfanorum, a place where tanarri come to relax and smoke a pipe of dried flesh. The foul stuff clogs the air, and the stench is almost unbearable, though it doesnt bother the tanarri. Fires are constantly burning, pouring smoke and filth into the skies. Sulfanorums fires are weak, though - just enough to light a pipe or start incense smoking. 304 - The Battlefield 305 - Jahklout

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313 Gorrisons Grasp/Illssenders Realm, site of Illssenders Tower. 330 - The Plateau 331 - The Jungles 332 - The Layer of the Hunt 333 - The Broken Scale, realm of the god Hiddukel. 334 - The Cyanic Fens 340 - The Black Blizzard 348 - Fortress of Indifference, ruled by Tapheon, the nalfeshnee; former realm of the demon lord Thralhavoc. 357 - The Arc of Eternity, realm of Eldanoth the Bloodless Scion. 366 Ojukalazogadit, a sentient layer. 377 - Plains of Gallenshu 379 or 399 - The Worm Realm, realm of the gnome god Urdlen. 398 Shaddonon 400 - Woeful Escarand (Nalfeshnee Realm), a court at which newly arrived larvae and sometimes other demons are judged. 403 - The Rainless Waste, site of Mal Arundak, the City of Confusion (fallen archon realm) 421 - White Kingdom, ruled by the King of Ghouls, once a vassal to Orcus and Yeenoghu, but is now a free agent. 422 - The Seeping Woods, ruled by Yeenoghu, Demon Prince of Gnolls. Also called Yeenoghus Realm 423 - Galun-Khur 452 - Ahriman-abad, realm of Ahrimanes, Chief of the Cacoloths. 471 - Androlynne, realm of Pale Night. 487 - Lair of the Beast and Mansion of the Rake, realm of the vampire god Kanchelsis. 489 - Noisome Vale, ruled by the balor Tarnhem. 493 - The Steeping Isle, realm of Siragle the Ineffable. 499 - Carroristo 500 - A jungle of blood-red vegetation bordering a sea of blood. Possibly ruled by goddess Kali. 503 - Torremor, realm of the demon lord Pazuzu. 507 - Occipitus, former realm of Adimarchus, the demon prince of madness. 518 - Melantholep, possible name of the nesting grounds of the chole dragons, or perhaps an unknown demon prince who rules

Vale

306 307 308 309

The Eternal Lists The Festival Everlasting The Cathedral Thelemic Ablimikarn/The Evershifting

the layer. 523 - Rocky desert that houses the Lakes of Fire 524 - Shatterstone, realm of the ogre god Vaprak. 528 - Juiblexs layer, an infinite layer of slimes and oozes feeding off each other. Juiblexs palace is said to resemble the biggest pile of garbage in the multiverse. 531 - Vudra, realm of the giant marilith Shaktari, the Queen of Poison. 558 - Fleshforges, realm of Dwiergus the Chrysalis Prince. 566 - Soulfreeze, realm of Aseroth the Winter Warlock. 570 - Shendilavri, realm of the demon lord Malcanthet, Queen of the Succubi. 586 - Prison of the Mad God, realm of the derro god Diinkarazan. 587 - The Landless Aerie 597 - Goranthis, realm of Socothbenoth the Persuader. 588 - Cerebulim/The Hermetic Horizon 599 - The Caves of Chaos 600 - Endless Maze, the realm of Baphomet, demon Prince of Minotaurs. The demoness Pale Night resides here as well. 601 - Conflagratum, realm of the Abyssal lord Alzrius, Lord of Infernal Light. 628 - Vallashan, a layer designed to allow temporary victory to conquering armies of Good Alignment, only to then corrupt the conquerors and turn them against themselves. 643 - Caverns of the Skull, realm of the Black Earth Mother Kali, the goddess of destruction. 651 - Nethuria, realm of Vucarik, Consort of Chains. 652 - The Rift of Corrosion 663 - Zionyn, realm of the demon lord Obox-ob, Prince of Vermin. 664 - The Terminal Archive 665 - Pleroma 666 - The Bottomless Pit Acheron is made of immense metallic blocks that drift through space, which sometimes crash, flattening everything on their surface. This (and Sigil) is the safest place where one could deal with fiends. Warriors that lived only to fight end their journey here, where militarism is embraced for its own sake. Adjacent Planes: Astral Plane (only

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on Avalas), Baator, Mechanus, the Outlands Example Arcane Keys: Precise rituals Traits: Lower plane with four layers and Alignment (Evil, Order). Diminished Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 1 and when a character scores critical success or failure, roll 1d6-1 (minimum 0) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Suppressed: Affliction, Air, Artifice, Blessing, Calling, Darkness, Divination, Earth, Fire, Foresight, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water, Word Unique Conditions: Magically summoned beings obey the caster. Every spell creates its own reflection (e.g. Cure Wounds I creates a Cause Wounds I) in the form of a crystal that flies away. It will take one hour for it to find a target but if captured before that, the Effect of the original spell is negated.

element, joke, pure life energy, riddle, ritual offerings (casters blood, gems, gold, milk, oat cakes, olive oil, unblemished animals, wine), targets language Traits: Upper plane with three layers and Alignment (Chaos, Good). Enhanced: Charm Suppressed: Affliction, Air, Artifice, Blessing, Darkness, Divination, Earth, Fire, Foresight, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water, Word

Arborea has three layers. Olympus (1st layer): This layer is dominated by Mount Olympus. It is said that the caverns beneath lead to the lower planes. Air spells are not suppressed here. Ossa (2nd layer): This layer is a shallow sea, scattered with islands. Water spells are not suppressed here. Pelion (3rd layer): This is a place of ruins scattered among white sand and snow. Arcadia is a place of peaceful order with orderly aligned rows of trees, rivers and paths. Natives do not know dusk or dawn for the day abruptly changes into night. This is the spiritual home of moralists who want to force virtue on others. Social ideals come true here without the moral ambiguity of shades of gray. Adjacent Planes: Astral Plane (only on Abellio), Mechanus, Mount Celestia, the Outlands Example Arcane Keys: Pure material, spring water in rectangular container Traits: Upper outer plane with two layers and Alignment (Good, Order). Diminished Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 1 and when a character scores critical success or failure, roll 1d6-1 (minimum 0) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Enhanced: Healing Suppressed: Affliction, Air, Artifice, Blessing, Calling, Charm, Darkness, Divination, Earth, Fire, Foresight, Ice, Illusion, Light, Lightning, Nature, Necromancy, Secrets, Shadow, Shapeshifting, Silence, Sonic, Water,

Layers

Acheron has four layers. Avalas (1st layer): This place, known as the Battlefield, is filled with worlds of armies. If theres a place where first war was waged, this might be it. The density of metal cubes is the highest here. Thuldanin (2nd layer): The metallic blocks are hollow here, scarred and pitted by battle, serving as great junkyards to broken war machinery. There is a 1-in-1000 chance per day to find something useful (roll on Table 7.13: Gear on Fantasy Craft page 346). Tintibulus (3rd layer): This layer is filled with blocks of all geometric types that fracture upon impact. This might be the best place in the Multiverse for magical research. Ocanthus (4th layer): Razor thin plates that slice through darkness make this a very dangerous place. Each round they strike as 1d3 greatswords with BAB +10 and AP 10. Arborea is a place where passions run high and deep, and the plane mirrors it with craggy mountains, deep gorges, giant forests, and vast fields of wheat, orchards, and arbors. This is a place for happy souls that lived in harmony with nature and goodness. Adjacent Planes: Astral Plane (only on Olympus), the Beastlands, the Outlands, Ysgard Example Arcane Keys: Opposite

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Word Unique Conditions: All spells have double Casting Time unless an arcane key is used (see page 82).

Arcadia has two layers. A third layer, Menausus, slipped into Mechanus over millennia ago and joined that plane. Abellio (1st layer): This is a mostly flat layer, but does contain mountains and hills at various points. There are numerous large forests, lakes, streams and fields. Buxenus (2nd layer): This layer is similar to Abellio but hosts a more militaristic feel, with large numbers of natives congregating in anticipation for future battles. Baator is a mockery of Mount Celestia where three trios of great evils rule. The plane resembles a pit with nine distinct layers, each worse than the one before. Visitors should be warned that the native baatezu are most interested in their souls. This is the spiritual home of law-adhering selfish souls and those who organized themselves in order to kill, torture, or enslave. Adjacent Planes: Acheron, Astral Plane (only on Avernus), Gehenna, the Outlands Example Arcane Keys: Obsidian from the River of Blood Traits: Lower outer plane with nine layers and Alignment (Evil, Order). Diminished Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 1 and when a character scores critical success or failure, roll 1d6-1 (minimum 0) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Enhanced: Affliction, Necromancy, Shadow Suppressed: Artifice, Blessing, Calling, Divination, Foresight, Healing, Word

Layers

Baator

burning city of high, black walls and narrow streets as far as eye can see. A notable feature is God Street, a place filled with godly realms of various evil deities that have not earned enough worshippers to acquire a real realm. Fire spells are enhanced here but Ice and Water spells are countered. Minauros (3rd layer): The third layer is a bog filled with sharp volcanic rock and dead bodies. The weather consists of acidic rain, flesh-slicing hail, and harsh winds. Water and Weather spells are enhanced here. Phlegethos (4th layer): The fourth layer is a world of volcanoes, fire-filled with hills of ash, streams of magma, and rains of fire flakes. Earth and Fire spells are enhanced here but Ice and Water spells are countered. Stygia (5th layer): The fifth layer is a frozen sea. The dark sky is constantly filled with lightning storms. Ice, Lightning, and Water spells are enhanced here but Air and Fire spells are countered. Malbolge (6th layer): The sixth layer is a great rocky slope where cascades of rocks fall down, crush everything on their path. Fortresses made out of copper provide some refuge from the avalanches. Earth spells are enhanced here. Maladomini (7th layer): The seventh layer is a land of ruins where new cities are constantly being built. Deep below, there are dungeons that even the natives fear. Earth spells are enhanced here. Cania (8th layer): The eighth layer is an ice coffin, a place where vast glaciers grind and crash against the jagged mountains sending snow and ice up in the sky. Air, Ice, and Water spells are enhanced here but Fire spells are countered. Nessus (9th layer): The ninth layer is a wasteland with the deepest rifts, hottest flames, and steepest cliffs. The lake of fluid ice is the last destination of visitors. An incredibly deep and wide rift lies immediately below the layer boundary between Cania and Nessus. All spell terms are enhanced here. The Beastlands is a place where animals come first, then everything else. Inside the savage jungles, swamps, and forests visitors can encounter interesting wild life. Souls that lived simple and natural lives end their journey here. Adjacent Planes: Arborea, Astral Plane (only on Krigala), Elysium, the Outlands Example Arcane Keys: Bonfire, blown

Baator has nine layers, each below the previous one. Avernus (1st layer): The first layer is a rocky wasteland with a red sky lit by flaming spheres and crimson explosions. Legions of natives march across the plains in continual readiness for the next battle of the Blood War. Earth and Fire spells are enhanced here but Ice and Water spells are countered. Dis (2nd layer): The second layer is a

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leaves, feathers, oats, pebbles, silver ore, smoke, stones Traits: Upper outer plane with three layers and Alignment (Chaos, Good). Diminished: Affliction, Necromancy, Shadow Suppressed: Air, Artifice, Blessing, Divination, Foresight, Weather, Word Unique Conditions: Inhabitants with 1 or more skill ranks in Survival temporarily receive the Pathfinder Basics (Forest/ Jungle) feat while on the plane. Magically summoned beings are all natives unless an arcane key is used (see page 82).

Bytopia has two layers which are connected by their mountain peaks. Dothion (1st layer): This serene land is dedicated to pastoral industry. Communities are based around small towns with their own militia and council. Shurrock (2nd layer): This land is rough and stormy, with deep woods serving as home to hidden beasts and monsters. Plenty of ore makes sure that mining, smelting, quarrying are the most frequent trades. All spell Elements / Energies are enhanced here (casters must still first use an arcane key). Carceri is a place of exiles, where all those defeated and banished plot their sweet revenge. The plane is called a six-fold realm because its six layers are nested one inside the other. This is the spiritual home of those that held crime high in regard but were punished. Adjacent Planes: The Abyss, Astral Plane (only on Othrys), the Gray Waste, the Outlands Example Arcane Keys: Casters blood, farastus thigh bone, lead necklace, lodestone Traits: Lower outer plane with six layers and Alignment (Chaos, Evil). Enhanced: Energy, Force, Weather Suppressed: Artifice, Blessing, Divination, Foresight, Healing, Word

Layers

Layers

Carceri

The Beastlands has three layers. Krigala (1st layer): This is a place of continual noon where predators hunt hiding in the thick jungles and savannahs. Gentle rains occur once per day allowing some measure of time passing. Fire and Light spells are enhanced here but Darkness spells are diminished. Brux (2nd layer): This is a place of perpetual dawn (or dusk). The sky is always filled with half-light competing with the silver trace of a moon. Karasuthra (3rd layer): This is the land of night where stars outshine the moon. Fire and Light spells are diminished here but Darkness spells are enhanced.

Bytopia is a pair of layers filled with mountains, streams, forests, meadows and hardworking souls. Visitors can look up and see the other layer through the distant haze of the atmosphere. Good, hardworking, and civilized souls end their journey here. Adjacent Planes: Astral Plane (only on Dothion), Elysium, Mount Celestia, the Outlands Example Arcane Keys: Building fire, handmade items crafted on Bytopia, shoveling earth Traits: Upper outer plane with two layers and Alignment (Good, Order). Enhanced: Healing Suppressed: Affliction, Air, Artifice, Blessing, Darkness, Divination , Earth, Fire, Foresight, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water, Word Unique Conditions: Magically summoned beings are all natives unless an arcane key is used (see page 82).

Bytopia

Carceri has six layers, each nested inside the other. Othrys (1st layer): This is a world of vast bogs and quicksand fed by the river Styx. This war-ravaged landscape is crossed only by spotted ranges of mountains. Cathrys (2nd layer): This is fetid jungle and scarlet planes where plants ooze acid and plains are filled with razor grass. Minethys (3rd layer): This is a crimson desert whose harsh winds can strip meat from bones. Air spells are enhanced here. Colothys (4th layer): This is a mountainous world with canyons miles deep. Earth spells are enhanced here. Porphatys (5th layer): This is a cold, shallow ocean fed by acidic black snow. The snow burns unprotected inhabitants for 1d6 points of acid damage each minute. Ice and Water spells are enhanced here and Fire spells are diminished. Agathys (6th layer): This is the

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coldest layer, with half-frozen natives trapped in black-red ice. Very low temperatures freeze inhabitants and deal subdual damage every hour (see Fantasy Craft page 215). Ice and Water spells are enhanced here and Fire spells are diminished. Elysium is a place of fertile richness and natural beauty where natives live in peaceful repose and freedom. This is the destination of the souls who sought always to further the cause of good without regard to order or chaos. Adjacent Planes: Astral Plane (only on Amoria), the Beastlands, Bytopia Example Arcane Keys: Abacus, lodestone, ruler, small toys, twigs, whistles. Traits: Upper outer plane with four layers and Alignment (Good). Suppressed: Affliction, Necromancy, Secrets, Shadow Unique Conditions: Magically summoned beings are all non-natives unless an arcane key is used (see page 82).Undead suffer 2d6 points of lethal damage per round here. Arcane keys do not work for characters with Evil as one of their Alignment choices and they can never reach their destination here.

Elysium

Gehenna is a void filled with four great volcanoes, shuddered only by vicious eruptions. The volcanoes are connected at the base. This is the spiritual home of those that value ends over means and exploitation of others more than themselves. Adjacent Planes: Astral Plane (only on Khalas), Baator, the Gray Waste, the Outlands Example Arcane Keys: Skull of a someone slain in anger, warm obsidian, yagnaloths fingerbone Traits: Lower outer plane with four layers and Alignment (Evil, Order). Diminished: Charm, Healing, Nature Enhanced: Affliction, Energy, Force, Necromancy, Shadow, Weather Suppressed: Artifice, Blessing, Divination , Foresight, Word Unique Conditions: Magically summoned beings are all natives although they are under the casters control for the spells Duration. An arcane key enables the caster to summon non-natives but they are not under his control.

Gehenna

Layers

Elysium has four layers. Amoria (1st layer): This is an untroubled land of meadows separated by gentle woods. The hospitable layer closely resembles the Prime Material Plane with many town settlements along the banks of the River Oceanus. It has very mild seasons, with gentle winters and comfortable summers. Eronia (2nd layer): This is a mountainous place with big waterfalls and jagged peaks. The weather is much more severe with violent windstorms and lightning being common. The seasons are more extreme with bitter winters and hot summers. Weather spells are enhanced here. Belierin (3rd layer): This is a marsh free of pestilence and pesky insects. A few settlements exist here on rocky spurs above the level of the swamps, many with a cathedral-like lighthouse, which directs travelers through the mists to safety. Thalasia (4th layer): This is a sea dotted with small islands and undersea realms. Here the River Oceanus starts its flow though the other layers. Water spells are enhanced here.

Gehenna has four layers, each a volcano drifting in the void. Khalas (1st layer): This is the gentlest of four furnaces. Here visitors can see Chamada far in the distance, resembling a bloody moon. Unprotected inhabitants and objects take 1d2 points of fire damage each round. Fire and Earth spells are enhanced here. Chamada (2nd layer): This is a savage place where the orange glow of magma blots out the sky. The poisonous air is pushed before the rivers of lava that fall down the slopes. Unprotected inhabitants and objects take 1d6 points of fire damage each round. Fire and Earth spells are enhanced here but Water spells are countered. Mungoth (3rd layer): This is a place where ash and acidic snow form dangerous avalanches. Unprotected inhabitants and objects take 1d3 points of acid damage each minute. Fire and Earth spells are enhanced here but Water spells are countered. Krangath (4th layer): This is a dead volcano, a place where everything is cold and silent. Natives dwell beneath the frozen surface, hoping to warm themselves

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there. Very low temperatures freeze inhabitants and deal subdual damage every hour (see Fantasy Craft page 215). Air and Water spells are enhanced here but Fire spells are countered. Gray Waste is a land where evil is so great that colors fade into gray shades. This doesnt seem to bother fiends which wage Blood War here. Natives are lost, living in eternal despair seeking but never finding sun and the stars. This is the spiritual home of utterly vicious and devoid of all love, those that appeal to others through vanity, lust, greed, and cynicism. Adjacent Planes: Astral Plane (only on Oinos), Carceri, Gehenna, the Outlands Example Arcane Keys: Small mirror, stone plucked from the petitioners mouth Traits: Lower outer plane with three layers and Alignment (Evil). Countered: Color-based magic (e.g. Color Spray) Enhanced: Affliction, Necromancy, Shadow Suppressed: Artifice, Blessing, Charm, Divination, Foresight, Healing, Nature, Word Unique Conditions: Once per week, inhabitants must succeed at a Will save (DC 15) or be overcome with despair and no desire to leave. Unless saved by others, they turn into larvae in 1d6 months. Summoning spells can bring beings of any XP value but only from the first layer. Summoned beings remain under the casters control for the spells Duration. An arcane key (see page 82) enables the caster to summon beings on any layer but with the XP value limit listed in the spells description and the being will not be under the casters control.

and vain heroes end their journeys. Compass spells have 75% chance to be countered. Limbo is a soup of everything and anything found on the planes. The constant motion and change affects everything, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. A few places in Limbo are stable enough for normal travel. This is the spiritual home of creative souls, those that prized selfexpression and freedom above all. Adjacent Planes: Astral Plane, Pandemonium, the Outlands, Ysgard Example Arcane Keys: Balancing dagger, blown smoke ring, dissolving salt, risky destruction, spinning coin. The arcane keys always change here. Traits: Middle outer plane with one or more layers and Alignment (Chaos). Enhanced: Air, Darkness, Earth, Fire, Ice, Light, Lightning, Silence, Sonic, Water Unique Conditions: All spells require two successful Spellcasting checks unless an arcane key is used (see page 82). If one of them fails, a wild magic surge occurs (see Fantasy Craft page 326). Critical success or critical failure require only one check to occur though. Shaping Limbos environment into a safe zone requires a successful Concentrate check and a full-round action thereafter to maintain it. Refer to the Table 7.2: Limbos Terrain Maintenance below to determine area and type of environment generated. The DC may vary depending on the current conditions; check the details with your GM. If inhabitants find themselves inside an elemental zone, refer to conditions of that Elemental Plane above. Outside of any elemental zone, the raw chaos matter deals 1d6 points of aligned (Chaos) subdual damage per round. There is a 10% chance that each Illusion spell cast becomes real. Wild Magic: The Sorcery (Wild Magic) campaign quality is in effect all the time on Limbo (see Fantasy Craft page 326).

Limbo

The Gray Waste

The Gray Waste has three layers. Oinos (1st layer): This is a place of stunted trees and virulent disease. A 20 mile high citadel is found here. Compass spells are countered. Niflheim (2nd layer): This place is free of the disease that sweeps over Oinos. Thick mist hangs around tall pines. Compass spells have 75% chance to be countered. Pluton (3rd layer): This is the opposite of Mount Olympus, a world where fallen tyrants

Layers

Sages cannot agree on a number of Limbos layers but if there are more than one,

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then they all look the same. Mechanus is a place of giant cogs that hover at all angles. They turn in the rhythm of cosmic heartbeat, being dead yet alive at the same time. The largest cogs turn so slowly that the rotation is almost undetectable. This is the spiritual home of those who justified their existence through the laws of nature and those that could normally function only under authority and organization. Adjacent Planes: Acheron, Arcadia, Astral Plane, the Outlands Example Arcane Keys: One-twelfth of a cog marked with spell schools sigil Traits: Middle outer plane with one layer and Alignment (Order). Countered: Illusion, Secrets, Shapeshifting Countered Wild Magic: If Sorcery (Wild Magic) is in use, it doesnt work on this plane. Suppressed: Affliction, Air, Darkness, Earth, Fire, Healing, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water Unique Conditions: Magically summoned NPCs with Alignment (Order) are under casters control for the spells Duration. Artifice, Blessing, Divination, Foresight, and Word spells cast by a caster with Alignment (Chaos) are countered unless an arcane key is used (see page 82). Waterbreathing NPCs dont require water for sustenance. All talking NPCs understand each other.

Mechanus

Mount Celestia is a place of holy goodness, a mountain which represents the ascent of ones soul towards the golden radiance of mercy. This is the safest of all places in the multiverse. Adjacent Planes: Arcadia, Astral Plane (only on Lunia), Bytopia, the Outlands Example Arcane Keys: Metal bowls, metal hearts, metal stars Traits: Upper outer plane with three layers and Alignment (Good, Order). Countered: Illusion Diminished Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 1 and when a character scores critical success or failure, roll 1d6-1 (minimum 0) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Enhanced: Healing Suppressed: Affliction, Air, Artifice, Blessing, Darkness, Divination, Earth, Fire, Foresight, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water, Word Unique Conditions: Spellcasting check error ranges for casters whose Alignment choices do not consist of both Order and Good increase by 4. Magically summoned beings obey casters unless the casters Alignment choices consist of Chaos or Evil.

Mount Celestia

Mechanus has no layers but the best know realm is Regulus which is supervised by modrons, bizarre creatures grouped by strict hierarchy. Table 7.2: Limbos Terrain Maintenance Intelligence score* 1-4 5-10 11-18 Terrain radius 10 ft. per attribute point 30 ft. per attribute point 300 ft per attribute point

Layers

Mount Celestia has seven layers, one above the other. Lunia (1st layer): This is the Silver Heaven, an innocent land of gentlest summer

Layers

Terrain type Simple (e.g. meadows) Complex (e.g. hills, streams, trees) Artificial (e.g. buildings, streets)

19+ 1 mile per attribute point Includes native life forms * NPCs with chaos shaper (see page 140) use Wisdom score when unconscious or not concentrating

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night filled with stars and moonlight. The lowest layer is surrounded by vast Silver Sea of holy water and shining cities of white stone. Mercuria (2nd layer): This is the Golden Heaven, a place where glistening castles are filled with winged natives - the archons. A mysterious golden light permeates everything here. The layer is also known for its great tombs and monuments to noble warriors who now rest on this layer. Venya (3rd layer): This is the Pearly Heaven, a lush and fertile land of meadows and moors, although somewhat colder than the previous two. Solania (4th layer): This is the Electrum Heaven, a land rugged with canyons and crashing rivers and monasteries and magnificent cathedrals along the high paths. Many of the slopes are rich with ore and minerals. Mertion (5th layer): This is the Platinum Heaven where sky burns bright above the huge fortresses. It is said that the natives were all paladins in their former lives. Undead suffer 1d6 points of lethal damage per round here. Jovar (6th layer): This is the Glittering Realm where sky and hills glow with the sparkling fire of colorful gems. Chronias (7th layer): This is the Illuminated Heaven where the goodness takes action against all its visitors depending on the choices they made so far. There is no real account or description of this layer, as no one that has entered has ever returned. Table 7.3: Magic on the Outlands Layer Ring Spell Effects 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 9th 8th 7th 6th 5th 4th 3rd 2nd 1st 9th-level spells are countered 8th-level spells are countered 7th-level spells are countered 6th-level spells are countered 5th-level spells are countered 4th-level spells are countered 3rd-level spells are countered 2nd-level spells are countered

spire is in the center, above which floats the city of Sigil. The land, varied with prairies, towering mountains and shallow, twisting rivers, is wild and scarcely populated. Souls that maintained status quo in their lives end their journey here. Adjacent Planes: Astral Plane, all Outer Planes Example Arcane Keys: Gem, glowing stone, alive or dead insect, razorvine leaf Traits: Middle outer plane with one layer and no Alignment. Suppressed: Affliction, Air, Darkness, Earth, Fire, Healing, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water. Artifice, Blessing, Calling, Divination, Foresight, and Word are only suppressed if they access the Inner Planes. Unique Conditions: Refer to Table 7.3: Magic on the Outlands for spell and other effects depending on the layer.

The Outlands has 10 layers (actually rings) seamlessly connected into a single land.

Layers

Other Effects Natural spells are countered Attribute, life, and soul draining extraordinary attacks are unavailable, Illusion spells are countered without an arcane key Poison has no effect Abilities of demigods are unavailable, no conduits may reach this layer Abilities of lesser gods are unavailable, connections to the Astral Plane cannot be made Abilities of intermediate gods are unavailable Abilities of all gods are unavailable

Spire All magic is countered

The Outlands is a central plane, the one that touches all other planes. An infinitely high

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Pandemonium is the least hospitable to visitors sanity. The twisting, infinite complex of caverns is filled with blasting screams and howling winds. This is the spiritual world of lawless madmen that cared nothing for the wellbeing of others. Adjacent Planes: The Abyss, Astral Plane (only on Pandesmos), Limbo, the Outlands Example Arcane Keys: Stone flutes, stone jugs, stone whistles Traits: Lower outer plane with four layers and Alignment (Chaos, Evil). Ambient Light: None (see Fantasy Craft page 218) Ambient Noise: Extreme (see Fantasy Craft page 218) Enhanced Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 3 and when a character scores critical success or failure, roll 1d6+1 (if 7, roll again and apply both results) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Suppressed: Artifice, Blessing, Divination, Fire, Foresight, Healing, Light, Silence, Sonic, Word Unique Conditions: Actions that require concentration fail due to winds unless inhabitants succeed at a Concentrate check (DC 20). The GM may spend action dice to increase the winds strength where appropriate (see Fantasy Craft page 369). If exposed to the howling winds, inhabitants suffer 4d6 points of stress damage and 4d6 points of bang damage per hour. If they lose consciousness due to this damage, they act as if under the effect of Insanity I spell (see Fantasy Craft page 134) from that point on. This condition can be cured only by Blessed Forgetfulness (see page 62) or Wish III spells.

Pandemonium

of dark where rocks absorb light and heat. Visitors orient themselves by the sound of dripping water. Agathion (4th layer): This is a place where no tunnels exist, but only separate closed-off spaces with stale air and vacuum. Entry to these pocket areas sounds impossible with each space having one portal in and out and some no portals at all. Ysgard is a void where rivers of earth carry earthbergs with them, continent-sized chunks of stone. Natives love to clash blades for there is nothing more glorious than to fall in the battle like a hero. This is the spiritual home of rowdy, generally good-natured types who valued physical prowess and good times above all. Adjacent Planes: Astral Plane (only on Ysgard, the 1st layer), the Beastlands, the Outlands, Ysgard Example Arcane Keys: Kennings, runes Traits: Upper outer plane with three layers and Alignment (Chaos, Good). Countered: Weather Enhanced: Artifice, Blessing, Divination, Foresight, Word Enhanced Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 3 and when a character scores critical success or failure, roll 1d6+1 (if 7, roll again and apply both results) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Suppressed: Affliction, Air, Compass, Conversion, Creation, Darkness, Earth, Fire, Healing, Ice, Light, Lightning, Necromancy, Shadow, Silence, Sonic, Water Unique Conditions: Magically summoned beings are all natives unless an arcane key is used (see page 82).

Ysgard

Pandemonium has four layers. Pandesmos (1st layer): This is a complex of large caverns and tunnels where powerful winds test everyone they encounter. The river Styx starts its flow here through the Lower Planes. Cocytus (2nd layer): This is a place of narrower tunnels but the wind is even worse, breaking even the strongest minds. Phlegethion (3rd layer): This is a realm

Layers

Ysgard has three layers. Ysgard (1st layer): This is a place where the top of Ygdrassil the world Ash is located. The underside of the earthbergs burns with fire and molten rock. Musppelheim (2nd layer): This is a place where the earthbergs are turned upside down and the land burns with hot flame. Fire spells are not suppressed here. Nidavellir (3rd layer): This is a

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subterranean place where rivers are very close one to another and because of this, the layout of the caverns changes quickly.

There is only one Prime Material Plane, which contains many different worlds filled with humans, pechs, drakes, elves, dwarves, and others. Those persons coming to the other planes of existence from the Prime are referred to as primes themselves. They are often treated as clueless and inferior by the planar elitists. Adjacent Planes: Ethereal and Astral Plane Example Arcane Keys: None. Traits: Prime Material Plane

Prime Material Plane

The Transitive Planes connect the Prime Material Plane to either the Inner Planes or the Outer Planes. Dreams go through the Ethereal Plane and minds thoughts through the Astral Plane. The Astral Plane is an endless silvery sky which connects the Prime Material Plane with the Outer Planes. On this plane of thought, occasional bits of solid matter can be found, such as a dead gods petrified body. This plane acts as a museum of the multiverse, housing discarded ideals and ideologies. Those that are intellectually strong are most comfortable here of all the planes. Adjacent Planes: The Prime Material, all Outer Planes (only on 1st layer) Example Arcane Keys: Mental exercises, states of mind Traits: Transitive plane Diminished: Blessing, Calling, Foresight, Illusion, Secrets, Shapeshifting Enhanced Wild Magic: If Sorcery (Wild Magic) is in use, the threat and error ranges of Spellcasting check increase by 3 and when a character scores critical success or failure, roll 1d6+1 (if 7, roll again and apply both results) and consult Table 7.4: Wild Magic (see Fantasy Craft page 326). Suppressed: Air, Compass, Conversion, Creation, Darkness, Earth, Fire, Ice, Light, Lightning, Shadow, Silence, Sonic, Water Unique Conditions: Living creatures dont need to breathe and require only 1 common meal per day. Their attribute

Transitive Planes

scores are substituted as follows: Strength with Intelligence and Dexterity with Wisdom. Their Base Speed becomes 30 feet per Intelligence score and non-natives take a -2 penalty on attack rolls and the attack roll error ranges increase by 2. Hurled and Ranged weapon range increments are doubled. Magic items with Charm: (Greater) Storage do not function. Everything radiates magic, Casting Time cannot exceed 1 full round, and Area is increased by 50%. Nothing ages or decays because time doesnt pass here. However, once a character abandons the Astral Plane, time catches up with him (20-year-old that spend 50 years on the Astral would become a 70-year-old once he leaves.) Psychic winds composed of mental energies might trap the visitors for 3d10 minutes. See Table 7.4: Psychic Wind Effect to determine the winds effects. The Ethereal Plane envelops all Inner Planes and connects them to the Prime Material. This deep ocean of mist is made of boundless possibilities where dreams might become real. The Prime Material is visible from the Ethereal Plane, but it appears fuzzy, muted and indistinct, its colors blurring into each other. Adjacent Planes: The Prime Material, all Inner Planes Example Arcane Keys: Small disks of stable protomatter Traits: Transitive plane Ambient Light: Dim (see Fantasy Craft page 218) Countered: Artifice, Divination, Word Diminished: Glory, Seals, Warding Enhanced: Illusion, Secrets, Shapeshifting Suppressed: Blessing, Calling, Earth, Foresight, Water Unique Conditions: Created matter is virtually weightless and there is a 5% chance that Illusion spells become real. If an arcane key is used, all spells increase their Casting Time by an additional half-action.

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Table 7.4: Psychic Wind Effects Area effect upon physical targets 1-4 5-6 7-8 9-10 1-4 5-6 7-8 9 10 1-6 7-10 11-13 14-15 16-17 18* 19 20* Diverted 1d6 days off course Diverted 3d10 days off course Completely lost Sent thorough random color pool Diverted 1d6 days off course Diverted 3d10 days off course Completely lost Silver cord damaged, target returned to physical body Silver cord snapped, target slain Stunned for 1d6 rounds Baffled for 3d8 rounds Helpless for 1d10 hours Frightened for 2d10 rounds Intelligence reduced to 1 for 1d20 hours Temporary insane for 1d4 hours Helpless for 1d100 days Permanently insane

Chapter 8: Playtesting
To be honestly blunt, we want to hear your feedback. Our rules are not yet finalized and were asking for your help so we can polish and mold them into a valuable gaming source. The rules will be made available in a number of releases (this is the First Playtest release). Your playtesting will help shape the eventual finished product which will be available for free download at www. planescraft.com Submitting Feedback Once youve read through the rules and played a few games with them, visit our forum on www.planescraft.com/forum Use the forum to post your own feedback, read the feedback of others, and to talk to the Planescraft design team.

Area effect upon astral targets

Personal effect

* See Table 5.8: Grim Retreat Type on page 113 to determine the type of insanity.

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Appendix: Timeline
The Beginning The Multiverse is formed. (H:tBW) The baernaloths stagger forth from the mists of creation. (H:tBW) The baernaloths spawn the yugoloths. (H:tBW) The River Styx forms. (H:tBW) A baernaloth named Apomps creates the gehreleths from dead yugoloths and is exiled with the gehreleths into Carceri. (H:tBW) The first ultroloth, the General of Gehenna, creates the Heart of Darkness to expunge the taint of law and chaos from the yugoloths which become the larvae of the lower planes. (H:tBW) A creature called the Maeldur Et Kavurik is told the true names of all the larvae. (H:tBW) The larvae migrated to the Abyss and Baator to evolve into the tanarri and baatezu. (H:tBW) The baernaloth disappear, and the ultroloths become the leaders of the yugoloths. (H:tBW) The baatezu begin to explore the planes, eventually discovering the tanarri in the Abyss; as the tanarri stumble into Baator and find the baatezu. (H:tBW) The Blood War begins. (H:tBW) The arcanaloths hire themselves out to either side of the Blood War, and betraying both. (H:tBW) The Lords of the Nine and the Princes of the Abyss (the Abyssal Lords) rise in power. (H:tBW) The baatezu and tanarri discover the upper planes and the celestials. (H:tBW) The celestials swoop down on the Lower Planes and the Blood War in a yearlong campaign. (H:tBW) A truce is called by the fiends as they rout the celestials back to the Upper Planes, leaving only 3000 alive. (H:tBW) A schism forms in the celestial on how to proceed, forming the archons and the aasimon. (H:tBW) Concurrently yet separately, the baatezu, tanarri, and yugoloths begin recording

their histories. (H:tBW) The fiends learn about the powers. (H:tBW) Gods of Chaos and Law begin to meddle in the Blood War until a power of Chaos is slain and the surviving gods decided to take more subtle actions. (H:tBW) Mask of the Pit happens, as tanarri forces attempt to disguise themselves as baatezu and infiltrate the baatezu camp. They fail miserably. (H:tBW) The Four-Cross. Bel turns stag on the baatezu, joining forces with tanarri, then rejoining the baatezu, only turn stag on his kind again for a year and a day, when he leads the tanarri into a long planned baatezu ambush, crippling the chaotic fiends for almost a decade. Bel is awarded Avernus, the first layer of Baator. (H:tBW) After millennia, spirits begin appearing from the Prime Material Plane. On the Lower Planes, they take the form of larvae, which the baatezu learn to metamorphosize into new members of their kind. (H:tBW) The Empire of the Brain Fiends comprised many prime worlds, the Ethereal and the Astral Plane. The Blood War pauses as the powers of the Outer Planes turn to face the brain fiend menace. (GttAP) An enslaved human woman called Gith (named after her prime world of origin) led a revolt against the brain fiends and freed her mutated people, shattering the Empire of the Brain Fiends. (GttAP) The man Zerthimon spoke out against Giths campaign of genocide for the brain fiends, plunging the freed humans into civil war. (GttAP) With Zerthimon killed in the civil war, his followers retreated to Limbo in defeat, becoming the githzerai. (GttAP) Gith led her armies into the Astral plane to become the githyanki, The Children of Gith. (GttAP) A wizard named Vlaakith begins counseling Gith to become allies with Tiamat in Baator. She never returns, but Ephelomon, the red dragon

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consort of Tiamat, visits the githyanki and claims Gith has placed Vlaakith in command, sealing the pact between the Children of Gith and red dragonkind. (GttAP) The fiends discover Sigil and the Lady of Pain. (H:tBW) The first battle over the Field of Nettles. (H:tBW) The fiends begin corrupting the Prime Material Plane. (H:tBW) The Dark Eight form on Baator to deal with morale lowered by tanarri infiltrators. They take over the planning process of the Blood War. Of the original eight, only Baalzephon and Fucas still live. (H:tBW) The Maw, a massive crevice down the center of the Gray Waste, opens and swallows a yugoloth fortress. It is now called the Ghoresh Chasm. The second baatezu/tanarri truce forms and soon disintegrates. (H:tBW) The Lady of Pain entraps the soul of an immortal mage in the Labyrinth Stone and casts it from Sigil into the Lower Planes. (FW) -10000 The human which will become the Nameless One is born. (PS:T) -9870 The greatest mage in all of Sigil, Shekelor, leaves Sigil and begins a quest for the Labyrinth Stone that leads to Agathion, third layer of Pandemonium and ends with his death. (FW, ItC:GtS) -4020 The Great Modron March Begins (GMM) -4000 The prime world of Logicus is destroyed and its crystal sphere sealed. (DttU) -3873 A portal opens up in the Slags of the Hive and The Blood War spills into Sigil for six weeks. (ItC:GtS) -3731 The Great Modron March Begins (GMM) -3442 The Great Modron March Begins (GMM) -3387 A group calling themselves the Champions of Rajaat begin the Cleansing Wars on the prime world of Athas (Priests Contemplation of the 144th Kings Age). (FM) -3153 The Great Modron March Begins (GMM) -2872

Fell, a dabus, becomes a priest of Aoskar. (DttU, U:FoS) o The Lady of Pain destroys the church of Aoskar (Power of Portals, God of Doors, Keeper of Gateways) and his head priest Imendor, resulting in closing of the portals that will become known as the Four Doors. (DttU, ItC:GtS) o Chronepsis, Draconic god of death, fate, and judgment, imprisons his proxy black dragon Argathorn on Thuldanin, in Acheron. (DttU) -2864 The Great Modron March Begins (GMM) -2575 The Great Modron March Begins (GMM) -2372 o The Four Doors open, discovered by the Populace. Warp Sense spell does not seem to work on them. (DttU) o The First Door appears in the second floor room on Gray Dragon Lane in the Clerks Ward. (DttU) o The First Door leads to a hollow cube on Acherons second layer, Thuldanin. (DttU) o The Second Door appears in the Lower Ward, inside the Shattered Temple. Fargullen passes through to a sealed vault on Agathion, in Pandemonium. (DttU) o The Third Door appears in Market Ward which leads to the sealed crystal sphere of the prime world of Logicus. (DttU) o The Fourth Door appears in the Ladys Ward and leads to the 4th level reality realm of the mercurials, Beldarri, on Mount Celestia. (DttU, RL:tNL) o 2 months after opening, the Four Doors close. (DttU) -2325 The orc god Gruumsh slays the Mulhorand deity Re (-1071 DR). (FR:CS2) -2286 The Great Modron March Begins (GMM)

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-2000 Lich Skall lays foundations for the Dustmen faction. (FM) -1997 The Great Modron March Begins (GMM) -1872 o The Four Doors open (DttU) o Fargullen the dwarf emerged from the Second Door and spreads prophecies about some future age and is fed to the Wyrm. (DttU) o 2 months after opening, the Four Doors close (DttU) -1708 The Great Modron March Begins (GMM) -1504 Dregoth, undead dragon sorcererking, discovers the planar gate. After a decade of research, he uses the device to travel the Outer Planes of existence for the next 15 centuries (Githanys Slumber of the 170th Kings Age). (DS:CbtSS) -1417 The Great Modron March Begins (GMM) -1398 The Battle of Mount Deismaar on the prime world of Aebrynis slays that worlds powers, spilling their blood across the land of Cerilia. Their prime proxies took their place: Haelyn replaces Anduras, Erik replaces Reynir, Sera replaces Brenna, Avani replaces Basaia, Kriesha and Belinik replace Azrai, Nesirie replaces Masela, and Rournil replaces Vorynn (515 Masrtian Reckoning/0 Haelyns Count/-973 Michaeline Reckoning). (BR:CS, OHG) -1372 o The Four Doors open (DttU) o 2 months after opening, the Four Doors close (DttU) -1128 The Great Modron March Begins (GMM) -800 The Revered Queen, Vlaakith CLVII ascends to the throne of the githyanki in the fortress of Tunarath. She becomes a lich, and therefore cannot sire heirs. (GttAP) -875 The Arcane sell the Astromundi Cluster to the tanarri, and begin collecting shadowstone to power the Darkgate. (SJ:tAC) -873 Vartus Timlin, factol of the Expansionists, is mazed by the Lady of Pain after 12 factols congregate in the Catacombs near the portal to the Dabus realm. (WoW, ItC:GtS)

-872 o The Four Doors open (DttU) o An unnamed Abyssal Lord sends a retriever through the Second Door. (DttU) o A mercurial named Lathuraz enters Sigil through the Fourth Door from the 4th level of reality (DttU, RL:tNL) o Zarulaz follows his brother Lathuraz through the Fourth Door to Sigil. (DttU) o 2 months after opening, the Four Doors close (DttU) o Lathuraz travels the planes and Prime gaining power while Zarulaz remains in Sigil. (DttU) -855 The Fraternity of Order is organized into a Faction. (FM) -839 The Great Modron March Begins (GMM) -770 The Planewalkers Guild is formed in Sigil, established before most of the Factions that survive the Great Upheaval. (TftIS) -573 o The first records of the Revolutionary League are made by factol Jaretta of the Fraternity of Order. (FM) o A group of bloods from Sigil travel to Pelion to investigate the remains of an ancient temple. (DG) -550 The Great Modron March begins (GMM) -542 Nycaloth-led Army of Darkness assaults Myth Drannor on the prime world of Abeir-Toril. (712 DR). (FR:CS2) -540 Myth Drannor falls to the Army of Darkness. (710 DR). (FR:CS2) -500 o The Great Upheaval (FM, FW) o The 49 factions are ordered by the Lady to number no more than 15, and must take up positions in governing the city of Sigil. (FM) o They are: Athar, Bleak Cabal, Believers of the Source, Communals, Doomguard, Dustmen, Fated, Free League, Fraternity of Order,

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Incanterium, Mercykillers, Revolutionary League, Society of Sensation, Sign of One, Transcendent Order. (PS:CS, FM, DG). o Within 2 weeks, 34 factions disband, merge, or vacate Sigil. (FM) o The Sodkillers and Sons of Mercy merge to become the Mercykillers. (FM) o Free League memberships swells to almost 1 million registered members. (FM) -474 The Doomguard start a street war while the factions are struggling for direction. (FW) -470 Members of the swollen Free League ranks begin to simply die. (FM) -450 Membership in the Free League dwindles down to 20.000 by a plague that only affected Indeps. (FM) -373 The Harmonium is founded on the prime world of Ortho. They will eventually come to Sigil and replace the Communals as a true Faction. (FM, PH) -372 o The mercurial Zarulaz hires bloods to defeat his brother Lathuraz by collecting artifacts. Estavan of the Planar Trade Consortium is one of them. (DttU) o The Four Doors open (DttU) o Lathuraz wounds Zarulaz with the hyper reality blade Sword of Lathuraz, keeping the bloods from opening the Fourth Door. Zarulaz stays behind beyond the Second Door. (DttU) o Lathuraz is defeated by Zarulazs bloods and trapped behind the Third Door. (DttU) o A Nonaton modron enters the Third Door to Logicus and becomes their Logicus Prime. (DttU) o Zarulazs bloods hide the artifacts, the Rod of Mercury behind the First Door, the Cloak of Trapping behind the Second Door, and the manacles of Lesser Reality behind the Third Door. The Sword of Lathuraz is also hidden behind the Third Door. (DttU)

2 months after opening, the Four Doors close (DttU) -370 Duke Rowan escapes the Lady of Pains Mazes to find himself in the past in the Gatehouse. The Bleak Cabal imprison him as a barmy and rename him Gifad. (FW) -344 Traban, founder of Trabans Forge, is born on the prime world of Krynn. (ItC:GtS) -271 o The Demiplane of Dread appears in the Ethereal Plane (Year 351). (RL:DoD) o Zapan joins the Dark Eight taking the councils Immortal Relations duties. (H:tBW) -270 The Planewalkers Guild leaves Sigil and sets up operation on the Infinite Staircase. (TftIS) -261 The Great Modron March Begins (GMM) -218 The dwarven blacksmith Trabans grandson, Tarholt, is born on the prime world of Krynn. (ItC:GtS) -185 Trabanson is born the middle son to the dwarven blacksmith Traban on the prime world of Krynn. (ItC:GtS) -172 Zaebos takes his place among the Dark Eight in charge of promotion/ demotions. (H:tBW) -171 Orcus curses the city of Moil on the prime world of Ranais to sleep until the sun rises, the rips the city from it world and casts it into the Ethereal to become the City that Waits. (DG, GttEP, GH:RttToH) -74 A cornugon baatezu named Kasrarlin met and fell in love with a tanarri succubus called Chiryn during a raid in the Abyss. Realizing their incompatibility, they agreed to send messages via courier once a year. (WoW) -73 A group of ten unknown merchants fund Chirpers. (ItC:GtS) -23 o The Ragers, a sect from Ysgard, begins building the Great Arena to become a faction, but are soon kicked out of Sigil. (PSMCA2) o Folks once known as

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Xaosophiles, the Discordant Opposition, and the Ochlocrats became the Xaositects, replacing the Incanterium as a true Faction. (FW) 1 Year of Factol Hashkars Reign Hashkar becomes factol of the Fraternity of Order, replacing Lariset the Inescapable. (FW) 7th Year of Factol Hashkars Reign The clan of Traban immigrates to Sigil from the prime world of Krynn as part of a dwarven exodus after an earthquake. (InC:GtS) 11th Year of Factol Hashkars Reign Tarholtson is born to Talholt, grandson of Traban the blacksmith. (ItC:GtS) 28th Year of Factol Hashkars Reign o The Great Modron March Begins (GMM) o The hero Rangell Farambler diverts a flank of the Modron Parade from the power Shella Peryroyls blessed orchards. (ItC:GtS) o The modrons sign an agreement to forever follow the established roads in Hearths Faith on Mount Celestia. (GMM) 47th Year of Factol Hashkars Reign Future taxidermist Mhasha Zakk is born. (ItC:GtS) 58th Year of Factol Hashkars Reign Utadas Tensar, founder of Tensars Employment service, is born. (ItC:GtS) 67th Year of Factol Hashkars Reign Jeena Ealy, author of true-life adventure books, is born. (ItC:GtS) 77th Year of Factol Hashkars Reign The Hall of Speakers pass a tax meant to relieve the starvation in the Hive. Barely a month passes before protests are filed. The tax is repealed in less than six months. (ItC:GtS) 84th Year of Factol Hashkars Reign Harys Htchis is born to two tailors. (ItC:GtS, U:FoS) 87th Year of Factol Hashkars Reign Imel Brustur turns a disaster into financial success in the course of 3 days and 3 hours, and establishes Imels Happy Tongue. (ItC:GtS) 92nd Year of Factol Hashkars Reign F. Moskin Faz establishes the Bronze

Bezants, a moneylender. (ItC:GtS) 100th Year of Factol Hashkars Reign Ritha of the Fraternity of Order travels to the Quasielemental Plane of Steam and successfully communicates with the elusive klyndesi. (PSMCA3) 107th Year of Factol Hashkars Reign o Alisohn Nilesia is born to a thief in the cells of the Prison. Her mother dies in childbirth. (FM) o Jeena Ealy writes her first book on the fashion trends of the Ladys Ward, Hats, Hoops, and Hairpins. (ItC:GtS) 111th Year of Factol Hashkars Reign A group of adventurers from the world of Oerth travel to the Demonweb Pits in the Abyss in order to assassinate Lolth. (GH:Q1) 114th Year of Factol Hashkars Reign The Grand Conjunction takes place in the Demiplane of Dread (Their years 735 to 740). (RL:DoD) 115th Year of Factol Hashkars Reign Alisohn Nilesia applies for membership in the Red Death at age 8. Factol Mallin himself refuses her application. (FM) 118th Year of Factol Hashkars Reign o Alisohn Nilesia becomes the youngest Mercykiller ever, joining the ranks of the Red Death at age 11. (FM) o The Time of Troubles takes place on the prime world of Abeir-Toril, as its powers walk the lands (1358 DR or 0 PR). (FR:CS2, FR:FD&D) 120th Year of Factol Hashkars Reign o Orcus, tanarri lord of the undead, is slain by primes with the help of Kiaransalee, a drow goddess. (H:tBW) o Orcus Wand is locked away in Agathion, the fourth layer of Pandemonium. (H:tBW, DttU, DG)

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122nd Year of Factol Hashkars Reign In an effort to establish herself as the next royal bloodline, Trinth leads the Githyanki of the Astral Plane to discover a way to safely breaches the Gray and invades Athas. She is killed on the Astral, and the portal collapses (Silts Vengeance of the 190th Kings Age, or Free Year 6). (DS:BS) 124th Year of Factol Hashkars Reign While on Acheron, Duke Rowan Darkwood becomes a Prolonger. (FW) 125th Year of Factol Hashkars Reign o Duke Rowan Darkwood moves to Sigil. (PS:CS, FM) o The tanarri enter the Astromundi Cluster through the Darkgate to collect ownership of Clusterspace. (SJ:tAC) o The same day he joins the Fated, Duke Rowan Darkwood suggest that factol Emma Oakwright step down and name him the new factol. She does. (FM) 126th Year of Factol Hashkars Reign o Dregoth, the undead dragon sorcerer-king, returns to the prime world of Athas (the Friends Agitation of the 190th Kings Age, or Free Year 10). (DS:CbtSS) o The Factols Manifesto is published by an unknown editor, and is immediately banned by order of the Harmonium. (FM) o The Doomguard form an alliance with the tanarri to build the Ships of Chaos. (PoX) o Arkle-mens, a red abishai baatezu, sends a group of primes into Sigil with a doomsday device that fails. (WoW) o Vartus Timlin is rescued from the Mazes. (WoW) o Kasrarlin sends a group of berks to the Abyss to deliver a love letter to Chiryn. (WoW) o The forces of Gallus, Cralingen, and Hebarlzel, pit fiend baatezu fight those of Riza (a marilith), and Henhar and Miirta (balor tanarri) to a stand-still on a prime world. (WoW) o The spirit of Zeracuk, a dwarven

sage on portals, is freed from imprisonment by a titan name Crius on Colothys in Carceri. (WoW) o A nicEpona named Myeral is rescued from a king on a godless prime world of Kellinon. (WoW) o Brachalis hires some berks to travel to Plague-Mort as the gate-town begins to slip into the Abyss. (WoW) o The Warden is spotted on the Beastlands avenging the death of a white hart. (WoW) o A swarm of slaadi are defeated along the River Oceanus on the layer of Olympus in Arborea. (WoW) 127th Year of Factol Hashkars Reign o Kasrarlin sends the same cutters from the year before to deliver another love letter to Chiryn. (WoW) o The gray slaad regains its stature and seeks out the cutter that bested it a year and a day ago. (WoW) o Umbra becomes appointed as the One True Being. (Du #55) o The Nameless One travels the Planes and regains his mortality. (PS:T) 128th Year of Factol Hashkars Reign o The yugoloths decide to use the Maeldur Et Kavurik to strip the fiends of their teleport ability. (H:tBW) o Kasrarlin send the same bloods from the previous two years to rescue Chiryn from her masters. (WoW) o 1 week prior to the reappearance of the Four Doors, Garmundi starts making sense. (DttU) o While Estavan is away from Sigil, Signers break into his office and steal the First Door Ledger. (DttU) o Origax hires Balathzar James to break the code in the First

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o o o o

o o o

o o o o o o o

Door Ledger. (DttU) Balathzar James meets with Lissandra the Gate-Seeker about the First Door. (DttU) Thugs from Jerkots Imports attack Balathzar James and steal the First Door Ledger. (DttU) Balathzar James holes up in the Healing Hovel on Thistlewind Way. (DttU) Garmundi visits Fells Tattoo Shop in the Market Ward and gains a tattoo of Aoskars holy symbol. (DttU) Doors to the Unknown (DttU) Corranthol calls for Harmonium to have Garmundi arrested (DttU). The First Door appears in the offices of Balthazar James, above Paltrys Pastries. The building is owned by the PTC. (DttU) Garmundi leaps through the Second Door as it appears in the Shattered Temple. (DttU) The Third Door appears in the mouth of a Cortelestial as it migrates to Sigil. (DttU) The Fourth Door appears on the side of the Tower. (DttU) The Society of the Locked Door ceases it passive ways and becomes violent. (DttU) 2 weeks after opening, the Society of the Locked Door destroy a portal. (DttU) Orgurr the Green Slaad enters the Third Door. (DttU) 1 month after opening, the Society of the Locked door attempts to kill Lissandra the Gate-Seeker and Fell the Fallen Dabus. (DttU) The Logicus Prime of the prime world Logicus prophesizes through the Omenotron of the early Modron March and the return of Orcus. (DttU). 6 weeks after opening, Lathuraz assumes the body of Cuth Banthor, leader of the Society of the Locked Door, killing him. (DttU) Lathuraz if finally destroyed in

the hyper reality of Beldarri. (DttU) o 2 months after opening, the Four Doors close. (DttU) 129th Year of Factol Hashkars Reign o Bwimb, Baron of Ooze, is slain by Tenebrous with the Last Word. (DG) o The Tower Sorcerous reappears after centuries back in its original location. Three days later, it disappears. (C:GC97) o Primus, the One and Prime of the modrons, is slain by Tenebrous with the Last Word. (GMM, DG) o The Great Modron March begins over 100 years too early. (GMM) o Five stones come to the attention of the Will of One are impossible to destroy among the remains of a ruined temple, believing them to contain the essence of a dead god. (DG) o The brain fiend god of secrets Maanzecorian is slain by Tenebrous with the Last Word. (DG) o The power of fate Camaxtli is slain by Tenebrous with the Last Word. (DG) o Nekrotheptis Skorpios, proxy of Set, is slain by Tenebrous and the power of the Last Word. (DG) o A proxy of unknown powers named Everth is slain in Pelion by Tenebrous with the Last Word. (DG) o The power of wisdom and love Tomeri is slain by Tenebrous with the power of the Last Word. (DG) o The Five Stone are discovered to be carved from the husk of the dead god Badir, son of Nol, from the Prime Material Plane. Tenebrous is revealed to be the undead remains of Orcus when the Wand of Orcus is destroyed and his last priest is slain in the Astral plane upon his dead

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husk. (DG) HaerDalis, a tiefling actor and Doomguard, comes to Abeir-Toril with Raelis Shais theatre troupe. (BGII:SoA) 130th Year of Factol Hashkars Reign o A lawful evil force known as the Iron Shadow begins draining the imagination from the planes by claiming the formian city of Klictrik on Arborea, the human city of Bluphoril on the elemental plane of Air, the rilmani city of Sum of All in the Outlands, and the kyton city of Jangling Hilter on Baator. (TftIS) o A group from the prime world of Toril travel to the Abyss to bargain with Grazzt for the freedom of Waukeen, goddess of Luck and Fortune, his prisoner since the Time of Troubles (1370 DR). (FR:FD&D) o A githyanki fortress in the Astral named TorNavroc is wiped out by psurlons. (TftIS) o A group of bloods are asked to investigate the spread of the Iron Shadow by the lillendi caretakers of the Infinite Staircase. (TftIS) o The Iron Shadow-infected formian Queen Hvixmnac travels to the Spawning Stone on Limbo and infects it. Her absence plunges the city into chaos, resulting in its flooding. (TftIS) o Jazriul the hound archon begins his investigations on the spread of the Iron Shadow. (TftIS) o Iron Shadow-infected slaadi travel to the demiplane of Maelost in the Ethereal and to the githyanki fortress TorNavroc in the Astral. (TftIS) o A kyton band travels to Limbo to assassinate the githzerai CahmFel. (TftIS) o Slaadi travel to the formian city of Klictrik on Arborea to wreak revenge for their queen bringing them the Iron Shadow. (TftIS) o Faction War timeline

o o

o o

o o

o o o o

Day 0 The wizard Validesu discovers the Sigil spell. (FW) Day 1 Duke Rowan Darkwood finds the Labrynth Stone on the fourth layer of Pandemonium. (FW) Factol Rhys of the Transcendent Order abandons Sigil for a Cipher base in Elysium. (FW) Day 5 Darkwood peels the Harmonium and Doomguard into thinking the other is planning an attack. (FW) The Lady of pain sends factol Erin Montgomery of the Sensates and factol Pentar of the Doomguard to the Mazes. (FW) Day 7 Darkwood secretly marries factol Alisohn Nilesia of the Mercykillers. (FW) Day 8 The oldest barmy in the Gatehouse, Gifad, demands to see Darkwood, who ignores him. (FW) Day 9 The Lady of Pain banishes factol Skall of the Dustmen, the three leaders of the Free League, and various cell leaders of the Revolutionary League to the Mazes. (FW) Day 10 The Eschaton sect surfaces and begins prophesying the doom of Sigil. (FW) Duke Rowan forces Nilesia through a portal and sells her to the fiends. The Mercykillers begin to splinter. (FW) Day 11 The Lady of Pain sends factol Darius of the Sign of One, factol Sruce of the Bleak Cabal, factol Terrance of the Athar, and factol Ambar of the Believers of the Source to the Mazes. (FW) Day 13 Duke Darkwood records his plans to destroy the Lady into a recorder stone in the Sensoriums of the Civic Festhall as Gifad the barmy tries to escape the Gatehouse.

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(FW) Day 16 Factol Sarin of the Harmonium is assassinated by the Revolutionary League. (FW) o Arwyn Swans Son announces the splinter of the Red Death into the Sons of Mercy, the Sodkillers, and the Mercykillers. (FW) o The Lady of Pain banishes factol Karan of the Xaositects to the Mazes (FW) o The Faction War begins. (FW) o Day 19 The Lady of Pain sends Duke Rowan to the Mazes.(FW) o Faction War ends. Factions disband and most leave Sigil. (FW) 1 Post-Faction War o HaerDalis meets and accompanies the Bhaalspawn who ascends into godhood. (BG2:ToB) o Zellor, a githyanki knight believing herself to be the re-incarnation of Gith, begins a revolt against the Lich Queen Vlaakith from within the Citadel of Gith Reborn.(VoM) o Vecna enters Sigil and seals himself beneath the Armory. He is soon cast out. (DVD) o

TftIS WoW BGII:SoA BGII:ToB BR:CS DS:BS DS:CbtSS Du DVD FR:FD&D FR:CS2

Tales from the Infinite Staircase Well of Worlds Baldurs Gate II: Shadows of Amn Baldurs Gate II: Throne of Bhaal BIRTHRIGHT Campaign Setting DARK SUN: Black Spine DARK SUN: City by the Silt Sea Dungeon Die Vecna Die! FORGOTTEN REALMS: For Duty & Deity FORGOTTEN REALMS: Campaign Setting 2nd Edition

GH:RttToH GREYHAWK: Return to the Tomb of Horrors GH:Q1 RL:DoD RL:tNL GREYHAWK: Queen of the Demonweb Pits RAVENLOFT: Domains of Dread RAVENLOFT: The Nightmare Lands SPELLJAMMER: The Astromundi Cluster Vortex of Madness

Key
C:GC97 DG DttU FM GttAP GttEP H:tBW ItC:GtS OHG PH PoX PSMCA2 PSMCA3 PS:T Cutters: Gen Con 97 Dead Gods Doors to the Unknown Factols Manifesto Guide to the Astral Plane Guide to the Ethereal Plane Hellbound: The Blood War In the Cage: Guide to Sigil On Hallowed Ground Planewalkers Handbook Planes of Chaos Planescape Monstrous Compendium Appendix 2 Planescape Monstrous Compendium Appendix 3 Planescape: Torment

SJ:tAC VoM

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Appendix: Cant Glossary


Addle-cove: A not-particularly friendly way to call someone an idiot, as in, Did you hear what that addle-coved wizard wanted us to do? Also a noun: Hes an addle-cove! Anarchist: Another name for a member of the Revolutionary League. Anarchs Guild: A sect in Limbo. The members are masters of molding Limbos raw chaos matter. Also called the Chaos Masters or Groundsmen. Anthill: City or town. Astral conduit: A wormhole through the Astral Plane connecting the Prime Material Plane and the Outer Planes. Athar: A faction in Sigil, also called the Lost. Its members hold that there are no true powers. The local priests would like to see them get lost (see lost, below). Bang around: To hang around, or spend idle time in. Between adventures, bashers sometimes bang around the Cage. Bar that: An almost-polite way to say shut up, or dont talk about that. Its quick, to the point, and can be used as a warning: Bar that, Janos, theres Dustmen over there. Bargainers: Another name for the Ringgivers. Barmy: Insane. As in, The winds of Pandemoniumll drive a body barmy if he stays too long. Barmies are insane folks, especially those in Sigil, whove been touched by the impossible bigness of the planes. Basher: A neutral reference to a person usually (but not always) a thug or fighter. Beggars: Another name for the Ringgivers. Believers of the Source: A faction in Sigil, also called the Godsmen. They believe that everyones got the potential to be a power. Berk: A fool, especially one who got himself into a mess when he should have known better. Birdcage: A cell, prison, or anything that compares to it. Bleak Cabal: A faction with despondent members and a view that says life is meaningless. Also known as the Bleakers, the Cabal, and the Madmen. Blinds: The dead-ends of the Mazes, it

also means anything impossible or hopeless, as in, Hell hit the blinds if he tries lying to the factol. Blood: An expert, sage, or professional in any field. A champion gladiator can be a blood, as can a practiced sorcerer. Calling someone a blood is a mark of high respect. Bob: The business of cheating someone, whether its of their cash, honor, or trust. Good guides in Sigil warn a cutter when someones bobbing him. Thieves boast that they bobbed a leatherhead on the street. Bone-box: The mouth, named because of its teeth, fangs, or whatever. Stop rattling your bone-box, is telling a berk to lay off the threats or bragging. Box: A rogue modron that has taken up residence in Sigil. Brain-box: This slang refers to a berks head, usually in a crude or uncomplimentary way. Go soak your brainbox, is a common idiom, while He banged his fool brain-box on it means a berk finally figured something (obvious) out. Brotherhood of Glory: A sect from Ysgard. They say a body can prove his worth only by besting others in physical challenges. Also called Ragers or the Glory-seekers. Brethren, the: Another name for the Order of the Planes-Militant. Bub: Booze, wine, or ale - usually cheap and barely drinkable. Bubber: A drunk, especially if he, she, or it has fallen on hard times. Bubbers dont get any sympathy from most Cagers. Bullies: Another name for the Expansionists. Burg: Any town smaller than Sigil, in size or in spirit: at least thats how folks from Sigil see it. Other bodies dont agree. Cage, the: A common nickname for Sigil, used by locals. Its derived from birdcage, so its a pretty harsh judgment on the place. Cager: A native or resident of Sigil. Canny: Smart or talented. Caravan to Curst: A one-way street. Caretakers, the: Another name for the Guardians. Case, the: The house or place where a cutter lives. Has a positive connotation as a nice or decent place. Celestial: An intelligent being native to the Upper Planes. Includes aasimon,

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archons, eladrin, guardinals, and more. Center of the Multiverse: A place that doesnt exist; there is no true center of the multiverse. No matter where a body stands, hes at the center of things (at least from his perspective). Chameleons: Another name for the Converts. Chant, the: An expression that means news, local gossip, the facts, the moods, or anything else about whats happening. Whats the chant? is a way of asking for the latest information on a bashers heard. Chaos Masters: Another name for the Anarchs Guild. Chaosmen: A nickname for the Xaositects. Children of Heaven, the: Another name for the Order of the Planes-Militant. Chippers: Another name for the Dispossessed. Chiv: A weapon, usually something with a blade. Ciphers: A nickname of the Transcendent Order faction, used because most folks dont know what theyre talking about. Clueless, the: The folks who just dont get it, usually primes. Use this on a planar and therell likely be a fight. Also an adjective, like calling someone a clueless berk. Color pool: Colored portals on the Astral Plane that give access to the Prime as well as the Outer Planes. Communals: A former faction that operated out of the City Provisioners. They declared the universal distribution and sharing of everything. They became popular with the destitute of the city, as they controlled the citys food storages, and that they finally gave some political representation to the poor. The faction vanished after they declared that the Lady of Pain should share control of the city. Conies: Victims of the cony-catchers. Converts: A sect from Limbo whose members join other factions or sects. Sooner than later, they then leave in order to join yet another one and so on. Also called the Chameleons or Turncoats. Cony-catchers: Con-men, tricksters, or thieves looking for someone to peel. Cross-trade: The business of thieving, or anything else illegal or shady. A cross-trading scum is a thief whos probably angered the Mercykillers.

Cutter: A complimentary term that refers to anybody, male or female. It suggests a certain amount of resourcefulness or daring, and so its a lot better than calling someone a berk. Dark: Anything secret is said to be dark. Heres the dark of it, is a way of saying Ive got a secret and Ill share it with you. Dead, the: Another name for the Dustmen. Dead-book: A body in the dead-book is dead. Some people have others put in the dead-book. Deader: Anyone in the dead-book. Defiers: Another name for the Athar. Dispossessed: A sect from Pandemonium and Carceri. A bunch of angstridden outcasts determined to prove they were right. Also called Exiles or Chippers. Doomguard: A faction in Sigil that believes in entropy and decay. Also called the Sinkers. Dustmen: One of the factions of Sigil. They believe everybodys dead. Also called the Dead. Exiles: Another name for the Dispossessed. The Expansionists: A faction in Sigil over a thousand years ago. They believed that it was the purpose of all things to expand and grow in strength, power, and knowledge. Also called Bullies and Growers. Faction: One of the 15 philosophical groups that rule Sigil. Factioneer: A general term for any faction member. Factol: The leader of a faction. Factor: One of the factols high-up advisers or a body whos dedicated his life to the faction. Usually in the highest position of power in a faction, and often considered for the job of factol if the old one steps down or is otherwise removed. Factotum: A dedicated member of a faction. Faithful, the: Another name for the Order of the Planes-Militant. Fated, the: A faction that holds that if theyve got something, its because it belongs to them. This doesnt always sit well with others. Also called the Takers or Heartless. Feeding the Wyrm: The act of executing a prisoner. Specifically, a unique type of execution carried out by the

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Mercykillers. Fiend: Primarily refers to baatezu, gehreleths, hordlings, tanarri, and yugoloths, but sometimes includes any intelligent being native to the Lower Planes (night hags, imps, quasits, and the like). Fraternity of Order: A faction in Sigil, also called the Guvners. They believe that knowing physical laws gives a cutter power over everything. Not the kind of folks to argue logic with. Free League: A faction whose members live their lives as they please, with no allegiance to others. Some folks figure that makes them untrustworthy right there, but theyre pretty useful as mercenaries. Also called the lndeps. Garnish: A bribe, as in Give the irritating petty official a little garnish and hell go away. Gate: Another term for a portal. All gates in Sigil are generally called portals. This term is also used in a general sense to describe any sort of passage between one plane and another. Gate-town: A burg on the Outlands that has a gate to another Outer Plane. Each plane has one gate-town, and the town often has the same basic appearance, outlook, and attributes as the inhabitants, architecture, and terrain of the corresponding plane. Ghost: A prime who visits the planes via astral spell. Since it involves little physical risk on the primes part, its often considered cowardly and even distasteful by planars (the prime hasnt even deigned to come to the planes with his actual body). The term cord babies is also used, though less frequently. Give em the laugh: To escape or slip through the clutches of someone. Robbing a tanarri and not getting caught is giving it the laugh. Give the rope: What happens to condemned criminals who dont manage to give the law the laugh. Usually thieves are the only folks who use this term. Go to the Mazes: A idiomatic curse meaning go away and wishing a terrible fate upon the berk as well. Godsmen: Another name for the Believers of the Source. Graybeard: A sage or scholar. This term refers to the stereotypical wizened old man but can apply to any learned intellectual. Glory-seekers, the: Another name for the Brotherhood of Glory. Goldhounds: Another name for the

Merkhants. Great Ring, Great Wheel: The Outer Planes, often depicted in maps and diagrams (which are often misleading) as a ring. This also refers to their infinite size, another allusion to the endlessness of a ring. Great Road: A series of permanent, always-active gates scattered throughout the Outer Planes. The Great Road connects all the Outer Planes, although the gates themselves are so spread out that its said it would take many lifetimes to walk the entire Great Road. A few of the gates are linked by paths, but most are not connected in any way. Groundsmen: Another name for the Anarchs Guild. Growers: Another name for the Expansionists. Guardians: A sect from Elysium that mirrors guardinal society and ideals. Also known as the Caretakers or Protectors. Gully: A potential victim of a peel, a gullible sod. Guvners: Another name for the Fraternity of Order. Hardheads: Another name for the Harmonium. Harmonium: A faction of the planes, also called the Hardheads. Its slogan could be, Do it our way or no way. Heartless, the: Another name for the Fated. Hidden Hand, the: Another name for the Merkhants. High-up: Powerful. This refers to a spell, position, or anything else with plenty of power that can theoretically be measured. Also a person of money and influence. Factols, for example, are high-ups. Its bad form to call ones self this; its a phrase others bestow. Hipped: Stranded. Hipping the rube means stranding someone by sending him through a one-way portal. Incanterium: A sect that believes that mastering magic is the key to total power. Also known as Incantifers, Magicians, or Wanters. Incantifers: Another name for the Incanterium. Indeps: The common name for members of the Free League. Inner Planes: The Elemental Planes

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(Air, Earth, Fire, Water), Paraelemental Planes (Ice, Magma, Ooze, Smoke), Quasielemental Planes (Ash, Dust, Lightning, Mineral, Radiance, Salt, Steam, Vacuum), and Energy Planes (Positive and Negative). They are planes of elements and energy, as opposed to those of concepts and alignment. Jink: The goal of the poor: money or coins. Thats going to take a lot of jink! means an expensive bit of garnishing. Kip: Any place a cutter can put his feet up and sleep for a night, especially cheap flophouses in the Hive or elsewhere. Also, to call kip is to make a place a bodys home, at least for a while. Knight of the post, knight of the cross-trade: A thief, cheat, and a liar: clearly not a compliment unless, of course, thats what the basher wants to be. Lann: To tell or inform. See welllanned. Leafless tree: The gallows, which is where some berks wind up after theyve been scragged. Leatherhead: A dolt; a dull or thickwitted fellow. Use it to call someone an idiot. Also an adjective: a leatherheaded sod. Lost: Dead. He got lost means he aint coming back without a resurrection. Lost, the: Another name for the Athar. Lower Planes: Also called the dark planes, or nether regions. The Abyss, Acheron, Baator, Carceri, Gehenna, the Gray Waste, and Pandemonium, the planes of evil alignment. Fiends inhabit these dismal planes. Madmen, the: Another name for the Bleak Cabal. Magicians: Another name for the Incanterium. Mark: To make note of something, as in Spies guard the portal and mark who comes and goes. To be marked is to be identified, as in That berk was marked as a Guvner. Mathematicians: A sect from Mechanus whose members are mostly ex-Guvners. They believe that the cogs and gears of Mechanus hold answers to all questions. Mazes, the: The nasty little traps the Lady of Pain creates for would-be dictators. Its also come to mean any particularly welldeserved punishment, as in, Its the Mazes for him and I cant say Im sorry. Mercykillers: A faction of Sigil that believes in absolute justice. Also called the Red

Death.

Merkhants: A sect from the Outlands. A bunch of stinking rich merchants that believe only in the power of coin. Also called Goldhounds, the Hidden Hand, or Misers. Minds Eye: A sect formed after the Faction War by Believers of the Source and the Sign of One. Members are traveling the Planes on their quest for self-discovery. Also called Seekers or Visionaries. Minder: A bodyguard. As in, Hes not so tough, but theres a couple of minders watching over him. Also another name for a member of the Sodkillers. Minders Guild: Another name for the Sodkillers. Misers: Another name for the Merkhants. Multiverse: All the planes, bounded and infinite, Inner and Outer, are collectively called the multiverse. Music: A price a cutter usually doesnt want to pay, but has to anyway. As in, Pay the music, or youll never find your way out of here. Not a literal amount. Namer: Someone who belongs to a faction in name only, paying lip service to its philosophy but not dedicated to its principles. Nick: To attack, cut, or strike someone, often used in threats. Its also used to indicate inflicting other injury upon a sod, such as stealing from him, as in I nicked him good, and got his chiv. Opposition: A sect from the Inner Planes that opposes everybody else, including themselves. Order of the Planes-Militant: A sect from Mount Celestia that actively works to undermine evil. Also called the Brethren, the Children of Heaven, or the Faithful. Out-of-touch: Outside of the Outer Planes. A body whos on the Elemental Plane of Water is out-of- touch. This vernacular comes from Sigil, which is considered to be the center of the multiverse by those who adopted this phrase. Out-of-town: Like the phrase above, this ones used by Cagers to describe a body whos on the Outlands. Outer Planes: The Abyss, Acheron, Arborea, Arcadia, Baator, the Beastlands, Bytopia, Carceri, Elysium, Gehenna, the Gray Waste, Limbo, Mechanus, Mount Celestia, the Outlands, Pandemonium, and Ysgard.

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The planes of concept rather than element. Outsiders: Clueless primes who dont yet know how things work on the planes (and especially in Sigil). Park your ears: To eavesdrop, spy upon, or just simply listen intently. He parked his ears in the Hall of Speakers to keep up with the very latest chant. Path: A means of planar travel that requires actual physical movement. Commonly known paths include the rivers Styx and Oceanus, Mount Olympus, the World Ash Yggdrasil, and the lnfinite Staircase of Ysgard. Peel: A swindle, con, or trick. Its often used as a verb. Peeling a tanarri is usually a bad idea. Peery: Suspicious and on ones guard. What a basher should be if she thinks shes going to get peeled. Petitioner: A mortal who has died and reformed on the plane of his alignment and/ or deity without memory of his former life. A petitioners ultimate goal is to become one with the plane hes occupying, although no one (not even the petitioner) knows the whole dark of this. Pike it: A useful, all-purpose rude phrase, as in, Take a short stick and pike it, bubber. Pike off: To anger someone, as in, Once he discovers hes been peeled, hes going to be really piked off. Planar: Any being native to a plane other than the Prime Material Plane. These are living beings, not petitioners. Planar conduit: A wormhole-like connection that links two layers of the same plane, or (rarely) two layers of two different planes. Plane-touched: A planar crossbreed. Any offspring of a planar native and a human. Tieflings are plane-touched, as are aasimar and genasi. Alu-fiends and cambions are also considered plane-touched. Planewalker: A cutter who travels the planes looking for adventure, jink, or glory: a plane-traveling adventurer. Usually, to refer to someone as a planewalker carries a tone of some respect, for such individuals are considered capable, knowledgeable, and experienced. Portal: A doorway allowing passage to (and possibly from) another plane. These are always found in bounded spaces like archways, and always re- quire a key. Also called gates. Power: A being of incredible might,

drawing energy from those who worship it and able to grant spells to priests. Also called a deity or god. Someone a body shouldnt ever mess with. Prime: The Prime Material Plane or someone from that plane. Also a single primematerial world. Protectors, the: Another name for the Guardians. Proxy: A mighty servant of a power: usually a former mortal servant of that power. Ragers: Another name for the Brotherhood of Glory. Ragers: Another name for the Brotherhood of Glory. Red Death: Another name for the Mercy-Killers. Revolutionary League: A faction in Sigil that wants to see all the other factions destroyed. Also called the Anarchists. Ride: An adventure, task, or undertaking. As in, Whats the ride today, boss? Ring-givers: A sect from Ysgard. They believe that only by sharing one can receive. Also called Bargainers or Beggars. Rube: A naive or clueless person, but not necessarily a prime. Sometimes this terms used to describe any non-Cager. Rule of Threes: One of the fundamental rules of the multiverse: Things tend to happen in threes. Scan: Look, listen, or learn. Scan this, berk, can mean listen up, look at this, or check this out. Scanning the chant is learning the latest news. Scragged: Arrested or caught. Screed: A monotonous tirade, or someone who gives one. If used to refer to a person, it means someone who speaks at length without any real knowledge, or simply an argumentative person. As in Dont listen to him, hes just a screed. Seekers: Another name for the Minds Eye. Sensates: Nickname for the Society of Sensation. Sign of One: A faction whose members figure that everybody is the center of his own universe. Also called the Signers. Signers: A faction nickname for the Sign of One. Sinkers: Another name for the Doomguard.

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Society of Sensation: A faction that believes lifes got to be experienced to be understood. Also called the Sensates. Sod: An unfortunate or poor soul. Use it to show sympathy for an unlucky cutter or use it sarcastically for those who get into their own messes. Sodding: A derogatory term used to stress magnitude. A sodding idiot is an amazingly stupid berk. Sodkillers: A faction whose members are ex-Mercykillers. They believe that justice is served right only by an adequate amount of physical punishment. Also called Minders Guild. Sons of Mercy: A faction whose members are ex-Mercykillers. They believe that injustices must be corrected and that the civilized law is the basis of well-being for everybody. Sparkle: Specifically a diamond, but also any gem. Spellslinger: A wizard. Spiv: An individual who lives by his wits (rather than having regular employment). Takers: Another name for the Fated. Thought guild: An unflattering reference to a faction, used by those who dont believe in factions at all. Top-shelf: Great or best, as in The really top-shelf pubs are all in The Ladys Ward. Transcendent Order: A faction in Sigil. The formal name for the Ciphers, who believe that the truest responses occur when a body acts without thinking. Tumble to: To understand, figure out, or find out something. A body better tumble to the dark of Sigil before he bangs around on his own. Turn stag: To betray somebody or use treachery. Saying He turned stag is about the worst thing that can be said about a cutter. Turncoats: Another name for the Converts. Twig: To take a liking to, as in, One particular deva twigged to the idea of interfering with the Blood War. Unity of Rings: The theory that everything forms a logical ring or circular pattern of some kind, as illustrated by the Outer Planes in particular. Upper Planes: Arborea, Arcadia, the Beastlands, Bytopia, Elysium, Mount Celestia, and Ysgard. The good-aligned planes. Verdant Guild: A sect from the

Beastlands, determined to shield wilderness from the evils of civilization. Also called the Wylders. Visionaries: Another name for the Minds Eye. Vortex: A passage between an environmental extreme on the Prime Material and the corresponding Elemental Plane. Waiting Ones, the: Another name for the Zactars. Wanters: Another name for the Incanterium. Well-lanned: Connected, in-touch, or otherwise blessed with numerous friends, allies, and informants. Wigwag: To chat or talk. Wylders, the: Another name for the Verdant Guild. Xaositects: A faction in Sigil. Another name for them is the Chaosmen, which does a pretty good job of describing their point of view. Yawn, the: The state of being bored: This place gives me the yawn. Zactars: Faction that believes everything in the multiverse was created for the benefit of an ultra-powerful entity known as the One True Being. Also called the Waiting Ones.

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Appendix: Useful Tables


Foes by XP Value
Foe Chronolily Cranium Rat Monodrone (Modron) Tween Sand Gen Wind Gen Messenger Monodrone (Modron) Spitter (Elemental vermin) Fire Gen Vargouille Water Gen Larva Shadow Mastiff Diabolus Flameling (Elemental vermin) Queen (Formian) Quill Cursed Crimson Crawler Dabus Reave Queen (Abyssal Ant) Vaati Asperim Chaos Imp Dirtwraith Duodrone (Modron) Fire Snake (Elemental kin) Planar Spider Horde Chaggrin (Grue) Marrashi Niiath XP 18 19 23 24 26 26 28 28 30 30 30 31 32 33 34 34 35 36 36 36 37 37 39 39 39 39 40 40 41 42 42 43

Sollux Duster (Elemental vermin) Arcadian Pony Thunder Beast Xotzcoyotl Carcene (Diakka) Spectral Hound Coure (Eladrin) Crawler (Elemental vermin) Kyton Ondine Einheriar Mercenary Lemure (Baatezu) Viper Tree Worker (Formian) Tridrone (Modron) Colchiln Nereid (Elemental kin) Nupperibo (Baatezu) Sandling (Elemental kin) Slasrath Dust Devil Earth Mephit Ngojama (Tanarri) Saraph Kaoulgrim Varrdig (Grue) Warrior (Formian) Erdeen (Chaos Elemental) Facet Fire Mephit Magma Mephit Malaetar Myrmarch (Formian) Sandman (Elemental kin) Tso Worker/Warrior (Abyssal Ant) Air Mephit Hound of Law Marraenoloth (Yugoloth)

43 44 45 45 45 46 46 47 47 48 49 50 50 50 50 51 52 52 52 52 52 54 54 54 54 55 55 55 56 56 56 56 56 56 56 56 57 58 58 58

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Mineral Mephit Mist Mephit Pech (Elemental kin) Steam Mephit Azer (Elemental kin) Ice Mephit Manes (Tanarri) Plumach (Rilmani) Szarkel Varath (Diakka) Ormyrr Prolonger Con Man Dretch (Tanarri) Ice Paraelemental Invisible Stalker Psurlon Ash Quasielemental Bodak Hordling Imp (Burzugdur) Quadrone (Modron) Radiance Mephit Smoke Mephit Smoke Paraelemental Winged Quadrone (Modron) Colfel Mineral Quasielemental Shadeling Slyph (Elemental kin) Wind Walker (Elemental kin) Aoskian Hound Arcane Salamander (Elemental kin) Shadow Tome Guardian (Elemental kin) Dust Mephit Hydrax (Order Elemental) Ildriss (Grue) Kryst (Order Elemental) Wraithworm

58 58 58 58 59 59 59 59 59 59 60 60 61 61 61 61 62 62 62 62 62 62 62 62 62 63 63 63 63 63 64 64 64 64 64 65 65 65 65 66

Earth Weird (Elemental kin) Lantern (Archon) Uridezu (Tanarri) Water Mephit Devete Thendar Hook Spider Magma Paraelemental Ooze Mephit Rock Troll Pyrophor (Chaos Elemental) Rutterkin (Tanarri) Gildmane (Equar) Grim Hound (Archon) Shadowhound Aerial Servant (Elemental kin) Anemo (Order Elemental) Harginn (Grue) Lightning Quasielemental Lithicthil (Equar) Per Salt Mephit Ash Mephit Banecourser (Equar) Chemosit (Tanarri) Green Abishai (Baatezu) Kakkuu (Tanarri) Mezzikim (Baatezu) Rosinante (Equar) Spectral Death Spinagon (Baatezu) Stench Kow Dimensional Warper Favonian (Equar) Ferrumach (Rilmani) Frost Salamander Menthric (Equar) Quasit (Burzugdur) Shade Wizard

67 67 67 67 68 68 69 69 69 69 70 70 71 71 71 71 72 72 72 72 72 72 72 73 73 73 73 73 73 73 73 73 73 74 74 74 74 74 74 74

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Undine (Chaos Elemental) Armanite (Tanarri) Dust Quasielemental Gelloudes (Tanarri) Living Fortress (Tanarri) Malfera Tener Terithran Water Weird (Elemental kin) Yeth Hound Apollyon Ebon Tiger Janni (Genie Nalg (Burzugdur) Potherrounce (Equar) Warden (Archon) Aurumvorax Charnalbalk (Equar) Crysmal (Elemental kin) Cervidal (Guardinal) Dao (Genie) Eolian (Chaos Elemental) Orrek (Lomendur) Trothspyre (Equar) Xill Foulwing Ooze Paraelemental Pentadrone (Modron) White Abishai (Baatezu) Black Abishai (Baatezu) Diurge Forchoreai Bladeling Blue Abishai (Baatezu) Red Slaad Sword (Archon) Dawnspirit Dreamslayer Rummele Barbazu (Baatezu)

74 75 75 75 75 75 75 75 75 75 76 76 76 76 76 76 77 77 77 78 78 78 78 78 78 79 79 80 80 81 81 81 82 82 82 82 83 83 83 84

Xag-ya Glissan (Galadur) Salt Quasielemental Trumpet (Archon) Vacuum Quasielemental Warden Tiger Devourer Noviere (Eladrin) Lightning Mephit Time dimensional Decaton (Modron) Shiere (Eladrin) Abiorach (Rilmani) Blue Slaad Foo Griffon Ostego (Tanarri) Quark (Lomendur) Telperan (Galadur) Hamatula (Baatezu) Helion (Order Elemental) Octon (Modron) Steam Quasielemental Tabur (Lomendur) Xeg-yi Green Slaad Mezzoloth (Yugoloth) Baatun Buleazu (Tanarri) Red Abishai (Baatezu) Sugo Djinni (Genie Gacholoth (Yugoloth) Visage Eater of Knowledge Exiraati Black Troll (Tanarri) Kocrachon (Baatezu) Spithriku (Tanarri) Avoral (Guardinal) Darklore Bebilith

84 85 85 85 85 85 86 86 87 87 88 88 89 89 89 89 89 89 90 90 90 90 90 90 91 91 92 92 92 92 93 93 93 94 94 96 96 96 97 97 98

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Bralani (Eladrin) Baltir (Galadur) Maurezhi (Tanarri) Alkilith (Tanarri) Canoloth (Yugoloth) Night Hag Wastrilith (Tanarri) Hydroloth (Yugoloth) Marut Yochlol (Tanarri) Utukku Asura Bar-lgura (Tanarri) Farastu (Gehreleth) Lillend Mercurial Nonaton (Modron) Guardian (Yugoloth) Maelephant Osyluth (Baatezu) Gray Slaad Piscoloth (Yugoloth) Shadow Fiend Agathinon (Aasimon) Chasme (Tanarri) Koodjanuk Dergholoth (Yugoloth) Septon (Modron) Efreeti (Genie Throne (Archon) Moon Dog Kelubar (Gehreleth) Cortelestial Hezrou (Tanarri) Equinal (Guardinal) Amnizu (Baatezu) Hexton (Modron) Menglis Viltch Yagnoloth (Yugoloth)

98 99 99 100 100 100 100 101 101 101 102 103 103 103 103 103 103 104 104 104 106 106 106 107 107 107 108 108 109 109 110 111 112 112 113 114 115 115 117 117

Baernoloth (Yugoloth) Firre (Eladrin) Molydeus (Tanarri) Pegasus Lord Quinton (Modron) Arcanaloth (Yugoloth) Chulcrix Death Slaad Erinyes (Baatezu) Glabrezu (Tanarri) Light (Aasimon) Astral Dreadnought Lupinal (Guardinal) Cornugon (Baatezu) Monadic Deva (Aasimon) Phisarazu (Tanarri) Movanic Deva (Aasimon) Nalfeshnee (Tanarri) Retriever Astral Deva (Aasimon) Tribute Gatherer Argenach (Rilmani) Fireshadow Nabassu (Tanarri) Babau (Tanarri) Dire Whiner (Tanarri) Marid (Genie Vrock (Tanarri) Marilith (Tanarri) Shator (Gehreleth) Cuprilach (Rilmani) Nycaloth (Yugoloth) Succubus (Tanarri) Ghaele (Eladrin) Ursinal (Guardinal) Moonstone Dragon Tulani (Eladrin) Gelugon (Baatezu) Radiance Quasielemental Quarton (Modron) Tome (Archon)

119 119 119 119 119 121 121 122 122 122 123 124 126 127 127 127 128 129 129 132 132 133 135 135 136 136 138 138 139 141 142 142 142 143 145 150 150 151 151 152 152

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Ultroloth (Yugoloth) Goristro (Tanarri) Pit Fiend (Baatezu) Lycosidilith (Tanarri) Leonal (Guardinal) Hollyphant Shadow Dragon Nightwing (Nightshade) Rust Dragon Balor (Tanarri) Titan Aurumach (Rilmani) Tertian (Modron) Phoenix Secundus (Modron) Shadowdrake Raklupis (Tanarri) Nightwalker (Nightshade) Planetar (Aasimon) Nightcrawler (Nightshade) Adamantite Dragon Jumper Solar (Aasimon) Legendary Hydra

152 159 159 160 162 168 168 170 171 173 173 174 175 178 180 181 184 190 194 227 228 245 262 331

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Name Generator
Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 First Part VhaiVriAzaLaDemaCraYiAoKimaYvMuAlleKiSoeCarEmoBenjiNadiDakBaduTireGoncAdaKeKoJaAngSilAmySalaSaroEiAliSeduAlisiSecond Part (male/ female) -covi -arr/i -yn/e -ril/ye -st/a -iel/a -rai -li/e -ris -rille -ck/e -n/e -lig/y -caal -liv/a -ava -us/a -fnul/e -lor/a -nath/a -bod/a -nlarr -schik/a -sh/a -rix/e -dan/a -mark -siq -vik -lind -dol/a -ll -sus/a -x/a -ss/a

36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74

YaMalkaKaLorIoRiPhaHraFaHarGaleHaaAcaHagDhaSyFiquLeeRaAgriNoroRatGriJasiGilKuJaliChaNemeAndaKhoBraFeTriEreFaiDreAelThi-

-xle -hune -ys/a -zel/a -hn/a -rs/e -itsu -kon/e -ac/y -go -zlo/e -in/a -as -reth/a -os/a -rach -rss/e -kk/a -cirel/a -rur/a -neejh -norr -faa -l/a -ai/a -cat/a -tuuri -rth/a -kle/a -med/e -chon/e -kin/e -rach -gius/a -yar/a -bone -zol/e -trid -gir/e

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75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

GyOpOchuJohaNarAiCyraPluKoeZiAnciMoFruGeneKariZeGhiaJoaMeiMariGnoPhineHviQueSiviArn-

-gan/a -rod/y -rackrir -ri -ett/e -ric/ka -lves/a -lin/a -st/e -ok/a -chj -bil -rym/e -andr/a -beth -min/a -yin -wyn/e -dine/a -ddock -atraa -ldon/e -spur/e -ven/e -sias -ch/a

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Spells by Spell Level


Level 1 Avoid Planar Effects (60) Chromatic Orb (62) Detect Brain Fiend (64) Embalming I (65) Fist of Iron (66) Halo of Lesser Revelation (66) Mournful Mutter (68) Portal Beacon (69) Protection from Silver (69) Twilight Touch (73) Level 2 Adders Kiss (59) Blessed Concoction I (61) Blood Bridge (62) Embalming II (65) Gate Seal I (66) Gate Seal II (66) Horror (67) Ice Knife (67) Impart Resistance (67) Luck (68) Pain Mirror (69) Portal Alarm (69) Renewed Ability (70) Set the Path (70) Sight without Vision (70) Swarm Curse (72) Value (73) Warp Sense (73) Level 5 Acid Storm (59) Aura of Invincibility (60) Aura of Puissance (60) Aura of Valor (60) Breathe Earth (62) Breathe Fire or Magma (62) Conduit Pierce (63) Crown of Flame (64) Divest (65) Elemental Protection (65) Etherealness I (65) Fire and Ice (66) Inverted Magic (67) Lob (68) Move Fire or Magma (68) Planar Door (69) Rain of Fire (70) Sever the Silver Cord (70) Spell Mirror (71) Stabilize Ether (71) Starfire (71) Tanarri Tribulation (72) The Clutches of Time (72) True Arrow (73) Level 3 Acidic Blast (59) Ball Lightning (60) Breath of the Elements (62) Breathe Smoke, Dust, or Ash (62) Chamber (62) Cloak of Warding (63) Crown of Cold (63) Dolorous Motes (65) Elysiums Tears (65) Flamewalk (66) Fostered Protection (66) Level 3 (contd.) Keycloak (67) Modron Mind (68) Probe Spellshadow (69) Protection from Earth (69) Protection from Winds (70) Radiant Messenger (70) Shroud Presence (70) Stabilize Chaos (71) True Arrow of Law (73) Vampiric Touch (73) Windsphere (73) Level 4 Arms of the Tree (59) Aura of Terror (60) Baatezu Bane (60) Bestow Wings (60) Blessed Forgetfulness (62) Correlate Data (63) Cubehopper (64) Despair (64) Diffuse Damage (64) Foesight (66) Force Missiles (66) Hidden Hatred (67) Inspiration (67) Native Item I (68) Out Of Times Grip (68) Phantasmal Terror (69) Level 8 / 9 Level 8 Deahtbolt (64) Demiplane Seed (64) Meteor Storm Bombardment (68) Power Word: Blind (69) Level 9 Abyssal Fury (59) Celestial Host (62) Demiplane Decay (64) Holy Smite (67) Mechanus Cannon (68) Planar Call (69) Slay (71) Spiritdance (71) Starmantle II (72) Witchs Banishment (74)

Level 4 (contd.) Phantom Strike (69) Shroud of Shadows (70) Surelock (72) Touch of the Styx (72) Transmute Fire to Smoke (72) Vengeful Strike (73) Vrocks Screech (73) Winged Memory (74) Wound Transfer (74)

Level 6 Airy Earth (59) Apotheosis (59) Blessed Concoction II (61) Celestial Protection (62) Corporeality (63) Crown of Brilliance (63) Dissipate (64) Gate Seal III (66) Guardian Mantle (66) Harmony (67) Howl of Pandemonium (67) No Breath (68) Spirit Wrack (71) Starmantle I (71) Up the Abyssal Walls (73)

Level 7 Animate Trees (59) Blade Storm (60) Cacofiend (62) Crown of Glory (64) Elemental Breach (65) Etherealness II (65) Native Item II (68) Ray of Life (70) Shield of the Planars (70) Sphere of Survival (71) Stygian Ice Storm (72) Wastequake (73)

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Open Game License


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. Definitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Fantasy Craft RPG Rulebook Copyright 2009, Crafty Games LLC; Authors: Alex Flagg, Scott Gearin, and Patrick Kapera. Conversion Manual Copyright 2000, Wizards of the Coast, Inc.; Author: Skip Williams. Players Handbook, Dungeon Master Guide, Monstrous Manual, Planescape Campaign Setting, Planes of Chaos, Planes of Law, Planes of Conflict, Dragon, Dungeon, Hellbound: The Blood War, The Factols Manifesto, Monstrous Compendium Appendices, The Inner Planes, Planewalkers Handbook, A Players Primer to the Outlands, A Guide to the Astral Plane, A Guide to the Ethereal Plane, Warriors of Heaven, Guide to Hell, Wizards Spell Compendium Vol. I-IV Blood Wars CCG, , D&D Core Rules Set 5: Immortals Rules Copyright TSR, Inc., Planescape: Torment Copyright 1999, Interplay.

Open Game Content


This release of Planescraft is done under version 1.0a of the Open Game License and the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent releases of this document will incorporate final versions of the license, guide and document. Authors intention is to open up as much of this product as possible to be used as Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the Planescraft intellectual property. Publishers who wish to use the OGC materials from this release are encouraged to contact info@planescraft. com if they have any questions or concerns about reproducing material from this product in other OGL works. The authors would appreciate anyone using OGC material from this product in other OGL works to kindly reference Planescraft as the source of that material within the text of their work. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth in the opposite column. DESIGNATION OF OPEN CONTENT: The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Planescraft logos and identifying marks and trade dress, including all Planescraft product and product line names including but not limited to Planescraft, Made Of Stars, website support materials (including, but not limited to, all free game support items such as adventures and the Errata Document), and all Planescraft logos; any elements of any Planescraft setting, including but not limited to capitalized names, monster names, magic item names, spell names, organization names, Faction names, project names, characters, monsters, magic items, spells, historic events, and organizations; any and all stories, storylines, plots, thematic elements, documents within the game world, quotes from characters or documents, and dialogue; and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and poses, except such elements that already appear in the d20 System Reference Document and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content. DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, all portions of Planescraft are designated as Open Game Content. USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of the authors to add all classes, skills, feats, gear, and NPC statistics contained in this volume to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Some of the portions of this product which are delineated OGC originate from the System Reference Document ( 1999, 2000 Wizards of the Coast, Inc), Fantasy Craft RPG Rulebook (Copyright 2009, Crafty Games LLC), Conversion Manual (Copyright 2000, Wizards of the Coast, Inc.), Players Handbook, Dungeon Master Guide, Monstrous Manual, Planescape Campaign Setting, Planes of Chaos, Planes of Law, Planes of Conflict, Dragon, Dungeon, Hellbound: The Blood War, The Factols Manifesto, Monstrous Compendium Appendices, The Inner Planes, Planewalkers Handbook, A Players Primer to the Outlands, A Guide to the Astral Plane, A Guide to the Ethereal Plane, Warriors of Heaven, Guide to Hell, Wizards Spell Compendium Vol. I-IV Blood Wars CCG, D&D , Core Rules Set 5: Immortals Rules (Copyright, TSR, Inc.), Planescape: Torment (Copyright 1999, Interplay). The remainder of these OGC portions of this document are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE: Planescraft Copyright 2010, Planescraft. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Wizards of the Coast is a registered trademarks of Wizards of the Coast, and are used with permission. Fantasy Craft and all related marks are registered trademarks of Crafty Games, and are used with permission. All contents of this release, regardless of designation, are copyrighted year 2010 by Planescraft. All rights reserved. Reproduction or use without the written permission of the author is expressly forbidden, except for the purposes of review of use consistent with the limited license above.

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Index
A
Aasimar 7, 12, 49, 50, 140, 141 Aasimon 141, 276, 277 Abyss 5, 49, 59, 73, 74, 79, 85, 93, 104, 142, 152, 153, 160, 161, 170, 173, 184, 206, 207, 208, 216, 238, 244, 245, 249, 254, 258, 261, 262, 263, 265, 270 Acheron 5, 61, 64, 66, 74, 78, 126, 128, 134, 151, 152, 153, 163, 184, 206, 220, 246, 247, 248, 252, 259, 263, 270 AD&D 4, 6, 226, 228, 229, 230, 231, 232, 233, 234 Alignment Feats 38 Amulet 47, 79 Anarchs 4, 40, 45, 49, 55, 56, 80 Arcadia 5, 80, 85, 99, 123, 144, 173, 175, 247, 248, 252, 270, 272 arcane key 82, 104, 239, 243, 244, 248, 249, 250, 251, 252, 253, 254, 255 Archons 144, 145 Armor Upgrades 76, 77 Artifacts 100, 237 Astral Plane 5, 9, 43, 59, 68, 69, 70, 72, 76, 110, 141, 146, 160, 161, 172, 198, 215, 216, 236, 238, 244, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255, 258, 263, 266, 267, 268, 281 Athar 4, 20, 21, 40, 48, 53, 56, 57, 81, 108, 110, 129, 131, 224, 260, 265, 267, 268, 270 Axe 82, 114, 126, 197, 212, 222

80, 81, 108, 111, 112, 122, 132, 224, 260, 261, 265, 267, 270 Boots 84 Bow 16, 76, 84, 121, 142, 145, 166, 184, 212, 213, 217 Bytopia 5, 76, 162, 174, 196, 236, 249, 250, 252, 270, 272

C
Carceri 5, 74, 116, 130, 153, 176, 217, 220, 244, 249, 251, 258, 263, 268, 270 Club 86, 150 Compass 59, 63, 64, 65, 66, 68, 69, 72, 73, 74, 87, 88, 92, 244, 251, 254, 255 Converts 4, 40, 48, 54, 55, 56, 57, 80, 81, 108, 114, 115, 268, 272

D
Diseases 5, 238 Dogs 160, 161 Doomguard 4, 22, 40, 41, 42, 48, 80, 108, 110, 116, 117, 122, 129, 132, 137, 260, 261, 263, 265, 268, 272 Dragons 162, 163, 226 Dustmen 4, 15, 20, 39, 40, 41, 42, 54, 57, 80, 108, 111, 117, 132, 137, 224, 260, 265, 267, 268

E
Earrings 79, 84 Eladrins 165 Elemental Plane of Air 5, 59, 179, 182, 239 Elemental Plane of Earth 5, 167, 179, 181, 239 Elemental Plane of Fire 5, 84, 100, 167, 179, 196, 203, 235, 240 Elemental Plane of Water 5, 167, 179, 196, 240, 270 Elysium 5, 53, 65, 99, 122, 136, 160, 174, 179, 180, 183, 224, 236, 248, 249, 250, 265, 269, 270, 272, 280 Ethereal Plane 5, 10, 11, 24, 62, 63, 64, 65, 66, 68, 71, 92, 95, 111, 154, 165, 215, 217, 220, 236, 255, 261, 266, 281

B
Baatezu 60, 72, 147, 148, 273, 274, 275, 276, 277, 280 Baator 5, 60, 72, 74, 76, 78, 110, 146, 147, 148, 151, 153, 156, 170, 183, 184, 247, 248, 250, 258, 259, 265, 270 Bariaur 8, 12, 15, 16, 18, 49, 51, 77, 89, 140, 152 Beastlands 5, 132, 137, 174, 179, 184, 225, 236, 238, 247, 248, 249, 250, 254, 263, 270, 272 Believers of the Source 4, 36, 40, 44, 46, 48, 56, 81, 108, 111, 224, 260, 265, 267, 269, 270 Bestiary 4, 141 Bleak Cabal 4, 27, 40, 41, 43, 48, 54, 56, 64,

F
Factions 107, 260, 266 Fated 4, 23, 40, 42, 45, 56, 57, 80, 85, 108, 118, 119, 130, 131, 137, 224, 260, 263, 268, 269, 272

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Favors 4, 55, 79, 80, 81 Fraternity of Order 4, 30, 40, 44, 47, 54, 58, 80, 107, 113, 114, 117, 120, 127, 131, 139, 260, 262, 269 Free League 4, 28, 39, 40, 41, 42, 45, 57, 80, 89, 107, 108, 121, 124, 238, 260, 261, 265, 269

G
Gehenna 5, 50, 74, 153, 184, 205, 220, 248, 250, 251, 258, 270 Gehreleths 176 Genasi 8, 12, 49, 50, 140, 177 Genies 177 Githyanki 9, 12, 16, 18, 50, 53, 95, 178, 263 Githzerai 10, 12, 18, 50, 51, 76, 77, 78, 109, 140, 178 Goods 4, 76, 77 Gray Waste 5, 73, 85, 89, 100, 155, 158, 159, 171, 182, 183, 184, 194, 220, 224, 249, 250, 251, 259, 270 Guardians 4, 38, 39, 40, 41, 56, 80, 108, 122, 267, 269, 271 Guardinals 88, 179, 180

Manacles 85, 94 Mancatcher 92 Master Classes 19 Mathematicians 4, 40, 47, 54, 58, 81, 107, 125, 270 Mechanus 5, 11, 68, 84, 110, 120, 125, 128, 170, 185, 186, 190, 191, 192, 247, 248, 252, 270, 280 Mephit 188, 189, 190, 273, 274, 275 Mercykillers 4, 27, 28, 29, 30, 38, 40, 42, 44, 80, 81, 94, 108, 113, 114, 125, 126, 131, 132, 224, 261, 265, 266, 268, 269, 270, 272 Merkhants 4, 28, 40, 45, 46, 55, 56, 57, 80, 107, 127, 269, 270 Mimir 91 Minds Eye 4, 33, 34, 40, 43, 48, 55, 56, 80, 108, 127, 128, 270, 271, 272 Missing Spells 59, 61 Modrons 190, 191 Mount Celestia 5, 94, 128, 129, 135, 144, 171, 175, 235, 247, 248, 249, 252, 259, 262, 270, 272

N
Nathri 10, 12, 38, 50, 56 Negative Energy Plane 5, 20, 116, 117, 195, 219, 240 Npc Qualities 140

H
Harmonium 4, 24, 25, 28, 38, 39, 40, 41, 80, 92, 107, 108, 113, 114, 117, 119, 121, 122, 123, 131, 132, 137, 139, 156, 224, 261, 263, 264, 265, 266, 269 Horn 8, 13, 16, 49, 82, 89, 114

O
Opposition 4, 39, 40, 41, 43, 45, 81, 108, 128, 129, 262, 270 Order of the Planes-Militant 4, 39, 40, 41, 56, 80, 108, 128, 129, 267, 268, 270 Outer Planes 5, 8, 28, 51, 86, 91, 92, 118, 140, 170, 186, 209, 236, 244, 253, 255, 258, 260, 267, 268, 269, 270, 272

I
Incanterium 4, 40, 46, 53, 80, 108, 124, 261, 262, 269, 270, 272 Inner Planes 5, 8, 71, 87, 89, 92, 116, 141, 167, 177, 178, 199, 201, 236, 239, 244, 253, 255, 269, 270, 281

K
Karach 45, 46, 76, 77, 78

P
Pandemonium 5, 59, 62, 67, 74, 82, 112, 153, 214, 217, 236, 237, 244, 251, 253, 254, 259, 262, 265, 267, 268, 270, 280 Paraelemental Plane of Ice 5, 240 Paraelemental Plane of Magma 5, 241 Paraelemental Plane of Ooze 5, 241 Paraelemental Plane of Smoke 5, 241 Paths 5, 19, 20, 21, 22, 25, 26, 27, 30, 32, 34, 36, 54, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120,

L
Lance 90 Languages 17, 36, 51, 231 Lens 90, 95

M
Mace 83, 89, 141, 142, 203, 212, 213 Magic Items 4, 236

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121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 139, 236, 237 Planar Summoning 59 Positive Energy Plane 5, 100, 117, 219, 241 Prime Material Plane 5, 7, 92, 140, 141, 148, 151, 153, 159, 160, 162, 170, 177, 178, 196, 205, 206, 215, 216, 235, 238, 250, 255, 258, 259, 264, 267, 271 prolonger 224, 225 Pseudoelementals 244

Q
Quasielemental Plane of Ash 5, 242 Quasielemental Plane of Dust 5, 242 Quasielemental Plane of Lightning 5, 242 Quasielemental Plane of Mineral 5, 235, 242 Quasielemental Plane of Radiance 5, 70, 242 Quasielemental Plane of Salt 5, 243 Quasielemental Plane of Steam 5, 188, 243, 262 Quasielemental Plane of Vacuum 5, 243 Quasielementals 199

Sodkillers 4, 26, 27, 38, 39, 40, 42, 43, 80, 81, 108, 133, 134, 261, 266, 270, 272 Sons of Mercy 4, 34, 38, 39, 40, 41, 42, 80, 81, 108, 133, 135, 261, 266, 272 spear 84, 88, 91, 209, 210 Spell Crystals 244 spell key 82 spellshadow 69 Styx 72, 74, 147, 163, 220, 249, 254, 258, 271, 280 Sword 13, 16, 22, 84, 95, 99, 144, 145, 147, 166, 203, 213, 217, 222, 261, 275

T
Tanarri 72, 206, 209, 273, 274, 275, 276, 277, 280 Tattoo 95, 96, 97, 98, 264 Templates 4, 140, 223 Tiefling 11, 13, 49, 50, 53, 141, 215 Transcendent Order 4, 32, 39, 40, 42, 48, 55, 81, 108, 127, 136, 137, 261, 265, 268, 272 Transitive Planes 5, 255 Trident 87, 99, 149, 166, 178, 196

R
Renown 15, 16, 18, 20, 21, 24, 25, 29, 30, 32, 36, 80, 81, 107, 108, 122, 131 Revolutionary League 4, 25, 26, 40, 44, 45, 47, 48, 80, 81, 108, 121, 124, 125, 126, 130, 134, 260, 261, 265, 266, 267, 271 Rilmani 201, 202, 274, 275, 276, 277 Ring 4, 38, 40, 44, 45, 47, 55, 57, 80, 87, 93, 94, 100, 108, 131, 179, 253, 267, 269, 271 Ring-givers 4, 38, 40, 44, 45, 55, 57, 80, 108, 131, 267, 271 Rogue Modron 11, 12, 140 Rogue Nethling 11, 13, 141 Rogue Templates 4, 140

V
Verdant Guild 4, 40, 47, 54, 57, 80, 108, 137, 272

W
Weapon Upgrades 76, 77

X
Xaositects 4, 19, 38, 40, 44, 54, 80, 81, 108, 121, 124, 125, 133, 137, 139, 154, 262, 266, 268, 272

Y
Ysgard 5, 8, 110, 114, 119, 131, 160, 174, 184, 236, 247, 251, 254, 261, 267, 270, 271, 272 Yugoloths 220

S
Scope 90, 93, 95 Scythe 93, 94 Sects 107 Sickle 94 Sign of One 4, 33, 40, 41, 44, 48, 56, 80, 81, 108, 118, 126, 131, 132, 133, 261, 265, 270, 271 Slaadi 204, 265 Society of Sensation 4, 31, 40, 47, 48, 55, 81, 108, 118, 126, 131, 132, 133, 134, 136, 236, 261, 271, 272

Z
Zactars 4, 39, 40, 42, 46, 48, 53, 108, 139, 272

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