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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 3:CHARACTERSAND MAGIC26varies, but it is usually <strong>the</strong> ability to use a spell from one<strong>of</strong> <strong>the</strong> divine agent’s domains as a spell-like ability. Thedeity <strong>of</strong>fers a spell <strong>of</strong> <strong>the</strong> divine agent’s level or lower.In o<strong>the</strong>r words, a 3rd-level divine agent would gain one<strong>of</strong> her 1st-level, 2nd-level, or 3rd-level domain spells asa spell-like ability. The divine agent may use this abilityonce per day. The spell-like ability functions as a spellcast by a cleric <strong>of</strong> a level equal to <strong>the</strong> divine agent’scharacter level.Altered Appearance (Ex): At 4th level, a divine agentbegins to show prominent physical modification to match<strong>the</strong> desires <strong>of</strong> her deity. For good-aligned deities, this <strong>of</strong>tentakes <strong>the</strong> form <strong>of</strong> golden skin, hair, or eyes. Divine agents<strong>of</strong> evil-aligned deities might gain horns, antlers, or apointed tail. Neutral deities may provide a copper or silvertone to <strong>the</strong> skin, while nature deities may cause a greenishpallor and barklike hair. Elemental powers may alter <strong>the</strong>irdivine agents’ appearance by giving a texture to <strong>the</strong> skinreflecting <strong>the</strong> element involved. All such alterations arepermanent, though disguise or spells may hide <strong>the</strong>m.Commune (Sp): A divine agent <strong>of</strong> 5th level or highercan activate this spell-like ability (as <strong>the</strong> spell <strong>of</strong> <strong>the</strong> samename) once per week. This spell-like ability functions as aspell cast by a cleric <strong>of</strong> a level equal to <strong>the</strong> divine agent’scharacter level.Plane Shift to Deity’s Plane (Sp): A divine agent <strong>of</strong>5th level or higher may plane shift to her deity’s homeplane once per day, and from that plane to <strong>the</strong> divineagent’s native plane. This spell-like ability functions as<strong>the</strong> spell cast by a cleric <strong>of</strong> a level equal to <strong>the</strong> divineagent’s character level.Plane Shift to Any Plane (Sp): Upon reaching 7th level,a divine agent may plane shift to any plane <strong>of</strong> existence,as per <strong>the</strong> spell, once per day. This spell-like ability functionsas <strong>the</strong> spell cast by a cleric <strong>of</strong> a level equal to <strong>the</strong>divine agent’s character level.Audience (Sp): Up to twice per year a divine agent <strong>of</strong> 8thlevel or higher may request an audience with her deity,which functions as a double-duration commune spellallowing a number <strong>of</strong> questions equal to double <strong>the</strong>divine agent’s character level.Alignment Shift: If a divine agent is not <strong>the</strong> samealignment as her deity, <strong>the</strong>n her alignment shifts tomatch it as soon as <strong>the</strong> divine agent reaches 8th level.Mystic Union: At 9th level, a divine agent becomes amagical creature. She is treated as an outsider <strong>of</strong> <strong>the</strong> deity’shome plane ra<strong>the</strong>r than as a humanoid. For instance, charmperson does not affect her. Additionally, <strong>the</strong> divine agentgains damage reduction 20/+1. This damage reductiondoes not stack with o<strong>the</strong>r forms <strong>of</strong> damage reduction.Despite this outsider status, a divine agent may still bebrought back from <strong>the</strong> dead if slain.Gate (Sp): A 10th-level divine agent can activate thisspell-like ability (as <strong>the</strong> spell <strong>of</strong> <strong>the</strong> same name, exceptit only reaches <strong>the</strong> home plane <strong>of</strong> <strong>the</strong> divine agent’sdeity) once per day. This spell-like ability functions as<strong>the</strong> spell cast by a cleric <strong>of</strong> a level equal to <strong>the</strong> divineagent’s character level.Fallen Divine AgentsNot all who follow a deity achieve that deity’s goals. It ispossible to be cast out from (or to walk out on) service toone’s deity. The effects <strong>of</strong> being a fallen divine agent areas follows:• The character loses all commune, gate, and audienceabilities.• The former divine agent retains her mystic union properties,altered appearance, and any godly gifts.• Depending on <strong>the</strong> circumstances <strong>of</strong> <strong>the</strong> departure, <strong>the</strong>divine agent may or may not be hunted by agents <strong>of</strong> <strong>the</strong>deity in question.• The divine agent class is forbidden to <strong>the</strong> character.Ano<strong>the</strong>r deity will not sponsor a former divine agent.• The divine agent may be reinstated by <strong>the</strong> deity onlyupon completing some great quest determined by<strong>the</strong> DM. Often <strong>the</strong> deity makes <strong>the</strong> entire processmore difficult, just to test <strong>the</strong> devotion <strong>of</strong> <strong>the</strong> fallendivine agent.GATECRASHERGatecrashers see <strong>the</strong>mselves as cosmic free agents, independentforces who can influence <strong>the</strong> natives <strong>of</strong> <strong>the</strong>planes and even <strong>the</strong> dynamic forces <strong>of</strong> magic itself. Theyare <strong>the</strong> tricksters <strong>of</strong> <strong>the</strong> multiverse, <strong>of</strong>ten testing <strong>the</strong>valiant, derailing <strong>the</strong> grasping, and deflating <strong>the</strong> egotistical.Their instinctive understanding <strong>of</strong> <strong>the</strong> nature <strong>of</strong> <strong>the</strong>universe allows <strong>the</strong>m to perform actions that wouldo<strong>the</strong>rwise be beyond <strong>the</strong>m.Gatecrashers see what <strong>the</strong>y do as an art, not a science.The ability to choose <strong>the</strong> right moment to strike, <strong>the</strong> correctword to utter, <strong>the</strong> right rock to move, is more intuitionthan conscious thought. Gatecrashers can comefrom any class, although many learned <strong>the</strong> mischievousattitude <strong>of</strong> a gatecrasher when <strong>the</strong>y were rogues or bards.Gatecrashers can be found among o<strong>the</strong>r planar travelers,usually picking at <strong>the</strong> fabric <strong>of</strong> <strong>the</strong> universe and seeingwhat unravels.Hit Dice: d6.RequirementsTo become a gatecrasher, <strong>the</strong> character must fulfill <strong>the</strong>following criteria.Alignment: Any nonlawful.Base Attack Bonus: +4.Skills: Knowledge (<strong>the</strong> planes) 4 ranks, Use MagicDevice 8 ranks.Special: To qualify for <strong>the</strong> gatecrasher class, <strong>the</strong> charactermust have visited two planes <strong>of</strong> existence o<strong>the</strong>r thanhis native plane.Class SkillsThe gatecrasher’s class skills (and <strong>the</strong> key ability for each)are: Alchemy (Int), Appraise (Int), Balance (Dex), Bluff(Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy(Cha), Disable Device (Int), Disguise (Cha), EscapeArtist (Dex), Forgery (Int), Ga<strong>the</strong>r Information (Cha),Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit

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