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Manual of the Planes

Manual of the Planes

Manual of the Planes

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APPENDIX:VARIANT PLANES& COSMOLOGIES212as it gains <strong>the</strong> fire-dominant trait. Usually, changes in<strong>the</strong> elemental and energy traits <strong>of</strong> a layer are seen far<strong>of</strong>f, moving from layer to layer as a storm moves across<strong>the</strong> face <strong>of</strong> a normal world. Natives are subject to <strong>the</strong>ever-changing conditions, but <strong>the</strong>y know to flee ortake shelter when <strong>the</strong>y sense a storm coming.• No Alignment Trait: The Far Realm has nothing to dowith morals or ethics.• Wild Magic: Casters must roll a level check (DC 15 +<strong>the</strong> level <strong>of</strong> <strong>the</strong> attempted spell). A failed check indicatesa result on Table 1–1: Wild Magic Effects.• Maddening: Moving through <strong>the</strong> Far Realm is to see,hear, and think in a way that mortal brains are notdesigned for. Travelers might sprout eyes on <strong>the</strong>irpalms, relive a hundred childhoods simultaneouslywherein <strong>the</strong>ir parents were secretly Far Realm wights,or backward speaking begin. Entry into <strong>the</strong> Far Realmrequires nonnatives to succeed at a Will save (DC 20) tostave <strong>of</strong>f insanity (as <strong>the</strong> insanity spell). Visitors mustmake Will saves when <strong>the</strong>y first enter <strong>the</strong> Far Realmand every hour <strong>the</strong>reafter.FAR REALM LINKSThere are no known portals to <strong>the</strong> Far Realm, or at leastnone that are still viable. Ancient elves once pierced <strong>the</strong>boundary <strong>of</strong> eons with a vast portal to <strong>the</strong> Far Realm, but<strong>the</strong>ir civilization imploded in bloody terror and <strong>the</strong>portal’s location is long-forgotten. But o<strong>the</strong>r portalsmight exist.O<strong>the</strong>r methods <strong>of</strong> reaching <strong>the</strong> Far Realm includetraveling to time’s beginning or end or finding <strong>the</strong> trueDreamheart past <strong>the</strong> Portal <strong>of</strong> Sleep. Luckily for <strong>the</strong>Material Plane, entities <strong>of</strong> <strong>the</strong> Far Realm have just as difficulta time finding passage out <strong>of</strong> <strong>the</strong>ir home plane,though rare spells allow <strong>the</strong>m to be summoned.FAR REALM INHABITANTSEntities <strong>of</strong> <strong>the</strong> Far Realm defy ordered classification. Certainly,countless types crawl through <strong>the</strong> infinite layers.Some are like animals, o<strong>the</strong>rs vaguely insectoid, many aresentient, and some are as powerful as deities (thoughwhe<strong>the</strong>r every godlike entity <strong>of</strong> <strong>the</strong> Far Realm is sentientis difficult to assess). When confronted with MaterialPlane beings, or even creatures normally associated with<strong>the</strong> Inner and Outer <strong>Planes</strong>, a Far Realm entity <strong>of</strong>tentakes <strong>the</strong> form <strong>of</strong> a creature familiar to <strong>the</strong> viewer.Pseudonatural CreaturesThe simplest natives <strong>of</strong> <strong>the</strong> Far Realm are <strong>the</strong> pseudonaturalcreatures that roam <strong>the</strong> layers on unguessableerrands. They dwell past <strong>the</strong> eons that lie between <strong>the</strong>stars, beyond <strong>the</strong> planes as we know <strong>the</strong>m, nestled infar realms <strong>of</strong> insanity. When summoned to <strong>the</strong> MaterialPlane, <strong>the</strong>y <strong>of</strong>ten take <strong>the</strong> form <strong>of</strong> and emulate <strong>the</strong>abilities <strong>of</strong> familiar creatures, though <strong>the</strong>y are moregruesome in appearance than <strong>the</strong>ir earthly counterparts.Alternatively, <strong>the</strong>y may appear in a mannermore consistent with <strong>the</strong>ir origins: A mass <strong>of</strong> writhingtentacles is a favorite, although o<strong>the</strong>r terrible formsare always possible.Creating a Pseudonatural Creature“Pseudonatural” is a template that can be added to anycorporeal creature (referred to hereafter as <strong>the</strong> “base creature”).The creature’s type changes to “outsider.” It uses all<strong>the</strong> base creature’s statistics and special abilities except asnoted here.Special Attacks: A pseudonatural creature retainsall <strong>the</strong> special attacks <strong>of</strong> <strong>the</strong> base creature and also gains<strong>the</strong> following.True Strike (Su): Once per day, <strong>the</strong> creature can make anormal attack with a +20 insight bonus on a single attackroll. On this attack, <strong>the</strong> creature is not affected by <strong>the</strong> misschance that applies when attacking a concealed target.Special Qualities: A pseudonatural creature retainsall <strong>the</strong> special qualities <strong>of</strong> <strong>the</strong> base creature and alsogains <strong>the</strong> following abilities.• Electricity and acid resistance (see <strong>the</strong> table below).• Damage reduction (see <strong>the</strong> table below).• Spell resistance equal to double <strong>the</strong> creature’s HD(maximum 25).Electricity and AcidHit Dice Resistance Damage Reduction1–3 5 —4–7 10 5/+18–11 15 5/+212+ 20 10/+3If <strong>the</strong> base creature already has one or more <strong>of</strong> <strong>the</strong>se specialqualities, use <strong>the</strong> better value.Alternate Form (Su): At will, a pseudonatural creature cantake <strong>the</strong> form <strong>of</strong> a grotesque tentacled mass or ano<strong>the</strong>rappropriately gruesome form determined by <strong>the</strong> DungeonMaster. But all its abilities remain unchanged despite <strong>the</strong>alien appearance. Changing shape is a standard action.O<strong>the</strong>r creatures receive a –1 morale penalty on <strong>the</strong>ir attackrolls against pseudonatural creatures in this alternate form.Saves: Same as <strong>the</strong> base creatureAbilities: Same as <strong>the</strong> base creature, but Intelligence isat least 3Skills: Same as <strong>the</strong> base creatureFeats: Same as <strong>the</strong> base creatureClimate/Terrain: Any land and undergroundOrganization: Same as <strong>the</strong> base creatureChallenge Rating: Up to 3 HD, as base creature4 HD to 7 HD, as base creature +18+ HD, as base creature +2Treasure: Same as <strong>the</strong> base creatureAlignment: Same as base creatureAdvancement: Same as <strong>the</strong> base creatureMOVEMENT AND COMBATMovement in <strong>the</strong> Far Realm is like swimming. There isno gravity, but <strong>the</strong> air is syrupy thick, and strong strokes

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