Vous êtes sur la page 1sur 286

Planescraft

Traveling to the Other Worlds

Gaming in Planescape campaign setting with Fantasy Craft

1
Planescraft (First PLAYTEST) 2
Design
Brakk

Additional Design
Foghorn, Morgenstern

Design Review
Glimmerrat, Morgenstern

Editing
Brakk

Art
Brakk, Clone-Artist, Domigorgon

Proofreading
Arntuuri, Vanya

Play Testers
Arntuuri, Biz’zare, Vanya

Join the online open playtest at


www.planescraft.com

For all fans of Planescape and Fantasy Craft

© 2010 Planescraft

3
Chapter 1: Hero Favors
Creating a Character Magic Items
Origin Chapter 5: Organizations
Species Anarchs
Specialty Athar
Class Believers of the Source
Chaos Jester (Master Class) Bleak Cabal
Deathbringer (Master Class) Brotherhood of Glory
Defiler (Master Class) Converts
Entropy Champion (Master Class) Dispossessed
Esoteric Disciple (Master Class) Doomguard
Etherfarer (Master Class) Dustmen
Hawkshaw (Master Class) Fated
Hoister (Master Class) Fraternity of Order
Imaner (Master Class) Free League
Insane Wing Custodian (Master Class) Guardians
Jink Clerk (Master Class) Harmonium
Justiciar (Master Class) Incanterium
Loopholes Bureau Administrator (Master Mathematicians
Class) Mercykillers
Master of the 5 Senses (Master Class) Merkhants
Master Mediator (Master Class) Mind’s Eye
Mindbender (Master Class) Opposition
Planar Ranger (Master Class) Order of the Planes-Militant
Proselyte (Master Class) Revolutionary League
Riven (Master Class) Ring-givers
Chapter 2: Lore Sign of One
Feats Society of Sensation
Basic Combat Feats Sodkillers
Melee Combat Feats Sons of Mercy
Ranged Combat Feats Transcendent Order
Unarmed Combat Feats Verdant Guild
Chance Feats Xaositects
Covert Feats Zactars
Gear Feats Chapter 6: Foes
Skill Feats NPC Qualities
Species Feats Rogue Templates
Spellcasting Feats Bestiary
Style Feats Monster Templates
Terrain Feats AD&D Conversions
Chapter 3: Grimoire Chapter 7: Planes
Alphabetical List of Spells Running a Planescraft Campaign
Chapter 4: Forge Campaign Qualities
Goods Paths
Armor Diseases
Weapons The Planes
Bows Traits
Inner Planes

Planescraft (First PLAYTEST) 4


Elemental Plane of Air INDEx
Elemental Plane of Earth
Elemental Plane of Fire
Elemental Plane of Water
Negative Energy Plane
Paraelemental Plane of Ice
Paraelemental Plane of Magma
Paraelemental Plane of Ooze
Paraelemental Plane of Smoke
Positive Energy Plane
Quasielemental Plane of Ash
Quasielemental Plane of Dust
Quasielemental Plane of Lightning
Quasielemental Plane of Mineral
Quasielemental Plane of Radiance
Quasielemental Plane of Salt
Quasielemental Plane of Steam
Quasielemental Plane of Vacuum
Outer Planes
The Abyss
Acheron
Arborea
Arcadia
Baator
The Beastlands
Bytopia
Carceri
Elysium
Gehenna
The Gray Waste
Limbo
Mechanus
Mount Celestia
Pandemonium
Ysgard
Prime Material Plane
Transitive Planes
Astral Plane
Ethereal Plane
Chapter 8: Playtesting
Appendix: Timeline
Appendix: Cant Glossary
Appendix: Foes by XP value
Appendix: Spells by Spell
Level
Open Game License / Open
Game Content
5
campaign setting. During my research, I
Introduction could clearly pinpoint all of the familiar
Planescape elements elegantly falling in place
Goals Welcome to the first playtest release of with various Fantasy Craft mechanics. As I
Planescraft. Allow me to start by saying thank did, I slowly started writing the adaptation.
Support the Game you for your interest in the game. This is a free, I cannot claim that this material will satisfy
World non-profit role-playing game that brings back everyone’s taste but we hopefully went the
the planar goodness of Planescape and combines extra mile in order to stay as close as possible
This book is only the it with Fantasy Craft’s game system Mastercraft. to the original material. If you feel that we
beginning in a line Our small team of dedicated fans – The have missed something don’t hesitate to
of products from our Cutters – honestly believes you will have a great contact us.
design team. We plan time playing Planescape® with Fantasy Craft®
to release a lot of rules, as laid out in this book.
supporting material for
Planescraft, including This is the first of a number of playtest The Cutters
new Adventures and releases that will culminate in a final version
Accessories. of the game. Right now, this release covers June 2010.
the complete opus of published Planescape®
Promote Planescape material, including even such materials as Blood
campaign setting Wars Collectible Card Game®, Planescape:
Torment® video game, and Dragon® magazine
We believe that articles among others. Although of a no small
Planescape is still an page count, this is not a standalone product
exciting and attractive and it should be combined with Fantasy Craft
fantasy setting to in order to be played. Planescape products are
roleplay, providing a much recommended but are not necessary.
different experience In the coming months, we expect to
from a traditional polish and implement your feedback back into
fantasy game. the game. Inspired by Paizo’s Pathfinder playtest
approach we also strive to create a game for
Promote Fantasy Planescape fans based upon your feedback.
Craft role-playing
game
Project Background
We feel that Fantasy Here’s a short history of the project along
Craft, a standalone with its long term goals.
d20 RPG from Crafty
Back in late 2009. I was reading through
Games, is the best d20
a thread on RPG.net about some of the most
game to date. As you
criticized aspects of the newest Pathfinder
will read through this
RPG. A couple of gamers mentioned how they
book, we hope you’ll
will “stick with Fantasy Craft instead”. The
become excited about
name stuck with me and I had to check it out.
the results as we.
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 couldn’t believe how positively
different yet familiar this game was.

In all these years since the


discontinuation of the Planescape product
line, I couldn’t 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 didn’t turn out to be
a perfect solution for the storytelling intricacies
and narrative complexities of the Planescape

Planescraft (First PLAYTEST) 6


humble
Chapter 1: Hero Common Physical Traits: Radiant
appearance, intense gaze, white-gold hair,
powerful voice
Introduction Example Names: Aasimars generally
Before following any steps to create your
take human names.
hero, consider what kind of campaign your GM
Splinter Race Feats: Angelic Heritage
will be running, as the type of campaign affects
(heavenly blood), Mixed Lineage: Angelic &
the choice of Species and Specialties. The
Fey (fey blood), Mixed Heritage: Angelic &
choices for a Planescraft campaign are:
Silent (concordant blood), Mixed Heritage:
Prime and Planar Characters Both:
Angelic & Therian (wild blood). Unless you
This is the broadest option, allowing the GM
choose one of these you are a “pure blood”.
to run adventures anywhere in the multiverse.
Type: Medium bipedal folk outsider
All Planescraft products are designed in this
with a Reach 1. Your maximum Wounds
style. Players with this option can choose from
equal your Constitution score.
the Species, Specialties, and Classes, allowed in
Planescraft or those of any Prime Material world
• Attributes: +2 Strength, +2 Wisdom,
(provided the GM allows it). However, players
-4 Constitution
must choose to be either a prime or a planar.
• Base Speed: 30 ft.
Prime Characters Only: In this case,
• Damage Defiance: You suffer only half
the GM intends to use Planescraft for single
damage from cold and fire.
adventures only. The Species and Organizations
• Darkvision I: You ignore the effects of
presented in this book can’t be used to create
dim and faint light.
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.

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

Species
Planescraft features 9 playable species, in
addition to those already presented in Fantasy
Craft.

Aasimar
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,

Chapter 1: Hero 7
Bariaur -2 Dexterity, -2 Wisdom
You are a bariaur, native to the rolling Female
hills and woods of Ysgard where your kin • Attributes: +2 Intelligence, +2
wanders the lands in flocks, searching of Wisdom, -2 Strength, -2 Dexterity
troublemakers. When a vile foe is located, you
charge into glorious battle. Genasi
Standing roughly half a foot taller than You are a genasi, a plane-touched
a human, you are centaur-like, with the lower descendant of a union between a mortal
body of a ram, sleek brown or golden fur and and a genie (or rarely some other elemental
cloven hooves. Your upper body is humanlike, creature). This elemental heritage cannot be
powerfully muscled and sporting a pair of ram denied and everyone knows you’re something
horns atop the head. more. You usually display personality traits
You are a carefree creature, with almost relative to your elemental nature – fire genasi
no place to call a permanent home. Although are hot tempered and quick, while light genasi
you usually congregate in herds, from time are intense and egocentric.
to time you come to cities out of curiosity or Your kind is very rare and thus others
business. Unlike other outsiders, you age and are more distrustful, especially on the Outer
must eat. Planes which are so far removed from the
Common Personality Traits: Inner Planes. However, genasi also display
Wanderlust, carefree, brave, persistent, hatred towards all other genasi, not just
stubborn, joyful, frivolous those of opposing element, so it is extremely
Common Physical Traits: Ram horns, unlikely to encounter two or more together.
goat-like body, muscled, curly mane Unlike other outsiders, a genasi ages and
Example Names: Bjassi, Geir, Hisapore, must eat.
Jek, Karris, Meg, Severin, Surefoot, Sven Common Personality Traits:
Splinter Race Feats: Battering-Horn Straightforward, determined, mysterious, self-
(“mettle-horn”). Unless you choose this you are centered, self-reliant, misunderstood
a “small-horn”. Common Physical Traits: Intense
Type: Medium quadruped fey outsider gaze, radiant appearance, expressive features
with a Reach 1. Your maximum Wounds equal Example Names: Genasi generally
your Constitution score. take Human names.
Splinter Race Feats: Elemental
• Base Speed: 40 ft. Heritage (wind duke, stone prince, flame lord,
• Darkvision I: You ignore the effects of dim or sea king). Unless you choose this you are a
and faint light. “genie blood”.
• Enlightened Athletics: Your maximum Type: Medium bipedal folk with a
Athletics rank increases to your Career Reach 1. Your maximum Wounds equal your
Level + 5. Only the highest bonus from Constitution score.
any single enlightened ability may apply
to each skill. • Base Speed: 30 ft.
• Fatal Falls: You suffer 1 additional • Reviled: The Disposition of non-genasi
damage per die from falling and the decrease by 10.
damage gains the keen (20) quality. Air
• Improved Stability: You’re considered 1 • Attributes: +2 Dexterity, +2
Size category larger for carrying capacity, Intelligence, -2 Wisdom, -2 Charisma
Trample attacks, and resisting Bull Rush • Keen Sight: Your visual range
and Trip attempts so long as you are increments are equal to your Wisdom
standing firmly on the ground and not score × 50 ft. You also ignore range
climbing, flying, or riding. penalties from the 2nd and 4th range
• Iron Gut: You gain a +2 insight bonus increments while you’re Aiming.
with saves against disease and poisons. • Light Sleeper: Sleeping is never a
• Restricted Actions: Break Fall, Climb, and Terminal Situation for you.
Tumble checks you make are considered • Natural Spell: Once per scene, you may
untrained (see Fantasy Craft page 63). cast Levitate.
Male • No Pain: You ignore the first fatigued
• Attributes: +2 Strength, +2 Constitution, or shaken condition you gain in each

Planescraft (First PLAYTEST) 8


scene. ft.).
Earth • Tenacious Spirit: You gain 1 additional
• Attributes: +2 Strength, +2 Constitution, vitality point at each Career Level.
-2 Wisdom, -2 Charisma
• Enlightened Crafting: Your maximum Githyanki
Crafting rank increases to your Career You are a githyanki, a member of
Level + 5. Only the highest bonus from a race that inhabits the Astral Plane. You
any single enlightened ability may apply resemble a human, but your people are taller
to each skill. and almost skeletal in appearance. Your
• Great Fortitude: You gain the Great features are sharp and your black eyes have
Fortitude feat (see Fantasy Craft page 86). sunk far back into your long angular skull.
• Natural Attack: You gain the Slam I Your militaristic kin hate githzerai
natural attack (see Fantasy Craft page and brain fiends, and use every opportunity
235). If you gain a natural attack from to hinder their plans. Your evil people value
multiple sources, the attack’s grade isolation and conquest, inner strength and
becomes equal to the highest single grade material possessions, obedience and freedom.
+ 1 per additional benefit granting the You are most probably an outcast. Githyanki
same attack, to a maximum of V (e.g. that rise above 11th level draw down the lich-
Slam IV, Slam III, and Slam I become queen’s wrath and should use skill and magic
Slam V). to conceal their own power.
• Natural Spell: Once per scene, you may Common Personality Traits:
cast Pass Without Trace. Aggressive, hateful, individualistic, loyal,
• Thick Hide 2: You’re considered to be materialistic, xenophobic
wearing partial armor that provides Common Physical Traits: Dark eyes,
Damage Reduction 2. This DR does not yellowish skin, long face, skeletal, black or
stack with other armor (only the best red hair
protection applies). If you gain thick hide Example Names: Gith, N’a’rai, Rech,
from multiple sources, your hide offers Tehv’in, Vlaakith
the highest single DR value + 1 per Splinter Race Feats: Draconic
additional hide benefit (e.g. thick hide 4, Heritage (drake gith). Unless you choose this
thick hide 3, and thick hide 1 offer DR you are a “githyanki”.
6). Type: Medium bipedal folk with a
Fire Reach 1. Your maximum Wounds equal your
• Attributes: +2 Intelligence, -2 Charisma Constitution score.
• Darkvision II: You ignore all ambient light
penalties. • Attributes: +2 Dexterity, +2
• Natural Elegance: Your Appearance bonus Intelligence, -2 Wisdom, -2 Charisma
increases by +1. • Base Speed: 30 ft.
• Natural Spell: Once per scene, you may • Ambush Basics: You gain the Ambush
cast Scorching Ray. Basics feat (see Fantasy Craft page 95).
• Tenacious Spirit: You gain 1 additional • Armor Basics: You gain the Armor
vitality point at each Career Level. Basics feat (see Fantasy Craft page 85).
• Unbreakable: Each time you suffer • Edged Proficiency: You gain the Edged
attribute impairment, it decreases by 1 proficiency.
(minimum 0). • Enlightened Intimidate: Your maximum
Water Intimidate rank increases to your
• Attributes: +2 Constitution, -2 Charisma Career Level + 5. Only the highest
• Aquatic II: You can’t drown, and suffers bonus from any single enlightened
no penalties when underwater (see ability may apply to each skill.
Fantasy Craft page 217). • Enlightened Tactics: Your maximum
• Natural Spell: Once per scene, you may Tactics rank increases to your Career
cast Create Water. Level + 5. Only the highest bonus
• Superior Swimmer: You move the resulting from any single enlightened ability
distance two additional times with a may apply to each skill.
successful Swim check (e.g. a water • Reviled: The Disposition of non-
genasi with a result of 10 ft. moves 30 githyanki decrease by 10.

Chapter 1: Hero 9
Githzerai (anarch). Unless you choose this you are a
You are a githzerai, a member of a race “githzerai”.
that inhabits the plane of Limbo. You resemble Type: Medium bipedal folk with a
a human, but your people are thinner and taller. Reach 1. Your maximum Wounds equal your
Your features are sharp and your eyes range in Constitution score.
color from gray to catlike yellow.
Your mysterious kin hate githyanki • Attributes: +2 Dexterity, +2
and brain fiends, and use every opportunity Intelligence, -2 Strength, -2 Wisdom
to hinder their plans. Although not a • Base Speed: 30 ft.
warmongering race, your people take great • Agile Defense: Your base Defense
measures to secure themselves from harm. increases by 1.
Common Personality Traits: • Always Ready: You may always act
Mysterious, measured, watchful, serious, close- during surprise rounds.
mouthed, independent, stubborn • Darkvision I: You ignore the effects of
Common Physical Traits: Dark eyes, dim and faint light.
yellowish skin, long face, thin • Enlightened Notice: Your maximum
Example Names: Amak, Dak’kon, Notice rank increases to your Career
Karan, Kii’na, Slig, T’shaa Level + 5. Only the highest bonus
Splinter Race Feats: Primeval Heritage 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 (First PLAYTEST) 10


• Iconic Classes: If your level in any base and vulnerable to various effects and
class is higher than your level in either higher damage from some sources. You
Burglar or Scout, your starting action may not take Chance feats or benefit
dice decrease by 2. from magical luck and your Initiative
• Limited Proficiencies: You begin with 2 check is always considered to be 10.)
fewer proficiencies (minimum 0).
• Natural Attack: You gain the Gore Rogue Nethling
I natural attack with the venomous You are a rogue nethling, also called
(sickening poison) upgrade (see Fantasy Neth’s child. You have been formed directly
Craft pages 235 and 166). If you gain from the substance of the “Demiplane
a natural attack from multiple sources, That Lives” on the Ethereal Plane but have
the attack’s grade becomes equal to the attained a separate identity and intelligence
highest single grade + 1 per additional apart from your creator. You resemble a large
benefit granting the same attack, to a pinkish circular membrane but are able to
maximum of V (e.g. Gore IV, Gore III, take forms of other beings.
and Gore I become Gore V). Common Personality Traits:
• Reviled: The Disposition of non-nathri Confused, curious, moody, stubborn
decrease by 10. Common Physical Traits: Pink and
brown skin
Rogue Modron Example Names: Neth’s child
You are a rogue modron, a genderless Splinter Race Feats: None. You are
clockwork creature from Mechanus that became a “free-willed nethling”.
self-aware and abandoned its duties. You are Type: Medium biped construct with
exactly 6 feet tall with a cubelike body. a Reach 1. Your maximum Wounds equal
You feel like you have been born your Constitution score.
yesterday, for you lack childhood, family and
social rank, among others. Even your memories • Special Construction: You are an Unborn
of Mechanus slowly fade into oblivion as time with a Special Construction feat (see
goes on. You need organization, rank, authority, Fantasy Craft page 104) and a new
regulation and harmony to be at ease so you construction type: Nethling (You gain
look out for these things all the time. You don’t Squeeze I (dmg 1d10 acid; notes:
believe in or understand the concepts of chance Grapple benefit; upgrades: alternate
and luck. damage). Each time you kill someone
Common Personality Traits: Curious, with your Squeeze I attack, you
predictable, loyal, lonely, organized, relentless absorb 1d10 of victim’s memories
Common Physical Traits: Cubic body, which grant you insight bonuses to
thin limbs, vestigial wings saves, skill checks, attack rolls, or spell
Example Names: Nordom, Unit 54, points until your next level (GM’s
Unit 87, Tricalus choice). You also gain regeneration 1
Splinter Race Feats: None. You are an for 1 day. However, after absorption
“obsolete unit”. you revert to your base form and have
Type: Medium biped construct outsider 65% chance to lose 1 experience level.
with a Reach of 1. Your maximum wounds equal Finally, absorption has 5% cumulative
your Constitution score. chance to revert you from your rogue
status and make you come back and
• Special Construction: You are an Unborn merge with the Demiplane That
with Special Construction feat (see Lives. You gain shapeshifter I with one
Fantasy Craft page 104) and a new favored form. Each time you assume a
construction type: Modron (Your Speed form other than your base or favored
increases by 10 ft. and you lose lumbering form, there is a 5% chance to lose 1
but gain critical hesitation. Crafting experience level.)
becomes an Origin skill but you may
not make Ride (any Mounts) and Swim Tiefling
checks. You gain Damage Reduction 2 You are a tiefling, a plane-touched
and 2 additional interests. You’re also creature with both mortal and fiendish
an Outsider (see Fantasy Craft page 227) heritage. You have a disturbing appearance,

Chapter 1: Hero 11
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 from an early age—as soon as your
heritage shows itself—which 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 Attributes Benefits
Aasimar +2 Str, +2 Wis, Medium folk outsider (Reach 1, wounds Con, Speed 30 ft.), damage defiance (cold
-4 Con and fire), darkvision I
Bariaur +2 Str, +2 Con, Medium fey outsider (Reach 1, wounds Con, Speed 40 ft.), darkvision I, enlightened
(Male) -2 Dex, -2 Wis athletics, fatal falls, improved stability, iron gut, restricted actions (Break fall, Climb,
Tumble)
Bariaur +2 Int, +2 Wis, Medium fey outsider (Reach 1, wounds Con, Speed 40 ft.), darkvision I, enlightened
(Female) -2 Str, -2 Dex athletics, fatal falls, improved stability, iron gut, restricted actions (Break fall, Climb,
Tumble)
Genasi (Air) +2 Dex, +2 Int, Medium folk (Reach 1, wounds Con, Speed 30 ft.), keen sight, light sleeper, natural
-2 Wis, -2 Cha spell (Levitate), no pain, reviled
Genasi +2 Str, +2 Con, Medium folk (Reach 1, wounds Con, Speed 30 ft.), enlightened crafting, great
(Earth) -2 Wis, -2 Cha fortitude, natural attack (Slam I), natural spell (Pass Without Trace), reviled, thick
hide 2
Genasi (Fire) +2 Int, -2 Cha Medium folk (Reach 1, wounds Con, Speed 30 ft.), darkvision II, natural elegance,
natural spell (Scorching Ray) , reviled, tenacious spirit, unbreakable
Genasi +2 Con, -2 Cha Medium folk (Reach 1, wounds Con, Speed 30 ft.), aquatic II, natural spell (Create
(Water) Water), reviled, superior swimmer, tenacious spirit
Githyanki +2 Dex, +2 Int, Medium folk (Reach 1, wounds Con, Speed 30 ft.), ambush basics, armor basics,
-2 Wis, -2 Cha edged proficiency, enlightened intimidate, enlightened tactics, reviled
Githzerai +2 Dex, +2 Int, Medium folk (Reach 1, wounds Con, Speed 30 ft.), agile defense +1, always ready,
-2 Str, -2 Wis darkvision I, enlightened notice, no pain
Nathri +2 Dex, +2 Con, Small folk (Reach 1, wounds Con× 2/3, Speed 50 ft.), enlightened stealth, limited
+2 Wis, -2 Str, proficiencies, natural attack (Gore I), reviled
-2 Int, -2 Cha
Rogue As Unborn As Unborn, special construction (modron)
Modron

Planescraft (First PLAYTEST) 12


Table 1.1: Species (Continued)
Species Attributes Benefits
Rogue As Unborn As Unborn, special construction (nethling)
Nethling
Tiefling +2 Int, +2 Cha, Medium folk outsider (Reach 1, wounds Con, Speed 30 ft.), damage defiance (cold),
-2 Str, -2 Wis darkvision I, enlightened stealth, natural spell (Darkness I), reviled

Specialty Feat Benefits


Abyssal Charging Basics Contagion sense, crunch!, terrifying look, unbreakable
Warrior
City Watch Basic Skill Commissioned, paired skills (Intimidate and Investigate), practiced tactics
Mastery (Officer)
Clerk Mark Inscription focus, paired skills (Crafting and Investigate), scribe’s kit, sharp mind
Collector Repartee Basics Contagion sense, trackless step, trap sense

Floating Favored Gear Attribute training (Int/Cha), flashy, inquisitive mind, practiced ride
Sorcerer (Mechanical
Wings)
Forest Charm Binding Attribute training (Int/Wis), broad learning, contagion sense, free hint, sharp mind
Maiden Basics
Gish Sword Basics Glory-bound, practiced spellcasting, sharp mind
Githwarrior Greatsword Basics Attribute training (Str/Con), commissioned, extra proficiency (any 3)
Great-Hoof Mobility Basics Agile defense +1, decisive, fast, trackless step
Great-Horn Charging Basics Attribute training (Str/Con), crunch!, practiced tactics, stand together
Hinterland Basic Skill Animal empathy, bow hunter, bow proficiency, camouflage, trackless step
Bandit Mastery
(Horseman)
Meadow Pathfinder Basics Heroism, paired skills (Notice and Search), trap sense
Maiden
Mountebank Well-Rounded Attribute training (Int/Cha), flashy, linguist, practiced prestidigitation
Philosopher Extra Contact Attribute training (Int/Wis), broad learning, paired skills (Investigate and Impress),
sharp mind
Planewalker Pathfinder Basics Celebrated, charming, free hint, inquisitive mind, origin skill
Psion The Gift Attribute training (Wis/Cha), beguiling, inquisitive mind, paired skills (Resolve and
Spellcasting)
Tout Extra Contact Charming, free hint, linguist, practiced haggle, trackless step
Tribe Mother The Extra Mile Attribute training (Wis/Cha), encouragement, noble blood, paired skills (Medicine
and Survival)
Warlock Double Cast Attribute training (Int/Wis), encouragement, practiced spellcasting, terrifying look
Wild Mage Spell Conversion Mix-up, paired skills (Investigate and Spellcasting), wild magic
(any single)
Zerth Spell Library Attribute training (Str/Wis), encouragement, field medicine, practiced spellcasting

Chapter 1: Hero 13
Planescraft (First PLAYTEST) 14
Specialty • Scribe's Kit: You are always considered
Planescraft features 21 new Specialties, to have a scribe’s kit (see Fantasy Craft
in addition to those already presented in page 159).
Fantasy Craft. • Sharp Mind: You gain 1 additional skill
point per level.
Abyssal Warrior
You have spent too much time fighting Collector
for the tanar’ri and now the baatezu want to put You live off the dead, collecting the
you in the dead-book. bodies and turning them to the Dustmen for
Requirements: Alignment (Chaos, Non- some quick money.
• Bonus Feat: Repartee Basics
Good) (see Fantasy Craft page 61) • Contagion Sense: You may roll twice
• Bonus Feat: Charging Basics when making Fortitude saves
• Contagion Sense: You may roll twice when prompted by disease and poison,
making Fortitude saves prompted by keeping the result you prefer.
disease and poison, keeping the result • Trackless Step: The DCs of Tracking
you prefer. checks to follow your trail increase by
• Crunch!: Your Strength-based damage 10.
rolls inflict 1 additional damage. • Trap Sense: You may roll twice when
• Terrifying Look: The Will save DCs of making Reflex saves prompted by
stress damage you inflict increase by 4. security devices and traps, keeping the
• Unbreakable: Each time you suffer result you prefer.
attribute impairment, it decreases by 1
(minimum 0). Floating Sorcerer
Up, up and away!
City Watch Requirements: Alignment (Air) (see
You are a dedicated city watch officer. Fantasy Craft page 61)
• Bonus Feat: Basic Skill Mastery (Officer) • Bonus Feat: Favored Gear (Mechanical
• Commissioned: You may purchase Military Wings)
Renown for 20 Reputation per rank (see • Attribute Training: The lower of your
Fantasy Craft page 187). Intelligence or Charisma scores
• Paired Skills: Each time you gain 1 or increases by 1 (your choice if a tie).
more ranks in the Intimidate skill, you Apply this bonus after any modifiers
gain equal ranks in the Investigate skill. from your Species.
This may not increase your Investigate • Flashy: Your Panache rises by 2.
skill beyond its maximum rank. • Inquisitive Mind: You gain 2 additional
• Practiced Tactics: If you spend an action Interests.
die to boost a Tactics check and it still • Practiced Ride: If you spend an action
fails, you gain the die back after the die to boost a Ride check and it still
action is resolved. Against multiple fails, you gain the die back after the
targets you only regain the die if the action is resolved. Against multiple
check fails against all of them. targets you only regain the die if the
check fails against all of them.
Clerk
When asked, you like to say that being Forest Maiden
buried within piles of administrative As a skogaur, you have been taught the
papers all day has its merits as well… and secrets of Yggradrasil, the World Ash.
you can prove it too. Requirements: Bariaur (Female)
• Bonus Feat: Mark • Bonus Feat: Charm Binding Basics
• Inscription Focus: You gain the Crafting • Attribute Training: The lower of
skill’s Inscription focus. your Intelligence or Wisdom scores
• Paired Skills: Each time you gain 1 or increases by 1 (your choice if a tie).
more ranks in the Crafting skill, you gain Apply this bonus after any modifiers
equal ranks in the Investigate skill. This from your Species.
may not increase your Investigate skill • Broad Learning: You gain 2 additional
beyond its maximum rank. Studies (see Fantasy Craft page 61).

Chapter 1: Hero 15
• Contagion Sense: You may roll twice when feet.
making Fortitude saves prompted by • Trackless Step: The DCs of Tracking
disease and poison, keeping the result checks to follow your trail increase by
you prefer. 10.
• Free Hint: Once per session, you may
request a free hint from the GM. If he Great-Horn
refuses, you gain 1 bonus action die. Trained to stand against giants, the
• Sharp Mind: You gain 1 additional skill strong otgar gather into hunting parties and
point per level. track them down.
Requirements: Bariaur (Male)
Gish • Bonus Feat: Charging Basics
You are called gish, meaning “skilled” and • Attribute Training: The lower of your
are trained in both fighting and magic use. Strength or Constitution scores
Requirements: Githyanki increases by 1 (your choice if a tie).
• Bonus Feat: Sword Basics Apply this bonus after any modifiers
• Glory-Bound: You may purchase Heroic from your Species.
Renown for 20 Reputation per rank (see • Crunch!: Your Strength-based damage
Fantasy Craft page 187). rolls inflict 1 additional damage.
• Practiced Spellcasting: If you spend an • Practiced Tactics: If you spend an action
action die to boost a Spellcasting check die to boost a Tactics check and it still
and it still fails, you gain the die back fails, you gain the die back after the
after the action is resolved. Against action is resolved. Against multiple
multiple targets you only regain the die if targets you only regain the die if the
the check fails against all of them. check fails against all of them.
• Sharp Mind: You gain 1 additional skill • Stand Together: You gain a +2 morale
point per level. bonus to Defense and all saves when at
least 2 adjacent characters share your
Githwarrior Species.
You are a tough warrior, destined to
become a supreme leader with the help of your Hinterland Bandit
silver sword. You raid merchant caravans and
Requirements: Githyanki waylaying travelers who make their way
• Bonus Feat: Greatsword Basics across the Outlands.
• Attribute Training: The lower of your • Bonus Feat: Basic Skill Mastery
Strength or Constitution scores increases (Horseman)
by 1 (your choice if a tie). Apply this • Animal Empathy: The Dispositions of
bonus after any modifiers from your non-adversary animals increase by 5.
Species or Talent. • Bow Hunter: You inflict 2 additional
• Commissioned: You may purchase Military damage on standard characters with a
Renown for 20 Reputation per rank (see bow.
Fantasy Craft page 187). • Bow Proficiency: You gain the Bow
• Extra Proficiency: You gain 3 additional proficiency.
proficiencies or tricks. • Camouflage: Choose a terrain: aquatic,
arctic, caverns/mountains, desert,
Great-Hoof forest/jungle, indoors/settled, plains, or
As a spirg, the fastest of the herd, you swamp. You gain a +5 gear bonus with
travel through the tribe’s land, carrying news of Blend checks while in that terrain.
impending danger or a message from neighbor • Trackless Step: The DCs of Tracking
tribe. checks to follow your trail increase by
Requirements: Bariaur (Male) 10.
• Bonus Feat: Mobility Basics
• Agile Defense: Your base Defense increases Meadow Maiden
by 1. The jatila are the bravest in the herd,
• Decisive: You gain a +5 bonus with always on the lookout for troublemakers.
Initiative. Requirements: Bariaur (Female)
• Fast: Your Ground Speed increases by 10 • Bonus Feat: Pathfinder Basics

Planescraft (First PLAYTEST) 16


• Heroism: You gain a +1 bonus on all • Bonus Feat: Pathfinder Basics
attack and skill checks you make during • Celebrated: Your Legend increases by 2.
Dramatic scenes. • Charming: Once per session, you may
• Paired Skills: Each time you gain 1 or improve the Disposition of any 1 non-
more ranks in the Search skill, you gain adversary NPC by 5.
equal ranks in the Notice skill. This may • Free Hint: Once per session, you may
not increase your Notice skill beyond its request a free hint from the GM. If he
maximum rank. refuses, you gain 1 bonus action die.
• Trap Sense: You may roll twice when • Inquisitive Mind: You gain 2 additional
making Reflex saves prompted by Interests.
security devices and traps, keeping the • Origin Skill: Choose 1 additional
result you prefer. Origin skill.

Mountebank Psion
You travel down the road, performing You tap the power of the mind and
dubious tricks on fairs and avoiding the body to manifest your mental desires.
disgruntled militiamen… but all hardships are • Bonus Feat: The Gift
forgotten once the customers start jiggling coins. • Attribute Training: The lower of your
• Bonus Feat: Well-Rounded Wisdom or Charisma scores increases
• Attribute Training: The lower of your by 1 (your choice if a tie). Apply this
Intelligence or Charisma scores increases bonus after any modifiers from your
by 1 (your choice if a tie). Apply this Species.
bonus after any modifiers from your • Beguiling: When you successfully
Species. Taunt a character, you may decline
• Flashy: Your Panache rises by 2. the standard result to have your target
• Linguist: You gain 2 additional Languages become fixated on you for 1d6 rounds.
(see Fantasy Craft page 61). Special characters and villains may
• Practiced Prestidigitation: If you spend an spend 1 action die to cancel this effect
action die to boost a Prestidigitation and become immune to this ability
check and it still fails, you gain the die for the rest of the scene. If you gain
back after the action is resolved. Against this benefit from multiple sources,
multiple targets you only regain the die if you may also damage the target once
the check fails against all of them. without interrupting his fixation (you
may do this only once, no matter how
Philosopher many times you gain the benefit).
On the Planes, philosophy isn’t just a • Inquisitive Mind: You gain 2 additional
fact of life – it›s a way of life. Interests.
• Bonus Feat: Extra Contact • Paired Skills: Each time you gain 1 or
• Attribute Training: The lower of your more ranks in the Resolve skill, you
Intelligence or Wisdom scores increases gain equal ranks in the Spellcasting
by 1 (your choice if a tie). Apply this skill. This may not increase your
bonus after any modifiers from your Spellcasting skill beyond its maximum
Species. rank.
• Broad Learning: You gain 2 additional
Studies (see Fantasy Craft page 61). Tout
• Paired Skills: Each time you gain 1 or You are a professional guide, knowing
more ranks in the Investigate skill, you the ins and outs of planar cities.
gain equal ranks in the Impress skill. • Bonus Feat: Extra Contact
This may not increase your Impress skill • Charming: Once per session, you may
beyond its maximum rank. improve the Disposition of any 1 non-
• Sharp Mind: You gain 1 additional skill adversary NPC by 5.
point per level. • Free Hint: Once per session, you may
request a free hint from the GM. If he
Planewalker refuses, you gain 1 bonus action die.
Walking the Planes has brought out the • Linguist: You gain 2 additional
best in you. Languages (see Fantasy Craft page 61).

Chapter 1: Hero 17
• Practiced Haggle: If you spend an action Wild Mage
die to boost a Haggle check and it still You are definitively not sure what
fails, you gain the die back after the you’re doing… but it seemed to work so far!
action is resolved. Against multiple • Bonus Feat: Any single Spell Conversion
targets you only regain the die if the feat.
check fails against all of them. • Mix-Up: You gain the Mix-Up trick (see
• Trackless Step: The DCs of Tracking Fantasy Craft page 221).
checks to follow your trail increase by 10.
• Paired Skills: Each time you gain 1 or
more ranks in the Investigate skill, you
Tribe Mother gain equal ranks in the Spellcasting
You are a wise murstam, educated to
skill. This may not increase your
become a midwife or teacher in your herd.
Spellcasting skill beyond its maximum
Requirements: Bariaur (Female)
rank.
• Bonus Feat: The Extra Mile
• Attribute Training: The lower of your • Wild Magic: The Sorcery (Wild Magic)
Wisdom or Charisma scores increases by campaign quality is in effect all the
1 (your choice if a tie). Apply this bonus time for you (see Fantasy Craft page
after any modifiers from your Species. 326).
• Encouragement: Once per scene, you may
speak to 1 of your teammates for 1 Zerth
minute to grant them a +1 morale bonus You preserve the memory of
with saving throws until the end of the Zerthimon through religious teachings,
current scene. martial skill, and arcane lore.
• Noble Blood: You may purchase Noble Requirements: Githzerai, Alignment
Renown for 20 Reputation per rank (see (Zerthimon) (see Fantasy Craft page 61)
Fantasy Craft page 187). • Bonus Feat: Spell Library
Paired Skills: Each time you gain 1 or • Attribute Training: The lower of your
more ranks in the Survival skill, you gain Strength or Wisdom scores increases
equal ranks in the Medicine skill. This by 1 (your choice if a tie). Apply this
may not increase your Medicine skill bonus after any modifiers from your
beyond its maximum rank. Species.
• Encouragement: Once per scene, you
Warlock may speak to 1 of your teammates for
To you, the magic’s just another tool or 1 minute to grant them a +1 morale
weapon… usually the later. bonus with saving throws until the end
Requirements: Githyanki of the current scene.
• Bonus Feat: Double Cast • Field Medicine: You are always
• Attribute Training: The lower of your considered to have a doctor’s bag (see
Intelligence or Wisdom scores increases Fantasy Craft page 159).
by 1 (your choice if a tie). Apply this • Practiced Spellcasting: If you spend an
bonus after any modifiers from your action die to boost a Spellcasting check
Species. and it still fails, you gain the die back
• Encouragement: Once per scene, you may after the action is resolved. Against
speak to 1 of your teammates for 1 multiple targets you only regain the die
minute to grant them a +1 morale bonus if the check fails against all of them.
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.

Planescraft (First PLAYTEST) 18


Class Disguise, Impress, Notice, Prestidigitation,
Your class choices provide handy Ride, Sense Motive, Sneak
shorthand when describing your character. All Skill Points: 6 + Int modifier per
Classes presented in Fantasy Craft are available level
in Planescraft. Nineteen new Master Classes are Vitality: 9 + Con modifier per level
presented here.
Class Abilities
Beguiling: At Level 1, you gain the
Chaos Jester (Master) beguiling NPC quality (see Fantasy Craft page
231).
“How many Hardheads do you Path of Joy: At Level 1 and 4, you
take a Step in the Path of Chaos/Curses/
need to apprehend a happy Deceit (your choice). If you’ve already
Chaosman? Nobody knows - they completed these Paths, you may instead take
a Step along any of the other Xaositects Paths
never managed to do it! Hah-hah- (Fortune).
ha!” - a joke overheard in the Hive Smile & Punch: At Level 2, when
utilizing improvised weapons (see Fantasy
Chaosmen are known for their Craft page 362), you use your Impress check
unpredictable behaviors, be it outrageous, for your attack roll and save DCs (if any).
calm, etc. But there are those Chaosmen that Lively Furniture: At Level 3, you can
always see an opportunity of fun in the grand temporarily animate furniture for 1 round
pattern of chaos. Laughter follows in their steps per Class Level with an Impress check (DC
and most of them try to bring smiles to other 25). You can animate 1 piece of furniture (see
people’s faces. Chaos jesters are Chaosmen that Fantasy Craft page 253) per Class Level.
only see the funny side of the unpredictable Joke’s on You: Wherever you go,
chaos. They are sometimes accused of having excessive laughter follows. At Level 4, you
a weird or morbid sense of humor but they’re gain the Wisdom draining III extraordinary
Chaosmen and can get away with it. attack with a 30 ft. aura.
Die Laughing: At Level 5, your jokes
Party Role: Backer. You’re everybody’s kill. Targets of your critically successful
friend... at least until your jokes get them mad. Impress checks must make a Fortitude save
You can solve problems with a laugh or cause (DC 10 + 1/2 your Career Level + your
new ones. As long as your antics are over the Charisma modifier) or die at the spot. NPCs
top and chaotic, you’re fine. Just watch for those with no sense of humor are not affected.
perpetually dour.

Table 1.2: The Chaos Jester


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +0 +1 +2 +0 +2 +2 +1 Beguiling, path of
joy
2 +1 +0 +2 +3 +1 +3 +3 +1 Smile & punch
3 +1 +1 +2 +3 +1 +4 +3 +2 Lively furniture
4 +2 +1 +2 +4 +2 +5 +4 +2 Joke’s on you, path
of joy
5 +2 +1 +3 +4 +2 +5 +4 +3 Die laughing

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

Chapter 1: Hero 19
Deathbringer (Master) and those with 0 or less Wound Points are
not considered alive). You may also detect
anomalies within living beings (such as an
“Mess with the True Death unnaturally long lifespan or lingering effects
and mess with me.” - mantra of of being raised/resurrected.)
Smite Living: At Level 2, when you
the deathbringer Juq Too-Cruel spend and roll an action die to boost damage
against a living opponent, you may replace
For some Dustmen, death
the action die’s result with 1/2 your Career
cannot come too quickly. Release from
Level (rounded up). This may not cause the
this False Life is a best thing one can
die to explode.
ask for. Those that constantly cheat
Graveyard Tales: At Level 3, you may
Death and escape its grasp with magic
spend an action die to converse with a dead
and unnatural vile pacts are watched
creature or the owner of someone’s remains.
carefully. The Deathbringers are a
Possess Undead: At Level 4, you
group of Dustmen assassins, specially
may “push” your will into an NPC with the
trained in attacking anything that lives.
Undead Type with a TL lower than your
They spend so much time among the
Career Level. Unwilling targets may resist
dead that they willingly and slowly
with a Will save (DC 10 + your Class Level
abandon the “False Life” and embrace
+ your Cha mod). If you succeed, your own
undeath. At least until their time to
body becomes mindless and starts losing 1
leave comes.
vitality point per round. Death of your own
or the host’s body is traumatic and you lose
Party Role: Combatant /
all the remaining action dice for the session.
Specialist. You are both feared and
If your host’s body is destroyed and your
respected with a reason. You may not be
own body is gone, you’re forever lost in the
able to do a lot among non-living, but
Negative Energy Plane.
where there is an opportunity for death,
Mantra of the Dead: At Level 5,
there you are.
you may gain temporarily the Ghostly or
Vampiric Template (your choice) for a number
Class Features of rounds (minimum 1) per session equal to
Requirements: Alignment your Career Level + Wisdom modifier. The
(Dustmen), Heroic Renown track rank duration needs not be consecutive and can be
5+, BAB 6+, Necromimesis feat spent as you want.
Favored Attribute: Wisdom,
Charisma, Strength
Class Skills: Athletics, Blend,
Defiler (Master)
Disguise, Medicine, Notice, Ride,
Search, Sneak “The shadow of my passing
Skill Points: 4 + Int modifier
per level
blinds the faithful leaving them
Vitality: 12 + Con modifier open and vulnerable.” - a defiler
per level
If there’s one thing Athars love, it’s
Class Abilities when they prove that the almighty gods aren’t
Path of Death: At Level 1 and all that mighty. Defilers are specially trained
4, you take a step in Path of Death. If you’ve agents that are able to punch a Power and
already completed this Path, you may instead get away with it most of the time. Sure, their
take a Step along any of the other Dustmen blows aren’t powerful enough to topple down
Paths (Darkness, Quietus, Spirits). Mount Olympus or bring about Ragnarok but
Detect Living: At Level 1, you can they do count when there›s lots of them. It
make a Medicine check (DC 15) within Close is no wonder then that the Athar are eagerly
Quarters and know whether any NPCs are alive introducing their most promising members
or not (those with Undead and Construct Types into the ranks of Defilers. This is a tough job

Planescraft (First PLAYTEST) 20


and one can count on making lots of enemies, Smite Faithful: At Level 2, when
but what›s that compared to a multiverse you spend and roll an action die to boost
without the Powers getting in the way to the damage against an opponent with opposed
Great Unknown. Alignment, you may replace the action die’s
result with 1/2 your Career Level (rounded
Party Role: Specialist. You specialize on up). This may not cause the die to explode.
confronting divine servants of a faith of your Divine Resistance: At Level 3, you
choice. gain Divine Resistance equal to 3 times your
Class Level.
Class Features Godless Horde: At level 4, you gain
Requirements: Alignment (Athar), the Followers feat (see Fantasy Craft page 98).
Wisdom 13+, Heroic Renown track rank 5+ Blind the Inner Eye: At Level 5, you
Favored Attribute: Intelligence, may forbid access to abilities (Class Abilities,
Wisdom, Charisma Paths, feats, etc.) which have opposed
Class Skills: Blend, Bluff, Crafting, Alignment as a requirement to any with equal
Disguise, Investigate, Notice, Prestidigitation, or lower TL than your Career Level within
Ride, Search, Sense Motive, Sneak, Survival Close Range.
Skill Points: 8 + Int modifier per level
Vitality: 6 + Con modifier per level

Table 1.3: The Deathbringer


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +0 +0 +2 +0 +2 +0 +1 Detect living, path
of death
2 +2 +0 +0 +3 +1 +3 +0 +2 Smite living
3 +3 +1 +1 +3 +1 +4 +1 +3 Graveyard tales
4 +4 +1 +1 +4 +2 +5 +1 +3 Path of death,
possess undead
5 +5 +1 +1 +4 +2 +5 +1 +4 Mantra of the dead

Table 1.4: The Defiler


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

Class Abilities
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.

Chapter 1: Hero 21
Entropy Champion per 5 points of difference between the result
and the DC.
(Master) Path of Destruction: At Levels 1
and 4, you take a Step along the Path of
“Utterly obliterated? Was that a Destruction. If you’ve already completed this
Path, you may instead take a Step along any
threat, little Doomguard?“ - one of the other Doomguard Paths (Strength,
angry and soon-to-be dead yugoloth War).
Smite the Frail: At Level 2, when
The entropy champion represents you spend and roll an action die to boost
a Doomguard’s ultimate dedication to the damage against an opponent with a lower
cause. Through intense training and devotion, Constitution score, you may replace the
the champion becomes one with entropy. All action die’s result with 1/2 your Career Level
champions are given specific goals to pursue by (rounded up). This may not cause the die to
their Doomlord, which they will accomplish or explode.
perish in the attempt. Entropy Blade: After a week of fasting
and purification your Doomlord peels away
Party Role: Combatant. You are an a layer of your skin equal to the surface area
extension of entropy, a tool of your Doomlord’s of the weapon to be made and forges the skin
will. You use all your abilities to further the directly into the new weapon. At Level 3,
cause of the faction and increase the speed rate
choose a sword with a final value of 200s or
at which the multiverse is falling apart, along
less; including all upgrades (see Fantasy Craft
with its inhabitants. Those that stand in your
179). The sword gains an essence of your
way become familiar with astounding violence
you are capable of displaying. choice with a Reputation cost of 15 or less
(see Fantasy Craft 195). This sword may not
Class Features be sold or further modified, and if it is lost
Requirements: Miracles campaign or destroyed, it’s replaced at no cost at the
quality, Alignment (Doomguard), Con 13+, end of the next Downtime lasting 1 month or
Resolve 10+ ranks, Sword Basics feat more.
Favored Attributes: Constitution, Sword Mastery: At Level 4, you gain
Wisdom the Sword Mastery feat.
Class Skills: Athletics, Crafting, Crumble to Dust: Reality itself
Intimidate, Notice, Resolve, Prestidigitation, has trouble standing up to your inexorable
Search, Tactics presence. At Level 5, you gain a stance.
Skill Points: 4 + Int modifier per level Entropic Miasma (Stance): Once per
Vitality: 12 + Con modifier per level round as a half action you may emit a pulse of
divine damage equal to your ranks in Resolve
Table 1.5: The Entropy Champion
Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +0 +2 +0 +1 +0 +1 Crumble to ashes,
path of destruction
2 +2 +2 +0 +3 +1 +1 +0 +2 Smite the frail
3 +3 +2 +1 +3 +1 +2 +1 +3 Entropy blade
4 +4 +2 +1 +4 +2 +2 +1 +3 Path of destruction,
Sword Mastery
5 +5 +3 +1 +4 +2 +3 +1 +4 Crumble to dust

CLASS ABILITIES
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

Planescraft (First PLAYTEST) 22


centered on you with a blast increment of 1. Wisdom, Strength
This damage is reduced by half with a successful Caster: Each level in this class
Fortitude save (DC 15 + your Cha modifier increases your Casting Level by 1.
+ your Chance feats). This save is terminal Class Skills: Crafting, Haggle,
(see Fantasy Craft 113). You are immune to this Impress, Intimidate, Investigate, Medicine,
damage. However, you may not take movement Resolve, Ride, Search, Spellcasting
actions while in this stance. Skill Points: 6 + Int modifier per
level
Esoteric Disciple (Master) Vitality: 9 + Con modifier per level

Class Abilities
“No, I don’t have a spell for you. Circle of Power I: At Level 1, you
This magic works only for me.” - an may cast Level 1 and lower spells you know.
Esoteric Healing: At Level 1, you can
honest esoteric disciple heal yourself by spending spell points. 1 spell
point heals 4 points of damage.
If there’s anything a Fated sets his eyes
Esoteric Vigor: At Level 2, you can
on, you can bet that it will surely be exploited in
increase one attribute score (up to your
one way or the other, as long as the Taker is the
Class Level + your Intelligence modifier) by
only one that benefits from it. In this case magic
spending and equal amount of spell points
is exploited to enhance, support, rebuild and
once per combat.
heal its user... and no one else. Esoteric disciples
Esoteric Defense: At Level 3, you can
are mages that train themselves into getting the
increase your Defense (up to your Class Level
most out of their personalized spells and magic.
+ your Intelligence modifier) by spending
Although one cannot expect from a Taker to
an equal amount of spell points once per
give, none will deny his value as a self-sufficient
combat.
ally.
Esoteric Treatment: At Level 4,
Party Role: Combatant / Solver. You you can heal your attribute impairments
are a solitary adventurer, with abilities to help (up to your Class Level + your Intelligence
you solve problems all by yourself. There might modifier) by spending an equal amount of
actually be one thing you need, and that’s spell points.
a witness who will spread the tales of your Circle of Power II: At Level 4, you
legendary accomplishments. may cast Level 2 and lower spells you know.

Table 1.6: The Esoteric Disciple


Level BAB Fort Ref Will Def Init Lifestyle Legend SP Special
1 +0 +0 +0 +2 +1 +0 +1 +1 1 Circle of power I,
esoteric healing
2 +1 +0 +0 +3 +1 +0 +2 +2 2 Esoteric vigor
3 +2 +1 +1 +3 +2 +1 +2 +3 3 Esoteric defense
4 +3 +1 +1 +4 +2 +1 +2 +3 4 Circle of power II,
esoteric treatment
5 +3 +1 +1 +4 +3 +1 +3 +4 5 Esoteric spell
defense

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

Chapter 1: Hero 23
Esoteric Spell Defense: At Level 5, you Favored Attributes: Intelligence,
can gain spell defense NPC quality (up to your Wisdom
Class Level + your Intelligence modifier) by Class Skills: Acrobatics, Athletics,
spending 5 spell points for each grade once per Haggle, Investigate, Medicine, Notice,
combat. Resolve, Ride, Survival, Tactics
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level
Etherfarer (Master)
CLASS ABILITIES
“He dreamt the big dream and it Ethereal Mastery: At Level 1, while
on the Ethereal Plane, you gain a bonus
sucked him right in. No one has starting action dice equal to your Intelligence
modifier. When somewhere else, you decrease
ever seen or heard of him ever a number of action dice equal to your
since. Who knows whose dreams Intelligence modifier.
Path of Travel: At Levels 1 and 4, you
he is part of now.” -old Burrowbeard take a Step along the Path of Travel.
True Gaze: At Level 2, you gain
The etherfarer is expert in taking natural spell (See Invisible).
advantage of the special environments native Reach Beyond: At Level 3, your
to the Ethereal Plane. It is an ideal occupation attacks affect incorporeal targets.
for those characters who plan to spend any Hazard Knight: At Level 4, you gain
significant time upon the Ethereal. Etherfarers the Hazard Knight feat (see page 50).
exist as a significant subset of the Etherfaring Spiritual Manifestation: At Level 5,
Society, a group of individuals that make their you gain the Spirit Type.
homes permanently upon the Ethereal Plane,
and so have developed many new methods and
skills for navigating and surviving the ethereal Hawkshaw
mists.
“There’s more to this than it
Party Role: Combatant/Solver. You are
a consummate expert in conditions, dangers, seems. Or so it seems. We better
and opportunities within the misty reaches of
the Ethereal Plane. You make a good trader
get one of our brain-box officers
and guide for any that seek to travel across the down here.” -a Harmonium officer at
Ethereal to a distant interplanar destination. On hard work
the other hand, you make a terrible foe against
those who oppose you in your own intangible Hardheads didn’t exactly put “literacy”
domain. on their list of must-have requirements for

Table 1.7: The Etherfarer


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +1 +0 +2 +1 +1 +1 +1 Ethereal mastery,
path of travel
2 +1 +2 +0 +3 +1 +1 +2 +1 True gaze
3 +2 +2 +1 +3 +2 +2 +2 +2 Reach beyond
4 +3 +2 +1 +4 +2 +2 +2 +2 Path of travel,
Hazard Knight
5 +3 +3 +1 +4 +3 +3 +3 +3 Spiritual
manifestation

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

Planescraft (First PLAYTEST) 24


recruits. Fortunately for them, they have a few a successful roll of Notice, Sense Motive, or
smarter bashers in their ranks. The hawkshaws Search and reroll with a +5 bonus.
are dedicated members of the Harmonium Streetwise: At Level 3, once per
that try to solve crimes or even prevent scene, you may improve NPC’s Disposition
them altogether. Most Hardheads have little by 10.
understanding for this kind of approach, but Interrogation: At Level 4, when you
value every opportunity to prove they’re right - succeed at a Bluff or Intimidate check your
regardless of the method applied. A hawkshaw is target suffers a penalty on Bluff checks equal
often accompanied by a Hardhead patrol which to double your Class Level.
offers tactical support if need arises (and too Hardhead Patrol: At Level 5, you
often it does). gain the More Followers feat and you may
summon them during a Dramatic scene.
Party Role: Solver/Wildcard. You’re
best of both worlds. You can handle most Hoister
situations through nonviolent ways but once the
boundaries are overstepped there’s nothing a
Hardhead patrol won’t try to solve. “Whenever I hear someone say
Class Features
the word freedom, I can hear
Requirements: Alignment a building crumbling down
(Harmonium), Wisdom 13+, Military
Renown track rank 4+, Basic Skill Mastery somewhere in the distance.
(Investigator) feat, Followers feat, Investigate
10+ ranks, Search 6+ ranks
Sigh-” –one annoyed Hardhead officer to
Favored Attributes: Wisdom, another
Intelligence, Charisma
Class Skills: Athletics, Bluff, Impress, When the time for serious action
Intimidate, Investigate, Notice, Prestidigitation, comes, the Revolutionary League must
Search, Sneak, Tactics be ready. With limited resources at hand,
Skill Points: 6 + Int modifier per level they still manage to have some of the most
Vitality: 9 + Con modifier per level efficient agents around. These agents, known
as hoisters, are trained to spread chaos and
Class Abilities destruction wherever the enemies of truth
Mark: At Level 1, you gain the Mark walk. The most efficient way to bring an
feat. end to an official government is to destroy
Path of Investigation: At Level 1 and and raze everything it owns - the heavier the
4, you take a Step in the Path of Knowledge/ damage the better. Because of their ability
Order/Secrets (your choice). If you’ve already to survive and quickly vanish after their
completed these Paths, you may instead take a mission, the hoisters are in demand even
Step along any of the other Harmonium Paths outside the Revolutionary League.
(Discipline, Harmony, War).

Table 1.8: The Hawkshaw


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +0 +1 +1 +1 +1 +1 Mark, path of
investigation
2 +2 +2 +0 +2 +1 +1 +2 +1 Deduction
3 +3 +2 +1 +2 +2 +2 +2 +2 Streetwise
4 +4 +2 +1 +2 +2 +2 +2 +2 Interrogation, path
of investigation
5 +5 +3 +1 +3 +3 +3 +3 +3 Hardhead patrol

Deduction: At Level 2, you may discard

Chapter 1: Hero 25
Party Role: Specialist. You use your action (see Fantasy Craft page 160).
abilities to quickly inflict massive amounts Raze to the Ground: At Level 5, all
of damage to a particular area. You can easily objects you attack automatically fail a number
focus on those large scale tasks as well as of saves equal to your Class Level + your
more personal ones - such as nasty traps Intelligence modifier (minimum 1).
incomprehensible even to modrons.
Imaner
Class Features
Requirements: Alignment
(Revolutionary League), Anarchist’s Cookbook “Honest truth! He was the
feat, Crafting 6+ ranks, Prestidigitation 6+ strongest man in all of Pelion
ranks
Favored Attributes: Intelligence, until he crossed paths with one
Charisma, Dexterity of those Minder mages. They’re
Class Skills: Acrobatics, Blend,
Bluff, Crafting, Disguise, Intimidate, Notice, tougher to break than a baatezu
Prestidigitation, Search, Sense Motive, Sneak, contract!” -Lacus, fresh off the Pelion’s
Tactics
shores
Skill Points: 8 + Int modifier per level
Vitality: 6 + Con modifier per level Sodkillers love their motto - might
makes right - and so do Sodkillers mages.
Class Abilities Trained to use magic in order to enhance
Path of Destruction: At Level 1 and 4, their physical strength, they are a refreshing
you take a Step in Path of Destruction. If you’ve alternative to a common mage that likes to
already completed this Path, you may instead stay out there far away when things get close
take a Step along any of the other Revolutionary and personal. An imaner can surprise anyone
League Paths (Chaos, Darkness, Deceit, that expects a physically weak spellcaster in
Secrets). close combat. Actually, that might just be the
Traps Expertise: At Level 1, the DC of thing imaners expect from their foes. A path
traps you set is 10 + 1/2 your Career Level + littered by broken teeth and smashed armors
your Intelligence modifier. that follow in their trail supports that claim.
Explosive Resistance: At Level 2, you
gain Explosive Resistance equal to 3 times your Party Role: Combatant / Backer. You
Class Level. are at the front, right next to fighters and
Bolthole: At Level 3, once per session monks. You might not be the best long term
choice for such a role but your few punches
you may designate a hiding place with a
are those significant ones that count.
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 BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +0 +2 +1 +1 +2 +0 +1 Path of destruction,
traps expertise
2 +1 +0 +3 +2 +1 +3 +0 +1 Explosive resistance
3 +2 +1 +3 +2 +2 +4 +1 +2 Bolthole
4 +3 +1 +4 +2 +2 +5 +1 +2 Invisible trap, path
of destruction
5 +3 +1 +4 +3 +3 +5 +1 +3 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

Planescraft (First PLAYTEST) 26


Class Features Insane Wing
Requirements: Sorcery campaign
quality, Alignment (Sodkillers), Strength 13+,
Custodian (Master)
Spellcasting 10+
Favored Attributes: Strength, “No need for those
Intelligence, Wisdom
Caster: Each level in this class increases
manacles. A custodian from the
your Casting Level by 1. Insane Wing will be escorting
Class Skills: Athletics, Crafting,
Intimidate, Investigate, Notice, Resolve, Search, her.” - a Gatehouse employee
Sense Motive, Spellcasting, Tactics
Skill Points: 6 + Int modifier per level While it is common knowledge that
Vitality: 9 + Con modifier per level the Bleakers run the Gatehouse, it’s far less
known that they house some of the most
insane and dangerous sods in the multiverse.
Class Abilities
It takes a special kind of guard to watch
Path of Strength: At Level 1 and 4,
over such as those. Even the Mercykillers
you take a Step in Path of Strength. If you’ve
secretly transfer some of their more difficult
already completed this Path, you may instead
prisoners to the Gatehouse (or so the chant
take a Step along any of the other Sodkillers
says). These guards are called insane wind
Paths (Destruction, Evil, Order).
custodians and they might be more insane
Imbued Strike: At Level 1, you may
than those they watch over.
spend 2 spell points to add AP 2 weapon quality
to all your attacks for 1 round.
Party Role: Combatant. You’re on the
Pain Attack: At Level 2, once per round
front end, disabling foes that are potentially
you may spend 2 spell points and charge a single
the most dangerous. You use your abilities
attack roll with an additional +1d6 lethal edged
whenever danger has to be pushed out of the
damage. You gain 1 Edge for each successful
way quickly and safely.
attack. You may spend 4 Edge to deal double
damage. At Level 4, the damage increases to
+2d6. Class Features
Resilient: At Level 3, your Constitution Requirements: Alignment (Bleak
score rises by 1 and you can go without sleep for Cabal), Sense Motive 8+ ranks, Athletics 6+
up to 1 day per Class Level. ranks, Bad Feeling feat, Iron Will feat
Embattlement: At Level 5, you cast and Favored Attributes: Wisdom,
store up to six spells with a range of “Personal” Strength
and delay their taking effect. You suffer subdual Class Skills: Athletics, Bluff,
damage equal to the total spell levels stored. The Intimidate, Notice, Prestidigitation, Search,
spent spell points and subdual damage cannot Sense Motive, Tactics
be recovered until all of the spells have been Skill Points: 4 + Int modifier per
released. You may release a stored spell once per level
round as a free action. Releasing a spell may be Vitality: 12 + Con modifier per level
done in addition to your normal spellcasting for
that round.

Table 1.10: The Imaner


Level BAB Fort Ref Will Def Init Lifestyle Legend SP Special
1 +1 +0 +1 +1 +2 +1 +0 +0 Imbued strike, path
1
of strength
2 +2 +0 +2 +2 +3 +1 +0 +1 2 Pain attack +1d6
3 +3 +1 +2 +2 +3 +2 +1 +1 3 Resilient
4 +4 +1 +2 +2 +4 +2 +1 +1 Pain attack +2d6,
4
path of strength
5 +5 +1 +3 +3 +5 +3 +1 +1 5 Embattlement

Chapter 1: Hero 27
Class Abilities your companionship. Others will gladly invite
Danger Sense: At Level 1, you can act you to stick with them as long as possible.
in a surprise round by succeeding at a Sense
Motive check opposed by your target’s Bluff roll Class Features
(if there are more targets, roll for that one with Requirements: Alignment (Free
the most Bluff ranks). League), Basic Skill Mastery (Trader), Haggle
Wrestling Basics: At Level 1, you gain 10+ ranks
the Wrestling Basics feat (see Fantasy Craft page Favored Attributes: Wisdom,
93). Charisma
I See You: At Level 2, you may select Class Skills: Bluff, Crafting, Haggle,
one target within sight range. That target cannot Impress, Investigate, Notice, Ride, Search,
become hidden or invisible to you. Sense Motive, Survival
Methods of Defiance: At Level 3, you Skill Points: 6 + Int modifier per level
may “suppress” (see Fantasy Craft page 112) a Vitality: 9 + Con modifier per level
spell effect within Close Quarters by spending
an action die. The effect remains suppressed for Class Abilities
1 round per Class Level. Ready for Trade: At Level 1 and 4,
Wrestling Mastery: At Level 4, you gain you gain a Gear feat of your choice that you
the Wrestling Mastery feat (see Fantasy Craft page qualify for.
94). Prodigal Haggle: At Level 1, you gain
Unimpressed: At Level 4, you cannot be the Prodigal (Haggle) feat.
affected by Impress checks and Charm spells. Pocketful of Change: At Level 2, each
Spiritbreaker: At Level 5, you are time you gain silver pieces you add your Class
considered one Size category larger for purposes Level as a bonus percentage to that amount
of Grapple checks. Also, you may gain the (round up).
following Grapple benefit (see Fantasy Craft page Swap Prizes: At Level 3, you
219): may swap 1 prize per scene at the nearby
Great Blackout (Grapple benefit): The marketplace for a prize with equal or lower
winner forces the opponent to become helpless. Reputation Cost.
Old Fox: At Level 4, you may reroll a
Jink Clerk (Master) successful Haggle check with a +5 bonus.
Master Trader: At Level 5, you sell
non-magic items at their full market price and
“She can pull off the best restore full Reputation when selling magic
deals from Merkhants and get items.

away with it. Sodding Indeps.” -


Justiciar (Master)
overheard at the Great Bazaar
One profession is particularly popular “If you escape again, know this.
among members of the Free League - that of a
merchant. With their unofficial headquarters I will hunt you down to the end
being the Great Bazaar it is no wonder many
of the best traders learn their secrets from the
of the multiverse. You will never
Indeps. Sure, the Outer Planes are all about rest an eye. If I fail, others will
belief, but extra jink doesn’t hurt either. The
Harmonium will loudly claim that the Indeps
follow in my footsteps. As long
are just buying their freedom with jink but as the Justice is not served.” - a
that’s just barmy talk. Anyone smart enough
will want a jink clerk for a friend - only they’re justiciar to his foe
able to pull those best deals off.
The justiciar is an elite factor of
Party Role: Specialist / Backer. You know the Mercykillers, assigned to track escaped
your way around the merchant’s tent and are criminals. Only the most resolute and
particularly good with equipment. Only those responsible Mercykillers are selected to take
that deny physical wealth won’t benefit from roles as the bloodhounds of the multiverse.

Planescraft (First PLAYTEST) 28


As such, they are excused from all faction duties Class Features
and assignments, and they can command greater Requirements: Military Renown
resources or assistance from other Mercykillers track rank 4+, BAB 5+
as necessary in pursuit of their quarry. Favored Attributes: Strength,
Even if the hunt takes a lifetime, justiciars Intelligence, Wisdom
are fanatically devoted to seeing the guilty Class Skills: Impress, Intimidate,
apprehended and punished properly. With that Investigate, Notice, Search, Sense Motive,
in mind, it doesn’t surprise that many justiciars Survival, Tactics
have perished in the attempt. Skill Points: 4 + Int modifier per
level
Party Role: Combatant / Talker. You view Vitality: 12 + Con modifier per level
combat as a necessity and the most probable
outcome of your encounter with the quarry CLASS ABILITIES
- after all, you are tracking down dangerous Getting Closer: At Level 1, each time
bloods. While your martial training shows its you find out new information about your
usefulness in physical conflicts, you often rely target you gain a bonus action die.
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 BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +1 +1 +1 +2 +0 +0 Danger sense,
Wrestling Basics
2 +2 +2 +2 +2 +1 +3 +0 +1 I see you
3 +3 +2 +2 +2 +2 +4 +1 +1 Methods of defiance
4 +4 +2 +2 +2 +2 +5 +1 +1 Unimpressed,
Wrestling Mastery
5 +5 +3 +3 +3 +3 +5 +1 +1 Spiritbreaker

Table 1.12: The Jink Clerk


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

Table 1.13: The Justiciar


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +0 +2 +1 +1 +0 +1 Getting closer,
higher laws
2 +2 +2 +0 +3 +1 +1 +0 +1 Feat
3 +3 +2 +1 +3 +2 +2 +1 +2 Devoted
4 +4 +2 +1 +4 +2 +2 +1 +2 Feat, notorious
5 +5 +3 +1 +4 +3 +3 +1 +3 Warrant

Chapter 1: Hero 29
Higher Laws: You are bonded with you don’t play by the rules and have great
a target. At Level 1, once per scene you may freedom because of that.
select a target and discern its general location,
regardless of the distance or their location. Also, Class Features
when you deal damage to your target within Requirements: Sorcery campaign
Melee Range or Close Quarters you deal extra quality, Alignment (Fraternity of Order),
damage equal to your Class Level. Crafting Focus (inscription) feat, Crafting
Feat: At Levels 2 and 4, you may choose 10+ ranks, Spellcasting 5+ ranks
one Chance or Terrain feat or a feat with the Favored Attributes: Intelligence
Alignment (Mercykillers) prerequisite that you Caster: Each level in this class
qualify for.
increases your Casting Level by 1.
Devoted: At Levels 2 and 4, you gain an
Class Skills: Crafting, Haggle,
insight bonus to skill checks of any 3 class skills
Investigate, Notice, Prestidigitation, Resolve,
(your choice) equal to your Class Level.
Notorious: At Level 4, when you are not Ride, Search, Spellcasting, Sense Motive
disguised you may reroll any Intimidate and Skill Points: 6 + Int modifier per level
Impress rolls and keep the better result. Also, Vitality: 9 + Con modifier per level
any special character with a Threat Level lower
than your Career Level takes a penalty on attack Class Abilities
rolls equal to your Military Renown track rank. Path of Knowledge: At Level 1 and
Warrant: At Level 5, you may create a 4, you take a step in Path of Knowledge. If
warrant, which upon reading aloud within Close you’ve already completed this Path, you may
Quarters, requires the target to make a Will save instead take a Step along any of the other
(DC 15 + Class Level + your number of feats Fraternity of Order Paths (Order, Protection,
with Alignment (Mercykillers) prerequisite) or Secrets).
become helpless for 5d4 rounds. Reading requires Scribing Basics: At Level 1, you gain
a full round action. the Scribing Basics feat.
Loophole: At Level 2 and 4, you
Loopholes Bureau gain knowledge of any one loophole. Create
Administrator (Master) a magic item “loophole” with an essence or
charm of 10 or less Reputation cost.
Circle of Power I: At Level 3, you
“Ow, he beat me to it! That should may cast Level 1 and lower spells you know.
Rulesbreaker: At Level 5, you
have been my loophole. I was may ignore any one feat or expert class
so close!” - a sad Loopholes Bureau prerequisite.
administrator
Master of the 5 Senses
One of the many Guvner offices is
the Loopholes Bureau in Sigil. Tasked with a
mission to find and describe loopholes in all
“No sensory stone experience
existing laws, it is no wonder it attracts all can even come close to this.” -
sorts of opportunistic Guvners. The Bureau›s
knowledge is valuable to anyone, but only the
master of the 5 Senses holding a lecture at
Guvners can really exploit it. An administrator the Civic Festhall
is a typical loopholes investigator, always
examining a loophole, and on the lookout It is often overlooked that the Sensates
for a new, better one. This might cause some rely on their five main senses to experience
competition among fellow administrators but the wonders of existence. Sure, everybody else
it›s all for the greater truth and knowledge. does it, but some Sensates manage to take it
a step further and expand that which Mother
Party Role: Specialist. Depending on Nature gave them. Masters of the 5 senses
the personal loopholes you have discovered, you are Sensates which have absolute control over
can either be a team or solo player. In any case, their body and mind. They are able to sense
things beyond what is considered normal for

Planescraft (First PLAYTEST) 30


their kind. This makes them extremely keen and Detect Poison: At Level 2, your taste
observant of their surroundings, something that allows you to accurately detect poisoned or
every true Sensate appreciates. spoiled liquids / food. Additionally, you can
identify them with a Knowledge check.
Party Role: Backer. You use your sense Eyes in the Back: At Level 3, you
to see, hear, touch, taste and smell that which gain the blindsight NPC quality (see Fantasy
is often obscure or unreachable to others. This Craft page 231).
makes you a powerful ally, one that can warn of Greater Sensory Touch: At Level 4,
immediate danger or discover the secrets that your sensory touch heals double damage, and
are hardly revealed. the damage inflicted to you becomes subdual.

Class Features Pinnacle of Senses: At Level 5, you


Requirements: Alignment (Society of gain a stance.
Sensation), improved sense NPC quality, Notice
10+ ranks Attuning the Senses (Stance): You are
Favored Attributes: Wisdom able to hear telepaths and make selected
Class Skills: Acrobatics, Athletics, Bluff, targets deaf or blind within Close Quarters as
Investigate, Notice, Ride, Resolve, Search, Sense a half action.
Motive, Survival
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level

Table 1.14: The Loopholes Bureau Administrator


Level BAB Fort Ref Will Def Init Lifestyle Legend SP Special
1 +0 +0 +0 +2 +1 +1 +2 +1 1 Path of knowledge,
Scribing Basics
2 +1 +0 +0 +3 +1 +1 +3 +1 2 Loophole
3 +1 +1 +1 +3 +2 +2 +3 +2 3 Circle of Power I
4 +2 +1 +1 +4 +2 +2 +4 +2 4 Loophole, path of
knowledge
5 +2 +1 +1 +4 +3 +3 +4 +3 5 Rulesbreaker

Table 1.15: The Master of the 5 Senses


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

Class Abilities
Prodigal Notice: At Level 1, you gain
the Prodigal (Notice) feat (see Fantasy Craft page
99).
Improved Sense: At Level 1 and 4, you
gain the improved sense NPC quality (see Fantasy
Craft page 234).

Chapter 1: Hero 31
Basic Skill Mas- Master Mediator (Master) abilities tied to it (such as Path powers, feats,
tery (Negotia- and Class Abilities) will immediately make
you lose the temporary Alignment.
tor) “We fight with words, not swords.” True Lies: At Level 1 and 4, you take
You can choose a new - a master mediator to his clueless pupils a Step in either the Path of Deceit or the
Basic Skill Mastery skill Path of Order (your choice). If you’ve already
pair. One of the common positions a Cipher completed these Paths, you may instead take
often finds himself in is that of a negotiator. a Step along any of the other Transcendent
Negotiator: Bluff & They’re quick to act and think, firmly hold to Order Paths (Discipline, Harmony, Spirits,
Sense Motive a nonbiased worldview and can understand Travel).
conflicting sides rather well. Among other Inquisitive Mind: At Level 2, you
things, the Great Gymnasium is a school for gain 2 additional Interests.
master mediators. There’s plenty to do in Sigil Marksman: At Level 3, you may use
with conflicting factions, and even more out the Mark feat twice per character per scene
there on the Planes. A master mediator’s job (see Fantasy Craft page 108).
never seems to be done, but at least you can Offer That Cannot Be Refused: At
count on the Ciphers to work on it. Level 4, once per scene you may force your
opponent to reroll an opposed Bluff, Sense
Party Role: Talker / Specialist. You use Motive, or Resolve check and take the worst
your abilities to avoid any bloodshed. Regardless result.
of how many sides are involved, you can handle Uneasy Truce: At Level 5, the
the situation which makes you all the more Disposition of those within Close Quarters
valuable to any party. shifts towards Neutral by 1 point per your
Charisma modifier (minimum 1) per round.
Class Features
Requirements: Alignment (Transcendent Mindbender (Master)
Order), Heroic Renown track rank 4+,
Charisma 13+, Impress 6+ ranks, Sense Motive
6+ ranks, Basic Skill Mastery (Negotiator) feat, “The slave attacked you? That
Mark feat would not have happened to
Favored Attributes: Charisma,
Intelligence, Wisdom me. No sir, certainly not.” - two
Class Skills: Blend, Bluff, Haggle, mindbenders discussing their trade
Impress, Intimidate, Investigate, Notice,
Resolve, Ride, Sense Motive With Signers, it’s all about themselves.
Skill Points: 6 + Int modifier per level While they believe that everyone else is there
Vitality: 9 + Con modifier per level because they imagined them, some of them

Table 1.16: The Master Mediator


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +0 +1 +2 +1 +2 +1 +1 Together as one,
true lies
2 +1 +0 +2 +3 +1 +3 +2 +1 Inquisitive mind
3 +1 +1 +2 +3 +2 +4 +2 +2 Marksman
4 +2 +1 +2 +4 +2 +5 +2 +2 Offer that cannot be
refused, true lies
5 +2 +1 +3 +4 +3 +5 +3 +3 Uneasy truce

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

Planescraft (First PLAYTEST) 32


feel that they lack finer control over their reality. fixated.
They want everyone to act as puppets, with Circle of Power II: At Level 4, you
them being the puppet masters. Mindbenders may cast Level 2 and lower spells you know.
are Signer mages able to enslave with mere Empty Mind: At Level 4, you cannot
thoughts. This ability doesn’t make them be targeted with Impress checks or Charm
particularly popular but they’re not trying to be spells.
liked by everyone. They can easily force those Thrall: At Level 5, one or more
that think otherwise to think their way. beguiled NPCs with total TL equal or lower
than your Career Level become your thralls
Party Role: Backer / Wildcard. You can until they die or are released from your
easily turn the tide of any conflict by enslaving service.
the right person. Because of this even your allies
aren’t too keen on crossing your path. Planar Ranger (Master)
Class Features
Requirements: Sorcery campaign quality, “I’ve been to places you don’t
Alignment (Sign of One), Iron Will feat,
Spellcasting 10+ ranks, Sense Motive 10+
even want to hear about. I think
ranks, at least 3 Charm spells in the spellbook I’m the right man for this quest.”
Favored Attributes: Charisma, - an experienced planar ranger
Intelligence, Wisdom
Caster: Each level in this class increases Members of the emerging new faction, the
your Casting Level by 1. Mind’s Eye, are particularly busy exploring
Class Skills: Bluff, Impress, Intimidate, the planes searching for new challenges to
Investigate, Medicine, Resolve, Sense Motive, test them, quite the opposite of what their ex-
Spellcasting Godsmen and ex-Signer members did. Now,
Skill Points: 6 + Int modifier per level these folks travel a lot and know their way
Vitality: 9 + Con modifier per level around the Planes. They’re even considered
to be the best travel guides, right next to the
Class Abilities veteran Sensates. Planar rangers are experts
Circle of Power I: At Level 1, you may at survival on the Planes, who have endured
cast Level 1 and lower spells you know. the most hostile environments known. These
Telepathic Beguiler: At Level 1, you experiences allow them to master unique
gain telepathic and beguiling NPC qualities (see abilities that draw their power from a plane.
Fantasy Craft pages 235 and 231). Because of their ability to handle anything
Prodigal Impress: At Level 2, you gain thrown at them, they are often hired to serve
the Prodigal (Impress) feat (see Fantasy Craft page as guides. Seekers don’t mind to ear and get
99).

Table 1.17: The Mindbender


Level BAB Fort Ref Will Def Init Lifestyle Legend SP Special
1 +0 +0 +0 +2 +0 +2 +1 +1 2 Circle of power I,
telepathic beguiler
2 +1 +0 +0 +3 +1 +3 +2 +1 4 Prodigal impress
3 +1 +1 +1 +3 +1 +4 +2 +2 6 I have a suggestion
4 +2 +1 +1 +4 +2 +5 +2 +2 8 Circle of power II
5 +2 +1 +1 +4 +2 +5 +3 +3 10 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

Chapter 1: Hero 33
tested at the same time. blindsight NPC quality (see Fantasy Craft page
231).
Party Role: Combatant. Wherever your Impossible Escape: At Level 5, you
party goes, you’ll be able to contribute. Your can escape from an ongoing conflict with a
abilities reflect your experiences as a planar successful Tactics check (DC = highest TL in
traveler that is a stranger to no plane. encounter). The GM may rule out the chance
for escape if a party has nowhere to go.
Class Features
Requirements: Alignment (Mind›s Eye), Proselyte (Master)
BAB 7+, Survival 10+ ranks
Favored Attributes: Dexterity
Class Skills: Acrobatics, Athletics, “I know you’ll never forgive me
Crafting, Medicine, Notice, Ride, Search, Sneak,
Survival, Tactics
for what I have done to you but...
Skill Points: 6 + Int modifier per level at least try to have some faith in
Vitality: 9 + Con modifier per level
me now.” - a proselyte to his victim
Class Abilities Many are surprised to hear that
Favored Alignment: At Level 1 and proselytes are recruited from the ranks of
4, choose one Alignment. Your threat range former convicts. It is a rare sight when a
increases by 2 when attacking and making murderer of thief decides to switch sides and
Notice, Sense Motive, and Survival checks starts working for the law. Proselytes are full-
targeting standard characters whose Alignment fledged members of the Sons of Mercy that
choices consists of the chosen Alignment. You have abandoned the way of crime. They are
may choose an additional Alignment at Class trying to redeem themselves in the eyes and
Level 4. hearts of others, hoping to do it right this
Path of Travel: At Level 1 and 4, you time. Everybody deserves a second chance
take a Step in Path of Travel. If you’ve already - or at least that’s what the Sons of Mercy
completed this Path, you may instead take a preach.
Step along any of the other Mind’s Eye Paths
(Knowledge, Spirits, Wilderness). Party Role: Backer / Combatant. You
Elemental Hail: At Level 2, you may roll combine your criminal expertise with that of
an action die to imbue a number of arrows equal a noble fighter. Old tricks, new tricks - as long
to your roll. You can apply any of the following as it gets the offendant inside the cell.
effects to individual or all arrows.
Class Features
• Chaos: The arrow deals Aligned (Chaos) Requirements: Alignment (Sons of
damage and baffles the target. Mercy)
• Fire: The arrow deals fire damage. Favored Attributes: Dexterity,
• Gouging: The arrow gains keen (10) Strength, Wisdom
quality. Class Skills: Acrobatics, Athletics,
• Ice: The arrow deals cold damage. Bluff, Disguise, Notice, Search, Sense Motive,
• Illuminated: The arrow deals divine Sneak, Survival, Tactics
damage. Skill Points: 6 + Int modifier per level
• Lightning: The arrow deals lightning Vitality: 9 + Con modifier per level
damage.
• Ruling: The arrow deals Aligned (Order) Class Abilities
damage and stuns the target. Ward of Order: At level 1, you may
• Venerated: The arrow deals Aligned assemble a ward of Order which forces all
(Good) damage and shakes the target. creatures of opposite Alignment to flee
• Vile: The arrow deals Aligned (Evil) outside the Close Quarters unless they
damage and enrages the target. succeed at a Will save (DC 10 + 1/2 your
Career Level + your Charisma modifier). The
Inner Sight: At Level 3, you gain the

Planescraft (First PLAYTEST) 34


ward can be assembled as a full round action Riven (Master)
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. “I know who I am. Most of the
Anatomy: At Level 2, your attacks cause time.” - a proud riven
bleeding.
Contagion Immunity: At Level 3, you Godsmen and reincarnation go hand
gain the contagion immunity NPC quality. in hand, that is a common knowledge.
Sacrifice: At Level 4, you may deal While most work to improve their current
yourself 2 points of lethal damage as a free reincarnation, a few are willing to go back
action and add +1d6 damage to one attack. and revisit their old former selves - whoever
Redemption: Each foe of opposed they were. The riven can relive their old
Alignment that is killed grants you a bonus incarnations and have memories of up to
action die and a +1 bonus to attack rolls, three different persons at once. This amazing
vitality points, and wound points until the end
of session.

Table 1.18: The Planar Ranger


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +1 +1 +1 +1 +1 +0 +0 +1 Favored alignment,
path of travel
2 +2 +2 +2 +2 +1 +0 +0 +2 Elemental hail
3 +3 +2 +2 +2 +2 +1 +1 +3 Inner sight
4 +4 +2 +2 +2 +2 +1 +1 +3 Favored alignment,
path of travel
5 +5 +3 +3 +3 +3 +1 +1 +4 Impossible escape

Table 1.19: The Proselyte


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

Table 1.20: The Riven


Level BAB Fort Ref Will Def Init Lifestyle Legend Special
1 +0 +2 +1 +1 +0 +1 +1 +1 Past life,
Reincarnated
Talents
2 +1 +3 +2 +2 +1 +1 +2 +1 Path of the source
3 +2 +3 +2 +2 +1 +2 +2 +2 Bury the past
4 +3 +4 +2 +2 +2 +2 +2 +2 Past life, path of the
source
5 +3 +4 +3 +3 +2 +3 +3 +3 Chained souls

Chapter 1: Hero 35
feat isn’t 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.

Class Features
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

Class Abilities
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. Any additional impersonations
per session cost another 3 action dice. Your past
life incarnation’s 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.

Planescraft (First PLAYTEST) 36


Chapter 1: Hero 37
end.
Chapter 2: Lore Prerequisites: Alignment
(Mercykillers)
Feats let you customize your character, Benefit: Once per combat, if you
granting special abilities or bonuses to existing confirm a critical hit, all allies within Close
abilities. Planescraft introduces new feats, many Quarters gain a bonus d4 action die. Also,
of them tied to one or more Organizations. when rolling on the Table of Ouch (see
Table 2.1: Organization Feats should prove Fantasy Craft page 207) your foes add their
useful to both players and GMs. total amount of damage sustained up to that
moment to determine the effects.
Alignment Feats
When a prerequisite lists one or more Body Count
Alignments (separated by a forward dash), the As they fall left and right, you hits
character can meet that prerequisite if one of become deeper and deadlier.
his Alignment choices consists of any one of the Prerequisites: Alignment (Sodkillers)
listed Alignments. 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
Basic Combat Feats end of combat.
The conflict of opposing sides is an
inevitable part of everyday life on the planes.
Better to be prepared than eat planar dirt.
Eye for an Eye
You always make sure that you return
the favor, politeness excused.
All Out! Prerequisites: Alignment (Ring-givers)
When justice calls you are the first to Benefit: If you acquire a condition,
answer. but manage to damage the originator in the
Prerequisites: Alignment following round you lose the condition (or
(Mercykillers/Sons of Mercy) one grade). Also, once per scene you may
Benefit: You gain a stance. reroll an action die and keep the better result.
Harsh Hand of Justice (Stance): If you
inflict 25+ damage to an opponent, you may
immediately perform a Coup de Grace action.
Fight the Many
With chaos to the right and confusion
While in this stance, your base Defense score
to the left as your allies, it’s not really that
drops to 1, you lose all and may not get any
hard to fight a dozen foes.
Defense bonuses. Also, you cannot Refresh.
Prerequisites: Alignment (Xaositects)
You may remain in this stance for a number of
Benefit: You cannot be flanked and you
rounds per session equal to a number of feats
gain a stance.
with Alignment (Mercykillers/Sons of Mercy)
Mid-Fight Confusion (Stance): If you deal
prerequisite that you have.
damage to at least 2 different foes in a round,
you gain a +2 bonus to attack rolls against
Babble those same foes in the next round.
You spew forth waves upon waves
of nonsense and gibberish, silencing any
surrounding sounds.
First Blood
You cannot be hurt, only angered.
Prerequisites: Alignment (Xaositects)
Prerequisites: Alignment
Benefit: You may Distract all opponents
(Brotherhood of Glory) or Nathri
within 30 ft. at once (see Fantasy Craft page 219).
Benefit: When an opponent wounds
Each opponent rolls its saving throw separately.
you, you gain a +1 bonus to damage and
Also, you gain a stance.
attack on your next attack. The opponent
Gibberish Howling (Stance): Verbal
must wound you again to gain this bonus
communication in a 30 ft. radius around you
again.
becomes impossible. Silence and Sonic spells
cannot be cast within area.
Flawless Tactic
You quickly adjust and close off all
Bloody Merciless Justice vulnerable spots in the heat of the battle.
Your favorite part of the crime story is
Prerequisites: Alignment (Guardians/
when the executioner’s axe falls down in the
Harmonium)

Planescraft (First PLAYTEST) 38


Benefit: You gain thick hide 2 (see Fantasy Benefit: You gain Stress Resistance 5
Craft page 13). Also, if an enemy deals damage and a stance.
to you, you gain a +1 morale bonus to Defense Hefty Mind (Stance): You may
until the end of your next turn. substitute your base Will save with your base
Fortitude save. While in this stance you are
Flying Colors flat-footed.
When you manage to make it through
all the time, your foe’s confidence can be easily Instant Response
crushed. You are generally the first to do
Prerequisites: Alignment (Free anything.
League/Harmonium/Opposition) Prerequisites: Alignment
Benefit: You gain 1 Edge each time you (Transcendent Order), Lightning Reflexes
succeed at a save. You may spend 3 Edge to Benefit: You may spend 1 action die
force the attacker to reroll his attack, choosing to boost your Initiative check and you gain a
the result you prefer. stance.
Cadence Trance (Stance): At the start
Focused Mind of your Initiative Count you may reroll your
Once you make up your mind, nothing Initiative check. If you are the first to act in
can persuade you otherwise. a given round, your base Reflex save bonus
Prerequisites: Alignment (Transcendent increases by an amount equal to your starting
Order/Zactars) action dice. Taking Aim, Anticipate, Delay or
Benefit: You may substitute your attack Ready action ends the stance.
roll for a Concentrate check. You may use this
ability a number of times per scene equal to Lenient Wrath
your starting action dice. Forgiveness is the attribute of the
better bloods.
Fury Prerequisites: Alignment
While fighting a worthy foe or more of (Guardians/Order of the Planes-Militant/Sons
them, you enter a mystical battle rage. of Mercy)
Prerequisites: Alignment (Brotherhood Benefit: You may convert divine
of Glory), Raging Basics damage to subdual damage. Also, you don’t
Benefit: While in Berserk Stance you suffer a -4 penalty when converting lethal
gain 1 half action, immunity to baffled, fixated, damage to subdual (see Fantasy Craft page
shaken, and frightened and can fight normally 209).
until wound points reach -25 + your Career
Level. Also, all non-ally NPCs within Close Marauder’s Domain
Quarters adjust their Disposition by -25 towards You easily exercise control over
you and you may not Refresh and suffer a -4 surrounding area.
penalty to attack rolls with Ranged or Hurled Prerequisites: Alignment
weapons. (Harmonium/Sodkillers)
Benefit: You gain menacing threat (see
Ghost in the Shell Fantasy Craft page 234) and a trick.
In your detachment, you feel less. Everybody Move! (Threaten Trick): All
Prerequisites: Alignment (Dustmen) successfully intimidated targets move 1
Benefit: You gain Stress Resistance 5. square away from you. Those that cannot
Once per round you may spend one action move become sprawled.
die to remove one of the following conditions
currently affecting you: baffled, enraged, fixated,
frightened, or shaken. If the condition has multiple Martial Lessons
grades (i.e. shaken II, baffled III, etc.) you may You inspire discipline and excellence
spend up to three action dice, removing the in your allies easily teaching them the basic
same number of grades. combat secrets.
Prerequisites: Alignment
(Harmonium)
Indomitable Benefit: Select one stance or trick that
You are rarely subdued thanks to your you know. Any adjacent ally may enter the
superior vigor. stance or use the trick.
Prerequisites: Alignment (Sodkillers)

Chapter 2: Lore 39
Table 2.1: Organization Feats
Anarchs Athar Believers of the Source Bleak Cabal
Body Awareness (55) Defiant Interdiction (54) Crafty Beginning (44) Bad Feeling (54)
Formless World (55) Lily-Livered Stand (57) Master Smith (46) Belated Madness (43)
Ongoing Creation (56) Propaganda (56) Natural and Easy Going (56) Mind Gate (56)
Turn Sides (45) Unorthodox Believer (48) Reincarnated Talents (48) Nonsense (41)
Water Bug’s Caper (49) Wise Words (57) Self-Mastery (46) Primarius (48)
Brotherhood of Glory Converts Dispossessed Doomguard
Civilization is Unnatural (55) All Solutions (54) Backstabber’s Gratitude (45) Ruination Blow (41)
Evisceration Reed (43) Copycat (55) Betraying Luck (44) Sifting (48)
First Blood (38) Natural and Easy Going (56) Grudge Keeper (45) Wrecker Basics (42)
Fury (39) Solution’s Not That Bad (57) Masterplan (44) Wrecker Mastery (42)
Mass Rage (41) Something New (48) Rush Strike (45) Wrecker Supremacy (43)
Dustmen Fated Fraternity of Order Free League
Bad Feeling (54) Best Deal (45) All Solutions (54) Best Deal (45)
Ghost in the Shell (39) Destined for Greatness (42) Eternal Equation (47) Flying Colors (39)
Necromimesis (41) Lone Wolf (56) Orderly Pocket (54) Natural Rebel (41)
Thrive on Death (42) Silver Lining (45) Probability Manipulation (44) Self-Sufficient (42)
Zombie Crew (57) Trophy Hunter (57) Rotary Sidestep (58) Solo Player (57)
Guardians Harmonium Incanterium Mathematicians
Flawless Tactic (38) Flawless Tactic (38) Absorb Magic (53) All Solutions (54)
Lenient Wrath (39) Flying Colors (39) Arcane Heritage (53) Eternal Equation (47)
Martyr’s Strength (41) Phalanx Fighting (41) Arcane Legacy (53) Logical Operation (47)
Protecting Blow (41) Marauder’s Domain (39) Arcane Loop (53) No Time for Trivialities (47)
Sky Ally (57) Martial Lessons (39) Trinkets and Secrets (46) Rotary Sidestep (58)
Mercykillers Merkhants Mind’s Eye Opposition
All Out! (38) Bargain for Life (55) Full Experience (56) Counterbalance (45)
Bloody Merciless Justice (38) Best Deal (45) Lone Wolf (56) Flying Colors (39)
Cruel Wound (42) Machinations (56) Pressure Points (43) Natural Rebel (41)
Shift the Scales (44) Nose for Business (46) Revealing Sign (48) Protecting Blow (41)
Torturer’s Kiss (42) Utmost Urgency (57) Seen It All (56) War Claw (43)
Order of the Planes-Militant Revolutionary League Ring-givers Sign of One
Lenient Wrath (39) Anarchists’ Cookbook (45) Circled Feat (55) Egg of Creation (44)
Martyr’s Strength (41) Backstabber’s Gratitude (45) Eye for an Eye (38) Mind over Body (41)
Sky Ally (57) Life’s a Masquerade (47) Good Turn (44) One View – Many Worlds (56)
Protecting Blow (41) Masterplan (44) Turn Sides (45) Revealing Prediction (44)
Phalanx Fighting (41) Radical Solutions (48) Wise Words (57) Revealing Sign (48)
Society of Sensation Sodkillers Sons of Mercy Transcendent Order
Empathic Link (47) Body Count (38) All Out! (38) Equilibrium (55)
Evoke Déjà Vu (47) Cruel Wound (42) Lenient Wrath (39) Focused Mind (39)
Full Experience (56) Indomitable (39) Martyr’s Strength (41) Instant Response (39)
Heightened Sentiency (47) Marauder’s Domain (39) Plea for Mercy (41) Poised Skill Mastery (48)
Perceptual Experience (47) War Claw (43) Safe from Harm (42) Qui Vive (42)
Verdant Guild Xaositects Zactars All Organizations
Bestial Heritage (54) Babble (38) Defiant Interdiction (54) Favored (55)
Bestial Legacy (55) Betraying Luck (44) Focused Mind (39) New Step (54)
Call of the Wyld (47) Fight the Many (38) Puppetmaster (46)
Friends Forever (57) Random Theorem (44) Radical Solutions (48)
Menace Troop (57) Wild Residue (54) Safe from Harm (42)

Planescraft (First PLAYTEST) 40


Martyr’s Strength Death.
Your body aches in pain, but your soul
thrives in the glory of the moment. Nonsense
Prerequisites: Alignment You share your nihilistic view with
(Guardians/Order of the Planes-Militant/Sons of others… especially in the times of your
Mercy) greatest need.
Benefit: You may temporarily ignore Prerequisites: Alignment (Bleak
attribute impairment for one combat by Cabal)
spending an action die for each impaired Benefit: Once per round, if you hit,
attribute score. you may opt to deal no damage and instead
force your opponent to move away from you
Mass Rage on his next Initiative Count. Also, once per
Your terrifying fury spills over to your combat, if struck you may move 1 square
allies, inspiring them to become a frenzied in any available direction at the end of foe’s
horde. turn.
Prerequisites: Alignment (Brotherhood
of Glory), Cha 13+ Phalanx Fighting
Benefit: While in Berserk Stance, all Your shield is always where it’s most
allies within Close Quarters gain the Rage Basics needed.
feat and a trick. Prerequisites: Alignment
Boar’s Head (Bull Rush Trick): Bullrushed (Harmonium/Order of the Planes-Militant)
opponents become baffled. Benefit: When wielding a shield and
adjacent to an ally, he receives that shield’s
Mind Over Body gear bonus to Defense as well. Also, you gain
Your mind can do more than a mere a +1 bonus to Defense when wielding one or
placebo effect. more shields.
Prerequisites: Alignment (Sign of One)
Benefit: You gain tenacious spirit (see Plea for Mercy
Fantasy Craft page 14). Also, your base Defense The harshest blows are swept away
bonus increases by a total number of feats with when you cry for benevolence.
Alignment (Sing of One) prerequisite that you Prerequisites: Alignment (Good/Sons
have. of Mercy)
Benefit: Once per round, one of your
Natural Rebel allies within sight receives subdual damage
You rarely run away from your battles instead of lethal.
and for a good reason.
Prerequisites: Alignment (Free Protecting Blow
League/Opposition) You strike with a force to kill but opt
Benefit: When you spend an action die to protect.
on an action against a target with an Alignment Prerequisites: Alignment
other than your own, you may spend an (Guardians/Opposition)
additional action die to gain 1 half action as a Benefit: If an adjacent ally is struck,
free action. You may use this ability a number you may immediately perform Shield Block
of times per session equal to the number of with your shield or weapon to negate the
feats with Alignment (Free League/Opposition) blow. Also, you gain a stance.
prerequisite that you have. Helping Hand (Stance): If any adjacent
ally becomes sprawled, he may immediately
Necromimesis take the reposition action.
You have gained some interesting insight
into the dark behind the True Death. Ruination Blow
Prerequisites: Alignment (Dustmen) You can cut through stone and wood
Benefit: You gain 2 tricks. like it were a cake.
Deathlike Sleep (Total Defense Trick): Once Prerequisites: Alignment
per combat you may appear to “die”. Medicine (Doomguard), War IV+
checks and spells detect your status as dead. Benefit: You may target objects with
Final Kill (Coup de Grace Trick): Victims entropic blow (see Fantasy Craft page 314).
that you kill must spend 3 action dice to Cheat Viable targets are objects one Size category

Chapter 2: Lore 41
larger than you. Also, special characters you a stance.
kill die at 0 wound points and their bodies are Internal Bleeding (Stance): Whenever
destroyed at -15 wound points. you inflict the bleeding condition upon a
target, they suffer lethal damage from that
Qui Vive condition instead of subdual damage (see
You live ahead of everybody else. Fantasy Craft page 212). Also, the condition
Prerequisites: Alignment (Transcendent may only be eliminated with a successful
Order) 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
Melee Combat
surprise round, you may initiate a new surprise
round which occurs before the original surprise
Feats
Clashing blades with dangerous
round. You may do this a number of times per and exotic fencers is a trivial thing for
session equal to your starting action dice. planewalkers unless their foes have more than
one heart.
Safe from Harm
In times of great need, you are willing to Cruel Wound
sacrifice much more to keep your friends safe Your unforgettable attacks deliver pain
and sound. and disfigurement.
Prerequisites: Alignment (Sons of Prerequisites: Alignment
Mercy/Zactars) (Mercykillers/Sodkillers)
Benefit: You may spend a single action Benefit: Your melee attacks with
die to lend one of your save bonuses to an Edged weapons gain bleed. Also, you may
adjacent ally when he must make a saving inflict critical injuries at 20 damage (see
throw. Also, if he fails the saving throw, you may Fantasy Craft page 208).
absorb half damage (round up). You may use
this ability a number of times per session equal
to your starting action dice. Destined For Greatness
Even against overwhelming odds, your
heroic spirit rises above and endures.
Self-Sufficient Prerequisites: Alignment (Fated)
You get on your own just fine, and there’s Benefit: Your Legend increases by 2
something about it that unnerves others. and you gain a stance.
Prerequisites: Alignment (Free League) Last Stand (Stance): Each time a foe
Benefit: You gain an additional 5 vitality becomes adjacent to you, you may make a
points and your Prudence rises by 2. Also, you free attack action against him and take a free
gain a trick. 5 ft. step afterwards. If you hit, the attack
Shaken Beliefs (Threaten Trick): The deals 1/2 damage (round down).
target loses access to all feats with Alignment
prerequisite until the end of combat.
Wrecker Basics
You have learned a few tricks on how
Thrive On Death to break stuff.
Unlike all the others, you thrive on Prerequisites: Alignment
Death’s domain. (Doomguard)
Prerequisites: Alignment (Dustmen) Benefit: You may ignore the Strength
Benefit: Each time someone is reduced requirement of the massive quality, and you
to 0 wound points within Close Quarters you gain a stance.
gain a bonus d4 action die. Also, if you kill Shield-Breaker (Stance): Each time you
someone you may Refresh immediately as a free hit an opponent with a melee attack, one
action. piece of gear with the guard quality receives
one-half of the damage rolled (round up).
Torturer’s Kiss
You have spent lots of time in the Wrecker Mastery
Prison’s lightless dungeons dispensing justice to You excel at the one thing your faction
the guilty. promotes – breaking things apart.
Prerequisites: Alignment (Mercykillers) Prerequisites: Wrecker Basics
Benefit: You gain Stress Resistance 5 and Benefit: You are considered 1 Size

Planescraft (First PLAYTEST) 42


larger for the purposes of triggering a Fortitude spending one or more action dice.
save by your weapon’s massive quality. Also, you Action
gain a trick. Effect
Dice
Sweeping Doom (Massive Weapon Attack
Trick): As a full-action, your attack gains the 1 Target loses fatigued (one grade), stunned or sickened condition
spread quality. Target becomes paralyzed for 1d4 rounds or loses the
2
paralyzed condition (your choice)
Wrecker Supremacy Target becomes blinded or deafened (your choice) for 1d4
You are becoming an unstoppable force
2 rounds or loses blinded or deafened conditions for 1d4 rounds
that uses a large weapon in any situation.
Prerequisites: Wrecker Mastery (your choice)
Benefit: Select one massive weapon. You Target’s Spell Defense is increased or lowered (your choice)
3
gain 1 Edge each time you spend an action die by 10 for 1 round
to boost a lethal damage result or roll a natural Poison’s effects are delayed by 4 hours or target suffers a -10
20 on an attack check with that weapon. You 3
penalty on next Fortitude save (your choice)
may spend 3 Edge to give your attack the keen
(10) quality. Also, you gain a stance. Target’s Spell Points are increased or decreases by 10 for 1
4
Shockwave (Stance): Your massive weapon round (your choice)
gains blast 1.
5 Target cannot cast Spells or perform Miracles for 4 rounds

Ranged Combat Project Thoughts


You project extraneous, random
Feats thoughts upon the astral form of another.
Solving physical conflicts is best done Prerequisites: Int 13+
from afar. Benefit: You gain a stance.
Astral Attack (Stance): Select one target
Evisceration Reed within sight on the Astral Plane. If the target
After you’re done shooting arrows, the fails a Will save (DC 10 + 1/2 your Career
battlefield resembles an abattoir. Level + your Intelligence modifier) and has a
Prerequisites: Alignment (Brotherhood lower Intelligence score than you, it becomes
of Glory), Angry Hornet stunned. If the Intelligence scores are equal,
Benefit: Your missile damage is the target is slowed.
cumulative in a round. You may use this feat
once per combat. War Claw
For example, a character strikes three More often than not you fix problems
times. 1st shot deals 5 points of damage, 2nd with your fists… or claws.
shot deals 4, 3rd shot deals 6. That’s 5 points Prerequisites: Alignment
of damage from the 1st shot, 9 (5+4) points of (Opposition/Sodkillers)
damage for the 2nd, and finally 15 (9+6) for Benefit: You gain unnerving (see
the 3rd. In total, that’s 29 points of damage. Fantasy Craft page 235). Also, an ally struck
by your unarmed attack loses a condition
Unarmed Combat grade of your choice.

Feats Chance Feats


Those that commit themselves with
passion to strength, agility, and stamina can hit When stepping into an unknown
where it really hurts. portal, luck is the only thing you can wish
for.
Pressure Points
You have extensive knowledge of the Belated Madness
body’s pressure points you can use to achieve You might lose your mind the next
debilitating effects. day or perhaps the next year… only time will
Prerequisites: Alignment (Mind’s Eye) tell.
Benefit: You gain a trick. Prerequisites: Alignment (Bleak
Exploit Vital Point (Called Shot Trick): Cabal)
You may create a specific effect in a target by Benefit: You may roll twice on your
grim retreat check (see page 112) keeping the

Chapter 2: Lore 43
result you prefer. If you gain two grim retreat Benefit: You may spend an action die
grades in a row, your Wisdom or Charisma (your to grant an ally within sight a bonus d4 action
choice) suffers 2d10 impairment in addition to die for the current scene. You may then ask
newly acquired madness (see page 112). Also, at the him for an action die in the same scene.
start of each combat you must spend an action
die or behave randomly during the combat Masterplan
as if under the effect of Insanity I spell (see Your plans cannot be foiled, your
Fantasy Craft page 134). While under this effect, schemes cannot be predicted.
once per round you may spend one action Prerequisites: Alignment
die to remove one of the following conditions (Revolutionary League/Dispossessed)
currently affecting you: baffled, enraged, fixated, Benefit: Once per scene you may
frightened, or shaken. spend 2 action dice to prevent opponents to
If the condition has multiple grades (i.e. activate critical effects with attack or skill
shaken II, baffled III, etc.) you may spend up to checks.
three action dice, removing the same number of
grades.
Probability
Betraying Luck Manipulation
Just when they thought luck was on their You have learned to exploit the “kismet
side, you proved them wrong. theft” loophole.
Prerequisites: Alignment Prerequisites: Alignment (Fraternity
(Dispossessed/Xaositects) of Order)
Benefit: Once per opponent per combat Benefit: Once per combat, you may
you may redirect a successful hit against you spend an action die for free.
to an adjacent target. If no adjacent targets are
available you may spend an action die instead to Random Theorem
avoid the attack or two action dice to force the Your actions are based upon unproven
target to hit itself. and contradictory statements.
Prerequisites: Alignment (Xaositects)
Crafty Beginning Benefit: You may reroll one die roll per
With so many experiences traveling round. You must use the results of a second
around the universal ring of birth, death, and roll, even if they are worse. You may do this
rebirth it is no wonder you are getting better at a number of times per session equal to the
it all the time. number of Chance feats you have.
Prerequisites: Alignment (Believers of
the Source) Revealing Prediction
Benefit: When you Cheat Death you From your lips to gods’ ears.
may select a fate (see Fantasy Craft page 356) Prerequisites: Alignment (Sign of
instead of randomly determining it. Also, you One)
may spend double action dice when making Benefit: Once per NPC per adventure
Fortitude save for critical injuries (see Fantasy you may predict a single event. Depending on
Craft page 208). the nature and outcome of your prediction,
the NPC would gain or lose an action die (e.g.
Egg of Creation GM’s action dice are increased or decreased
Your powerful imagination is your for that NPC only).
greatest friend and worst enemy.
Prerequisites: Alignment (Sign of One) Shift the Scales
Benefit: Every odd scene you receive and When someone’s down on their luck,
every even scene you lose a number of bonus you may shift the scales of justice for them.
d4 action dice equal to the number of feats with Prerequisites: Alignment
Alignment (Sign of One) prerequisite that you (Mercykillers)
have. Benefit: You may temporarily lend one
of your Chance feats to an ally in the current
Good Turn scene. You cannot use that feat in the current
Fate is extremely kind towards your acts scene. Also, each time you are targeted by a
of graciousness. Chance feat you may spend an action die to
Prerequisites: Alignment (Ring-givers) negate its results.

Planescraft (First PLAYTEST) 44


Prerequisites: Alignment
Silver Lining (Dispossessed)
The wheel of fortune is on your side Benefit: If someone damages you in
when you dare go against all odds. a round, you gain a bonus d4 action die. You
Prerequisites: Alignment (Fated) may not use your feats with the Alignment
Benefit: While you have 2-1 or greater (Dispossessed) prerequisite until you harm
disadvantage, you gain one Chance feat of your him as well. These action dice are lost at the
choice that you meet the prerequisites for. end of round.

Rush Strike
Your revenge might seem unplanned
or even rushed, but that is exactly what your
opponents weren’t expecting.
Prerequisites: Alignment
(Dispossessed)
Benefit: In the first round of combat,
you may spend one action die to boost
damage and roll it twice.

Turn Sides
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
Covert Feats transfer one of your condition grades to an
The “alternate” approach might prove ally. The ally receives a bonus d4 action die.
better in most situations.

Backstabber’s Gear Feats


Wonderful and strange items are a
Gratitude staple of any serious planewalker.
Those that turn their back on you rarely
get a chance to cry out for help.
Prerequisites: Alignment (Dispossessed/
Anarchists’ Cookbook
You are adept at creating traps from
Revolutionary League)
ordinary items.
Benefit: When a flanked, adjacent
Prerequisites: Alignment
opponent attacks someone other than you, you
(Revolutionary League)
gain a free half action which must be used to
Benefit: Cost of your traps and trap
attack him. Also, you may benefit from poisonous
upgrades is reduced by half. Also, you gain
one more time before the dose is consumed (see
Crafting as an Origin Skill.
Fantasy Craft page 165).

Counterbalance Best Deal


You can’t remember the last time you
There’s nothing you cannot put an end
saw the bottom of your coin purse.
to.
Prerequisites: Alignment (Fated/Free
Prerequisites: Alignment (Opposition)
League/Merkhants)
Benefit: You may spend an action die to
Benefit: Each time you gain silver
cancel target’s action die use within sight.
pieces you add your Intelligence modifier as a
bonus percentage to that amount (round up).
Grudge Keeper
Your hate overwhelms you until you can
see nothing else but sweet revenge.
Karach Basics
You have learned the ways of

Chapter 2: Lore 45
controlling items crafted from karach – a pages 174 and 185) if applicable and will
shapeshifting metal imbued with Limbo’s raw operate for 3 more rounds before becoming
chaos matter. unusable again. Finally, you are always
Requirements: Wisdom 13+ considered to have a smith’s kit (see Fantasy
Benefit: You may spend an action die Craft page 160).
at the beginning of each scene to change an
existing or add a new lesser charm to a piece of Nose for Business
your equipment made out of karach material (see If it has any value you can profit from
pages 76 and 78). If you lend an item to someone it.
else or forgo to spend an action die at the start Prerequisites: Alignment (Merkhants)
of new scene the item reverts to its original Benefit: You may sell items at 125% of
state. their market value. Also, once per adventure
you may buy an item for 75% of its market
Karach Mastery value. Finally, if taken at level 1 you gain
Karach items become powerful physical double staring money.
objects in your hands.
Requirements: Karach Basics, Wisdom Puppetmaster
15+ Everything is prepared for the return
Benefit: You may spend an action die of the One True Being, the puppets are in
at the beginning of each scene to change an place and they are ready to play their parts.
existing or add a new lesser essence to a piece Prerequisites: Alignment (Zactars),
of your equipment made out of karach material Followers
(see pages 76 and 78). Also, when doing this you may Benefit: You may summon your
change the weapon type to any type in which followers once per adventure during a
you have forte. If you lend an item to someone Dramatic scene. Also, when you die, you may
else or forgo to spend an action die at the start Cheat Death with a fate grade (see Fantasy
of new scene the item reverts to its original Craft page 284) equal to the number of
state. followers you sacrifice.

Karach Supremacy Self-Mastery


You and your karach become one. You have issues with equipment not
Requirements: Sorcery campaign quality, crafted by you.
Karach Mastery, Wisdom 17+ Prerequisites: Alignment (Believers of
Benefit: Once per adventure, you may the Source)
use Karach Basics or Karach Mastery without Benefit: Weapons and armor not
spending an action die. Your karach items revert crafted by you gain the crude upgrade when
to their original states if you lose all vitality you wear or ready them. On the other hand,
points. Also, you gain a trick. weapons and armor crafted by you gain the
Imbue with Magic (Ready Trick): You may superior upgrade when you wear or ready
cast a single spell on your karach item, defining a them. This does not affect the item’s value.
trigger that prompts spell’s completion (e.g. first
strike against a target).
Trinkets and Secrets
You are an expert at getting the most
Master Smith out of your magic items.
Many hours spent working at the Prerequisites: Alignment
Foundry have helped you develop efficient (Incanterium)
crafting techniques. Benefit: You may spend an action die
Prerequisites: Alignment (Believers of to perform any of the following actions with a
the Source), Crafting 1+ magic item.
Benefit: When you craft an item you Staff: You break the magic staff
may pay an additional cost equal to 1/2 of the and release a blast in Close Quarters. The
item’s value and produce a second identical blast deals force damage equal to item’s
item. You may do this a number of times per Reputation Value with a blast increment
adventure equal to a number of Gear feats you of 1 square.
possess. Crafting time remains unchanged. Also, Elixir: You may mix the content of
you may repair a broken object as a full round two elixirs and benefit from them at the
action. The object gains crude (see Fantasy Craft same time.

Planescraft (First PLAYTEST) 46


Robe: You may sew two robes throw, or attack roll instead of making a new
together, merging their Essences and die roll. The original roll must have occurred
Charms in a new robe. in the same game session. You may use this
Ring: You may equip and benefit feat a number of times per session equal to a
from an additional ring. number of feats with Alignment (Society of
Amulet: You may equip and benefit Sensation) prerequisite that you have.
from an additional amulet.
Scrolls: You may spend an action Heightened Sentiency
die per Spell Level to save the scroll from You are keenly aware of the less
destruction after using it successfully. noticeable things around you.
Prerequisites: Alignment (Society of
Skill Feats Sensation)
Benefit: You gain Sense Motive as an
Belief propels planewalkers to perform
feats beyond their limits. Origin Skill and improved sense (hearing, scent,
or visual) (see Fantasy Craft page 234).
Call of the Wyld Life’s a Masquerade
Animals are your friends, so you treat
them that way. You are not just pretending to be
Prerequisites: Alignment (Verdant someone else; you’re truly living a different
Guild) life.
Benefit: You may target NPCs of Animal Prerequisites: Alignment
Type with all Bluff, Impress, Intimidate, and (Revolutionary League)
Sense Motive checks. Benefit: You gain Disguise as an
Origin Skill and you are always considered to
have actor’s props (see Fantasy Craft page 159).
Empathic Link Also, when taking the Basics Skill Mastery
Your empathic sense tells you a lot about feat you have access to a new skill pair:
the others. Infiltrator (Bluff & Disguise).
Prerequisites: Alignment (Society of
Sensation)
Benefit: Each time an ally within sight Logical Operation
fails a skill check, you may spend one action Your mental acts of repetition speed
die to grant him a bonus d4 action die. He may up and strengthen your mind.
immediately reroll and apply this bonus action Prerequisites: Alignment
die to the result. Also, once per character per (Mathematicians)
scene, you may immediately know someone’s Benefit: When you spend at least two
Disposition towards up to 3 other characters or rounds performing the same action you gain
groups. 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
Eternal Equation threatened.
You take your time to solve issues,
but once you do the results are no less than
spectacular. No Time for Trivialities
Prerequisites: Alignment (Fraternity of Your only approach is the studious
Order/Mathematicians) one.
Benefit: You may spend 40 times as Prerequisites: Alignment
along to take 20 (40 minutes). You may then (Mathematicians) or Unborn, Special
add twice as many action dice to the result. If Construction (Nethling)
you fail the check you get the action dice back. Benefit: When you perform a complex
task (see Fantasy Craft page 67) you gain a
bonus to all skill checks equal to the number
Evoke Déjà Vu of feats with Alignment (Mathematicians)
You relive your favorite moments again prerequisite that you have. Also, you gain an
and again. addition Interest of your choice and suffer a
Prerequisites: Alignment (Society of -5 penalty when taking 10 on skill checks.
Sensation)
Benefit: You may recall the die roll result
of any Knowledge check, Skill check, saving Perceptual Experience
Everything you perceive broadens your

Chapter 2: Lore 47
body of knowledge. results cannot exceed 20 and your error range
Prerequisites: Alignment (Society of doesn’t increase by 2 (see Fantasy Craft page
Sensation), improved sense NPC quality 63).
Benefit: You may add the total number
of feats with Alignment (Society of Sensation) Revealing Sign
prerequisite that you have as a bonus to your You cannot accept things to be
Knowledge checks. Also, you gain an additional something they are not.
Study. Prerequisites: Alignment (Mind’s
Eye/Sign of One)
Poised Skill Mastery Benefit: Once per scene, you may
By doing less at the appropriate time, make a Notice check in place of a Will
you actually do more. save. Your Notice check cannot exceed your
Prerequisites: Alignment (Transcendent maximum Will save.
Order), Basic Skill Mastery
Benefit: Choose one of your Basic Skill Sifting
Mastery feats. You may take 10 with both skills Ashes and dust reveal their darkest
when distracted, endangered and when making secrets in your hands.
opposed, cooperative, or team checks (see Prerequisites: Alignment
Fantasy Craft page 66). Finally, you cannot take (Doomguard)
10 if the GM determines that the element of Benefit: You gain Investigate as an
chance is unavoidable. Origin Skill. Also, you may make an Identify
check to sift through any physical remains,
Primarius revealing insightful information about original
Your superior healing techniques are target’s demise or origin.
imitated and carefully studied across the Planes.
Prerequisites: Alignment (Bleak Cabal) Identify Max. Information received
Benefit: You can perform a Heal Check age of
check on a number of targets equal to your Result remains
Intelligence modifier (minimum 2) at the same
time. Also, when someone recovers vitality or Up to 15 10 Origin of the remains
wound points with your help, they recover an Experience target’s last
additional amount equal to your staring action 16-24 500 5 minutes of existence
dice. through visual sense
Experience target’s last
Radical Solutions 5 minutes of existence
25+ 1,000
You will do everything it takes to win… through hearing, scent
no matter the consequences. and visual sense
Prerequisites: Alignment (Revolutionary
League/Zactars), Bluff 1+
Benefit: When you fail Influence, Something New
Persuade, Browbeat or Coerce check you may Your true strength lies in the ability to
immediately retry with a Lie check. You may do discard useless methods and try something
this a number of times per session equal to your new for a change.
starting action dice. Also, you gain a stance. Prerequisites: Alignment (Converts)
Casualties of War (Total Defense Stance): Benefit: You suffer a -5 penalty when
Any adjacent character provides partial cover you retry a failed skill check. However, if
and DR 2. Also, once per round when you take your skill check is of other type than the
damage you may spend an action die and apply one before, you gain a bonus to it equal to a
that damage to any adjacent target. number of feats with Alignment (Converts)
prerequisite that you have. Also, you gain
expertise (see Fantasy Craft page 233) for one
Reincarnated Talents skill of your choice.
You draw upon experiences from previous
lives and take the best course of action in any
situation. Unorthodox Believer
Prerequisites: Alignment (Believers of You deny the gods but place your faith
the Source) into the hands of the unknown.
Benefit: Your untrained skill check Prerequisites: Alignment (Athar,

Planescraft (First PLAYTEST) 48


Great Unknown) Prerequisites: Level 1 only Power of Names
Benefit: You gain Divine Resistance 5 Benefit: The higher of your
and a +2 bonus to all Impress or Intimidate Intelligence or Charisma scores rises by 1, With so many
checks (your choice) against targets with you gain Electricity Resistance 5, and gore II different species present
opposed Alignment. (see Fantasy Craft page 235). When taking the on the planes, it is no
Basic Skill Mastery feat you have access to wonder certain names
Water Bug’s Caper a new skill pair: Deceiver (Bluff & Sneak). have become a synonym
The Anarch’s Guild has revealed to you However, you’re also an Outsider (see Fantasy for a particular type
the secrets of moving across water’s surface Craft page 227) and vulnerable to various of planar folk. If you
without sinking. effects and potentially higher damage from posses one or more
Prerequisites: Alignment (Anarchs) some sources. Heritage/Legacy feats,
Benefit: You may Tumble over non-solid there is a good chance
surfaces and you do not take subdual damage Demonic Legacy you might be identified
from prolonged swimming (see Fantasy Craft page Your path may have once been paved by a particular name.
70). with good intentions but they’ve clearly been In order to learn your
forsaken. Another step and you’ll reveal your species’ common
dark destiny to all – that of a cambion (male) name along with its
Species Feats or an alu-fiend (female). appropriate feat, refer to
The children of the Planes are varied and Prerequisites: Human, Demonic the following list.
full of surprises. Heritage
Benefit: The lower of your Anarch: Primeval
Avid Embodiment Intelligence or Charisma scores rises by 1, Heritage/Legacy
Whatever fills your heart, it burns with your Electricity Resistance increases to 10,
the unbounded craving of hundred fires. and you gain Fire Resistance 10. Cambion (male), Alu-fiend
Prerequisites: Alignment, Aasimar, You may choose to grow bat wings (female): Demonic
Genasi, or Tiefling once you gain a level, acquiring winged flight Legacy
Benefit: When targeted by casters 60 ft. (see Fantasy Craft page 227). If you do,
with opposed Alignment they have to roll your starting action dice decrease by 1 and Celadrin: Faerie Legacy
Spellcasting twice and take the worst roll. Also, you grow less caring for the wellbeing of
you deal extra melee damage against creatures others, suffering a -5 penalty with Medicine Cothromach: Silent
with opposed Alignment equal to your Charisma checks. Legacy
modifier (minimum 1).
Harceler: Devilish
Fast Mislead Legacy
Battering-Horn They didn’t see that coming, did they?
Your horns have grown strong and Prerequisites: Bariaur Nasnas: Elemental
powerful - a sign of stoutheartedness and proud Benefit: When you successfully Feint, Legacy
spirit. you may immediately trip or disarm as a free
Prerequisites: Level 1 only, Bariaur male action. You may do this once per target per Nephilim: Angelic Legacy
Benefit: You gain gore I (see Fantasy Craft combat. Also, you gain a trick.
page 235), fearless I and knockback (see Fantasy Shout (Distract Trick): When an ally is Sapinal: Therian Legacy
Craft page 230). attacked his Defense is replaced by your Bluff
(Dex) check (see Fantasy Craft page 72). Umoloth: Fiendish
Confer Legacy
Without asking anything in return, you Fickle Behavior
bestow a part of yourself to another. You swagger and bob, which makes
Prerequisites: Aasimar you annoyingly hard to hit.
Benefit: Once per day, you may Prerequisites: Unborn, Special
temporarily confer one of your abilities or feats Construction (Modron)
to an adjacent being with Alignment (Good). Benefit: You may move and reduce
You lose the ability or feat for this period but Speed by 10 ft. to increase your base Defense
gain a bonus action die. Also, once per round bonus by 2. Also, you may feign death
you may roll an action die and grant the result making yourself “dead” to the outside world.
to an ally within sight. Medicine checks and spells detect your status
as dead.
Demonic Heritage
Pacts with the wicked forces of the Abyss Fiendish Heritage
have indelibly stained your family tree. Pacts with the wicked forces of

Chapter 2: Lore 49
Gehenna have indelibly stained your family tree. Benefit: Once per scene you may
Prerequisites: Level 1 only spend an action die to make a special Survival
Benefit: The higher of your Intelligence check. You and up to 10 + your starting
or Charisma scores rises by 1, you gain Acid action dice allies can use this roll result as
Resistance 5, and gore II (see Fantasy Craft page your Fortitude and Reflex saves. Also, you
235). When taking the Basic Skill Mastery feat may reroll your Survival check once per
you have access to a new skill pair: Negotiator session.
(Bluff & Sense Motive). However, you’re also
an Outsider (see Fantasy Craft page 227) and are Hellraiser
vulnerable to various effects and potentially Being a fiend, you cause mayhem and
higher damage from some sources. carnage wherever you go.
Prerequisites: Githyanki or Tiefling
Fiendish Legacy Benefit: When you hit an adjacent
Your path may have once been paved target you may immediately take a free attack
with good intentions but they’ve clearly been against another adjacent target at a -2 penalty
forsaken. Another step and you’ll reveal your to attack roll. This attack deals half damage.
dark destiny to all – that of an umoloth. Also, when you score a critical hit, you may
Prerequisites: Human, Fiendish spend an additional action die to make the
Heritage target shaken.
Benefit: The lower of your Intelligence
or Charisma scores rises by 1, your Acid Holy Soul
Resistance increases to 10, and you gain Fire Your soul is irrevocably connected to
Resistance 10. the Upper Planes.
You may choose to grow bat wings once Prerequisites: Alignment (Good),
you gain a level, acquiring winged flight 60 Aasimar
ft. (see Fantasy Craft page 227). If you do, your Benefit: You gain regenerate 2 on planes
starting action dice decrease by 1 and you grow with Alignment (Good) but must spend an
less caring for the wellbeing of others, suffering Action Die per session or become sickened on
a -5 penalty with Medicine checks. planes with Alignment (Evil). Also, you gain
DR 4/Aligned (Evil).
Fundamental Lore
The secrets of the elemental magic are Logic Change
revealed to you. Parts of your mind can quickly be
Prerequisites: Sorcery campaign quality, replaced with new information.
Genasi, Spellcasting 1+ Prerequisites: Unborn, Special
Benefit: Select one of the following Construction (Modron)
terms: Air, Aligned, Curse, Darkness, Earth, Fire, Benefit: Select one skill you aren’t
Ice, Light, Lightning, Silence, Sonic, and Water. trained with. Once per session, you may swap
When casting a spell with that term, you cast it it for one of your trained skills. Also, you gain
at +1 Casting Level. a Language of your choice.

Greater Mind Master’s Strike


The People have always valued the Once you know the meaning behind
possibilities of the trained mind, striving to the conflict, no strike is delivered half-
unlock its hidden secrets. hearted.
Prerequisites: Sorcery campaign quality, Prerequisites: Githzerai
Githyanki or Githzerai Benefit: Once per combat, you may
Benefit: If targeted by a spell with reroll a die roll. If you miss, you become flat-
a saving throw, you may apply a free bonus footed. Also, you gain a trick.
action die to that save unless the caster spends Betraying Flight (Arrow-Cutting Trick):
additional Spell Points equal to your Wisdom You may spend an action die to redirect a
modifier (minimum 1). This bonus action die Ranged attack at any target within Close
cannot explode. Also, you gain telepathy. Quarters.

Hazard Knight Masterwork Gears


Just follow me, I’ll do the thinking. You improve cogs, wheels, and plating
Prerequisites: Genasi or Nathri of your cubelike body, allowing for better

Planescraft (First PLAYTEST) 50


movement and protection in the chaotic planes. become as elusive as Limbo’s secrets.
Although not the same as a promotion in Requirements: Primeval Heritage
modron hierarchy, it will have to suffice. Benefit: You gain aquatic II and
Prerequisites: Unborn, Special your regenerate 2 increases to regenerate 4 (see
Construction (Modron) Fantasy Craft pages 230 and 234). However,
Benefit: The lower of your Constitution you become less predictable and suffer a -5
or Intelligence scores rises by 1, you also gain penalty with Impress checks.
Cold and Fire Resistance 5.
You may choose to make your vestigial Second Wind
wings operational once you gain a level, You inspire feats of newly found speed
acquiring winged flight 30 ft. (see Fantasy Craft and strength.
page 227). If you do, your starting action dice Prerequisites: Bariaur
decrease by 1 and you find it hard to fathom Benefit: Once per round, you may
the motivations of others, suffering a –5 penalty designate an ally and enemy within sight
with Sense Motive checks. to make their Initiative checks. The winner
gains a bonus half action. Also, if you are
Mixed Lineage damaged in a round your base speed increases
The affairs of the Outer Planes make for by 10 feet for that round only.
strange bedfellows… literally.
Prerequisites: Level 1 only Silent Heritage
Benefits: One attribute of your choice Divine forces from the Outlands
is lowered by –2. Choose one of the following have touched your family line, lending you
combinations. You gain the indicated pair of youthful bodily features and a tangible
feats. You must meet all prerequisites of each manifestation of reserve, watchfulness, and
of those feats to select that pairing (i.e. A fey puissance.
character may not select Heavenly eladrin Prerequisites: Level 1 only
because Fey Heritage requires the character not Benefit: The higher of your Wisdom
to already have the fey type). or Intelligence scores rises by 1, you gain
Heavenly eladrin: Angelic Heritage & Electricity Resistance 5, and your Appearance
Fey Heritage bonus increases by +1. When taking the
Heavenly guardinal: Angelic Heritage Basic Skill Mastery feat you have access to
& Therian Heritage a new skill pair: Negotiator (Bluff & Sense
Heavenly rilmani: Angelic Heritage & Motive). However, you’re also an Outsider
Silent Heritage (see Fantasy Craft page 227) and vulnerable to
various effects and potentially higher damage
Newborn from some sources.
You learn really fast… some would say
too fast. Silent Legacy
Prerequisites: Unborn, Special Your unearthly heritage continues
Construction (Nethling) to shine through in your every word and
Benefit: You gain telepathic and 3 deed. You may even embrace your heritage
additional Languages. completely, becoming like a rilmani in form
and speech – a cothromach.
Primeval Heritage Prerequisites: Human, Silent
You are naturally attuned to the flow of Heritage
chaos and the elders call you an anarch. Benefit: The lower of your Wisdom or
Requirements: Alignment (Chaos) (see Intelligence scores rises by 1, your Electricity
Fantasy Craft page 308), Level 1 only Resistance increases to 10, and you gain Acid
Benefit: You gain aquatic I and regenerate Resistance 10.
2 (see Fantasy Craft pages 230 and 234). Also, You may choose to grow leathery
you gain chaos shaper (see page 140). However, you’re wings once you gain a level, acquiring
also an Outsider (see Fantasy Craft page 227) and winged flight 60 ft. (see Fantasy Craft page
vulnerable to various effects and potentially 227). If you do, your starting action dice
higher damage from some sources. decrease by 1 and you become uncomfortable
compromising yourself, suffering a –5 penalty
Primeval Legacy with Impress checks.
Your every thought and action has

Chapter 2: Lore 51
Planescraft (First PLAYTEST) 52
Spellward belongs to Gith.
No magic will ever come near you Prerequisites: Githyanki
again… in any form. Benefit: Your Action Dice increase by
Prerequisites: Sorcery campaign quality, one step (d4 becomes d6, d6 becomes d8,
Githzerai, Level 1 and d8 becomes d10). However, you do not
Benefit: You gain Spell Defense equal to gain Attribute Bonuses at Career Levels 8 and
10 + your Career Level + your starting action 16 (see Fantasy Craft page 27).
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
Spellcasting Feats
Some call if magic, but masters prefer
Prizes. to call it the Art.

Therian Heritage Absorb Magic


Divine forces from Elysium have Woe to those that mistook you for a
touched your family line, gifting you with common spellcaster.
anthropomorphic features and a primeval spirit. Prerequisites: Alignment
Prerequisites: Level 1 only (Incanterium)
Benefit: The higher of your Strength or Benefit: You gain Force Resistance 5
Wisdom scores rises by 1, you gain Electricity and a stance.
Resistance 5, and your Appearance bonus Inverted Magic (Stance): Each time you
increases by +1. When taking the Basic Skill pass a Spell Defense check you recover that
Mastery feat you have access to a new skill pair: spell’s spell points.
Savior (Notice & Tactics). However, you’re also
an Outsider (see Fantasy Craft page 227) and
vulnerable to various effects and potentially Arcane Heritage
higher damage from some sources. True Art cannot be learned, only
discovered.
Prerequisites: Alignment
Therian Legacy (Incanterium)
Your unearthly heritage continues to Benefit: You gain darkvision I (see
shine through in your every word and deed. You Fantasy Craft page 233) and Electrical
may even embrace your heritage completely, Resistance 5.
becoming like a guardinal in form and speech – You may choose to discover an innate
a sapinal. magical talent once you gain a level, acquiring
Prerequisites: Human, Therian Heritage a single natural spell (see Fantasy Craft page
Benefit: The lower of your Strength 234) of a level equal to your starting action
or Wisdom scores rises by 1, your Electricity dice. If you do, your starting action dice
Resistance increases to 10, and you gain Cold decrease by 1 (after spell selection) and you
Resistance 10. gain Achilles heel (non-magic weapons).
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, Arcane Legacy
your starting action dice decrease by 1 and You have become one with the Art,
you become uncomfortable telling falsehoods, learning how to avoid its less pleasant side.
suffering a –5 penalty with Bluff checks. Prerequisites: Arcane Heritage
Benefit: You gain Spell Defense equal
to 10 + your Career Level + your starting
Unholy Soul action dice.
Your soul is irrevocably connected to the
Lower Planes.
Prerequisites: Alignment (Evil), Tiefling Arcane Loop
Benefit: You gain regenerate 2 on planes You sacrifice your health for greater
with Alignment (Evil) but must spend an Action magic.
Die per session or become sickened on planes Prerequisites: Alignment
with Alignment (Good). Also you gain DR 4/ (Incanterium)
Aligned (Good). Benefit: You may cast a spell for a
cost of 0 Spell Points, but you immediately
become fatigued.
Way of Gith
Your soul belongs to Vlaakith, your heart

Chapter 2: Lore 53
Defiant Interdiction Planar Magic
Your enemy’s slaves hold no power over You are adept at using magical flow of
you. a particular plane of existence.
Prerequisites: Sorcery campaign quality, Prerequisite: Sorcery campaign quality,
Alignment (Athar/Zactars) or Nethling Alignment, Int 13+, Wis 13+
Benefit: You gain Spell Defense 15 + Benefit: Select one plane of existence.
your Career Level + your starting action dice While on this plane, your Spellcasting checks
against targets with opposed Alignment. This gain a +2 bonus. Also, you may spend an
Spell Defense decreases to 0 in any deity’s action die to temporarily ignore Diminished
realm. and Suppressed Traits (see page 239) of a single
plane for 1 round.
Divine Sanction
Your being is filled with true belief which Wild Residue
no distances and obstacles can weaken. Your location spells temporarily leave a
Prerequisites: Divine Interdiction and wild zone area behind.
Miracles campaign qualities Prerequisites: Sorcery campaign
Benefit: You are unaffected by divine quality, Alignment (Chaos/Xaositects)
interdiction (see page 236). Benefit: The Area affected by your
spells becomes a wild magic zone. Within
Elemental Mastery its borders wild magic is in effect (see Fantasy
You have an exceptional mastery over the Craft page 236). Also, taking 10 or taking 20
principal forces behind your magic. is not possible in this area.
Prerequisites: Sorcery campaign quality,
Alignment, Spellcasting 1+
Benefit: Select one of the following
Style Feats
A planewalker’s charm could enrage a
terms: Air, Aligned, Curse, Darkness, Earth, Fire, benevolent celestial or pacify a raging demon.
Ice, Light, Lightning, Silence, Sonic, and Water.
When casting a spell with that term, you may
reroll your Spellcasting check taking the result All Solutions
you prefer. You may do this a number of times You like to have multiple backup plans
per session equal to your starting action dice. and then some more.
Prerequisites: Alignment
(Converts/Fraternity of
New Step Order/Mathematicians)
Your dedication to the principles of belief Benefit: You may ready a number of
has enlightened you. actions equal to your starting action dice.
Prerequisites: Miracles campaign quality, However, you become fatigued once any of set
Non-Priest, Non-Paladin, Alignment triggers occurs.
Benefit: You take a new Step along
one of your Paths. You may cast spells granted
by this Step with a minimum Casting Level Bad Feeling
(Fireball I is cast at Casting Level of 5). Anything that can go wrong will go
wrong.
Prerequisites: Alignment (Bleak
Orderly Pocket Cabal/Dustmen)
Your location spells temporarily subdue Benefit: You may take an extra Move
the wild zone. action during the surprise round even if
Prerequisites: Sorcery campaign quality, surprised. Also, if under a mind effect, the
Alignment (Fraternity of Order/Order) effects are delayed by 1 round.
Benefit: The Area affected by your
spells temporarily suppresses wild magic for the
current scene. Wild magic (see Fantasy Craft page Bestial Heritage
326) is not in effect within its border. Also, all Your wild side has taken control over
random rolls within it are made at their average your body and mind.
values: d4 is 2.5, d6 is 3.5, d8 is 4.5, d10 is 5.5, Prerequisites: Alignment (Verdant
d12 is 6.5, d20 is 10.5, and finally d100 is 50.5 Guild)
(round down final value). Benefit: You gain bite I, claw I,
feral (see Fantasy Craft page 233) and your
Charisma decreases by 3. However, you’re

Planescraft (First PLAYTEST) 54


also an Animal (see Fantasy Craft page 226) and Constitution and Charisma rise by 3, but
vulnerable to various effects and potentially your Wisdom decreases by 3. When you
higher damage from some sources. leave the stance, you are not fatigued.

Bestial Legacy Copycat


Your untamed heart beats only for the No sweat, I’ll see what I can do about
rigor of the savage world. it.
Prerequisites: Bestial Heritage Prerequisites: Alignment (Converts)
Benefit: You gain bite II, claw II and Benefit: Once per scene you may
ferocity (see Fantasy Craft page 233). spend an action die to gain cross-training for
that scene (see Fantasy Craft page 47).
Body Awareness
You force your body to go beyond its Dead Ally
limits for short periods of time. Hello, Nameless One!
Prerequisites: Alignment (Anarchs) Prerequisites: Alignment (Evil)
Benefit: You gain 2 stances. Benefit: You may apply the Risen
Overcome Distraction (Stance): For a template (see Fantasy Craft page 293) to two
number of rounds equal to your Wisdom NPC allies.
modifier (minimum 1) you may ignore the
following conditions: fatigued, nauseated, shaken, Equilibrium
and sickened. Your actions are focused toward lasting
Sudden Effort (Stance): Your Strength, balance.
Dexterity, or Constitution increases by 3 for Prerequisites: Alignment
a number of rounds equal to your Wisdom (Transcendent Order)
modifier (minimum 1). Once you leave the Benefit: At the beginning of each
stance you become fatigued. session you gain a number of bonus d4
action dice equal to the number of feats with
Bargain for Life Alignment (Transcendent Order) prerequisite
If there is anything your jink cannot buy, that you have. Also, when taking the Basic
it doesn’t exist in this multiverse. Skill Mastery feat you have access to a new
Prerequisites: Alignment (Merkhants), skill pair: Negotiator (Bluff & Sense Motive).
Personal Lieutenant
Benefit: When you die, you may Cheat Favored
Death for a cost of 100s per your Career Level You are one of the most promising
with Petty fate (see Fantasy Craft page 384). Also, members of your organization.
once per scene one of your followers (if any) Prerequisites: Alignment
may die in your place. Finally, you gain another Benefit: Select an Alignment skill.
personal lieutenant but you may not have them You gain a +2 bonus with it. Also, you may
both at the same time. You must spend an decrease the cost of Favors with an action
action die to switch between them. die. This action die cannot explode. Finally,
you enjoy a 5% discount on all items at your
Circled Feat organization’s headquarters (if any).
All things are connected and one cannot
gain anything without giving something first. Formless World
Prerequisites: Alignment (Ring-givers) Your simple touch may imbue things
Benefit: Choose one feat you don’t have with a tiny bit of Limbo’s chaos matter.
but meet prerequisites for and one you have. Prerequisites: Alignment (Anarchs)
Once per session, you may substitute these two Benefit: You may spend 2 action
as temporary feats. dice and touch a target. The target gains the
Ooze Type for a number of rounds equal to
Civilization is Unnatural your starting action dice. Also, you may use
Instead of breaking things apart you rant this ability on items and they will acquire
and rave about, getting your point across. the same properties as living targets for the
Prerequisites: Alignment (Brotherhood duration.
of Glory)
Benefit: While in Berserk Stance, your

Chapter 2: Lore 55
Full Experience characters you meet is improved by 5.
You always experience life (or unlife) to
its fullest. One View – Many Worlds
Prerequisites: Alignment (Mind’s All Signers acknowledge the one truth,
Eye/Society of Sensation) but there are many faces to it.
Benefit: Each time you gain Experience Prerequisites: Alignment (Sign of One)
Points you add your Wisdom modifier as a Benefit: If you fail a saving throw you may
bonus percentage to that amount (round up). 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
You’re at your best when no one’s without spending an action die. You may use
around. this feat a number of times per session equal
Prerequisites: Alignment (Fated/Mind’s to the number of feats with Alignment (Sign
Eye) or Nathri of One) prerequisite that you have.
Benefit: When no ally is within sight
you gain a bonus action die. If the ally shows up Ongoing Creation
before you use that die, you lose it. The life is ever-changing, always in
motion and never at rest… even in things that
Machinations only imitate it.
You are a master of crafty schemes and Prerequisites: Sorcery campaign
cunning plans for the accomplishment of a quality, Alignment (Anarchs)
sinister end. Benefit: Once per round you may
Prerequisites: Alignment (Merkhants) spend an action die to boost one of your
Benefit: You gain a bonus action die attributes. Also, you are able to discern sound
during a Dramatic scene. However, in a non- and vision from any Illusion spell that you
Dramatic scene you lose one action die. Also, have cast as if you were in its place.
you gain tricky (see Fantasy Craft page 235).
Pit Ally
Mechanoid Ally You have drawn the attention of a
You literally make friends. Lower Planes native.
Prerequisites: Alignment (Order), Prerequisites: Alignment (Evil)
Intelligence 13+ Benefit: You may apply the Infernal
Benefit: You may apply the Clockwork template (see Fantasy Craft page 290) to one
template (see Fantasy Craft page 287) to one NPC NPC ally.
ally.
Propaganda
Mind Gate Your blasphemous words can instill
Your mind is a powerful and a dangerous doubt and fear into the most faithful hearts.
thing that cannot be easily controlled. Prerequisites: Alignment (Athar)
Prerequisites: Alignment (Bleak Cabal), Benefit: For 1 round, one enemy
Iron Will of your choice loses all moral and insight
Benefit: You may roll a Will save instead bonuses and his attack and skill check error
of Fortitude or Reflex saves. You may do this ranges increase by 1. Also, once per combat
a number of times per session equal to your you may replace your Initiative Count with
starting action dice. Also, you gain a stance. a character of neutral or better Disposition
Breakdown (Stance): If you fail a Will save, within sight.
all adjacent foes take 1d6 points of damage.
Seen It All
Natural and Easy Going Your persistent quest for self-
Your nature makes you an accessible knowledge has broadened your views.
person so you easily make new friends. Prerequisites: Alignment (Mind’s
Prerequisites: Alignment (Believers of Eye)
the Source/Converts) Benefit: Choose two feats you don’t
Benefit: You may roll action dice for have but meet prerequisites for. Once per
Impress checks twice and keep the result scene, you may spend 2 action dice to
you prefer. Also, the Disposition of neutral temporarily gain those feats.

Planescraft (First PLAYTEST) 56


Sky Ally Prerequisites: Alignment (Athar/Ring-
You have drawn the attention of an givers)
Upper Planes native. Benefit: Once per scene, an ally
Prerequisites: Alignment may add your Wisdom modifier instead of
(Good/Guardians/Order of the Planes-Militant) his own to a Will save. If he succeeds on a
Benefit: You may apply the Heavenly save, you gain a bonus d4 action die. Also,
template (see Fantasy Craft page 289) to one NPC once per scene you may spend an action die
ally. to grant an adjacent ally a free action for
cooperative check.
Solo Player
You’ve never really been a team player. Zombie Crew
Prerequisites: Alignment (Free League) He might smell like an open grave, but
Benefit: Once per scene you may reroll at least he doesn’t complain about you.
an opposed check keeping the result you prefer Prerequisites: Alignment (Dustmen),
and you gain expertise. However, you may not Pack Rat, Personal Lieutenant
partake in team checks (see Fantasy Craft page Benefit: Your lieutenant gains the
66) and you do not count for purposes of Risen template, everlasting (see Fantasy Craft
determining if a foe is flanked or not (see Fantasy pages 293 and 233), and you may store items
Craft page 213). inside his ribcage. This allows you to own one
additional magic item that does not count
towards your maximum Prizes.
Solution’s Not That Bad
You can predict and keep up with most
situations. Terrain Feats
Prerequisites: Alignment (Converts), All A smart warrior never ignores the
Solutions role of surrounding terrain in the upcoming
Benefit: When using All Solutions, you battle.
don’t become fatigued and other ready actions
aren’t lost. Also, you need 1 half action to Ready
an action (see Fantasy Craft page 220).
Friends Forever
You often hear that one cannot trust
an animal, but you know better than that.
Trophy Hunter Prerequisites: Alignment (Verdant
You are no lesser threat in the wild than Guild), Animal Partner
you are at the Hall of Records. Benefit: If you die, your Animal
Prerequisites: Alignment (Fated), Partner immediately takes you away to a safe
Favored Foes NPC quality location if possible. You Cheat Death with
Benefit: When you roll for treasure Petty fate (see Fantasy Craft page 384). Also,
Trophies, you roll 2 additional times. Also, you you gain a trick.
may roll a Survival check before combat. Once Adroit Teamwork (Aim Trick): If your
per combat, you may use this check in place Animal Partner is within Close Quarters, he
of your attack roll. Your Survival check result gains one additional half action per round.
cannot exceed your maximum attack roll.
Lily-Livered Stand
Utmost Urgency With so many holy servants moving
You always get what you want where and about, one can never be too sure.
when you want it. Prerequisites: Alignment (Athar)
Prerequisites: Alignment (Merkhants) Benefit: Once per scene, when you
Benefit: You may spend an action die make a Sense Motive check you may spend
per party member to grant him a superior traveler an action die for free. Also, when adjacent to
I and superior runner I (see Fantasy Craft page at least 2 characters, you gain total cover but
235). Also, if a follower dies you do not lose not against those adjacent to you.
Reputation and he is immediately replaced in a
non-Dramatic scene if you spend an action die.
Menace Troop
You and your furry (or scaly) partner
Wise Words fight like two devils in disguise.
You know that sharing and not keeping Prerequisites: Alignment (Verdant
the wisdom all for yourself is the key to success. Guild), Animal Partner

Chapter 2: Lore 57
Benefit: When you and your Animal
Partner attack the same target, you gain a +1
bonus to attack and damage. Also, you don’t
suffer a -4 penalty for firing into melee if your
Animal Partner’s 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 round,
you gain a free attack action.

Rotary Sidestep
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).

Planescraft (First PLAYTEST) 58


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

Grimoire Levels
Saving Throw: Reflex negates
Unless noted otherwise,
magic that summons
Magic, also known as the Art, is used Effect: An acidic bolt showers an other beings can only
extensively but with care due to various planar opponent with its vile green acid. The target draw creatures from
conditions. Many clueless naively assumed that suffers 2d4 acid damage per round. the caster’s current
magic works everywhere the same. Refer to plane and any adjacent
Chapter 7 for information on these conditions. Airy Earth planes. For example,
The GM shouldn’t withhold that useful Level: 6 Conversion (Air, Earth) a caster from the
information from the players as long as their Casting Time: 1 half action Elemental Plane of Air
character are willing to look for it in the right Distance: Personal can only call beings
places. Duration: 1 minute per Casting Level that reside on Air and
Area: 10 ft. sphere any adjacent planes
Effect: The Area becomes less dense (Smoke, Ice, Lightning,
Spells and breathable, movement is possible only and Vacuum).
The following new spells are available in with Swim checks and underwater rules apply Likewise, a caster from
addition to those in Fantasy Craft. for everything else. Pandemonium can
call beings that reside
Abyssal Fury on Pandemonium,
Animate Trees the Astral Plane, the
Level: 9 Compass (Aligned) Level: 7 Nature
Casting Time: 1 half action Outlands, Limbo and
Casting Time: 1 half action
Distance: Close the Abyss.
Distance: Local
Duration: Instant This has no game
Duration: 1 minute + 1 round per
Preparation Cost: 50 effect on creature’s
Casting Level
Saving Throw: Fortitude negates (death, statistics but you
Effect: You animate one tree per 4
terminal) should check the details
Casting Levels. The animated trees require
Effect: You open a planar conduit with your GM if he
one round to uproot themselves, after which
beneath a target and drag it down into the employs custom-made
they are under your control.
Abyss. Survivors take 5d100 lethal damage. summoning tables.
However, summoned
Animated Tree (Large Plant Walker
creatures that are native
Acid Storm – 54 XP): Str 10, Dex 10, Con 10, Int 1,
to the destination plane
Level: 5 Energy Wis 8, Cha 1; SZ L (2x2, Reach 2); Spd 10
arrive on time but
Casting Time: 1 half action ft. ground; Init VII; Atk VII; Def VII; Res
cannot be controlled by
Distance: Close IV; Health IV; Comp I; Qualities: Achilles heel
the caster – they and
Duration: 1 round per Casting Level (fire), condition immunity (bleeding), damage
the plane have bonds
Area: 20 ft. sphere reduction 2, fearless II
stronger than any
Saving Throw: Reflex half Attacks/Weapons: Slam III (dmg 2d8
magic.
Effect: You summon a tempest of acid. lethal; threat 19-20)
The storm deals 1d6 acid damage each round. Treasure: None.
Missing Spells
Acidic Blast Apotheosis You might notice that
Level: 3 Energy Level: 6 Shapeshifting (Aligned) some Planescape® spells
Casting Time: 1 half action Casting Time: 1 half action are missing. We tried
Distance: Medium Ranged Attack Distance: Personal to make sure all spells
Duration: Instant Duration: 1 round per Casting Level were included but a few
Saving Throw: None (dismissible) of them got renamed
Effect: A bolt of concentrated caustic Effect: You transform your body or were already covered
fluid emerges from your palm and may travel into an avatar of faith and gain Heavenly or in Fantasy Craft. Refer
through any Small or larger opening. At impact, Infernal Template (your choice). Also, you to Table 3.1: Missing
the acidic blast deals 3d6 acid damage and gain shapeshifter III but can only shapeshift Spells to find those
tapers off (see Fantasy Craft page 214) with a into NPCs of same Alignment. “missing” spells.
blast radius of 1.
Arms of the Tree
Adder’s Kiss Level: 4 Conversion
Level: 2 Energy Casting Time: 1 half action

Chapter 3: GRIMOIRE 59
Distance: Touch Traits of a single plane.
Duration: 1 minute per Casting Level
Effect: You transform up to four tree Baatezu Bane
branches into a weapon of the same size. The Level: 4 Affliction (Aligned)
weapon gains Lesser Damage Bonus or Lesser Casting Time: 1 half action
Accuracy Bonus Charms (your choice). Distance: Local
Duration: Instant
Aura of Invincibility Saving Throw: Fortitude negates
Level: 5 Warding Effect: A target native to Baator
Casting Time: 1 half action suffers 4d6+6 lethal damage and is stunned
Distance: Personal or Touch for 1d4+1 rounds. This spell originated in the
Duration: 1 round per Casting Level Blood War.
Effect: A shimmering halo of rainbow
hues surrounds the target, which gains damage Ball Lightning
immunity to any two of the following: acid, cold, Level: 3 Weather (Lighting)
divine, electrical, fire, force, heat, sonic, blunt Casting Time: 1 half action
weapons, edged weapons, ranged weapons, Distance: Local
natural attacks. Duration: Instant
Saving Throw: Reflex half
Aura of Puissance Effect: You create up to 4 spheres of
Level: 5 Glory (Light) lightning. Each sphere deals 1d10 electrical
Casting Time: 1 half action damage.
Distance: Personal or Touch
Duration: 1 round + 1 round per Bestow Wings
Casting Level Level: 4 Shapeshifting
Effect: The target becomes encapsulated Casting Time: 1 half action
in a sparkling aura of green light that grants a Distance: Close
+5 magic bonus to attack and damage rolls with Duration: 1 minute + 1 minute per
Blunt, Edged, Ranged, and Hurled weapons. Casting Level
Effect: The target sprouts a pair of
Aura of Terror wings and receives an appropriate benefit.
Level: 4 Energy (Aligned, Light)
Casting Time: 1 half action Flying
Distance: Personal Wing
Movement Benefit
Duration: 1 round per Casting Level Type
Rate
Saving Throw: Will negates Natural Spell
Effect: You surround yourself with a Butterfly 50 ft.
(Blur)
soft aura of shimmering silver and golden hues.
Creatures of opposed Alignment that see you Fire and Cold
Dragonfly 90 ft.
become frightened. Resistance 2
Charge attack
Aura of Valor Eagle 80 ft.
NPC quality
Level: 5 Glory (Light)
Casting Time: 1 half action Condition
Distance: Close Hornet 60 ft. immunity
Duration: 1 minute per Casting Level (entangled)
Effect: Up to one target per Casting
Wing buffet
Level gains condition immunity (frightened, shaken).
Swan 50 ft. (Slam I)
natural attack
Avoid Planar Effects
Level: 1 Warding
Casting Time: 1 half action
Distance: Personal or Touch Blade Storm
Duration: 1 round per Casting Level Level: 7 Creation
Effect: This spell grants a very brief Casting Time: 1 half action
respite from the horrible effects that a plane can Distance: Local
inflict upon a poor soul. The target ignores all Duration: Instant
Area: 30 ft. per Casting Level sphere

Planescraft (First PLAYTEST) 60


Effect: The blackest ice from the last Blessed Concoction II
layer of Acheron, Ocanthus, is summoned Level: 6 Conversion
to cut, shear and slice away all who oppose Casting Time: 1 full round
you. Everyone within Area is struck by 1d3 Duration: 1 week + 1 day per
greatswords with BAB at +10, ignoring Damage Casting Level
Reduction. Effect: As Blessed Concoction I,
except that the potion is capable of healing
Blessed Concoction I 3d8+3 points of damage.
Level: 2 Conversion
Casting Time: 1 full round
Distance: Touch
Duration: 1 day + 1 day per Casting
Level
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 New Spell
Armor of Light Glow II (see Fantasy Craft page 131)
Astral Projection Teleport II (see Fantasy Craft page 147)
Blessed Concoction Blessed Concoction II (see page 61)
Calm Wind Control Weather I (see Fantasy Craft page 126)
Chaos Hammer Devotion Hammer (see Fantasy Craft page 128)
Close Gate Gate Seal III (see page 66)
Create Healing Potion Blessed Concoction I (see page 61)
Crown of Radiance Glow II (see Fantasy Craft page 131)
Dictum Command II (see Fantasy Craft page 123)
Divine Weakness Ray of Enfeeblement (see Fantasy Craft page 142)
Elemental Wall Wall of Fire/Ice/Stone/Wind (see Fantasy Craft page 149)
Gate Ward Gate Seal I (see page 66)
Greater Etherealness Etherealness II (see page 65)
Lesser Etherealness Etherealness I (see page 65)
Major Gate Ward Gate Seal II (see page 66)
Mantle of the Heavens Starmantle II (see page 72)
Misfortune Bestow Curse (see Fantasy Craft page 117)
Plane Shift Teleport II (see Fantasy Craft page 147)
Protection from Prime Protection from Alignment (see Fantasy Craft page 141)
Reopened Gate Renewed Ability (see page 70)
Sentinel of Light Call from Beyond III (see Fantasy Craft page 119)
Teleport Ward Surelock (see page 72)
True Name Wish II (see Fantasy Craft page 151)
Tymessul’s Planar Pacifier Native Item II (see page 68)

Chapter 3: GRIMOIRE 61
Blessed Forgetfulness Cacofiend
Level: 4 Charm Level: 7 Calling (Aligned)
Casting Time: 1 full round Effect: As Call from Beyond IV, except
Distance: Touch you may summon one Outsider (max. 100
Duration: Instant XP) with Alignment (Evil) and the Infernal
Saving Throw: Will negates template.
Effect: The spell removes the frightened
and shaken conditions and heals stress damage Celestial Host
and removes the Insanity I effect caused by Level: 9 Illusion (Fire, Light)
Pandemonium’s howling winds (see page 254). This Casting Time: 1 half action
spell counters Winged Memory. Distance: Local
Duration: Instant
Blood Bridge Area: 50 ft. cube
Level: 2 Shadow Saving Throw: None
Casting Time: 1 half action Effect: A group of powerful phantasms
Distance: Touch is called to eradicate all enemies – they
Duration: Instant represent some of the most powerful celestial
Effect: Your very body turns into a beings from the Upper Planes: astral deva,
marketplace that barters life and death. You phoenix, solar aasimon and a gold dragon.
harm yourself for 2 + 1 per Casting Level The target takes 6d20 points of lethal
lethal damage and heal the target for the same damage.
amount.
Celestial Protection
Breath of the Elements Level: 6 Warding (Aligned)
Level: 3 Conversion Casting Time: 1 half action
Casting Time: 1 full round Distance: Personal or Touch
Distance: Personal or Touch Duration: 1 minute per Casting Level
Duration: 1 hour per Casting Level Effect: The target gains damage defiance
Effect: Select an Inner Plane (any except (acid, cold, electricity) and DR 10/magic.
Positive energy, Negative energy, or Vacuum).
You gain the ability to breathe in that plane. You Chamber
may divide Duration among multiple targets. Level: 3 Force
Casting Time: 1 half action
Breathe Earth Distance: Local
Level: 5 Conversion (Air, Earth) Duration: 3 minutes per Casting Level
Effect: As Breathe Smoke, Dust, or Ash,
Saving Throw: Fortitude negates
except that you gain the ability to breathe in an
environment of solid earth or stone. Effect: Ethereal mists surround the
target and transform into an indestructible,
crystalline prison. The target is helpless but
Breathe Fire Or Magma safe from any outside harm. The spell works
Level: 5 Conversion (Air, Earth, Fire)
Effect: As Breathe Smoke, Dust, or only on the Ethereal Plane.
Ash, except that the target may breathe in an
environment of fire or magma. Chromatic Orb
Level: 1 Energy
Breathe Smoke, Dust, or Casting Time: 1 half action
Distance: Short Range Attack
Ash Duration: Instant
Level: 3 Conversion Saving Throw: Fortitude negates
Casting Time: 1 half action (condition)
Distance: Personal or Touch Effect: You summon a large, magical
Duration: 2 hours + 1 hour per Casting orb of color, which can then be hurled at a
Level target. The color of the orb and its effects
Effect: You gain the ability to breathe change depending on your Casting Level:
smoke, dust or ash as if it were pure air. You
may divide the Duration among multiple
targets.

Planescraft (First PLAYTEST) 62


Casting interdimensional connection of a conduit and
Color Damage Effect reach the traveler currently moving through
Level
it. The spell can do any one of the following.
Target glows • Spell theft: You transfer 1 spell point (if
1 White 1d4 as Glow I for 1 any) per 2 CL from target.
round • Life theft: You damage target for 2d10
damage and heal yourself for the same
amount.
Damage is • Conduit breach: You tear a temporary
2 Red 1d6
converted to heat hole in the conduit which then expels
the traveler out from the conduit.
Damage is
3 Orange 1d8 Correlate Data
converted to fire
Level: 4 Divination
Distance: Personal
Target is blinded Duration: Instant
4 Yellow 1d10 for 1 round per Casting Time: 1 half action
Casting Level 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
Target is sickened
5 Green 1d12 free hint from the GM. This spell was created
for 3 rounds
by modrons to aid them in observing and
bring together vast amounts of information.
Target’s body is
magnetized for Corporeality
6 rounds. Metal Level: 6 Compass
6 Turquoise 2d8
objects within
Casting Time: 1 half action
Close Quarters
become unusable Distance: Personal or Touch
Duration: Instant
Saving Throw: Will negates
Target is paralyzed Effect: The target is forced out of the
7 Blue 2d10
for 1 minute Ethereal Plane. Targets native to the Ethereal
vanish for 2 minutes.
Target is turned to
10 Violet -
stone for 3 rounds Crown of Brilliance
Level: 6 Energy (Aligned, Light)
12 Green - Target dies Casting Time: 1 half action
Distance: Personal or Touch
Duration: 1 round per 2 Casting
Cloak of Warding Levels
Level: 3 Warding Area: 30 ft. sphere
Casting Time: 1 half action Saving Throw: Fortitude negates
Distance: Personal (condition)
Duration: 1 round per Casting Level Effect: Opponents without reach
Effect: You summon a magical cloak weapons, must save or become blinded for 2
of force. The cloak absorbs 6 + 1 per Casting rounds. Ambient Light in the Area changes
Level damage of any type. Once it absorbs the to Intense and Undead suffer 1d6 divine
maximum, it dissipates. damage per round.

Conduit Pierce Crown of Cold


Level: 5 Conversion Level: 3 Energy (Aligned, Ice)
Casting Time: 1 half action Casting Time: 1 half action
Distance: Touch Distance: Personal
Duration: Instant Duration: 1 round + 1 round per
Saving Throw: Reflex negates Casting Level
Effect: You break into the

Chapter 3: GRIMOIRE 63
Area: 10 ft. sphere Demiplane Seed
Effect: Ripples of cold, blue light Level: 8 Creation
surround you, and all targets with opposed Casting Time: 1 full round
Alignment in the Area suffer 2d4 cold damage Distance: Touch
per round. Duration: Permanent (enduring)
Preparation Cost: 100
Crown of Flame Effect: You create a demiplane in
Level: 5 Energy (Aligned, Fire) the Deep Ethereal which grows at a rate of
Casting Time: 1 full round 1 ft. per day up to a maximum of 10 ft. per
Distance: Personal Casting Level. After that its growth rate slows
Duration: 1 minute per Casting Level to ½ inch radius per week (2 ft. per year).
Area: 10 ft. sphere You cannot create unnatural objects or living
Effect: Creatures with Alignment (Evil) creatures with this spell.
take 2d6 divine damage per round.
Despair
Crown of Glory Level: 4 Charm (Aligned)
Level: 7 Glory (Aligned) Casting Time: 1 half action
Casting Time: 1 full round Distance: Close
Distance: Personal Duration: 1 round per Casting Level
Duration: 1 round per Casting Level Area: 20 ft. cube
Saving Throw: Will negates Saving Throw: Will negates
Effect: Standard characters become Effect: The Bleak Cabal uses this spell
fixated. Special characters aren’t affected by this to share their point of view with its enemies.
spell. Up to 8 targets become helpless until harmed.

Cubehopper Detect Brain Fiend


Level: 4 Compass (Aligned) Level: 1 Divination
Casting Time: 1 full round Casting Time: 1 half action
Duration: 1 hour per Casting Level Distance: Personal
(dismissible) Duration: 2 minutes per Casting Level
Effect: The spell creates a planar conduit Area: 100 ft. sphere
(see page 271) between 2 cubes of Acheron. Effect: The number and position of
brain fiends within the Area is known to you.
Deahtbolt
Level: 8 Shadow (Darkness) Diffuse Damage
Casting Time: 1 half action Level: 4 Conversion
Distance: Local Casting Time: 1 full round
Duration: Instant Distance: Local
Saving Throw: Fortitude negates (death, Duration: 1 minute + 1 minute per
terminal) Casting Level
Effect: You call forth a magical bolt of Area: 20 ft. sphere
death energy. The target dies on a failed saving Effect: A single target’s pain is
throw or takes 10d6 lethal damage on a success. transferred to others. If the target is damaged,
everyone willing within the Area receives
Demiplane Decay damage, divided evenly (round down)
amongst themselves and the target.
Level: 9 Conversion
Casting Time: 1 full round
Distance: Touch Dissipate
Duration: Instant Level: 6 Conversion
Preparation Cost: 100 Casting Time: 1 half action
Saving Throw: Fortitude negates Distance: Local
Effect: A young demiplane starts Duration: Concentration, up to 1
evaporating away, at a rate of 1 ft. per day. round per 2 Casting Levels
Your Casting Level must be greater than the Saving Throw: Fortitude negates
demiplane’s age in years. The spell works only (damage)
on the Ethereal Plane. Effect: The target begins to boil away,

Planescraft (First PLAYTEST) 64


suffering 3d4 lethal damage per round. Once damage type or source.
killed, the target can only be brought back
with Wish II or Wish III spells. On a successful Elysium’s Tears
save, the target permanently loses 1d4 wound Level: 3 Energy (Aligned, Fire)
points and one randomly determined limb loses Casting Time: 1 half action
function. A Restoration I, Restoration II, Wish Distance: Local
II, or Wish III spell can restore the function and Duration: Instant
lost wound points. The spell works only on the Saving Throw: None
Ethereal Plane. Effect: The skies of the Upper Planes
shed tears when evil is done, burning even
the most armored of foes. You create 1
Divest meteor per Casting Level (max. 10). Each
Level: 5 Affliction meteor deals 1d4 fire and 1d2 subdual
Casting Time: 1 full round damage. Adjacent targets take 1 fire damage
Distance: Local per meteor.
Duration: 1 day per Casting Level
Saving Throw: None
Effect: Upon spell completion, choose Embalming I
any one of the following. Level: 1 Warding
Casting Time: 1 half action
• Deprive a target of one natural or known Distance: Personal or Touch
spell. Duration: 30 minutes
• Lower Spell Defense grade by one. Effect: Embalming preserves the flesh
• Remove one of target’s damage of the dead. The target’s maximum Vitality
immunities. Points increase by 2d4 and it gains a +1
magic bonus to Defense if it has the Undead
Type.
Dolorous Motes
Level: 3 Weather (Light)
Casting Time: 1 half action
Embalming II
Level: 2 Warding
Distance: Local Duration: 1 hour
Duration: 1 round per Casting Level Effect: As Embalming I, except that
Area: 10 ft. cube per Casting Level the target’s maximum Vitality Points increase
Saving Throw: Will negates by 2 per Casting Level and it gains a +2
Effect: Clouds filled with flickering magic bonus to Defense.
motes of light appear and everyone within the
Area becomes sickened. Etherealness I
Level: 5 Compass
Elemental Breach Casting Time: 1 half action
Level: 7 Conversion Distance: Personal or Touch
Casting Time: 1 full round Duration: 3 minutes per Casting
Distance: Local Level
Duration: 1 hour per Casting Level Saving Throw: Will negates
Area: 10 ft. per Casting Level cube (harmless)
Effect: You breach into one adjacent
Effect: Up to 4 targets fade into the
Inner Plane. The Area becomes an elemental
pocket filled with the adjacent plane’s element. Border Ethereal. When the Duration expires,
A powerful NPC (worth at least 100 XP) will all targets return in a location analogous to
come to investigate the breach within 1d4 years. the distance they have traveled unless they
were in the Deep Ethereal. In that case, they
Elemental Protection return to a randomly determined plane.
Level: 5 Warding
Distance: Personal or Touch Etherealness II
Duration: 1 hour per Casting Level Level: 7 Compass
Effect: As Endure Elements, except that Duration: Instant
you may choose one of the following damage Effect: As Etherealness I, except that
types or sources: acid, cold, electrical, fire, or up to 6 targets fade into the Border Ethereal.
heat. The target gets damage defiance to that

Chapter 3: GRIMOIRE 65
Each target decides to leave the Ethereal Plane Fostered Protection
on its own. Level: 3 Warding
Casting Time: 1 half action
Fire and Ice Distance: Personal or Touch
Level: 5 Energy (Ice, Fire) Duration: 1 hour per Casting Level
Casting Time: 1 half action Effect: The target’s existing Spell
Distance: Local Defense increases by 1 per 2 Casting Levels
Duration: Instant that you possess.
Area: 30 ft. sphere
Saving Throw: Reflex negates Gate Seal I
Effect: You summon two spheres, one of Level: 2 Seal (Aligned)
ice and the other of flame. The ice sphere deals Casting Time: 1 half action
3d6 cold damage and the flame sphere deals Distance: Touch
3d6 fire damage. Duration: 1 round per Casting Level
Effect: You close one portal or conduit.
Fist of Iron This spell will identify you to everyone able
Level: 1 Shapeshifting to see the closed portal or conduit.
Casting Time: 1 half action
Distance: Personal Gate Seal II
Duration: 1 round + 1 round per Level: 2 Seal (Aligned)
Casting Level Duration: 1 minute per Casting Level
Effect: Your hands are turned into a Area: 200 ft. per Casting Level sphere
living weapon. You gain a Slam II natural attack. Effect: As Gate Seal I, except that on
Acheron it also counters all Compass spells
Flamewalk whose Casting Level + Spell Level is equal
Level: 3 Warding to or less than your Casting Level +2. Some
Casting Time: 1 half action effects may not be countered as noted in their
Distance: Personal or Touch descriptions. You cannot selectively choose
Duration: 2 rounds + 2 rounds per which targets are affected.
Casting Level
Effect: The target gains a +2 magic Gate Seal III
bonus to saving throws against fire and the Level: 6 Seal (Aligned)
damage defiance (fire) quality. Duration: 1 day per Casting Level
Effect: As Gate Seal I, except for the
Foesight Duration.
Level: 4 Divination
Casting Time: 1 minute Guardian Mantle
Distance: Personal Level: 6 Warding
Area: 1000 ft. sphere Casting Time: 1 half action
Duration: 1 day Distance: Personal
Effect: You sense the traveling speed, Duration: 10 rounds + 1 round per
type (e.g. Burowing/Flying), distance, and Casting Level
direction of beings with Disposition worse than Saving Throw: Will negates
Neutral within Area. Effect: A magical blanket of energy
envelopes you and deflects all physical
Force Missiles attacks. Attackers must succeed at a Will
Level: 4 Force save each round or their physical attacks are
Casting Time: 1 half action negated. Other Warding spells in effect on the
Distance: Local caster are countered.
Duration: Instant
Saving Throw: Reflex negates (blast) Halo of Lesser
Effect: You create 1 missile per 2 Casting
Levels (max. 7). Each missile explodes upon Revelation
impact for 2d4 force damage. Also, all adjacent Level: 1 Energy (Light)
targets take 1 force damage per Casting Level Casting Time: 1 half action
unless a Reflex save is made. Distance: Local
Duration: 4 rounds per Casting Level

Planescraft (First PLAYTEST) 66


Area: 10 ft. per Casting Level cube per Casting Level (dismissible) Pandemonium’s
Effect: Enemies are lined with a halo Area: 30 ft. sphere or 60 ft. cone Howling Winds
of light, making them easier to see and be hit. Saving Throw: Fortitude negates
All subjects selected by the caster glow as with Effect: The madness from the Actions that require
Glow I. Howling Land screams forth and bathes concentration fail due
everyone in its cacophony. The Area is under to winds unless those
Harmony the effects of Pandemonium’s winds (see exposed succeed at
Level: 6 Conversion (Aligned) sidebar). Also, everyone gets Sonic and Bang a Concentrate check
Casting Time: 1 half action resistance 30 + Casting Level. You may spend (DC 20). The GM
Distance: Local one action die to increase wind’s strength (see may spend action
Duration: 1 round per Casting Level Fantasy Craft page 369). dice to increase the
Area: 5,000 ft. cube wind’s strength where
Saving Throw: Will negates Ice Knife appropriate (see Fantasy
Effect: You counter all Charm, Level: 2 Energy (Ice) Craft page 369). If
Conversion, and Weather spells whose Casting Casting Time: 1 half action exposed to the howling
Level + Spell Level is equal to or less than your Distance: Short Range Attack winds, inhabitants
Casting Level +6. Targets of opposed Alignment Duration: Instant suffer 4d6 points of
increase their Disposition by 15. Saving Throw: Reflex negates stress damage and 4d6
Effect: You create 1 dagger for every points of bang damage
Casting Level (max. 5). Each dagger deals per hour. If they lose
Hidden Hatred consciousness due to
Level: 4 Charm 2d4 lethal damage to the target and 1d4 cold
damage to the target and all adjacent targets. this damage, they act
Casting Time: 1 minute
as if under the effect
Distance: Personal or Touch
of Insanity I spell (see
Duration: 1 day Impart Resistance Fantasy Craft page 134)
Effect: You cannot be detected by Level: 2 Warding
from that point on.
Foesight until you come within 10 ft.. Casting Time: 1 half action
This condition can be
Distance: Close
cured only by Blessed
Horror Duration: Concentration
Forgetfulness (see page 62)
Level: 2 Charm Effect: You may divide your Spell
or Wish III (see Fantasy
Casting Time: 1 half action Defense grades among multiple targets.
Craft page 151).
Distance: Local
Duration: 6 rounds Inspiration
Area: 30 ft. sphere Level: 4 Divination
Saving Throw: Will negates Casting Time: 1 full round
Effect: Pure horror is perhaps the Distance: Personal
greatest equalizer in existence, causing both the Duration: Instant
weakest and the strongest to lose their courage Preparation Cost: 1
and flee in cowardice. All creatures within Area Effect: You call upon divine aid to
become frightened. learn the answer to one question. You receive
a cryptic answer.
Holy Smite
Level: 9 Glory Inverted Magic
Casting Time: 1 half action Level: 5 Affliction
Distance: Unlimited Casting Time: 1 half action
Duration: Instant Distance: Touch
Preparation Cost: 10 + 1 per target’s Duration: Instant
TL Saving Throw: Fortitude negates
Saving Throw: None Effect: The target suffers 10 + its
Effect: A divine hand strikes the target Spell Defense lethal damage and is stunned for
down, reducing the target to 1 wound point and 1 round per 2 Casting Levels.
making the target shaken for 2d6 rounds.
Keycloak
Howl of Pandemonium Level: 3 Artifice
Level: 6 Energy (Aligned, Sonic) Casting Time: 1 half action
Casting Time: 1 half action Distance: Personal or Touch
Distance: Personal Duration: Instant
Duration: Concentration, up to 1 round Effect: The target’s portal keys are

Chapter 3: GRIMOIRE 67
ignored by all portals for a number of times Duration: 1 minute per Casting Level
equal to the Casting Level. Effect: Your mind becomes more
orderly, granting you a +2 insight bonus on
Lob saving throws against Illusion spells and all
Level: 5 Compass spells with opposed Alignment. Also, your
Intelligence is increased by 2 for the duration
Casting Time: 1 half action
of the spell.
Distance: Local
Duration: Instant
Area: 10 ft. sphere
Mournful Mutter
Level: 1 Word
Saving Throw: Will negates
Casting Time: 1 half action
Effect: All targets are flung headlong into
Distance: Local
the limitless tracts of the Deep Ethereal, from
Duration: 1 minute per Casting Level
where they require an additional 1d100 days
Saving Throw: Will negates
to reach a specific location. Even if a save is
Effect: Mourning spirits haunt the
made, the target is teleported 3d100 ft. away in
target while it’s on the Ethereal Plane. The
a random direction. The spell works only on the
target is shaken.
Ethereal Plane.

Luck Move Fire or Magma


Level: 5 Conversion (Earth, Fire)
Level: 2 Blessing
Effect: As Move Water, except that
Casting Time: 1 half action
you reshape or redirect fire or magma.
Distance: Close
Duration: 1 round per Casting Level
Effect: The target receives 1 Chance Native Item I
feat of your choice for which it meets the Level: 4 Artifice
prerequisites. Casting Time: 1 half action
Distance: Touch
Duration: 1 minute per level
Mechanus Cannon Effect: The home planes of all target’s
Level: 9 Creation (Aligned)
magic items are changed. The owner must
Casting Time: 1 half action
succeed at a Will save for each magic item.
Distance: Closed
On a failure, the item takes 6d6 force damage.
Duration: Instant
A critical failure transports the item back to
Saving Throw: None
its home plane (on a random location).
Effect: The true, logical justice of Primus
shall be delivered unto the illogical, as pure
energy descends from Mechanus. The target is Native Item II
blasted for 4d20+10 divine damage. Level: 7 Artifice
Duration: 1 day (enduring)
Meteor Storm Preparation Cost: 1 per item
Effect: As Native Item I, except for
Bombardment Duration and Preparation Cost.
Level: 8 Weather
Casting Time: 1 half action
Distance: Close No Breath
Duration: Instant Level: 6 Conversion
Area: 30 ft. sphere Effect: As Breathe Smoke, Dust or
Saving Throw: Reflex half Ash, except that the target doesn’t need to
Effect: Meteors from across the breathe at all.
multiverse are called to rain destruction upon
all who oppose you. Meteor shower deals 10d12 Out Of Time’s Grip
lethal damage. Level: 4 Compass
Casting Time: 1 half action
Modron Mind Distance: Personal or Touch
Level: 3 Conversion (Aligned) Duration: 1 hour per Casting Level
Casting Time: 1 half action Effect: Once the target leaves the
Distance: Personal timeless Astral Plane, it doesn’t rapidly age as

Planescraft (First PLAYTEST) 68


time catches up on it. Portal Alarm Spellshadows
Level: 2 Seals
Pain Mirror Distance: Touch Spellshadows are
Level: 2 Energy Casting Time: 1 half action a unique feature of the
Casting Time: 1 half action Duration: 1 hour per Casting Level Astral Plane, a magical
Distance: Personal (dismissible, enduring) resonance resembling
Duration: 1 round per Casting Level Effect: As Alarm, except that the a small shade left over
Area: 10 ft. sphere mental alarm can only be heard by you and when a spell is cast on a
Effect: You remind those who wish to only while you’re on one of the two portals’ plane which borders the
harm the caster that they must be willing to destination planes, regardless of the distance. Astral. These leftover
suffer as well. If you are hurt, the same amount spell energies still carry
and type of damage is inflicted upon characters with them much of the
Portal Beacon specific information
of your choice within the Area. It only works for Level: 1 Energy
1 attack and you cannot have more than one regarding the spell. A
Casting Time: 1 half action
Pain Mirror in effect. spellcaster can examine
Distance: Touch
the emanations with
Duration: 1 hour per Casting Level
Probe Spellshadow
Phantasmal Terror Effect: A portal projects a mental
spell and not only learn
Level: 4 Illusion call to up to 6 characters regardless of the
what spell it was, but
Casting Time: 1 half action distance while they remain on the same
who cast it, the Casting
Distance: Local plane as the portal. Targets always know the
Level of the caster, and
Duration: 1 round per Casting Level direction and distance to the portal.
even some idea of the
Saving Throw: Will negates
circumstances in which
Effect: Vivid images strike terror in up Power Word: Blind it was cast.
to 4 targets per Casting Level and they become Level: 8 Word If Probe
frightened. Casting Time: 1 full round action Spellshadow is
Distance: Close unavailable, a caster
Phantom Strike Duration: Instant may learn this
Level: 4 Force Effect: You and a character of your information if he knows
Casting Time: 1 half action choice become blinded even if they cannot the original spell and
Distance: Short range attack hear you. succeeds at an Identify
Duration: 3 rounds check (DC 20 + Spell
Effect: An invisible mallet (see Fantasy Probe Spellshadow Level). Learning a spell
Craft page 177) strikes the target once per round Level: 3 Divination from a spellshadow is
using caster’s attack roll and Strength modifier. Casting Time: 1 half action a difficult and time-
The mallet can’t be disarmed because no one’s Distance: Personal consuming process (see
holding it but it can be destroyed. Duration: Instant Probe Spellshadow
Preparation Cost: Varies above), but sometimes
Planar Call Effect: You travel to a spellshadow it may be the only
Level: 9 Calling (see sidebar) known to you. Once there you method available to
Casting Time: 1 minute may then spend Preparation Cost equal to gain the spell.
Distance: Unlimited the spellshadow’s Spell Level to learn it.
Duration: Instant
Preparation Cost: 10 x NPC’s TL Protection from Earth
Saving Throw: None Level: 3 Warding (Earth)
Effect: You summon an NPC to your Casting Time: 1 full round
current location. Distance: Personal or Touch
Duration: 1 minute per Casting Level
Planar Door Effect: The target gains damage
Level: 5 Compass immunity (stone weapons).
Casting Time: 1 half action
Distance: Close Protection from Silver
Duration: Instant (dismissible, Level: 1 Warding
enduring) Casting Time: 1 half action
Effect: You open a conduit to a random Distance: Personal or Touch
plane of existence. The conduit remains open Duration: 1 hour per Casting Level
until 1 character per Casting Level comes Effect: The target gains damage
through either side.

Chapter 3: GRIMOIRE 69
immunity (silver weapons). Distance: Personal
Duration: 3 rounds
Protection from Winds Effect: You set forth a course of action
Level: 3 Warding (Air, Sonic) that takes place over 3 rounds and then
Effect: As Protection for Earth, except follow through with focus and skill. If you do
that the target gains damage immunity (bang, not deviate from your plan, you receive a +3
sonic). magic bonus to attack checks, skill checks,
and saves.
Radiant Messenger
Level: 3 Calling (Light) Sever the Silver Cord
Casting Time: 1 half action Level: 5 Shadow (Darkness)
Distance: Close Casting Time: 1 full round
Duration: Instant Distance: Local
Preparation Cost: 1 per target’s TL Duration: Instant
Effect: You summon a radiant, Saving Throw: Fortitude negates
quasisentient globe of light from the (terminal)
Quasielemental Plane of Radiance that delivers Effect: The target’s silver cord is
a short message to one target. After speaking the severed and it dies. This spell doesn’t affect
target’s present location, the messenger travels targets without a silver cord and those not on
from light source to light source, reaching its the Astral Plane.
destination in one hour (or one day if the target
is on another plane). Shield of the Planars
Level: 7 Warding (Aligned)
Rain of Fire Casting Time: 1 half action
Level: 5 Weather (Fire) Distance: Personal
Casting Time: 1 full round Duration: 1 round per Casting Level
Distance: Local Effect: The shield automatically
Duration: 1 minute per Casting Level counters harmful spells (max. 1 spell per
Area: 10 ft. per Casting Level caster- round). Each time a spell is countered, you
defined Area must make a Will save (DC 10+ twice the
Effect: You summon rain of fire which spell’s level) or this spell is cancelled. You also
falls down burning all foes in the Area for 1 fire gain a +4 magic bonus to Reflex saves and
damage per round. DR 2.

Ray of Life Shroud of Shadows


Level: 7 Healing Level: 4 Shadows (Darkness)
Casting Time: 1 half action Casting Time: 1 half action
Distance: Local Distance: Touch
Duration: Instant Duration: 4 rounds
Effect: A thin beam of light erupts Effect: Shadows enshroud your body
from your finger, closing wounds as Heal and from detection and physical attacks. The
raising dead. Undead struck suffer 1d6 points of target gains 1/2 cover and a +2 magic bonus
damage per Casting Level. to Stealth checks.

Renewed Ability Shroud Presence


Level: 2 Healing Level: 3 Secrets
Casting Time: 1 half action Distance: Personal
Distance: Personal Effect: As Invisibility except that you
Duration: Instant may designate 1 creature per Casting Level
Effect: You regain the ability to reuse 1 which can see you normally.
spent natural spell (see Fantasy Craft page 234) in
the current scene. Sight without Vision
Level: 2 Shapeshifting
Set the Path Casting Time: 1 full round
Level: 2 Foresight Distance: Personal or Touch
Casting Time: 1 half action Duration: 1 hour per Casting Level
Effect: The target gains the blindsight

Planescraft (First PLAYTEST) 70


quality. Effect: You touch the body of a Ethereal
fallen hero and summon forth his radiant
manifestation. The manifestation remains Protomatter
Slay
Level: 9 Shadow (Aligned) within 30 ft. of its fallen body at all times.
Casting Time: 1 half action It has fallen hero’s memories and is able to The Ethereal Plane is
Distance: Local communicate. made of protomatter
Duration: Instant (also called ether or
Area: 180 ft. sphere Radiant Manifestation (Medium prima matera). This
Saving Throw: Fortitude negates Spirit Flyer – 100 XP): Str 10, Dex 10,
protomatter can then
(terminal) Con 10, Int 10, Wis 10, Cha 10; SZ M
(1x1, Reach 1); Spd 60 ft. winged flight; further concentrate
Effect: You kill standard NPCs of and form demiplanes
opposed Alignment whose total TL does not Init VIII; Atk VI; Def VIII; Res VIII; Health
VIII; Comp I; Qualities: Contagion immunity, through three phases
exceed 9 + Casting Level.
condition immunity (paralyzed), damage immunity - ephemeral, quintes-
(electrical, fire, heat), damage reduction 5, sential, and stable.
Spell Mirror fearsome, spell defense I
Level: 5 Warding Attacks/Weapons: Tentacle Slap V (dmg Ephemeral
Casting Time: 1 half action 3d8 lethal; threat 18-20; qualities: reach +2)
Distance: Personal This is the least stable
Treasure: None. form and almost al-
Duration: 1 round per Casting Level
(dismissible) ways transforms back
Effect: You gain spell reflection and may Stabilize Chaos into ethereal mist in
reflect spells back at their source. Level: 3 Conversion just a few seconds.
Casting Time: 1 half action
Duration: 1 hour + 1 minute per Quintessential
Sphere of Survival Casting Level
Level: 7 Force This form lasts for
Distance: Personal
Casting Time: 1 full round Effect: You do not need to not need 1d100 hours before
Distance: Personal to make Concentrate checks to maintain generally reverting
Duration: 1 hour per Casting Level Limbo’s chaos (see page 251). back to ephemeral
Area: 10 ft. sphere phase. Unlike other
Effect: The sphere creates a breathable forms, this one can be
atmosphere. Also, all within gain the damage Stabilize Ether
Level: 5 Conversion “sculpted“ into usable
defiance quality of caster’s choice against one
Casting Time: 5 rounds items with Illusion
of the following damage types or sources:
acid, cold, electricity, fire, or heat. This spell is Distance: Local spells. Such items
suppressed outside the Inner Planes. Duration: Instant are tough despite
Area: 5 ft. per Casting Level cube their appearance and
Effect: You transform ephemeral or are considered to be
Spirit Wrack Hard Construction
Level: 6 Affliction (Aligned) quintessential protomatter into stable ether
Casting Time: 1 half action (see sidebar). (see Fantasy Craft page
Distance: Close 155) before dissolving
Duration: Concentration, up to 3 in 1d100 hours.
Starfire
rounds (dismissible) Level: 5 Energy (Fire)
Preparation Cost: 2 Casting Time: 1 half action Stable
Saving Throw: None Distance: Remote Finally, this form is
Effect: This spell affects only standard Duration: 3 rounds the rarest and most
characters with the Outsider or Elemental Type. Area: 30 ft. sphere stable. It dissolves
On the 1st round, the target becomes helpless, Saving Throw: Reflex half into quintessential
on the 2nd round the target gains bleeding, and Effect: Starlike embers rain steadily protomatter if taken
on the final 3rd round, the target is banished from above and all targets within the Area
and cannot leave its home plane for 1 year per away from the Ethe-
suffer 5d6 fire damage per round. real Plane.
Casting Level.
Starmantle I
Spiritdance Level: 6 Warding
Level: 9 Calling Casting Time: 1 half action
Casting Time: 1 half action Distance: Touch
Distance: Touch Duration: 1 minute + 2 rounds per
Duration: 1 round per Casting Level

Chapter 3: GRIMOIRE 71
Casting Level Duration: Instant
Effect: A spectacular, shimmering glow Saving Throw: Fortitude negates
surrounds the target, which gains damage defiance Effect: This spell was Developed by
(Natural attacks) and Rusting damage attack III baatezu mages as a revenge for Baatezu Bane.
(10 ft. aura; dmg 1d8 lethal per 2 Casting Levels A tanar’ri target suffers 3d8+8 lethal damage
(Metal objects only), Ref Save DC 20 for 1/2 plus one of the following:
damage).
1d10 roll Effect
Starmantle II The target is permanently
Level: 9 Warding 1-3
blinded
Distance: Close 4-5 The target is sickened for 2 hours
Effect: As Starmantle I, except that you The target suffers an additional
may affect up to 1 target per Casting Level. 6-7 1d8 lethal damage and total
damage is converted to sonic
Stygian Ice Storm The target suffers an additional
Level: 7 Creation (Aligned, Ice) 8 2d8 lethal damage and loses use
Casting Time: 1 half action of one arm
The target suffers an additional
Distance: Close 9
2d8 lethal damage and all
Duration: Instant natural spells are suppressed for
Area: 50 ft. cube 5 rounds
Saving Throw: Will negates (condition) 10 Roll twice, ignoring rolls of 10
Effect: You summons the harshest cold
and bitter ice of the fifth layer of Baator, Stygia,
to annihilate all enemies within range. The ice The Clutches of Time
deals 8d8 cold damage. Also, everyone that Level: 5 Compass
takes damage is affected with the Touch of the Casting Time: 1 half action
Styx spell. Distance: Touch
Duration: Instant
Surelock Saving Throw: Fortitude negates
Level: 4 Seals Effect: The target rapidly ages when
Casting Time: 1 hour time catches up on it on the Astral Plane (see
Distance: Touch page 255) or while under the effect of Out of
Duration: 1 day per Casting Level Time’s Grip.
Area: 60 ft. sphere
Effect: Interplanar travel does not
function within this spell’s Area, including (but
Touch of the Styx
Level: 4 Charm
not limited to) portals, vortices (see page 272), and
Casting Time: 1 full round
Calling spells.
Distance: Touch
Duration: Instant
Swarm Curse Saving Throw: Will negates
Level: 2 Nature Effect: The target permanently loses
Casting Time: 1 half action memory of the last 24 hours.
Distance: Local
Duration: 3 rounds
Area: 5 ft. per Casting Level sphere
Transmute Fire to Smoke
Level: 4 Conversion (Air, Fire)
Saving Throw: Reflex negates
Casting Time: 1 half action
Effect: You invite all that scuttles, creeps
Distance: Local
and swarms to dine. A swarm of insects inflicts
Area: 10 ft. per Casting Level cube
1d4 + (1 per 3 Casting Levels) subdual damage
Saving Throw: Fortitude negates
to all characters within the Area each round.
(condition)
No Spellcasting checks are possible while in the
Effect: As Quench, except that
Area.
the Ambient Light in Area turns to None
(see Fantasy Craft page 218). The smoke
Tanar’ri Tribulation dissipates in 3 rounds but everyone within it
Level: 5 Affliction (Aligned) must succeed at Fortitude save each round or
Casting Time: 1 half action become sickened.
Distance: Local

Planescraft (First PLAYTEST) 72


True Arrow Saving Throw: None
Level: 5 Conversion Effect: You steal life from the target
Casting Time: 1 full round and transfer it to yourself. The target suffers
Distance: Touch 1d6 lethal damage per 2 Casting Levels. You
Duration: 1 day heal the same amount.
Effect: Up to 10 arrows or bolts
gain Lesser Accuracy Bonus Charm and are Vengeful Strike
unaffected by strong winds. Level: 4 Warding (Light)
Casting Time: 1 half action
True Arrow of Law Distance: Personal
Level: 3 Creation Duration: 1 minute pre Casting Level
Casting Time: 1 half action Effect: One ghostly wisp of light per
Distance: Personal Casting Level surrounds you. Each wisp may
Duration: 1 round per Casting Level be expended as either natural defense or spell
Effect: You create one arrow or bolt of reflection (your choice).
pure white energy per each 5 Casting Levels.
Each missile may be of the three types. Vrock’s Screech
Level: 4 Energy
• Enchanting: The missile deals stress Casting Time: 1 half action
damage and has Lesser Spell Effect Distance: Personal
(Charm Person I) charm. Duration: Instant
• Harming: The missile deals force damage, Saving Throw: Fortitude negates
has Bane (Outsiders) charm and is coated Effect: Your loud screech deals 1d8
with paralyzing poison. bang damage per Casting Level with a blast
• Healing: The missile deals stress damage increment of 2.
and has Lesser Spell Effect (Cure
Wounds I) charm. Warp Sense
Level: 2 Divination
Twilight Touch Casting Time: 1 half action
Level: 1 Glory (Aligned) Distance: Personal
Casting Time: 1 half action Duration: Concentration + 1 round
Distance: Touch per Casting Level (dismissible)
Duration: 1 minute per Casting Level Area: 60 ft. penetrating cone
Effect: Luck of the faeries is imparted Preparation Cost: 1
upon the target, granting a +1 magic bonus on Effect: You sense portals, conduits,
all saving throws and skill checks. and vortices (see pages 271 and 272). Once you find
one, you may pay the Preparation Cost to
Up the Abyssal Walls identify its key (if any) and destination.
Level: 6 Compass
Effect: As Teleport II, except that it only Wastequake
works for moving between layers of the Abyss. Level: 7 Conversion (Aligned, Earth)
Duration: Instant
Value Area: 10 ft. per Casting Level sphere
Level: 2 Artifice Effect: As Earthquake, except that
Casting Time: 1 half action the damage is 1d6 lethal per Casting Level
Distance: Touch and unnatural objects such as buildings are
Duration: 1 round per Casting Level unaffected. Also, the spell only works on the
Effect: You gain a +10 magic bonus with Gray Waste.
Knowledge checks (item value) for 1 item per
Casting Level. Windsphere
Level: 3 Weather (Air)
Vampiric Touch Casting Time: 1 full round
Level: 3 Shadow (Darkness) Distance: Local
Casting Time: 1 half action Duration: 1 round per Casting Level
Distance: Touch Effect: You summon forth four
Duration: Instant powerful winds, each of which protects a
single Large or smaller target. The target

Chapter 3: GRIMOIRE 73
River Styx gains damage immunity (Hurled weapons, Ranged
weapons) and the Parry trick.
Those unfortunate
enough who touch Winged Memory
or drink the water of Level: 4 Healing
the Styx forget their Casting Time: 1 full round
entire past life, includ- Distance: Touch
ing Alignment and any Duration: Instant
Effect: Target’s memory which was
known spells unless
lost to the river Styx (see sidebar) or Touch of
they succeed on a Will the Styx is restored. If used on a spellcaster,
save (DC 20). Those it restores 2 Spell Points. This spell counters
that succeed merely Blessed Forgetfulness.
forget the past 5 min-
utes prior to touching Witch’s Banishment
the Styx. Memory loss Level: 9 Compass
can be restored with Casting Time: 2 full rounds
spells such as Wish and Distance: Local
Winged Memory. Duration: Instant
Saving Throw: Will negates
Effect: The target is banished to a
random layer on a random Lower Plane.

1d8 roll Lower Plane


1 Acheron
2 Baator
3 Gehenna
4 Gray waste
5 Carceri
6 The Abyss
7 Pandemonium
8 GM’s choice

Wound Transfer
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.

Planescraft (First PLAYTEST) 74


Chapter 3: GRIMOIRE 75
campaign (check with the GM if you’re
Chapter 4: unsure). Upgrades may not be applied to
fittings and may not decrease any armor
Forge penalty below 0.

Planewalkers require coin and gear just Upgrade Descriptions


as all other heroes do. Expertise and skills
are vital to your planar travel, but without Baatorian Green Steel: This ore is
the right items and tools, your skills won’t produced on Avernus, the first layer of Baator.
always be enough. This chapter focuses on new It is lighter than normal steel and the baatezu
equipment, magic items, reputation, and related
are very protective of it thus making it quite
rules.
rare on planar markets.
Bariaur: Simple barding isn’t enough
Goods for the bariaur and each armor must be
Goods are essential survival equipment custom-made.
— lanterns, loadbearing gear, and other handy Githzerai: Githzerai prefer armors
devices that can mean the difference between that allow them to easily move through liquid
life and death for a curious planewalker. parts of Limbo.
Karach: This shapeshifting metal is
Good Descriptions made by anarchs from Limbo’s raw chaos
matter. The material is particularly light,
Bariaur Harness: This specially almost like a cloth. If broken, the armor can
designed frame backpack takes advantage of be repaired at no cost by an anarch.
the bariaur’s large back and unique physical Psychic: Ornately carved in the
githyanki tradition, this armor protects the
configuration.
wearer from the physical effects of the Astral
Bariaur Saddle: Bariaur might in Plane’s psychic wind.
exceptional situation carry on of the slow-
movers rather than just leaving him behind.
For these situations, some bariaur carry BOWS
special saddles, resembling in many ways This category includes bows,
a cross between a horse’s saddle and the crossbows, and exotic variants.
aforementioned bariaur harness.
Bariaur Shoes: Like horseshoes, these Bow Descriptions
iron-shod shoes protect a bariaur’s feet when he
runs or walks on rough surfaces. Arrows and Bolts: The following missiles can
Celestial Etheroscope: The etheroscope be found on the Planes.
• Acidic Sponge: The putty-like globes
comprises a complex and extremely delicate
on the heads of these missiles are
set of brass-bound lenses, tubes, and glass vials actually dried-up aquatic sponges
filled with colored liquid. By looking at light found in many of the great lakes of
refracted though the lenses and colored liquids, Bytopia. Seemingly unremarkable
a character can attempt to discern the tides of to most scholars, these tiny sponges
fortune on any particular plane. were accidentally discovered to have
Modron Storage Container: The most the property of being able to absorb
common sort of modron attachment is a boxlike acids and store them in their bodies
container of metal and leather that can hold with no harm to themselves.
additional items. • Acheronian: These missiles have been
fashioned from one of the great
cubes of Acheron and carry a portion
Armor Upgrades of Acheron's heart within them.
Each armor may only have 1 • Rule-of-Three: These missiles are
craftsmanship and 1 materials upgrade at a the work of a twisted mechanical
time, though any number of customizations genius. Just beneath the head of
each bolt is a small catch, that when
may be applied. Also, species craftsmanship
pressed, unlocks the head of the bolt,
is only possible if the species is present in the allowing it to divide upon impact.

Planescraft (First PLAYTEST) 76


Table 4.1: Goods
Name Effect SZ/Hand Const Comp Weight Era Cost
+2 Str for carrying capacity;
Bariaur Harness S/- Soft 2 5D 4 lbs. Ancient 3s
Bariaur only
Bariaur Saddle Can carry a person S/- Soft 2 7W 10 lbs. Ancient 10s
Bariaur Shoes Protection for hooves D/- Hard 2 5D 1/2 lb. Ancient 5s
1 free hint per adventure
Celestial Etheroscope S/2h Brittle 1 25M 50 lbs. Reason 1,000s
from GM
+2 Str for carrying capacity;
Modron Storage Container S/- Hard 2 7D 10 lbs. Ancient 5s
Modron only

Table 4.2: Armor Upgrades


Name DR Effect DP ACP Speed Disguise Const Comp Weight Era Cost
Craftsmanship
Bariaur - Bariaur only - - - -4 - +2 +25% Primitive +25%
Githzerai - No Swim penalty - - - - - +5 - Primitive +25%
Materials
Baatorian green
- Armor is lightened - - +5 ft. - - - -25% Ancient +400%
steel
Karach - Armor is lightened - - +5 ft. - - +5 -50% Primitive +400%
Protects from
Psychic - - - -4 - +5 - Ancient +100%
psychic winds

Table 4.3: Arrows and Bolts


Name Dmg Threat Range Qualities SZ/Hand Const Comp Weight Era Cost
Acidic Sponge (10) 1d6 acid - - - - Hard 1 10W 1/10 lb. Ancient 20s
Acheronian (20) 1d8 subdual - - - - Hard 1 10D 1/10 lb. Ancient 15s
Rule-of-Three (10) 1d6 lethal - - Spread - Hard 1 12W 1/10 lb. Ancient 30s

Table 4.4: Weapon Upgrades


Name Effect Const Comp Weight Era Cost
Craftsmanship
Bariaur Adds cavalry quality - +2 +50% Primitive +25%
Githzerai Adds finesse quality +1 save +5 -25% Primitive +100%
Material
Baatorian green
+1 damage - +5 -50% Ancient +400%
steel
Aligned Damage
Karach - - -50% Primitive +400%
(Chaos)

Chapter 4: FORGE 77
Weapon Upgrades Favors
Each weapon may only have 1 craftsmanship and 1 materials Life on the Planes is easier when
upgrade at a time, though any number of customizations may be made. you can count on your fellow philosophers.
Also, species craftsmanship is only possible if the species is present in the In addition to Favors in Fantasy Craft (see
campaign (check with the GM if you’re unsure). Fantasy Craft page 188), members of various
planar Organizations (see Chapter 5) can also
gain access to favors listed below.
Upgrade Descriptions

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
on planar markets.
Bariaur: Due to their physical build, the bariaur prefer mounted
tactics in combat.
Githzerai: The githzerai are known for their thin and sharp blades.
Karach: This shapeshifting metal is made by anarchs from Limbo’s
raw chaos 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.

Planescraft (First PLAYTEST) 78


18, +4 at Level 19–20)
Magic Items Reputation Value: 10 (Level 1-6),
The planes are filled with magic, 20 (Level 7-12), 30 (Level 13-18), 40 (Level
especially in form of powerful magical items. 19-20)
The items you’ll be able to find range from the
“mundane” pipes that spew forth clouds of Amulet of the Abyss
death to living tattoos. These amulets are commonly worn
by honored guests when traveling through
Abyssal Pipe the Abyss. An identifying mark is placed on
This a small pipe wooden pipe, carved to the amulet’s front and its back is inscribed
resemble the head of a demon. When used, this with the name of the wearer and the areas to
pipe billows forth great gouts of deadly fumes which he is allowed access. The owner can
from the layers of the Abyss. use it to call upon demonic assistance when
Item: Wooden pipe necessary.
Charm: Lesser Spell Effect (Cloudkill – 1 Item: Silver chain with adamantine
use per scene at Level 4-8, 2 uses per scene at disk
Level 9-12, 3 uses per scene at Level 13-17, 4 Charm: Lesser Spell Effect (Call from
uses per scene at Level 18-20) Beyond II – 1 use per scene at Level 1-4, 2
Reputation Value: 5 (Level 4-8), 10 uses per scene at Level 5-7, 3 uses per scene
(Level 9-12), 15 (Level 13-17), 20 (Level 18-20) at Level 8-11, 4 uses per scene at Level 12-
14, 5 uses per scene at Level 15-18, 6 uses
Adder’s Tear per scene at Level 19-20)
This glistening green tear is as hard and Reputation Value: 3 (Level 1-4), 6
smooth as a pearl. When placed on the tongue, (Level 5-7), 9 (Level 8-11), 12 (Level 12-14),
it gives the user the ability to spit forth spiraling 15 (Level 15-18), 18 (Level 19-20)
bolts of acidic green energy at an opponent.
Item: Green tear
Charm: Lesser Spell Effect (Adder’s 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)

Amber Earrings
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 1–6, +2 at Level 7–12, +3 at Level 13–
18, +4 at Level 19–20)
Reputation Value: 8 (Level 1-6), 16
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20)

Amulet of superiority
These amulets were created by baatezu
and tanar’ri 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 1–6, +2 at Level 7–12, +3 at Level 13–

Chapter 4: FORGE 79
Table 4.5: Favors
Minimum
Favor Renown Requirement Reputation Cost
Downtime
Absorb Madness – Character is healed from
Bleak Cabal 4 M 15
permanent madness
Alter Ego – Character temporarily gains 1
Revolutionary League 1 D 15
additional Alignment for the adventure
Band of Friends – A character immediately
Free League 2 D 5
knows the top 5 Indep allies in the current town
Bankruptcy – Character loses all his Prizes
Fated or Merkhants 8 W 25
except those equipped
Biggest Boss – Character becomes a Xaositects
Xaositects 6 D 20
factol for 1 to 3 days

Blood War Raid – Character accompanies a The Guardians or the Order of the
D 10
Blood War raid party Planes-Militant

Broad View – Retain access to one of


Converts 2 - 15
ex-Alignment’s feats
Deconstruct – One building is raised 5 x per Size category
Doomguard 2 D
to the ground above Medium
Defender of the Wild – One Animal gains
Verdant Guild 2 M 15
the Predatory Template
Lost in the Morgue – One dead body
Dustmen 2 D 5
disappears permanently
Faster Recovery – Party recovers heals
Bleak Cabal 2 W 10
twice as fast
Find Self Anew – A multiclassed character gains a
Mind’s Eye 2 W 25
new Core Ability and looses the previous one
Imagine – Character gets access to a favor 8 x Renown
Sign of One 6 W
from Noble or Military Renown tracks Requirement
Legendary Magic Item – Location of an 1 per 1,000s or 2
Incanterium 4 M
unfamiliar magic item is revealed Reputation value
Locate – One character’s current location is
Mercykillers or Sodkillers 4 W 5 x Character’s TL
revealed
Loophole – Character benefits from Fraternity of Order equal to Spell
M 4 x Spell Level
1 successfully cast spell 1 to 3 times Level
Mercy – Character may Cheat Death if
Sons of Mercy 6 D 25
he has been dead no longer than 1 day
Official Pass – A character gains access to
Harmonium 2 D 15
Buxenus, Arcadia’s second layer
Order within Chaos – A part of Limbo
Anarchs 8 D 25 x 10. ft. sphere
assumes permanent form
D + Favor’s
Payback Time – A character benefits from 10 + Favor’s
Ring-givers 2 Minimum
any one Favor Reputation Cost
Downtime

Planescraft (First PLAYTEST) 80


Table 4.5: Favors (Continued)
Minimum
Favor Renown Requirement Reputation Cost
Downtime
Permanent Insanity – Character inside the
Bleak Cabal 8 W 25
Gatehouse succumbs to Grim Retreat
Precise Calculations – Crafting time is 1 per 1,000s or 2
Mathematicians 2 D
reduced in half Reputation value
Release from the Bliss – A character is
Society of Sensation 8 D 20
released from the Gilded Hall
Dispossessed or Opposition or 10 + Favor’s
Sabotage – Cancel all results of a Favor D
Revolutionary League 2 Reputation Cost
Shifting – Character changes Renown track Xaositects 4 D 10
Smooth Transition – Character changes
Alignment without triggering the Converts or Transcendent Order 2 W 15
Crisis of Faith Subplot

Summary Judgment – Character in custody


Mercykillers or Sodkillers 6 D 25
is put to death

Private Sensoriums – A non-Sensate


Society of Sensation 2 D 10
character gains access to private sensoriums

Propaganda – GM cannot spend action dice


for members of a targeted church during the Athar 8 M 25
adventure

Refinement – One item is upgraded to superior Believers of the Source 2 W 10

Reimagining – Dead or missing character


Sign of One 4 D 20
is brought back to this life
Release from the Bliss – A character is
Society of Sensation 8 D 20
released from the Gilded Hall
Dispossessed or Opposition or 10 + Favor’s
Sabotage – Cancel all results of a Favor D
Revolutionary League 2 Reputation Cost
Shifting – Character changes Renown track Xaositects 4 D 10
Smooth Transition – Character changes
Alignment without triggering Converts or Transcendent Order 2 W 15
the Crisis of Faith Subplot
Summary Judgment – Character in custody
Mercykillers or Sodkillers 6 D 25
is put to death
Summary Pardon – Character in custody
Sons of Mercy 6 D 25
is released
Tournament – Draw people to a fighting event:
Small (local; 10–100 attendees)
Brotherhood of Glory 2 - 5
Medium (city-wide; 100–500 attendees)
Brotherhood of Glory 4 D 10
Large (region-wide; 500–2000 attendees)
Brotherhood of Glory 6 D 15
Massive (national; 2000–10,000
Brotherhood of Glory 8 W 20
attendees)
Wild Zone – Area becomes a wild magic zone
Xaositects 4 D 15
(see Fantasy Craft page 326) during the adventure

Chapter 4: FORGE 81
Arcadian Dwarven Hammer approach of the wielder by muffling any
The “Father of Battles”, Clanggedin sounds he or she might make in passing, thus
Silverbeard, designed the hammers to aid improving his or her chances of approaching a
dwarven soldiers throughout the multiverse. target by stealth.
One who possesses such a weapon is expected to Item: Long knife (1-handed item)
use it at least weekly in battle. After three weeks Charm: Lesser Skill Ranks (+1
of inactivity, the hammer magically disappears Stealth at Level 1–6, +2 Stealth at Level
from owner’s possession. 7–12, +3 Stealth at Level 13–18, +4 Stealth
Item: War hammer (2-handed item) at Level 19–20)
Essence: Feat (Make Me a Stone) Reputation Value: 2 (Level 1-6), 4
Charm: Lesser Damage Bonus (+1 at (Level 7-12), 7 (Level 13-18), 11 (Level 19-
Level 1–6, +2 at Level 7–12, +3 at Level 13– 20)
18, +4 at Level 19–20)
Reputation Value: 20 (Level 1-6), 30 Baku’s Trumpet
(Level 7-12), 40 (Level 13-18), 50 (Level 19-20) This nondescript brass horn is in fact a
magical item crafted on the Upper Planes.
Arcane Key Item: Brass horn
Arcane key, also known as spell key, is a Charm: Lesser Spell Effect (Castigate
secret item unique to each plane. It is capable of I – 1 use per scene at Level 4-8, 2 uses per
attuning owner’s spells to the magical vibrations scene at Level 9-12, 3 uses per scene at Level
of the plane. The owner’s spells from a single 13-17, 4 uses per scene at Level 18-20)
Discipline or Energy / Element start functioning Reputation Value: 4 (Level 4-8), 8
normally, ignoring suppressed, enhanced, (Level 9-12), 12 (Level 13-17), 16 (Level
diminished, and other conditions imposed by 18-20)
the plane except for countered (see page 239) and
those beyond arcane key’s capabilities (e.g. the Battle Axe of Discord
howling winds of Pandemonium). Arcane keys These sharp axes have been recovered
can be anything – runes, words, or equations. from the Blood War battlefields. They were
Some arcane keys only attune a single spell. crafted by anarchs on Limbo.
Item: Miscellaneous Item: Battle axe (2-handed item;
Essence: Feat (Lightning Reflexes) upgrades: karach)
Charm: Greater Damage Bonus (+2
Archon’s Horn at Level 1–2, +3 at Level 3–6, +4 at Level
This finely wrought trumpet plays 7–10, +5 at Level 11–14, +6 at Level 15–18,
beautifully in the hands of any talented +7 at Level 19–20)
trumpeter. Reputation Value: 10 (Level 1–2),
Item: Trumpet (2-handed item) 20 (Level 3–6), 30 (Level 7–10), 40 (Level
Essence: Class Enhancement (Next 11–14), 50 (Level 15–18), 60 (19–20)
level’s abilities from Priest class)
Reputation Value: 15 Blade of Loyalty
These holy blades have been recovered
Axe Of Anarchy from the Blood War battlefields. They were
These serrated axes have been recovered crafted by unknown master smiths on the
from the Blood War battlefields. They were Upper Planes.
crafted by anarchs on Limbo. Item: Short sword (1-handed item)
Item: Axe (1-handed item; upgrades: Essence: Aligned Damage (Good)
karach) Charm: Lesser Damage Bonus (+1
Charm: Lesser Damage Bonus (+1 at at Level 1–6, +2 at Level 7–12, +3 at Level
Level 1–6, +2 at Level 7–12, +3 at Level 13– 13–18, +4 at Level 19–20)
18, +4 at Level 19–20) Reputation Value: 9 (Level 1–6), 19
Reputation Value: 5 (Level 1–6), 15 (Level 7–12), 29 (Level 13–18), 39 (Level
(Level 7–12), 25 (Level 13–18), 35 (Level 19–20)
19–20)
Blessed Candy
Backbiter This piece of delicious milk chocolate
Crafted specifically with the adept cross- has had its creamy, caramel center blessed by
trader in mind, this magical blade masks the a powerful priest of an unnamed power of

Planescraft (First PLAYTEST) 82


good. Placing it inside the mouth will confer this penetrating even the skin of fiends.
blessing upon the devourer. Despite their vicious appetite and
Item: Chocolate candy temperament, blood flies are used by healers
Charm: Lesser Spell Effect (Bless – 1 use to draw forth diseased blood from an
per scene at Level 1-4, 2 uses per scene at Level individual or even drain blood from a dead
5-7, 3 uses per scene at Level 8-11, 4 uses per body. On occasion, blood flies are used to
scene at Level 12-14, 5 uses per scene at Level siphon off rare types of blood and are then
15-18, 6 uses per scene at Level 19-20) paralyzed with powders or spells and kept in
Reputation Value: 1 (Level 1-4), 2 storage for future use. This particular blood
(Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 fly charm seems to hold the blood of a lesser
(Level 15-18), 6 (Level 19-20) fiend, an abishai, in its food sac.
Item: Blood fly
Blind Terror Essence: Greater NPC Quality
When an opponent is struck with (Regeneration 2)
sufficient force, acid is released thru the spongy Charm: Lesser Spell Effect (Cure
surface of the mace. From the resulting spray Wounds I – 1 use per scene at Level 1-4, 2
of acid, the adversary can become temporarily uses per scene at Level 5-7, 3 uses per scene
blinded making him easier to hit. at Level 8-11, 4 uses per scene at Level 12-
Item: Mace (1-handed item) 14, 5 uses per scene at Level 15-18, 6 uses
Essence: Exotic Damage (Acid) per scene at Level 19-20)
Charm: Lesser Spell Effect (Blindness / Reputation Value: 16 (Level 1-4), 17
Deafness – 1 use per scene at Level 1-4, 2 uses (Level 5-7), 18 (Level 8-11), 19 (Level 12-
per scene at Level 5-7, 3 uses per scene at Level 14), 20 (Level 15-18), 21 (Level 19-20)
8-11, 4 uses per scene at Level 12-14, 5 uses per
scene at Level 15-18, 6 uses per scene at Level Blood of Justice
19-20) This dark red liquid, said to be made
Reputation Value: 4 (Level 1-4), 5 of the blood of the great wyrm kept in
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 Mercykiller’s Tower of the Wyrm, intensifies
(Level 15-18), 12 (Level 19-20) imbibers’ guilt. If the blood enters the target’s
body, whether he drink the liquid or gets
Blood Charm cut by a sword coated with it, his lies soon
This glistening drop of blood is as hard become evident to everyone.
and smooth as a pearl. When placed on the Item: Vial
tongue, its power spreads through the user’s Charm: Lesser Spell Effect (Zone of
veins and heart. Like its younger cousin, the clot Truth – 1 use per scene at Level 1-4, 2 uses
charm, the blood charm stimulates the user’s per scene at Level 5-7, 3 uses per scene at
blood into clotting and scabbing over existing Level 8-11, 4 uses per scene at Level 12-14,
wounds, healing damage the user may have 5 uses per scene at Level 15-18, 6 uses per
suffered before consuming the charm. scene at Level 19-20)
Item: Hardened blood drop Reputation Value: 3 (Level 1-4), 6
Charm: Lesser Spell Effect (Cure (Level 5-7), 9 (Level 8-11), 12 (Level 12-14),
Wounds II – 1 use per scene at Level 1-4, 2 uses 15 (Level 15-18), 18 (Level 19-20)
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 Bone Charm
scene at Level 15-18, 6 uses per scene at Level This old finger bone charm has been
19-20) hollowed out and tiny symbols have been
Reputation Value: 2 (Level 1-4), 4 scratched on its surface. The bone charm
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 temporarily strengthens the user’s skeleton
(Level 15-18), 12 (Level 19-20) and acts as a ward against breaks and
fractures.
Item: Finger bone
Blood Fly Charm Essence: Lesser Damage Resistance
Blood flies are pests believed to have (Blunt weapons)
originated from one of the Lower Planes. In Charm: Lesser Defense Bonus (+1
many ways, they resemble mosquitoes with at Level 1–6, +2 at Level 7–12, +3 at Level
an insatiable appetite -- a cloud of blood flies 13–18, +4 at Level 19–20)
can suck all the blood from a human body Reputation Value: 16 (Level 1-6), 24
within minutes. Their stingers are capable of

Chapter 4: FORGE 83
(Level 7-12), 32 (Level 13-18), 40 (Level 19-20) Reputation Value: 11 (Level 1–2),
19 (Level 3–6), 27 (Level 7–10), 35 (Level
Boots of the Border 11–14), 43 (Level 15–18), 51 (19–20)
Once snugly fitted, boots of the border
allow the wearer to stride onto the area of the Brimstone Hammer
Border Ethereal that touches the plane upon This type of weapon, thought to be
which the boots were fashioned. forged by the flames of the Elemental Plane
Item: Leather boots of Fire, is extremely rare, even in Sigil. The
Charm: Lesser Spell Effect (Blur – 1 use elemental properties of the hammer grants
per scene at Level 1-4, 2 uses per scene at Level it wielder an increased resistance to fire and
5-7, 3 uses per scene at Level 8-11, 4 uses per fire-based attacks.
scene at Level 12-14, 5 uses per scene at Level Item: War hammer (2-handed item)
15-18, 6 uses per scene at Level 19-20) Essence: Lesser Damage Resistance
Reputation Value: 2 (Level 1-4), 4 (Fire)
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 Reputation Value: 4
(Level 15-18), 12 (Level 19-20)
Bytopian Flintspear
Bottled Breath This primitive looking weapon is
This bottle holds pure, clean air – a popular among the inhabitants of Shurrock.
limitless supply of the stuff. The clear glass The unique characteristic of the Bytopian
bottle looks empty (it’s only got air inside after flintspear is that when struck by steel, it
all). bursts into flame.
Item: Flask Item: Boar spear (2-handed item)
Charm: Lesser Spell Effect (Water Essence: Exotic Damage (Fire)
Breathing – 1 use per scene at Level 1-4, 2 uses Reputation Value: 3
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 Celestial Sword
scene at Level 15-18, 6 uses per scene at Level Each celestial sword is aligned with
19-20) its patron, a being of the Upper Planes, who
Reputation Value: 3 (Level 1-4), 6 makes a pact with the wielder through the
(Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 sword. The wielder’s side of the contract is
(Level 15-18), 18 (Level 19-20) that he will defend the cause of good; the
patron pledges to provide the sword’s wielder
Bow Of Law with special powers as long as he is true.
These perfectly tuned bows have been recovered Item: Broadsword (1-handed item)
from the Blood War battlefields. They were Essence: Lesser Aligned Damage
crafted by modron smiths on Mechanus. (Good)
Item: Short bow (2-handed item) Charm: Lesser Accuracy Bonus (+1
Essence: Greater Aligned Damage at Level 1–6, +2 at Level 7–12, +3 at Level
(Order) 13–18, +4 at Level 19–20)
Charm: Lesser Accuracy Bonus (+1 Reputation Value: 7 (Level 1-6), 15
at Level 1–6, +2 at Level 7–12, +3 at Level (Level 7-12), 23 (Level 13-18), 31 (Level
13–18, +4 at Level 19–20) 19-20)
Reputation Value: 7 (Level 1-6), 11
(Level 7-12), 19 (Level 13-18), 27 (Level 19-20) Chained-Teeth Earrings
These thin metal earrings are actually
Bow Of Order a series of well-crafted lockpicks. If need be,
These perfectly tuned bows have been recovered you can unhook them and use them to pick
from the Blood War battlefields. They were open stubborn locks.
crafted by modron smiths on Mechanus. Item: Pair of earrings
Item: Long bow (2-handed item) Charm: Lesser Skill Ranks
Essence: Greater Aligned Damage (+1 Prestidigitation at Level 1–6, +2
(Order) Prestidigitation at Level 7–12, +3
Charm: Greater Accuracy Bonus (+2 at Prestidigitation at Level 13–18, +4
Level 1–2, +3 at Level 3–6, +4 at Level 7–10, Prestidigitation at Level 19–20)
+5 at Level 11–14, +6 at Level 15–18, +7 at Reputation Value: 4 (Level 1-6), 8
Level 19–20) (Level 7-12), 12 (Level 13-18), 16 (Level

Planescraft (First PLAYTEST) 84


19-20) Essence: Greater Save Bonus (Will)
Charm: Lesser Spell Effect
Chains of Light (Restoration II – 1 use per scene at Level
These chains, forged from solid 4-8, 2 uses per scene at Level 9-12, 3 uses
sunbeams, are reputed to have been designed by per scene at Level 13-17, 4 uses per scene at
the power Reorx himself. Whether they came Level 18-20)
from his halls, or from the halls of Clanggedin Reputation Value: 29 (Level 4-8),
Silverbeard, or from the more ordinary smithies 33 (Level 9-12), 37 (Level 13-17), 41f (Level
of Arcadia, the fact remains that these chains 18-20)
are hugely effective when used against the right
targets. Charm of Infinite Recall
Item: Manacles While practicing, some Mage students
Charm: Greater Spell Effect (Sunlight discovered a means to condense and store
I - 1 use per adventure at Level 6-7, 2 uses per knowledge into a charm form. This particular
adventure at Level 8-11, 3 uses per adventure at charm contains the entire resource library of
Level 12-15, 4 uses per adventure at Level 16- the famed Charon School of Mages.
19, 5 uses per adventure at Level 20) Item: Blue drop
Reputation Value: 21 (Level 6-7), 42 Charm: Greater Skill Ranks (+2
(Level 8-11), 63 (Level 12-15), 84 (Level 16- Investigate at Level 1–2, +3 Investigate at
19), 105 (Level 20) Level 3–6, +4 Investigate at Level 7–10, +5
Investigate at Level 11–14, +6 Investigate at
Chalice of Plane Travel Level 15–18, +7 Investigate at Level 19–20)
This is a solid silver goblet. Coiled Reputation Value: 8 (Level 1–2), 12
around the stem is the jewel-encrusted carving (Level 3–6), 16 (Level 7–10), 20 (Level 11–
of a snake. Five runes inscribed in gold are 14), 24 (Level 15–18), 28 (Level 19–20)
evenly spaced around the chalice’s outer rim –
they are the names of the five planes to which Clipped Copper Charm
travel is possible using the chalice. These planes This copper piece has been “clipped”...
are the Ethereal, the Prime Material, the Astral, most of the copper has been shaved off, no
the Gray Waste and the Abyss. doubt to still keep the appearance it is a coin
Item: Silver goblet and allowing the “clipper” to use the shaved
Charm: Lesser Spell Effect (Teleport I – copper to make another coin. Although
1 use per scene at Level 4-8, 2 uses per scene at many Hive dwellers practice this method
Level 9-12, 3 uses per scene at Level 13-17, 4 of “making money,” when the Fated faction
uses per scene at Level 18-20) practices it, they do so with a frightening
Reputation Value: 5 (Level 4-8), 10 sense of purpose, creating charms that reflect
(Level 9-12), 15 (Level 13-17), 20 (Level 18-20) their own miserly natures.
In order to create these charms, the
Charcoal Charm Fated faction seek out failed business owners
This piece of charcoal is a charred bone and other individuals who once possessed
fragment of some creature, perhaps a finger great wealth, then had a reversal of fortune
bone or a talon. Various symbols have been and were left desitute. These individuals
scratched onto its surface... the scratchings are are then given enchanted carving blades
so faint you almost missed them. and asked to “clip a copper” for the Fated
Item: Charred bone in a tedious day-long ritual, which infuses
Essence: Greater Damage Resistance the copper coin with the last traces of their
(Fire) former luck. The ritual and the nature of the
Reputation Value: 15 individual clipping the copper allows a minor
enchantment to seep into the coin and affect
the fortune of the whoever uses it.
Charm of Blackness When the clipped copper charm is
These special periapts are only found flipped into the air, it will spill into a rain of
within possessions of night hags. In addition to copper pieces, and bestow some luck upon
usual powers, the charm exclusively grants any the user.
night hag Spirit Type. Hags go to great pains to Item: Clipped copper coin
retrieve lost periapts; it takes one month and Charm: Lesser Spell Effect (Luck – 1 use per
100 larvae to create another. scene at Level 1-4, 2 uses per scene at Level
Item: Periapt 5-7, 3 uses per scene at Level 8-11, 4 uses per

Chapter 4: FORGE 85
scene at Level 12-14, 5 uses per scene at Level Corpse Fly Charm
15-18, 6 uses per scene at Level 19-20) This corpse fly looks like it was frozen;
Reputation Value: 2 (Level 1-4), 4 (Level 5-7), it appears to be dead, but you can’t be sure.
6 (Level 8-11), 8 (Level 12-14), 10 (Level 15- Item: Corpse fly
18), 12 (Level 19-20) Charm: Lesser Spell Effect (Swarm
Curse – 1 use per scene at Level 1-4, 2 uses
Clot Charm per scene at Level 5-7, 3 uses per scene at
This glistening blood drop is as hard and Level 8-11, 4 uses per scene at Level 12-14,
smooth as a pearl. When placed on the tongue, 5 uses per scene at Level 15-18, 6 uses per
its power spreads through the character’s scene at Level 19-20)
bloodstream. Reputation Value: 2 (Level 1-4), 4
The charm stimulates the user’s blood into (Level 5-7), 6 (Level 8-11), 8 (Level 12-14),
clotting and scabbing over existing wounds, 10 (Level 15-18), 12 (Level 19-20)
healing any minor damage the user may have
suffered before consuming the charm. Cranium Rat Charm
Item: Hardened blood drop The body of this cranium rat has
Essence: Damage Resistance (Edged been specially prepared: its insides have been
weapons) hollowed out and stuffed with various herbs
Charm: Lesser Spell Effect (Cure and shreds of papyrus containing arcane
Wounds I – 1 use per scene at Level 1-4, 2 uses symbols.
per scene at Level 5-7, 3 uses per scene at Level Item: Dead cranium rat
8-11, 4 uses per scene at Level 12-14, 5 uses per Charm: Attribute Bonus (+1
scene at Level 15-18, 6 uses per scene at Level Intelligence at Level 1–6, +2 Intelligence at
19-20) Level 7–12, +3 Intelligence at Level 13–18,
Reputation Value: 9 (Level 1-4), 10 +4 Intelligence at Level 19–20)
(Level 5-7), 11 (Level 8-11), 12 (Level 12-14), Reputation Value: 10 (Level 1-6),
13 (Level 15-18), 14 (Level 19-20) 20 (Level 7-12), 30 (Level 13-18), 40 (Level
19-20)
Club of Nettles
This club seems to be made from some Crystal of Clear Focus
sort of prickly plant. Small thorns adorn the This clear gem was created by modrons
head of the club and can easily be broken off. in order to provide others with an insight into
Item: Club (2-handed item) their (i.e., “correct”) way of thinking. Such an
Charm: Lesser Spell Effect (Insanity I – act of benevolence is uncommon among the
1 use per scene at Level 1-4, 2 uses per scene at modrons, but a body can assume that some
Level 5-7, 3 uses per scene at Level 8-11, 4 uses of them believe that getting others to see
per scene at Level 12-14, 5 uses per scene at their way of thinking is ultimately logical and
Level 15-18, 6 uses per scene at Level 19-20) helpful to modron goals. Anyone gazing into
Reputation Value: 1 (Level 1-4), 2 this crystal for a short period becomes much
(Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 more likely to succeed in a desired action.
(Level 15-18), 6 (Level 19-20) Item: Gem
Charm: Lesser Spell Effect (Luck – 1
Cockroach Charm use per scene at Level 1-4, 2 uses per scene
Cockroaches are as common on the at Level 5-7, 3 uses per scene at Level 8-11,
Outer Planes as other scavengers. The shell of 4 uses per scene at Level 12-14, 5 uses per
this particular dead cockroach has been dotted scene at Level 15-18, 6 uses per scene at Level
with paints and faint arcane symbols. 19-20)
Item: Cockroach shell Reputation Value: 2 (Level 1-4), 4
Essence: Damage Resistance (Blunt (Level 5-7), 6 (Level 8-11), 8 (Level 12-14),
weapons) 10 (Level 15-18), 12 (Level 19-20)
Charm: Greater Damage Bonus (+2 at
Level 1–2, +3 at Level 3–6, +4 at Level 7–10, Dirty Rat Charm
+5 at Level 11–14, +6 at Level 15–18, +7 at This cranium rat tail charm is
Level 19–20) particularly filthy and smells faintly of vomit.
Reputation Value: 24 (Level 1–2), 32 The tail is stiff, like a wire, and it can be bent
(Level 3–6), 40 (Level 7–10), 48 (Level 11–14), into different shapes... it would almost make
56 (Level 15–18), 64 (Level 19–20) a great lockpick, except it is too thick.

Planescraft (First PLAYTEST) 86


Item: Cranium rat’s tail is a shaft of polished shark cartilage ending
Charm: Lesser Skill Ranks (+1 Stealth in four radially spaced prongs of sharp coral,
at Level 1–6, +2 Stealth at Level 7–12, +3 all reinforced with magic. The trident can
Stealth at Level 13–18, +4 Stealth at Level transform into a 7-foot-long eel with silvery
19–20) scales.
Reputation Value: 4 (Level 1-6), 8 Item: Trident (1-handed item)
(Level 7-12), 12 (Level 13-18), 16 (Level 19-20) Charm: Lesser Spell Effect (Nature’s
Ally II – 1 use per scene at Level 1-4, 2 uses
Displacer Ring per scene at Level 5-7, 3 uses per scene at
Created from the blood of a displacer Level 8-11, 4 uses per scene at Level 12-14,
beast, this ring is able to partially redirect the 5 uses per scene at Level 15-18, 6 uses per
force of any ordinary weapon. scene at Level 19-20)
Item: Ring Reputation Value: 2 (Level 1-4), 3
Charm: Lesser Spell Effect (Blur – 1 use (Level 5-7), 5 (Level 8-11), 7 (Level 12-14),
per scene at Level 1-4, 2 uses per scene at Level 10 (Level 15-18), 13 (Level 19-20)
5-7, 3 uses per scene at Level 8-11, 4 uses per
scene at Level 12-14, 5 uses per scene at Level Elemental Compass
15-18, 6 uses per scene at Level 19-20) The Inner Planes have no north,
Reputation Value: 2 (Level 1-4), 4 south, east, or west, and some don’t even
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 have an up or down. “Up” is whatever
(Level 15-18), 12 (Level 19-20) direction a being decides. With this
condition, normal compasses are useless, so a
Divine Censer cutter needs an elemental compass instead.
When lit, this censer has the power to Item: Compass (1-handed item)
entice the soul back of the recently departed. Charm: Greater Skill Ranks
Item: Censer (Knowledge (geography and navigation[Inner
Charm: Lesser Spell Effect (resurrection Planes]) – +2 ranks at Level 1 – 2, +3 ranks
I – 1 use per scene at Level 4-8, 2 uses per scene at Level 3 – 6, +4 ranks at Level 7 – 10, +5
at Level 9-12, 3 uses per scene at Level 13-17, 4 ranks at Level 11 – 14, +6 ranks at Level 15
uses per scene at Level 18-20) – 18, +7 ranks at Level 19 – 20)
Reputation Value: 5 (Level 4-8), 10 Reputation Value: 4 (Level 1-2), 7
(Level 9-12), 15 (Level 13-17), 20 (Level 18-20) (Level 3-6), 11 (Level 7-10), 15 (Level 11-
14), 19 (Level 15-18), 23 (Level 19-20)
Edge of Oblivion
When its powers are awakened and Embalming Fluid
its name known, “Edge of Oblivion” becomes This is a sealed jar of embalming fluid.
entirely black… where once just the edges were It is used as a preservative for dead bodies.
ebony, now the blackness has spread across the As an added benefit, the smell of the fluid is
entire blade. The chill the blade radiates has more than sufficient to mask the smell of any
increased ten-fold, so much so that it is painful rotting bodies it is used on.
to hold it for too long. Item: Jar
There is some speculation that a Sphere Charm: Lesser Spell Effect
of Annihilation has somehow been encaged (Embalming I – 1 use per scene at Level 1-4,
within the axe itself, but again this is only 2 uses per scene at Level 5-7, 3 uses per scene
speculation. Given that the planes are infinite, at Level 8-11, 4 uses per scene at Level 12-
anything is possible. 14, 5 uses per scene at Level 15-18, 6 uses
Item: Broad axe (2-handed item) per scene at Level 19-20)
Essence: Lesser Damage Resistance Reputation Value: 1 (Level 1-4), 2
(Cold) (Level 5-7), 3 (Level 8-11), 4 (Level 12-14),
Charm: Lesser Damage Bonus (+1 at 5 (Level 15-18), 6 (Level 19-20)
Level 1–6, +2 at Level 7–12, +3 at Level 13–
18, +4 at Level 19–20) Fiend Globe
Reputation Value: 9 (Level 1-6), 18 Small hollowed ceramic globes
(Level 7-12), 28 (Level 13-18), 38 (Level 19-20) measuring no more than 3 inches across,
these items are the bane of fiends of all types
Eel Trident – at least those of minor to medium status.
Favored by noviere eladrins, the trident When broken, a fiend glove summons a

Chapter 4: FORGE 87
minor fiend from the Lower Planes. Gauntlets of Rending
Item: Ceramic globe These leather gloves give the user the
Charm: Lesser Spell Effect (Call from ability to use his hands like claws. When
Beyond II – 1 use per scene at Level 1-4, 2 uses the wearer attacks a foe with his hands, long
per scene at Level 5-7, 3 uses per scene at Level black talons lance forth from the fingers of
8-11, 4 uses per scene at Level 12-14, 5 uses per the gauntlets and allow the user to rake an
scene at Level 15-18, 6 uses per scene at Level opponent for additional damage.
19-20) Item: Leather gloves
Reputation Value: 3 (Level 1-4), 6 Charm: Lesser Damage Bonus (+1
(Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 at Level 1–6, +2 at Level 7–12, +3 at Level
(Level 15-18), 18 (Level 19-20) 13–18, +4 at Level 19–20)
Reputation Value: 10 (Level 1-6),
Fiendblade 20 (Level 7-12), 30 (Level 13-18), 40 (Level
Each fiendblade is aligned with its 19-20)
patron, a being of the Lower Planes, who makes
a pact with the wielder through the sword. The Gloves of Retrieval
wielder’s side of the contract is that he will When the wearer so chooses, he can
promote the cause of evil; the patron pledges to reach his gloved hands through the Border
provide the sword’s wielder with special powers Ethereal and onto the adjoining plane to grab
as long as he is true. an inanimate object.
Item: Jagged sword (1-handed item) Item: Pair of gloves
Essence: Lesser Aligned Damage (Evil) Charm: Storage (trigger item for extra-
Charm: Lesser Damage Bonus (+1 at dimensional storage — number of items up to
Level 1–6, +2 at Level 7–12, +3 at Level 13– 1/3 its Level [rounded up])
18, +4 at Level 19–20) Reputation Value: 1-20 (equal to item’s
Reputation Value: 9 (Level 1-6), 19 Level)
(Level 7-12), 29 (Level 13-18), 39 (Level 19-20)
Grue Bottle
Fiendslayer This bottle is made of opaque glass.
Guardinals craft these silver-tipped spears When shaken vigorously and then opened,
on Arborea. a very temporary gate opens within it to an
Item: Boar spear (2-handed item) Inner Plane and forms into a creature known
Essence: Lesser Aligned Damage (Good) as grue (see page 178).
Charm: Lesser Bane (+1 vs. outsiders at Item: Flask
Level 1–6, +2 vs. outsiders at Level 7–12, +3 Charm: Lesser Spell Effect (Conjure
vs. outsiders at Level 13–18, +4 vs. outsiders at Elemental III – 1 use per scene at Level 4-8, 2
Level 19–20) uses per scene at Level 9-12, 3 uses per scene
Reputation Value: 6 (Level 1-6), 14 at Level 13-17, 4 uses per scene at Level 18-
(Level 7-12), 18 (Level 13-18), 26 (Level 19-20) 20)
Reputation Value: 5 (Level 4-8), 10
Flute of Dismissing (Level 9-12), 15 (Level 13-17), 20 (Level
The flute possesses the power to disrupt 18-20)
the magic that binds conjured or summoned
monsters. Thus, such creatures will simply be Guidon Compass
banished when certain special tunes are played A guidon is a magical obelisk in the
on the flute. center of Limbo’s town, maintained by an
Item: Flute anarch just for centering travelers. This item
Charm: Greater Spell Effect (Purge – enables the owner to locate such an obelisk
1 use per adventure at Level 6-7, 2 uses per while traveling through Limbo. Unfortunately,
adventure at Level 8-11, 3 uses per adventure at the items are as unreliable as Limbo’s chaos
Level 12-15, 4 uses per adventure at Level 16- soup and have a 5% chance per use to
19, 5 uses per adventure at Level 20) malfunction.
Reputation Value: 21 (Level 6-7), 42 Item: Compass
(Level 8-11), 63 (Level 12-15), 84 (Level 16- Charm: Lesser Spell Effect (Locate
19), 105 (Level 20) 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

Planescraft (First PLAYTEST) 88


uses per scene at Level 15-18, 6 uses per scene 16 such horns exist altogether, one for
at Level 19-20) each Elemental, Quasielemental, and
Reputation Value: 2 (Level 1-4), 4 Paraelemental Plane. Rumors persist of two
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 additional horns, tied to the Positive and
(Level 15-18), 12 (Level 19-20) Negative Energy Planes respectively, but their
existence has never been substantiated.
Heart Charm Item: Horn
This glistening drop of blood is as Charm: Lesser Spell Effect (Conjure
hard and smooth as a pearl. When placed Elemental III – 1 use per scene at Level 4-8, 2
on the tongue, its power spreads through the uses per scene at Level 9-12, 3 uses per scene
character’s veins and heart. at Level 13-17, 4 uses per scene at Level 18-
The heart charm is more powerful than the 20)
blood and clot charms, and it heals a number Reputation Value: 5 (Level 4-8), 10 (Level
of wounds instantly, even serious or critical 9-12), 15 (Level 13-17), 20 (Level 18-20)
injuries.
Item: Hardened blood drop Horseshoes of the Gray
Essence: Damage Resistance (Edged Waste
weapons) These four horseshoes will be found in
Charm: Lesser Spell Effect (Cure a group and will appear to the eye as normal
Wounds III – 1 use per scene at Level 1-4, 2 iron shoes. When all four of these shoes
uses per scene at Level 5-7, 3 uses per scene at are attached to the hooves of a horse, it is
Level 8-11, 4 uses per scene at Level 12-14, 5 transformed into a Nightmare (see Fantasy
uses per scene at Level 15-18, 6 uses per scene Craft page 277).
at Level 19-20) Item: Iron horseshoes
Reputation Value: 11 (Level 1-4), 14 Charm: Greater Spell Effect (Call
(Level 5-7), 17 (Level 8-11), 20 (Level 12-14), from Beyond V –1 use per adventure at Level
23 (Level 15-18), 26 (Level 19-20) 8-11, 2 uses per scene at Level 12-16, 3 uses
per adventure at Level 17-20)
Heaven and Earth Reputation Value: 27 (Level 8-11),
A fearsome aura of power emanates 54 (Level 12-16), 81 (Level 17-20)
from this massive weapon. Sharp, powerful
lines adorn the shaft of this mace, which streak Indep Earring
directly to a perfect sphere that serves as this This barbed earring marks the wearer
weapon’s contact point. Perfectly curved spikes as a member of the Free League faction. This
emanate from the perfectly-shaped sphere, earring is the home of an independent spirit
yielding an image that is at once both arresting, which accompanies the wearer and does its
yet awe-inspiring. A vibrant, royal purple hue best to protect him from harm. Whenever
surrounds this weapon of power. possible, the spirit gives its wearer a mental
Item: Mace (1-handed item) nudge to get them out of harm’s way...
Charm: Attribute Bonus (+1 Strength Item: Pair of earrings
at Level 1–6, +2 Strength at Level 7–12, +3 Essence: Lesser Save Bonus (Will)
Strength at Level 13–18, +4 Strength at Level Charm: Lesser Defense Bonus (+1
19–20) at Level 1–6, +2 at Level 7–12, +3 at Level
Reputation Value: 5 (Level 1–6), 15 13–18, +4 at Level 19–20)
(Level 7–12), 25 (Level 13–18), 35 (19–20) Reputation Value: 16 (Level 1-6),
24 (Level 7-12), 32 (Level 13-18), 40 (Level
Horn Caps of Battering 19-20)
These small brass items fit over the ends
of a bariaur’s horns. They allow a male Bariaur Knot Charm
to make charge attacks. This charm is made from a small piece
Item: Brass horn caps of hemp knotted into a loop. No matter how
Essence: Feat (Charging Basics) much you study it, however, you cannot seem
Reputation Value: 20 to figure out how the knot was tied... it looks
like it has been wrapped around, inside and
Horn of the Inner Planes even *through* itself several times.
Each horn is tied to one of the Item: Knotted hemp
Inner Planes; most graybeards believe that Charm: Lesser Spell Effect (Brawn I –

Chapter 4: FORGE 89
1 use per scene at Level 1-4, 2 uses per scene at (Level 7-12), 33 (Level 13-18), 43 (Level
Level 5-7, 3 uses per scene at Level 8-11, 4 uses 19-20)
per scene at Level 12-14, 5 uses per scene at
Level 15-18, 6 uses per scene at Level 19-20) Lens of Protection
Reputation Value: 2 (Level 1-4), 4 The lens of protection provides anyone
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 looking through it complete protection
(Level 15-18), 12 (Level 19-20) from gaze attacks and sight-based dangers.
In fact, the modrons developed the lens so
Lance of Pain that they could safely view chaotic events
These wicked lances have been recovered without harming their psyches – modrons are
from the Blood War battlefields. They were always looking for ways to avert the horrible
crafted by unknown master smiths on Lower afflictions that cause some of their number to
Planes. go rogue.
Item: Lance (1-handed item) Item: Lens
Essence: Aligned Damage (Evil) Essence: Greater NPC Quality
Charm: Lesser Damage Bonus (+1 at (blindsight)
Level 1–6, +2 at Level 7–12, +3 at Level 13– Reputation Value: 15
18, +4 at Level 19–20)
Reputation Value: 9 (Level 1-6), 19 Magus Guard
(Level 7-12), 29 (Level 13-18), 39 (Level 19-20) Considered standard equipment for
any adventuring mage, bracelets such as these
Lens of Confounding can be found across the planes. Judging by the
This scope possesses a strange ability; markings on this particular bracelet it appears
it clouds the eyesight of anyone who intends to have been made in a style quite common
to harm the unborn wearer, making him seem to Sigil.
blurry and indistinct to his enemies. Item: Bracelet
Item: Scope Charm: Lesser Defense Bonus (+1
Charm: Lesser Defense Bonus (+1 at at Level 1–6, +2 at Level 7–12, +3 at Level
Level 1–6, +2 at Level 7–12, +3 at Level 13– 13–18, +4 at Level 19–20)
18, +4 at Level 19–20) Reputation Value: 8 (Level 1-6), 16
Reputation Value: 8 (Level 1-6), 16 (Level 7-12), 24 (Level 13-18), 32 (Level
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20) 19-20)

Lens of Inherent Magus Shield


Viciousness This bracelet is a variation of the
This snap-on magnifying lens somehow Magus Guard. Essentially using the same
seems inherently vicious to the unborn owner. spells and glyphs as its predecessor, the Magus
He can’t really explain why this is... he has a Shield is better able to focus the energy of the
strange feeling it’s looking at him sometimes, enchantments placed upon it.
sizing him up. Item: Bracelet
Item: Magnifying lens Charm: Greater Defense Bonus (+2 at
Charm: Lesser Damage Bonus (+1 at Level 1–2, +3 at Level 3–6, +4 at Level 7–10,
Level 1–6, +2 at Level 7–12, +3 at Level 13– +5 at Level 11–14, +6 at Level 15–18, +7 at
18, +4 at Level 19–20) 19–20)
Reputation Value: 10 (Level 1-6), 20 Reputation Value: 16 (Level 1–2),
(Level 7-12), 30 (Level 13-18), 40 (Level 19-20) 24 (Level 3–6), 32 (Level 7–10), 40 (Level
11–14), 48 (Level 15–18), 56 (19–20)
Lens of Perspicacity
This powerful lens heightens the Mark of Invisible
perceptions and the thoughts of the wearer Alignment
when worn. When a mark is placed on one’s
Item: Magnifying lens forehead, it adheres to skin and blends
Essence: Interest in, becoming invisible. Marks come in all
Charm: Lesser Damage Bonus (+1 at shapes and sizes – the most common form is
Level 1–6, +2 at Level 7–12, +3 at Level 13– that of a simple, flawless gem shaped like a
18, +4 at Level 19–20) crystalline tear.
Reputation Value: 13 (Level 1-6), 23 Item: Gem

Planescraft (First PLAYTEST) 90


Charm: Lesser Spell Effect Reputation Value: 6 (Level 1-6), 14
(Undetectable Alignment – 1 use per scene at (Level 7-12), 18 (Level 13-18), 26 (Level
Level 1-4, 2 uses per scene at Level 5-7, 3 uses 19-20)
per scene at Level 8-11, 4 uses per scene at
Level 12-14, 5 uses per scene at Level 15-18, 6 Negative Token
uses per scene at Level 19-20) This is a “negative token”: a flat, black
Reputation Value: 2 (Level 1-4), 4 disk that appears to have no substance to it
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 at all. Turning it over reveals that it has no
(Level 15-18), 12 (Level 19-20) third dimension - there is no thickness to this
item at all.
Mimir Item: Black disk
The mimir is a minor magical item Charm: Lesser Spell Effect (Dominate
available in Sigil. Basically it is a device that Undead I – 1 use per scene at Level 1-4, 2
gives answers to spoken questions, as long uses per scene at Level 5-7, 3 uses per scene
as those answers have been recorded by the at Level 8-11, 4 uses per scene at Level 12-
mimir’s creator. They come in many forms – 14, 5 uses per scene at Level 15-18, 6 uses
disks, cubes, leaves, stars, sunflowers, human per scene at Level 19-20)
and animal skulls, and plenty of other shapes. A Reputation Value: 2 (Level 1-4), 4
mimir floats on its own and remains usable only (Level 5-7), 6 (Level 8-11), 8 (Level 12-14),
on the Outer Planes. 10 (Level 15-18), 12 (Level 19-20)
Item: Miscellaneous metal item
Essence: Interest Nephilus of Spell
Reputation Value: 3
Immunity
This lavish adornment appears as a
Minaurosian Chocolate finely wrought platinum necklace adorned
Placing this moldering, bitter piece of with tiny platinum feathers.
chocolate into mouth will result in the devourer Item: Platinum necklace
vomiting forth great clouds of angry insects. Charm: Lesser Spell Effect (Spell
Item: Chocolate Immunity I – 1 use per scene at Level 4-8, 2
Charm: Lesser Spell Effect (Swarm uses per scene at Level 9-12, 3 uses per scene
Curse – 1 use per scene at Level 1-4, 2 uses per at Level 13-17, 4 uses per scene at Level 18-
scene at Level 5-7, 3 uses per scene at Level 20)
8-11, 4 uses per scene at Level 12-14, 5 uses per Reputation Value: 4 (Level 4-8), 8
scene at Level 15-18, 6 uses per scene at Level (Level 9-12), 12 (Level 13-17), 16 (Level
19-20) 18-20)
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) Net of Crystal
Capturing
Modron Heartspear Fashioned of strong cords and laced
Made for the special “dozen-units” in the with tiny crystals, this net is used to capture
modron Army of the Blood War, heartspears are spell crystals as they pass by (see page 244).
long, smooth weapons crafted of some peculiar Item: Net (2-handed item)
metal. They are made for one purpose only – to Charm: Storage (trigger item for
slay tanar’ri. The chant on their creation is that extra-dimensional storage — number of items
sometimes, when a powerful baatezu wants up to 1/3 its Level [rounded up])
to punish an upstart inferior, it will throw the Reputation Value: 1-20 (equal to
unfortunate into the energy pool of Primus. item’s Level)
After a time, Primus becomes tired of holding
these flawed souls in its person and crafts them Oil of Stone
into heartspears. Integration
Item: Boar spear (2-handed item) This oil must be applied to a cutter
Essence: Lesser Aligned Damage (Order) and all his possessions in order to work.
Charm: Lesser Bane (+1 vs. outsiders at Item: Flask
Level 1–6, +2 vs. outsiders at Level 7–12, +3 Charm: Lesser Spell Effect (Move
vs. outsiders at Level 13–18, +4 vs. outsiders at Earth – 1 use per scene at Level 4-8, 2 uses
Level 19–20) per scene at Level 9-12, 3 uses per scene at

Chapter 4: FORGE 91
Level 13-17, 4 uses per scene at Level 18-20) Charm: Lesser Spell Effect (Geas – 1
Reputation Value: 5 (Level 4-8), 10 use per scene at Level 4-8, 2 uses per scene at
(Level 9-12), 15 (Level 13-17), 20 (Level 18-20) Level 9-12, 3 uses per scene at Level 13-17, 4
uses per scene at Level 18-20)
Orrery of the Inner Reputation Value: 14 (Level 4-8),
18 (Level 9-12), 22 (Level 13-17), 26 (Level
Planes 18-20)
This enchanted mechanical device has
been incorporated into a clock. It shows the
relative position of the planets, moons, the stars, Planar Wards
and the junctions of the Inner Planes. It allows a The chant is that these carved blocks
competent navigator to guide a vessel so that it of marblelike white stone come from the
can travel between the Elemental Planes of Air, destroyed portals of Sigil. Most bloods scoff
Earth, Fire, Water; the Ethereal Plane; and the at this, since portals come in all shapes, sizes,
Prime Material Plane. and materials. When activated, the blocks
Item: Orrery (immobile item) emanate an invisible wall that prevents
Charm: Greater Skill Ranks (Knowledge portals, gates, or conduits from appearing
(geography and navigation [Inner Planes]) – +2 within its boundaries.
ranks at Level 1 – 2, +3 ranks at Level 3 – 6, Item: Stone blocks (stationary)
+4 ranks at Level 7 – 10, +5 ranks at Level Charm: Lesser Spell Effect (Surelock –
11 – 14, +6 ranks at Level 15 – 18, +7 ranks at 1 use per scene at Level 4-8, 2 uses per scene
Level 19 – 20) at Level 9-12, 3 uses per scene at Level 13-17,
Reputation Value: 4 (Level 1-2), 6 4 uses per scene at Level 18-20)
(Level 3-6), 8 (Level 7-10), 10 (Level 11-14), 12 Reputation Value: 2 (Level 4-8), 4
(Level 15-18), 14 (Level 19-20) (Level 9-12), 6 (Level 13-17), 8 (Level 18-20)

Planar Compass Portal Trap


This device allows a cutter to find his This small lead ball can be placed
way around the Outer Planes. The two halves within portal’s framework and when next a
of the sphere separate if pulled apart, revealing creature uses that portal, the ball explodes in
a hollow cavity within. If an object from a a fiery blast.
particular plane is placed within this cavity, and Item: Lead ball
the two halves joined, the compass indicates the Charm: Lesser Spell Effect (Fireball
direction of the nearest portal, conduit, path I – 1 use per scene at Level 1-4, 2 uses per
or vortex that lead to that plane. The compass scene at Level 5-7, 3 uses per scene at Level
spins about, eventually stopping and indicating 8-11, 4 uses per scene at Level 12-14, 5 uses
the direction by means of a small arrow which per scene at Level 15-18, 6 uses per scene at
juts out of one of the halves. Level 19-20)
Item: Iron sphere (1-handed item) Reputation Value: 3 (Level 1-4), 6
Charm: Greater Skill Ranks (Knowledge (Level 5-7), 9 (Level 8-11), 12 (Level 12-14),
(geography and navigation[Outer Planes]) – +2 15 (Level 15-18), 18 (Level 19-20)
ranks at Level 1 – 2, +3 ranks at Level 3 – 6,
+4 ranks at Level 7 – 10, +5 ranks at Level Potion of Elemental
11 – 14, +6 ranks at Level 15 – 18, +7 ranks at Breathing
Level 19 – 20) This potion is an invaluable part
Reputation Value: 4 (Level 1-2), 7 of planewalker’s equipment if he plans on
(Level 3-6), 11 (Level 7-10), 15 (Level 11-14), visiting the Inner Planes.
19 (Level 15-18), 23 (Level 19-20) Item: Flask
Charm: Lesser Spell Effect (Breath of
Planar Mancatcher the Elements – 1 use per scene at Level 4-8, 2
This long pole has a set of spring-loaded, uses per scene at Level 9-12, 3 uses per scene
sharpened jaws at one end and is engraved with at Level 13-17, 4 uses per scene at Level 18-
mystic runes. It was made to catch creatures 20)
that can escape by teleporting away. Because Reputation Value: 4 (Level 4-8), 8
of that, this weapon is very popular with the (Level 9-12), 12 (Level 13-17), 16 (Level
Harmonium, whose patrols often carry it. 18-20)
Item: Mancatcher (2-handed item)
Essence: Feat (Polearm Basics)

Planescraft (First PLAYTEST) 92


Prism Maze the first such weapon, and he taught the art
This faceted crystal fits into the palm of to a number of other aasimon smiths.
a human hand and is reinforced with magic to Item: Platinum saber (1-handed item)
protect it from harm. Essence: Exotic Damage (Divine)
Item: Faceted crystal Reputation Value: 3
Charm: Greater Spell Effect (Maze –1
use per adventure at Level 8-11, 2 uses per Saddle of Ahl Mitac
scene at Level 12-16, 3 uses per adventure at Whenever any woman sits atop a
Level 17-20) saddle of Ahl Mitac (even if the saddle does
Reputation Value: 24 (Level 8-11), 48 not rest on a mount), an equar of the same
(Level 12-16), 72 (Level 17-20) alignment is instantly summoned as her
steed. A pact can then be arranged between
Retractable Scope the rider and the equar. If at the time of the
This intricately designed sighting unborn summoning a normal horse had been wearing
scope folds up into itself when not in use. When the saddle, the equar interplanarly changes
activated, it clamps into place over the user’s places with the animal.
left eye and immediately begins tracking any Item: Saddle
targets in range with a series of low, threatening Charm: Lesser Spell Effect (Call from
*clicks.* Beyond III – 1 use per scene at Level 4-8, 2
Item: Scope uses per scene at Level 9-12, 3 uses per scene
Charm: Lesser Accuracy Bonus (+1 at Level 13-17, 4 uses per scene at Level 18-
at Level 1–6, +2 at Level 7–12, +3 at Level 20)
13–18, +4 at Level 19–20) Reputation Value: 5 (Level 4-8), 10
Reputation Value: 8 (Level 1-6), 16 (Level 9-12), 15 (Level 13-17), 20 (Level
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20) 18-20)

Ring of the Traveler Scourge of Lightning


These rings are quite common across the This weapon is used primarily on the
planes. Simple to make and in great demand, Lower Planes, especially the Abyss. Its cruel
spellslingers usually create these items as a way barbs and cutting pain are effective against
to raise quick funds. most any petitioner, and the lightning is
Item: Ring effective against leatherheaded berks who just
Charm: Lesser Defense Bonus (+1 at don’t get the point the first time.
Level 1–6, +2 at Level 7–12, +3 at Level 13– Item: Barwhip (1-handed item)
18, +4 at Level 19–20) Essence: Exotic Damage (Electricity)
Reputation Value: 8 (Level 1-6), 16 Charm: Lesser Damage Bonus (+1
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20) at Level 1–6, +2 at Level 7–12, +3 at Level
13–18, +4 at Level 19–20)
Reputation Value: 10 (Level 1-6),
Runeblade 20 (Level 7-12), 30 (Level 13-18), 40 (Level
Created by a legendary guild of battle 19-20)
mages known as “the Scarlet Seers,” these
enchanted blades were specifically designed as
a defensive countermeasure against opposing Scythe of Flame
spellcasters. There’s some confusion whether this
Item: Dagger (1-handed item) item originated on the Upper Planes or the
Charm: Lesser Spell Effect (Spell Lower Planes. Whatever the case, denizens
Immunity I – 1 use per scene at Level 4-8, 2 of both see some value in this weapon , for
uses per scene at Level 9-12, 3 uses per scene at each has champions who use the weapon
Level 13-17, 4 uses per scene at Level 18-20) indiscriminately.
Reputation Value: 2 (Level 4-8), 4 Item: Scythe (2-handed item)
(Level 9-12), 7 (Level 13-17), 11 (Level 18-20) Essence: Exotic Damage (Fire)
Charm: Lesser Damage Bonus (+1
at Level 1–6, +2 at Level 7–12, +3 at Level
Saber of Final Striking 13–18, +4 at Level 19–20)
This weapon appears ad nothing more Reputation Value: 5 (Level 1-6), 15
than a finely wrought platinum sword decorated (Level 7-12), 25 (Level 13-18), 35 (Level
with depictions of angelic beings and inset with 19-20)
semiprecious stones. Planetar Esocostes crafted

Chapter 4: FORGE 93
Scythe of Pain Shifter’s Manacles
The scythe is used almost exclusively by The manacles prevent whoever’s
the baatezu to force order upon the petitioners wearing them from teleporting away from
unlucky enough to fall into their clutches. their troubles. They were created by the
Item: Scythe (2-handed item) Mercykillers, who got tired of seeing folks
Charm: Lesser Spell Effect (Bestow fly out of their birdcage because they could
Curse – 1 use per scene at Level 1-4, 2 uses per teleport inherently.
scene at Level 5-7, 3 uses per scene at Level Item: Manacles (2-handed item)
8-11, 4 uses per scene at Level 12-14, 5 uses per Charm: Lesser Spell Effect (Geas – 1
scene at Level 15-18, 6 uses per scene at Level use per scene at Level 4-8, 2 uses per scene at
19-20) Level 9-12, 3 uses per scene at Level 13-17, 4
Reputation Value: 2 (Level 1-4), 3 uses per scene at Level 18-20)
(Level 5-7), 5 (Level 8-11), 6 (Level 12-14), 8 Reputation Value: 2 (Level 4-8), 4
(Level 15-18), 9 (Level 19-20) (Level 9-12), 6 (Level 13-17), 8 (Level 18-20)

Seeker Stones Sickle of Flame


Planewalkers use these stones to locate There’s some confusion whether this
friends and companions. These items come in item originated on the Upper Planes or the
a set of two and once activated, a stone homes Lower Planes. Whatever the case, denizens
in on its match. A glowing arrow appears in the of both see some value in this weapon , for
center of the translucent ball, pointing toward each has champions who use the weapon
the other stone as a compass homes in on indiscriminately.
magnetic north. Item: Sickle (1-handed item)
Item: Clear peridot ball Essence: Exotic Damage (Fire)
Charm: Lesser Spell Effect (Locate Charm: Lesser Accuracy Bonus (+1
Object – 1 use per scene at Level 1-4, 2 uses at Level 1–6, +2 at Level 7–12, +3 at Level
per scene at Level 5-7, 3 uses per scene at Level 13–18, +4 at Level 19–20)
8-11, 4 uses per scene at Level 12-14, 5 uses per Reputation Value: 8 (Level 1-6), 16
scene at Level 15-18, 6 uses per scene at Level (Level 7-12), 24 (Level 13-18), 32 (Level
19-20) 19-20)
Reputation Value: 2 (Level 1-4), 4
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 Sickle of Light
(Level 15-18), 12 (Level 19-20) Made on Mount Celestia, the scythe
of light is more than just a formidable hand-
Serpent Ring to-hand weapon. It’s also extremely valuable
This appears to be a baby serpent of against the undead and as a light source.
some sort that has been frozen into the shape of Item: Sickle (1-handed item)
a ring. Its eyes glitter and swirl like jewels and Essence: Class Ability (Turn undead)
even appear to move occasionally. Charm: Lesser Spell Effect (Glow
Item: Ring II – 1 use per scene at Level 1-4, 2 uses per
Essence: Greater NPC Quality (Contagion scene at Level 5-7, 3 uses per scene at Level
immunity) 8-11, 4 uses per scene at Level 12-14, 5 uses
Reputation Value: 15 per scene at Level 15-18, 6 uses per scene at
Level 19-20)
Shamanic Rod Reputation Value: 18 (Level 1-4), 21
This is the severed foot of some large (Level 5-7), 24 (Level 8-11), 27 (Level 12-
bird. 14), 30 (Level 15-18), 33 (Level 19-20)
Item: Bird’s foot
Charm: Lesser Spell Effect (Magic Sickle of Paralyzation
Missile – 1 use per scene at Level 1-4, 2 uses The sickle originates on the Outlands,
per scene at Level 5-7, 3 uses per scene at Level where it’s available to anyone with enough
8-11, 4 uses per scene at Level 12-14, 5 uses per jink.
scene at Level 15-18, 6 uses per scene at Level Item: Sickle (1-handed item)
19-20) Charm: Lesser Spell Effect (Hold
Reputation Value: 1 (Level 1-4), 2 Person – 1 use per scene at Level 1-4, 2 uses
(Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 per scene at Level 5-7, 3 uses per scene at
(Level 15-18), 6 (Level 19-20) Level 8-11, 4 uses per scene at Level 12-14, 5

Planescraft (First PLAYTEST) 94


uses per scene at Level 15-18, 6 uses per scene mouth.
at Level 19-20) Item: Chocolate
Reputation Value: 1 (Level 1-4), 2 Charm: Lesser Spell Effect (Cloudkill
(Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 – 1 use per scene at Level 4-8, 2 uses per
(Level 15-18), 7 (Level 19-20) scene at Level 9-12, 3 uses per scene at Level
13-17, 4 uses per scene at Level 18-20)
Silver Sword Reputation Value: 5 (Level 4-8), 10
This is an ornate weapon of silvery metal (Level 9-12), 15 (Level 13-17), 20 (Level
found only on the corpses of gods. Githyanki 18-20)
never willingly allow a silver sword to fall into
the hands of a non-githyanki. Sword of Purity
Item: Zweihander (2-handed item) These holy blades have been recovered
Essence: Greater Threat Range (Melee) from the Blood War battlefields. They were
Charm: Lesser Spell Effect (Sever the crafted by unknown master smiths on the
Silver Cord – 1 use per scene at Level 4-8, 2 Upper Planes.
uses per scene at Level 9-12, 3 uses per scene at Item: Broadsword (1-handed item)
Level 13-17, 4 uses per scene at Level 18-20) Essence: Aligned Damage (Good)
Reputation Value: 15 (Level 4-8), 20 Charm: Greater Damage Bonus (+2
(Level 9-12), 25 (Level 13-17), 30 (Level 18-20) at Level 1–2, +3 at Level 3–6, +4 at Level
7–10, +5 at Level 11–14, +6 at Level 15–18,
Staff of Ethereal Action +7 at Level 19–20)
Also known as a blink staff, this item Reputation Value: 19 (Level 1–2),
appears to be a normal wooden staff, but when 29 (Level 3–6), 39 (Level 7–10), 49 (Level
a command word is spoken, it allows the holder 11–14), 59 (Level 15–18), 69 (19–20)
to temporarily enter the Ethereal Plane.
Item: Quarter staff (2-handed item) Sword of the Planes
Charm: Lesser Spell Effect (Blur – 1 use These swords have been crafted by
per scene at Level 1-4, 2 uses per scene at Level unknown smiths and with time have become
5-7, 3 uses per scene at Level 8-11, 4 uses per scattered throughout the various planes of
scene at Level 12-14, 5 uses per scene at Level existence.
15-18, 6 uses per scene at Level 19-20) Item: Long sword (1-handed item)
Reputation Value: 1 (Level 1-4), 2 Charm: Greater Bane (+2 vs.
(Level 5-7), 3 (Level 8-11), 4 (Level 12-14), 5 outsiders at Level 1–2, +3 vs. outsiders at
(Level 15-18), 6 (Level 19-20) Level 3–6, +4 vs. outsiders at Level 7–10, +5
vs. outsiders at Level 11–14, +6 vs. outsiders
Stealth Lens at Level 15–18, +7 vs. outsiders at Level
This scope looks as if it’s missing its lens, 19–20)
but in fact, the lens itself is displaced in space: if Reputation Value: 11 (Level 1-2), 19
unborn owner uses his peripheral vision, he can (Level 3-6), 27 (Level 7-10), 35 (Level 11-
make it out a few feet to his left, just hanging in 14), 43 (Level 15-18), 51 (Level 19-20)
space. When this scope is equipped, a portion
of the wearer phases out, and he becomes Tattoo of Accuracy
extremely difficult to hit. This tattoo has two concentric
Item: Scope rings with lines radiating from the center.
Essence: Lesser Save Bonus (Reflex) When inscribed on the skin, the wearer’s
Charm: Greater Defense Bonus (+2 at perceptions of distance and balance become
Level 1–2, +3 at Level 3–6, +4 at Level 7–10, heightened, giving their attacks greater
+5 at Level 11–14, +6 at Level 15–18, +7 at accuracy.
19–20) Item: Tattoo
Reputation Value: 24 (Level 1–2), 32 Charm: Lesser Accuracy Bonus (+1
(Level 3–6), 40 (Level 7–10), 48 (Level 11–14), at Level 1–6, +2 at Level 7–12, +3 at Level
56 (Level 15–18), 64 (19–20) 13–18, +4 at Level 19–20)
Reputation Value: 8 (Level 1-6), 16
Stinky Chocolate (Level 7-12), 24 (Level 13-18), 32 (Level
This foul-smelling, oozing bit of 19-20)
chocolate will cause its owner to breathe out
great gouts of toxic fumes when placed inside

Chapter 4: FORGE 95
Tattoo of Action making his physical attacks more damaging
This tattoo gives the wearer’s reflexes an and allowing him to carry more weight.
additional edge, making him more difficult to Item: Tattoo
hit. Charm: Greater Attribute Bonus (+2
Item: Tattoo Strength at Level 1–2, +3 Strength at Level
Charm: Attribute Bonus (+1 Dexterity 3–6, +4 Strength at Level 7–10, +5 Strength
at Level 1–6, +2 Dexterity at Level 7–12, +3 at Level 11–14, +6 Strength at Level 15–18,
Dexterity at Level 13–18, +4 Dexterity at Level +7 Strength at Level 19–20)
19–20) Reputation Value: 20 (Level 1–2),
Reputation Value: 10 (Level 1-6), 20 30 (Level 3–6), 40 (Level 7–10), 50 (Level
(Level 7-12), 30 (Level 13-18), 40 (Level 19-20) 11–14), 60 (Level 15–18), 70 (Level 19–20)

Tattoo of Bloodletting Tattoo of Greater


This tattoo has a barbed whip inscribed Presence
on it. When the wearer strikes an opponent in This tattoo makes the wearer more
combat, the tattoo flares and the whip takes an impressive and commanding, giving them a
extra “bite” out of the opponent. higher presence and leadership ability.
Item: Tattoo Item: Tattoo
Charm: Lesser Damage Bonus (+1 at Charm: Greater Attribute Bonus
Level 1–6, +2 at Level 7–12, +3 at Level 13– (+2 Charisma at Level 1–2, +3 Charisma at
18, +4 at Level 19–20) Level 3–6, +4 Charisma at Level 7–10, +5
Reputation Value: 10 (Level 1-6), 20 Charisma at Level 11–14, +6 Charisma at
(Level 7-12), 30 (Level 13-18), 40 (Level 19-20) Level 15–18, +7 Charisma at Level 19–20)
Reputation Value: 20 (Level 1–2),
Tattoo of Greater 30 (Level 3–6), 40 (Level 7–10), 50 (Level
11–14), 60 (Level 15–18), 70 (Level 19–20)
Action
This tattoo bolsters the wearer’s reflexes,
making him more difficult to hit and adding to Tattoo of Greater
his thief skills. Warding
Item: Tattoo This tattoo is a minor ward against
Charm: Greater Attribute Bonus (+2 physical attacks. It hardens the wearer’s
Dexterity at Level 1–2, +3 Dexterity at Level skin, making them more difficult to hurt in
3–6, +4 Dexterity at Level 7–10, +5 Dexterity combat.
at Level 11–14, +6 Dexterity at Level 15–18, Item: Tattoo
+7 Dexterity at Level 19–20) Charm: Greater Defense Bonus (+2 at
Reputation Value: 20 (Level 1–2), 30 Level 1–2, +3 at Level 3–6, +4 at Level 7–10,
(Level 3–6), 40 (Level 7–10), 50 (Level 11–14), +5 at Level 11–14, +6 at Level 15–18, +7 at
60 (Level 15–18), 70 (Level 19–20) Level 19–20)
Reputation Value: 16 (Level 1–2),
Tattoo of Greater Health 24 (Level 3–6), 32 (Level 7–10), 40 (Level
This tattoo bolsters the wearer’s 11–14), 48 (Level 15–18), 56 (Level 19–20)
endurance and pain threshold, making him
more difficult to take down in combat. Tattoo of Health
Item: Tattoo This tattoo gives a minor gain to
Charm: Greater Attribute Bonus (+2 the wearer’s endurance and pain threshold,
Constitution at Level 1–2, +3 Constitution at making him more difficult to take down in
Level 3–6, +4 Constitution at Level 7–10, +5 combat.
Constitution at Level 11–14, +6 Constitution Item: Tattoo
at Level 15–18, +7 Constitution at Level Charm: Attribute Bonus (+1
19–20) Constitution at Level 1–6, +2 Constitution at
Reputation Value: 20 (Level 1–2), 30 Level 7–12, +3 Constitution at Level 13–18,
(Level 3–6), 40 (Level 7–10), 50 (Level 11–14), +4 Constitution at Level 19–20)
60 (Level 15–18), 70 (Level 19–20) Reputation Value: 10 (Level 1-6),
20 (Level 7-12), 30 (Level 13-18), 40 (Level
Tattoo of Greater Might 19-20)
This tattoo increases the user’s strength,

Planescraft (First PLAYTEST) 96


Tattoo of Insight
This tattoo adds a slight bonus to the
user’s intelligence.
Item: Tattoo
Charm: Attribute Bonus (+1
Intelligence at Level 1–6, +2 Intelligence at
Level 7–12, +3 Intelligence at Level 13–18, +4
Intelligence at Level 19–20)
Reputation Value: 10 (Level 1-6), 20
(Level 7-12), 30 (Level 13-18), 40 (Level 19-
20)

Tattoo of Might
This tattoo adds a slight bonus to the
user’s strength, making his physical attacks
more damaging and allowing him to carry more
weight.
Item: Tattoo
Charm: Attribute Bonus (+1 Strength
at Level 1–6, +2 Strength at Level 7–12, +3
Strength at Level 13–18, +4 Strength at Level
19–20)
Reputation Value: 10 (Level 1-6), 20
(Level 7-12), 30 (Level 13-18), 40 (Level 19-
20)

Tattoo of Presence
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 1–6, +2 Charisma at Level 7–12, +3
Charisma at Level 13–18, +4 Charisma at Level
19–20)
Reputation Value: 10 (Level 1-6), 20
(Level 7-12), 30 (Level 13-18), 40 (Level 19-
20) level’s abilities from Mage class)
Charm: Spell Point Bonus (+1 at
Tattoo of Revelation Level 1–6, +2 at Level 7–12, +3 at Level
This tattoo bolster’s the user’s 13–18, +4 at Level 19–20)
intelligence. Reputation Value: 33 (Level 1-6),
Item: Tattoo 41 (Level 7-12), 49 (Level 13-18), 57 (Level
Charm: Greater Attribute Bonus (+2 19-20)
Intelligence at Level 1–2, +3 Intelligence at
Level 3–6, +4 Intelligence at Level 7–10, +5 Tattoo of the Magi
Intelligence at Level 11–14, +6 Intelligence at This tattoo represents the fact you
Level 15–18, +7 Charisma at Level 19–20) have achieved the pinnacle of your skills in
Reputation Value: 20 (Level 1–2), 30 the arts of magic. This tattoo enhances your
(Level 3–6), 40 (Level 7–10), 50 (Level 11–14), natural talent for the Art considerably.
60 (Level 15–18), 70 (Level 19–20) Item: Tattoo
Essence: Class Enhancement (Next
Tattoo of the Art level’s abilities from Mage class)
This tattoo enhances your natural talent Charm: Greater Spell Point Bonus
for the Art. (+2 at Level 1–2, +3 at Level 3–6, +4 at
Item: Tattoo Level 7–10, +5 at Level 11–14, +6 at Level
Essence: Class Enhancement (Next 15–18, +7 at Level 19–20)

Chapter 4: FORGE 97
Reputation Value: 41 (Level 1–2), 49 level’s abilities from Soldier class)
(Level 3–6), 57 (Level 7–10), 65 (Level 11–14), Charm: Greater Defense Bonus (+2 at
73 (Level 15–18), 81 (Level 19–20) Level 1–2, +3 at Level 3–6, +4 at Level 7–10,
+5 at Level 11–14, +6 at Level 15–18, +7 at
Tattoo of the Master Level 19–20)
Reputation Value: 41 (Level 1–2),
Thief 49 (Level 3–6), 57 (Level 7–10), 65 (Level
This tattoo represents the fact you have 11–14), 73 (Level 15–18), 81 (Level 19–20)
achieved the pinnacle of your skills in the
stealthy arts. This tattoo gives you good fortune,
heightens your reflexes, and enhances your thief Tattoo of the Thief
skills, giving you a greater percentage chance of This tattoo heightens your thief skills,
success. giving you a greater percentage chance of
Item: Tattoo success.
Essence: Class Enhancement (Next Item: Tattoo
level’s abilities from Burglar class) Essence: Class Enhancement (Next
Charm: Greater Skill Ranks (+2 level’s abilities from Burglar class)
Prestidigitation at Level 1–2, +3 Prestidigitation Charm: Lesser Skill Ranks
at Level 3–6, +4 Prestidigitation at Level (+1 Prestidigitation at Level 1–6, +2
7–10, +5 Prestidigitation at Level 11–14, Prestidigitation at Level 7–12, +3
+6 Prestidigitation at Level 15–18, +7 Prestidigitation at Level 13–18, +4
Prestidigitation at Level 19–20) Prestidigitation at Level 19–20)
Reputation Value: 33 (Level 1–2), 37 Reputation Value: 29 (Level 1-6),
(Level 3–6), 41 (Level 7–10), 45 (Level 11–14), 33 (Level 7-12), 37 (Level 13-18), 41 (Level
49 (Level 15–18), 53 (Level 19–20) 19-20)

Tattoo of the Soul Tattoo of the Warrior


This tattoo bolsters the user’s wisdom. This tattoo enhances your natural
Item: Tattoo talent for combat, making you more difficult
Charm: Greater Attribute Bonus (+2 to hit.
Wisdom at Level 1–2, +3 Wisdom at Level Item: Tattoo
3–6, +4 Wisdom at Level 7–10, +5 Wisdom at Essence: Class Enhancement (Next
Level 11–14, +6 Wisdom at Level 15–18, +7 level’s abilities from Soldier class)
Wisdom at Level 19–20) Charm: Lesser Defense Bonus (+1
Reputation Value: 20 (Level 1–2), 30 at Level 1–6, +2 at Level 7–12, +3 at Level
(Level 3–6), 40 (Level 7–10), 50 (Level 11–14), 13–18, +4 at Level 19–20)
60 (Level 15–18), 70 (Level 19–20) Reputation Value: 33 (Level 1-6),
41 (Level 7-12), 49 (Level 13-18), 57 (Level
19-20)
Tattoo of the Spirit
This tattoo adds a slight bonus to the
user’s wisdom. Tattoo of Warding
Item: Tattoo This tattoo is a minor ward against
Charm: Attribute Bonus (+1 Wisdom physical attacks. It hardens the wearer’s
at Level 1–6, +2 Wisdom at Level 7–12, +3 skin, making them more difficult to hurt in
Wisdom at Level 13–18, +4 Wisdom at Level combat.
19–20) Item: Tattoo
Reputation Value: 10 (Level 1-6), 20 Charm: Lesser Defense Bonus (+1
(Level 7-12), 30 (Level 13-18), 40 (Level 19-20) at Level 1–6, +2 at Level 7–12, +3 at Level
13–18, +4 at Level 19–20)
Reputation Value: 8 (Level 1-6), 16
Tattoo of the Supreme (Level 7-12), 24 (Level 13-18), 32 (Level
Warrior 19-20)
This tattoo represents the fact you have
achieved the pinnacle of your skills in the Tears of Sorrow
warrior arts. This tattoo enhances your natural Contained in this bottle are the
combat skills, making you more difficult to hit. tears of sorrow that were shed by this
Item: Tattoo persons relatives. All the rage and anguish
Essence: Class Enhancement (Next of this person’s senseless death in battle are

Planescraft (First PLAYTEST) 98


contained in this smiling bottle. By throwing
this bottle at an enemy, their wrath can be Trident of Corruption
unleashed. These unholy tridents have been
Item: Bottle recovered from the Blood War battlefields.
Charm: Lesser Spell Effect (Elysium’s They were crafted by unknown master smiths
Tears – 1 use per scene at Level 1-4, 2 uses per on the Lower Planes.
scene at Level 5-7, 3 uses per scene at Level Item: Trident (1-handed item)
8-11, 4 uses per scene at Level 12-14, 5 uses per Essence: Aligned Damage (Evil)
scene at Level 15-18, 6 uses per scene at Level Charm: Greater Damage Bonus (+2
19-20) at Level 1–2, +3 at Level 3–6, +4 at Level
Reputation Value: 3 (Level 1-4), 6 7–10, +5 at Level 11–14, +6 at Level 15–18,
(Level 5-7), 9 (Level 8-11), 12 (Level 12-14), 15 +7 at Level 19–20)
(Level 15-18), 18 (Level 19-20) Reputation Value: 19 (Level 1–2),
29 (Level 3–6), 39 (Level 7–10), 49 (Level
Thrice-Blind Charm 11–14), 59 (Level 15–18), 69 (19–20)
These three cranium rats’ tails have
been woven into a small charm. Despite the Trumpet of Healing
separation from their owners, however, they still This finely wrought trumpet plays
twitch occasionally, as if irritated. beautifully in the hands of any talented
Item: Cranium rats’ tails trumpeter.
Charm: Lesser Spell Effect (Blindness / Item: Trumpet
Deafness – 1 use per scene at Level 1-4, 2 uses Charm: Lesser Spell Effect (Heal – 1
per scene at Level 5-7, 3 uses per scene at Level use per scene at Level 4-8, 2 uses per scene at
8-11, 4 uses per scene at Level 12-14, 5 uses per Level 9-12, 3 uses per scene at Level 13-17, 4
scene at Level 15-18, 6 uses per scene at Level uses per scene at Level 18-20)
19-20) Reputation Value: 5 (Level 4-8), 10
Reputation Value: 2 (Level 1-4), 4 (Level 9-12), 15 (Level 13-17), 20 (Level
(Level 5-7), 6 (Level 8-11), 8 (Level 12-14), 10 18-20)
(Level 15-18), 12 (Level 19-20)
Vambracers of Evil’s
Time’s Eyepiece
This snap-on magnifying lens gives the Warding
unborn wearer the ability to see a few seconds These shiny metallic pieces of armor
into the future, allowing them to anticipate graven with warding runes fit snugly over
where an opponent will be and dodge incoming the arms of the wearer. It is said that the
attacks. Archers and snipers will have a vambraces were created from the spirits of
maddeningly hard time trying to pin down fallen petitioners on Arcadia and their desire
anyone wearing this lens. to combat evil still lives within the items.
Item: Magnifying lens Item: Armbands
Charm: Lesser Defense Bonus (+1 at Essence: Trick (Arrow Cutting)
Level 1–6, +2 at Level 7–12, +3 at Level 13– Charm: Lesser Spell Effect (Protection
18, +4 at Level 19–20) from Alignment – 1 use per scene at Level
Reputation Value: 8 (Level 1-6), 16 1-4, 2 uses per scene at Level 5-7, 3 uses per
(Level 7-12), 24 (Level 13-18), 32 (Level 19-20) 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)
Transient Sword Reputation Value: 5 (Level 1-4), 6
The true magic of this strange and potent (Level 5-7), 7 (Level 8-11), 8 (Level 12-14),
item is not revealed until the wielder moves to 9 (Level 15-18), 10 (Level 19-20)
another plane. At that time, the wielder notices
that the power of the sword remains the same.
Item: Long Sword (1-handed item) Whispering Flask
Charm: Lesser Spell effect (Native Item This container holds a peculiar powder
I – 1 use per scene at Level 4-8, 2 uses per scene called “Whispering Motes” (loose translation
at Level 9-12, 3 uses per scene at Level 13-17, 4 of the Gith expression), a form of healing
uses per scene at Level 18-20) powder commonly used by the githzerai on
Reputation Value: 2 (Level 4-8), 4 the Plane of Limbo. When the stopper is
(Level 9-12), 7 (Level 13-17), 11 (Level 18-20) pulled and the spice touched on the skin of
a wounded person, the spice travels through

Chapter 4: FORGE 99
the injured person’s body, generating raw matter 14, 5 uses per scene at Level 15-18, 6
to fill up the “holes” in his physical form, no uses per scene at Level 19-20)
matter how small or large. In order for the Lesser Spell Effect (Hold Person
spice to work, the user must concentrate on its – 1 use per scene at Level 1-4, 2 uses
healing effects... with the proper discipline, a per scene at Level 5-7, 3 uses per scene
practiced githzerai can even heal the greatest of at Level 8-11, 4 uses per scene at Level
wounds. In addition to its curative properties, 12-14, 5 uses per scene at Level 15-18, 6
it is also the element in several of their rites of uses per scene at Level 19-20)
passage... it is believed that the spice also fills Reputation Value: Priceless
in the “holes” in a person’s psyche, removing
doubts and giving them focus and purpose. Black Prison
Item: Flask The tyrant Graz’zt, Lord of Shadows
Charm: Attribute Bonus (+1 Strength commissioned this suit of ebon plate armor.
at Level 1–6, +2 Strength at Level 7–12, +3 Draconic in aspect, the suit is crowned with
Strength at Level 13–18, +4 Strength at Level a great helm shaped like a roaring dragon’s
19–20) head. The dragon’s open jaws frame a black
Reputation Value: 10 (Level 1–6), 20 visor permanently fixed in the closed position.
(Level 7–12), 30 (Level 13–18), 40 (19–20) The suit is inscribed with sinister, glowing red
runes. Once donned, the Black Prison cannot
White Copper Ring of Fire be removed. The wearer ages normally but
This unique item was forged by the djinn otherwise remains trapped within the suit
to help them against the efreet. When worn, it until death.
transforms any fire into a white-hot flame rather Item: Articulated plate
than a red or orange fire. These flames draw on Essence:
the energies of the Positive Energy Plane as well Greater ACP Negation
as the Elemental Plane of Fire. Greater NPC Quality (Regeneration
Item: White copper ring 2)
Essence: Exotic Damage (Force) Greater Save Bonus (Will)
Reputation Value: 5 Lesser NPC Quality (Aquatic I)
Charm:
Lesser Defense Bonus (+1 at
Artifacts Level 1–6, +2 at Level 7–12, +3 at Level
In the infinite plane anything named an 13–18, +4 at Level 19–20)
artifact is truly a stuff of the legend. Owning Lesser Spell Effect (Scare II – 1
most such artifacts comes with a terrible price use per scene at Level 1-4, 2 uses per
that could easily become too much for mortals. 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
Battlemonger uses per scene at Level 19-20)
This crude suit of battered lamellar
Lesser Spell Effect (See Invisible
armor is stitched with human gut to a leather
– 1 use per scene at Level 1-4, 2 uses
backing of tanned human skin. It was crafted
per scene at Level 5-7, 3 uses per scene
for Yeenoghu, Lord of Gnolls and Ghouls. The
at Level 8-11, 4 uses per scene at Level
wearer immediately develops an overpowering
12-14, 5 uses per scene at Level 15-18, 6
appetite for dead human flesh.
uses per scene at Level 19-20)
Item: Hardened leather
Greater Skill Bonus (+2 Stealth
Essence:
at Level 1–2, +3 Stealth at Level 3–6,
Feat (Rage Basics)
+4 Stealth at Level 7–10, +5 Stealth at
Proficiency (Blunt weapons)
Level 11–14, +6 Stealth at Level 15–18,
Proficiency (Edged weapons)
+7 Stealth at Level 19–20)
Charm:
Reputation Value: Priceless
Greater Defense Bonus (+2 at Level
1–2, +3 at Level 3–6, +4 at Level 7–10, +5
at Level 11–14, +6 at Level 15–18, +7 at Bringer of Doom
19–20) This is a small box with a red circular
Lesser Spell Effect (Call From gem on its top. If the gem is depressed, the
Beyond II – 1 use per scene at Level 1-4, 2 box explodes, doing 24d6 force damage in a
uses per scene at Level 5-7, 3 uses per scene 100 ft. radius sphere. The explosion creates
at Level 8-11, 4 uses per scene at Level 12- a temporary one-way gate to Gray Waste,

Planescraft (First PLAYTEST) 100


allowing hordlings to come through. The box of the flail has three sides, each of which is
always reforms and manages to be discovered inscribed with a rune that denotes of the
some time later. ranks in gehreleth society – farastu, kelubar,
Item: Small box and shator. The haft of the weapon has
Charm: Greater Spell Effect (Call from twelve names of various yugoloths carved
Beyond V –1 use per adventure at Level 8-11, into it. These names can be used for any spell
2 uses per scene at Level 12-16, 3 uses per requiring a true name and if one of these
adventure at Level 17-20) yugoloths is slain, its name fades from the
Reputation Value: Priceless weapon’s haft.
Item: Fail (1-handed item)
Codex of the Infinite Essence: Lesser Exotic Damage (Acid)
Charm:
Planes Lesser Damage Bonus (+1 at
The Codex is a massive tome, far larger Level 1–6, +2 at Level 7–12, +3 at Level
than any book has a right to be. It is said that 13–18, +4 at Level 19–20)
two strong men can barely lift the volume. The Lesser Spell Effect (Slow – 1 use
covers are made of flawless black obsidian and per scene at Level 1-4, 2 uses per scene
the pages therein are sheets of lead hammered at Level 5-7, 3 uses per scene at Level
so thin that they flex like paper. These are 8-11, 4 uses per scene at Level 12-14, 5
illuminated with strange writings in languages uses per scene at Level 15-18, 6 uses per
unknown and illustrations both beautiful and scene at Level 19-20)
horrific. No matter how many pages are turned, Lesser Spell Effect (Sleep – 1 use
there is always one more. per scene at Level 1-4, 2 uses per scene
No one knows the origin of the Codex at Level 5-7, 3 uses per scene at Level
or what its original purpose might have been 8-11, 4 uses per scene at Level 12-14, 5
except that it also known as Yagrax’s Tome. uses per scene at Level 15-18, 6 uses per
The first mention of the Codex ties it to an scene at Level 19-20)
unnamed wizard-priest who tyrannically ruled Reputation Value: Priceless
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 Horned Casque
the Codex survived; the secrets of its use were This suit of bronze platemail was
apparently lost with the wizard-priest, for now it crafted for Baphomet, Lord of Minotaurs.
is notorious for madness and death. The suit’s shoulder plates and bronze helmet
After a life of study, the archmage Tzunk are a single piece. The helmet is shaped like
actually found the artifact shortly before he a massive bull’s head. It has no eyeholes
vanished from the world. Of his extensive or visor but magic allows the wearer to see
writings only fragments survive, and most of normally through the bull’s glowing mauve
these are ravings about a beast and how Tzunk eyes. Whenever the wearer spots a gnoll or
came to rule the City of Brass. ghoul, servants of Baphomet’s sworn enemy
Item: Massive obsidian book (stationary) Yeenoghu he must instantly attack, regardless
Charm: of circumstances. Anyone trying to restrain
Greater Spell Effect (Call from the wearer is attacked as well. Baphomet is a
Beyond V – 1 use per adventure at Level chauvinist; the suit’s can only be donned by
8-11, 2 uses per scene at Level 12-16, 3 males.
uses per adventure at Level 17-20) Item: Bronze platemail (upgrades:
Greater Spell Effect (Teleport ogre)
II – 1 use per adventure at Level 6-7, 2 Essence:
uses per adventure at Level 8-11, 3 uses Feat (Charging Basics)
per adventure at Level 12-15, 4 uses per NPC Quality (Always Ready),
adventure at Level 16-19, 5 uses per NPC Quality (Darkvision I)
adventure at Level 20) Charm:
Reputation Value: Priceless Greater Skill Bonus (+2 Survival
at Level 1–2, +3 Survival at Level 3–6,
+4 Survival at Level 7–10, +5 Survival
Flail of Apomps at Level 11–14, +6 Survival at Level
Created by the shator gehreleths at their 15–18, +7 Survival at Level 19–20)
master’s request, the flail is a cruel weapon Greater Spell Effect (Find the
used only by the callous and spiteful. The head Path – 1 use per adventure at Level

Chapter 4: FORGE 101


6-7, 2 uses per adventure at Level 8-11, 3 as its patron. At a critical moment (GM’s
uses per adventure at Level 12-15, 4 uses discretion), the suit will vanish, teleported to
per adventure at Level 16-19, 5 uses per some distant, random destination, perhaps
adventure at Level 20) even another plane.
Lesser Defense Bonus (+1 at Level Item: Studded leather (upgrades:
1–6, +2 at Level 7–12, +3 at Level 13–18, discreet)
+4 at Level 19–20) Charm:
Lesser Spell Effect (Nature’s Ally Lesser Defense Bonus (+1 at
III – 1 use per scene at Level 4-8, 2 uses Level 1–6, +2 at Level 7–12, +3 at Level
per scene at Level 9-12, 3 uses per scene at 13–18, +4 at Level 19–20)
Level 13-17, 4 uses per scene at Level 18- Lesser Spell Effect (Disguise Self
20) – 1 use per scene at Level 1-4, 2 uses
Lesser Spell Effect (Scare II – 1 use per scene at Level 5-7, 3 uses per scene
per scene at Level 1-4, 2 uses per scene at at Level 8-11, 4 uses per scene at Level
Level 5-7, 3 uses per scene at Level 8-11, 12-14, 5 uses per scene at Level 15-18, 6
4 uses per scene at Level 12-14, 5 uses per uses per scene at Level 19-20)
scene at Level 15-18, 6 uses per scene at Lesser Spell Effect (Illusionary
Level 19-20) Image VI– 1 use per adventure at Level
Reputation Value: Priceless 6-7, 2 uses per adventure at Level 8-11, 3
uses per adventure at Level 12-15, 4 uses
Immolator per adventure at Level 16-19, 5 uses per
The identity of the tanar’ri lord who adventure at Level 20)
ordered this flaming, dazzling suit is unknown. Lesser Spell Effect (Pain Mirror
The immolator is lacquered in scarlet, gold and – 1 use per scene at Level 1-4, 2 uses
orange. The helmet bears a golden horned crest. per scene at Level 5-7, 3 uses per scene
The black lacquered face mask is that of a man at Level 8-11, 4 uses per scene at Level
with diabolical features and a long mustache. 12-14, 5 uses per scene at Level 15-18, 6
The wearer becomes obsessed with setting uses per scene at Level 19-20)
fires. She will do her best not to be caught Lesser Spell Effect (Pass Without
starting fires, but ultimately the compulsion is Trace – 1 use per scene at Level 1-4, 2
impossible to resist, regardless of consequences. uses per scene at Level 5-7, 3 uses per
Item: Scalemail scene at Level 8-11, 4 uses per scene at
Essence: Level 12-14, 5 uses per scene at Level 15-
Greater Damage Resistance (Cold, 18, 6 uses per scene at Level 19-20)
Fire, Heat) Lesser Spell Effect (Undetectable
Lesser Damage Aura (Fire) Alignment – 1 use per scene at Level 1-4,
Exotic Damage (Fire) 2 uses per scene at Level 5-7, 3 uses per
Charm: scene at Level 8-11, 4 uses per scene at
Lesser Defense Bonus (+1 at Level Level 12-14, 5 uses per scene at Level 15-
1–6, +2 at Level 7–12, +3 at Level 13–18, 18, 6 uses per scene at Level 19-20)
+4 at Level 19–20) Reputation Value: Priceless
Lesser Spell Effect (Wall of Fire – 1
use per scene at Level 4-8, 2 uses per scene Juggernaut
at Level 9-12, 3 uses per scene at Level 13- This 12-ft.-tall exoskeleton is
17, 4 uses per scene at Level 18-20) composed of fused bones from many
Reputation Value: Priceless different creatures and monsters. Crafted
for Orcus, Prince of the Undead, it might at
Infinite Panoply first be mistaken for a bone golem or similar
The infinite panoply was enchanted for construct. Atop the juggernaut’s shoulders
Fraz-Urb’luu, Prince of Deception. The Panoply rests the magically preserved skull of a
transforms visually into a different suit of armor nalfeshnee tanar’ri who displeased Orcus.
at each sunrise, irrespective of the wearers While animated, the skull’s eyes crackle with
wishes. It never looks exactly the same twice. It eldritch energies. Upon the utterance of a
can appear crafted with the finest workmanship secret command word, the back ribcage of the
from valuable materials, or seem assembled by suit splits open, allowing the wearer access to
a half-blind apprentice using whatever came to a complex leather harness within. The wearer
hand. Sometimes the armor’s pristine, other insets her arms and legs into cavities within
times battle-scarred. The armor is as unreliable the juggernaut’s mighty extremities.

Planescraft (First PLAYTEST) 102


Once strapped inside, the back of the Lady’s Favor
wearer’s head is immediately penetrated by a This suit of dirty, stained leather
bone proboscis. This acts as a conduit between armor is unremarkable in appearance.
the wearer’s mental commands and the suit. Complete with rusty buckles and clasps, it
Being within the Juggernaut is extremely taxing was crafted for Zuggtmoy, Lady of Fungi.
to the wearer who becomes fatigued after Each time the armor is donned, the wearer
each day of using it. Each time the proboscis becomes infected with a deadly Abyssal mold
is inserted into the wearer’s skull, the wearer known as the Lady’s Favor and looses a point
loses 2 vitality points permanently. At 0 vitality of Charisma after a week.
points, the wearer acquires Risen Template (see Item: Leather armor
Fantasy Craft page 293). Charm:
Item: Articulated plate Greater Defense Bonus (+2 at
Essence: Level 1–2, +3 at Level 3–6, +4 at Level
Feat (Iron Will) 7–10, +5 at Level 11–14, +6 at Level
Greater Damage Resistance (Cold) 15–18, +7 at Level 19–20)
Greater NPC Quality (Tough I) Lesser Spell Effect (Neutralize
Lesser Damage Resistance (Edged Poison – 1 use per scene at Level 1-4, 2
weapons) uses per scene at Level 5-7, 3 uses per
Charm: scene at Level 8-11, 4 uses per scene at
Greater Attribute Bonus (+2 Level 12-14, 5 uses per scene at Level
Strength at Level 1–2, +3 Strength at 15-18, 6 uses per scene at Level 19-20)
Level 3–6, +4 Strength at Level 7–10, +5 Lesser Spell Effect (Rusting Grasp
Strength at Level 11–14, +6 Strength at – 1 use per scene at Level 4-8, 2 uses per
Level 15–18, +7 Strength at Level 19–20) scene at Level 9-12, 3 uses per scene at
Lesser Damage Bonus (+1 at Level Level 13-17, 4 uses per scene at Level
1–6, +2 at Level 7–12, +3 at Level 13–18, 18-20)
+4 at Level 19–20) Lesser Spell Effect (Tree Walk – 1
Lesser Spell Effect (Dominate use per adventure at Level 6-7, 2 uses
Undead I – 1 use per scene at Level 1-4, 2 per adventure at Level 8-11, 3 uses per
uses per scene at Level 5-7, 3 uses per scene adventure at Level 12-15, 4 uses per
at Level 8-11, 4 uses per scene at Level 12- adventure at Level 16-19, 5 uses per
14, 5 uses per scene at Level 15-18, 6 uses adventure at Level 20)
per scene at Level 19-20) Reputation Value: Priceless
Reputation Value: Priceless
Lavashu
Key to the City of Doors A living being rather than an
The Key to the City of Doors, also inanimate suit of armor, this symbiote was
known as the Key of Pain, has the form of an birthed in some unknown fashion for the
oversized skeleton key branded with the Lady of Faceless Lord, Juiblex. The Lavashu appears
Pain’s face, complete with spiked headdress. as a ball of viscous black tar. When touched
When held by a user in a specific type of by a potential host, the ball uncoils itself
location, the user can create a permanent two- enveloping the host from head to toe in a
way portal to or from Sigil. The portal formed tarry layer, but leaving the hands, eyes, ears,
with the Key operates according to the intent nostrils, and mouth uncovered. The host
of the user. It can either be always operating, or cannot remove the lavashu, which permits
only transport those who utilize the proper sign, normal bodily functions to continue.
password, item, or other requirement (called a Only upon host’s death will the
portal key) chosen by the user at the time of the Lavashu retreat, returning to its ball shape
portal’s creation. to await the next host. The Lavashu has
Item: Key Alignment (Chaos, Evil, Juiblex) and might
Charm: Greater Spell Effect (Teleport try to seize temporary control over the owner
II – 1 use per adventure at Level 6-7, 2 uses per if he thinks that’s the best thing to do at the
adventure at Level 8-11, 3 uses per adventure at moment.
Level 12-15, 4 uses per adventure at Level 16- Item: Chainmail (upgrades: cushioned)
19, 5 uses per adventure at Level 20) Essence:
Reputation Value: Priceless Exotic Damage (Acid)
Lesser Damage Aura (Acid)
Charm:

Chapter 4: FORGE 103


Lesser Accuracy Bonus (+1 at Level commissioned the Aegis. An air-breather
1–6, +2 at Level 7–12, +3 at Level 13–18, who dons the armor immediately begins
+4 at Level 19–20) to suffocate. Waterbreathers are instantly
Lesser Defense Bonus (+1 at Level transported to Dagon’s watery court in the
1–6, +2 at Level 7–12, +3 at Level 13–18, Abyss.
+4 at Level 19–20) Item: Platemail
Lesser Spell (Freedom of Movement Essence:
– 1 use per scene at Level 4-8, 2 uses per Greater NPC Quality (Regeneration
scene at Level 9-12, 3 uses per scene at 2)
Level 13-17, 4 uses per scene at Level 18- Charm:
20) Greater Spell Effect (Resilient
Reputation Value: Priceless Sphere II – 1 use per adventure at Level
8-11, 2 uses per scene at Level 12-16, 3
Mark of the Savant uses per adventure at Level 17-20)
Cleverly designed, this object splits Lesser Defense Bonus (+1 at
into two pieces to form punch daggers. When Level 1–6, +2 at Level 7–12, +3 at Level
properly used they are deadly in combat. The 13–18, +4 at Level 19–20)
easily accessible levers and gears shoot out Lesser Spell Effect (Freedom of
and twist various blades almost as if they were Movement – 1 use per scene at Level 4-8,
extensions of the hand. Although excellent as a 2 uses per scene at Level 9-12, 3 uses per
combat weapon, those same mechanisms used scene at Level 13-17, 4 uses per scene at
to shred the flesh of an enemy can also be used Level 18-20)
for the delicate procedures of opening locks and Lesser Spell Effect (Move Water
disarming traps. – 1 use per scene at Level 4-8, 2 uses per
Item: Pair of punch daggers scene at Level 9-12, 3 uses per scene at
Essence: Level 13-17, 4 uses per scene at Level
Vitality 18-20)
Charm: Lesser Spell Effect (Water
Attribute Bonus (+1 Dexterity at Breathing – 1 use per scene at Level 1-4,
Level 1–6, +2 Dexterity at Level 7–12, +3 2 uses per scene at Level 5-7, 3 uses per
Dexterity at Level 13–18, +4 Dexterity at scene at Level 8-11, 4 uses per scene at
Level 19–20) Level 12-14, 5 uses per scene at Level 15-
Lesser Defense Bonus (+1 at Level 18, 6 uses per scene at Level 19-20)
1–6, +2 at Level 7–12, +3 at Level 13–18, Reputation Value: Priceless
+4 at Level 19–20)
Greater Damage Bonus (+2 at Level Power Key
1–2, +3 at Level 3–6, +4 at Level 7–10, +5 Power key is a very rare item imbued
at Level 11–14, +6 at Level 15–18, +7 at with a tiny part of deity’s divine essence –
Level 19–20) in other words, a deity weakens himself by
Lesser Skill Ranks ( creating one of these. Just like an arcane key
+1 Prestidigitation at Level 1–6, (see page 82), it can attune a Discipline of magic
+2 Prestidigitation at Level 7–12, or a single spell to a particular plane.
+3 Prestidigitation at Level 13–18, Item: Miscellaneous (1-handed item)
+4 Prestidigitation at Level 19–20) Essence: Feat (Spell Conversion:
Lesser Skill Ranks (+1 Stealth at Effect)
Level 1–6, +2 Stealth at Level 7–12, +3 Reputation Value: Priceless
Stealth at Level 13–18, +4 Stealth at Level
19–20) Raptor Cuirass
Reputation Value: Priceless This ornate back-and-breast armor
was forged from an unknown crimson ore for
Pelagic Aegis Pazuzu, Prince of the Lower Aerial Kingdoms.
The pelagic aegis consists of a matched Attached to the backplate are set of metallic
set of golden greaves and vambraces whose wings shaped like overlapping feathers. The
exterior surfaces are covered by embossed wings are normally folded against the wearer’s
depictions of fearsome submarine creatures, back, but upon mental command they extend
including intertwined octopi and manta rays. outward. Each week the armor is worn, the
The metal plates are backed by user gradually suffers from hollowing out
sharkskin. Dagon, prince of the watery depths, of her bones and her Strength permanently

Planescraft (First PLAYTEST) 104


decreases by 1. 20)
Item: Platemail Lesser Spell Effect (Wall of Ice –
Charm: 1 use per scene at Level 4-8, 2 uses per
Greater Spell Effect (War Cry – 1 scene at Level 9-12, 3 uses per scene at
use per adventure at Level 8-11, 2 uses per Level 13-17, 4 uses per scene at Level
scene at Level 12-16, 3 uses per adventure 18-20)
at Level 17-20) Reputation Value: Priceless
Lesser Spell Effect (Call from
Beyond III – 1 use per scene at Level 4-8, Spiderspawn
2 uses per scene at Level 9-12, 3 uses per Lolth the spider queen ordered this
scene at Level 13-17, 4 uses per scene at adamantine suit of saint black chainmail
Level 18-20) constructed for her finest dark elf priestess. A
Lesser Spell Effect (Fly I – 1 use per stomacher woven from spidersilk and studded
scene at Level 1-4, 2 uses per scene at Level with small rubies is worn over the mail. The
5-7, 3 uses per scene at Level 8-11, 4 uses rubies are arranged to mimic spider’s eyes.
per scene at Level 12-14, 5 uses per scene Lolth keeps a close watch on the
at Level 15-18, 6 uses per scene at Level spiderspawn and its whereabouts, if the suit
19-20) falls into non-dark elf hands, the wearer
Lesser Spell Effect (Gust of Wind – 1 suffers continuous assaults from all manner
use per scene at Level 1-4, 2 uses per scene of arachnids and dark elf war parties until the
at Level 5-7, 3 uses per scene at Level 8-11, Spiderspawn is recovered. The suit’s can only
4 uses per scene at Level 12-14, 5 uses per be donned by a female.
scene at Level 15-18, 6 uses per scene at Item: Chainmail
Level 19-20) Essence:
Lesser Spell Effect (Wall of Wind – 1 Lesser NPC Quality (Always ready)
use per scene at Level 1-4, 2 uses per scene Charm:
at Level 5-7, 3 uses per scene at Level 8-11, Greater Defense Bonus (+2 at
4 uses per scene at Level 12-14, 5 uses per Level 1–2, +3 at Level 3–6, +4 at Level
scene at Level 15-18, 6 uses per scene at 7–10, +5 at Level 11–14, +6 at Level
Level 19-20) 15–18, +7 at Level 19–20)
Reputation Value: Priceless Greater Spell Effect (Wild Side
III – 1 use per adventure at Level 8-11, 2
Rime Guard uses per scene at Level 12-16, 3 uses per
This suite of platemail appears to be adventure at Level 17-20)
chiseled from crystalline ice. The padding Lesser Spell Effect (Jump – 1 use
worn underneath is made from polar bear per scene at Level 1-4, 2 uses per scene
fur. A genuine polar bear headdress is affixed at Level 5-7, 3 uses per scene at Level
to the top of an open-faced helmet also 8-11, 4 uses per scene at Level 12-14, 5
seemingly carved from ice. The Rime Guard uses per scene at Level 15-18, 6 uses per
was commissioned by Kostchtchie to bestow scene at Level 19-20)
on his barbarian mortal champion. The wearer Reputation Value: Priceless
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
1–2, +3 at Level 3–6, +4 at Level 7–10, +5
at Level 11–14, +6 at Level 15–18, +7 at
Level 19–20)
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-

Chapter 4: FORGE 105


Planescraft (First PLAYTEST) 106
Chapter 5: Table 5.1: Organizations with Noble Renown
Anarch’s Guild,
Renown
Organizations
Species and Class don’t make a whole
Rank
Fraternity of Order Mathematicians,
Merkhants
person on the Planes. A hero’s got to have a 1 Aide Member
philosophy, a vision of the multiverse and what 2 Aide Member
it all means.
3 Aide Member
4 Administrator (ranks A10-A7) Member
Factions
Factions provide a hero with a way to 5 Administrator (ranks A6-A4) Member
understand the planes. Every faction has a 6 Administrator (ranks A3-A1) Member
leader, known as the factol, whose position
is purely dependent upon dedication to the 7 Bureau Chief (ranks B5-B4) Member
philosophy, not upon level of power. Some 8 Bureau Chief (ranks B3-B2) Member
factions are more organized than others, and at
9 Bureau Chief (rank B1) Member
least one - the Free League isn’t really a faction
at all. All factions have a seat of power in Sigil. 10 Factol Leader

Sects
On planes where the factions don’t
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.

Renown
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 faction’s ranks and members with Heroic
Renown Rank 3 are called Notary 5s.
If your Rank is 10, you won’t
automatically become your Organization’s
leader but you will be the most probable
candidate once the current leader steps down
(or is pushed down).

Chapter 5: Organizations 107


Table 5.2: Organizations with Heroic Renown
Believers of the
Source, Bleak Brotherhood of
Cabal, Fated, Glory, Converts,
Mind’s Eye, Dispossessed,
Revolutionary Incanterium,
League, Society Opposition,
Renown of Sensation, Free Ring- Transcendent Verdant Guild,
Rank Sign of One Athar Dustmen League Guardians givers Order Xaositects Zactars
1 Namer Namer Namer Namer Member Member Namer Namer Member
2 Namer Namer Namer Namer Member Member Namer Namer Member
3 Namer Namer Namer Namer Member Member Namer Namer Member
Initiate
Master of the
4 Factotum Athaon (5th-4th Factotum Member Member Boss Member
heart
circle)
Initiate
Master of the
5 Factotum Athaon (3rd Factotum Member Member Boss Member
heart
circle)
Initiate
Master of the
6 Factotum Athaon (2nd Factotum Member Member Boss Member
heart
circle)
Initiate Master of the
7 Factor Factor Factotum Member Member Big boss Member
(1st circle) mind

Initiate Master of the


8 Factor Factor Factotum Member Member Big boss Member
(1st circle) mind

Initiate Master of the


9 Factor Factor Factotum Member Member Big boss Member
(1st circle) mind
Master of the
10 Factol Factol Factol Leader Prince Factol Factol Leader
spirit

Table 5.3: Organizations with Military Renown


Renown Mercykillers, Sodkillers,
Doomguard Harmonium Order of the Planes-Militant
Rank Sons of Mercy
1 Sinker (Namer) Notary (ranks 1-2) Namer Member
2 Sinker (Namer) Notary (ranks 3-4) Namer Member
3 Sinker (Namer) Notary rank 5 Namer Member
4 Sinker (Factotum) Measure (ranks 1-2) Justice Member
5 Sinker (Factotum) Measure (ranks 3-4) Justice Member
6 Sinker (Factotum) Measure rank 5 Justice Member
7 Lesser Doomlord Mover (ranks 1-2) Factor Member
8 Lesser Doomlord Mover (ranks 3-4) Factor Member
9 Greater Doomlord Mover rank 5 Factor Member
10 Factol Composer Factol Leader

Planescraft (First PLAYTEST) 108


Organization Descriptions Unlike many sects, the Anarch’s Guild
Organizations are laid out in four main has a specific local focus of purpose, rather
sections, allowing you to quickly identify their than one that can be adopted across the
philosophy and membership benefits. planes. The sect is pretty widespread within
Limbo and outside that plane; however, the
Summary sect has no real purpose to speak of. They
Each Organization begins with a general exist specifically to train anarchs in the chaos
summary of its philosophy and the role it shaping.
takes to support it. Several archetype examples
demonstrate how you can role play members Archetypes:
of Organization in a variety of ways. These are • Tactician: Our army is undefeatable if
intentionally broad — feel free to ignore the the enemy cannot reach us. We must
obvious stereotypes and pursue your own style. remain focused.
• Visionary: The cities are just the
Requirements beginning, soon the chaos will spawn
Some Organizations have requirements greater, unimaginable things for us!
that you must meet before you can join them.
Requirements: Chaos shaper NPC
Archetypes quality (see page 140)
These are some exemplary members of
the Organization. Alignment
Paths: Chaos, Magic, Metal, Order
Alignment Alignment Skills: Crafting,
Every member possesses his Investigate, Survival, Tactics
Organization’s Alignment. Ritual Weapon: Standard Unarmed
Paths: These Paths represent the Attack
Alignment (see Fantasy Craft page 310). Avatar: Chaos Beast (see Fantasy Craft
Alignment Skills: These skills become page 257)
class skills for divine caster classes. Opposed Alignments: None.
Ritual Weapon: This is a weapon
popular among the Organization’s members. Table 5.4: The Anarch’s Guild Reputation Modifiers
Avatar: This NPC is the Alignment’s
incarnate representative in the physical world, Reputation Criterion
often summoned by a Priest. +1 Each new Step in Alignment (Anarch’s Guild) Paths
Opposed Alignments: Some
Alignments clash so fiercely that their followers Each new feat with Alignment (Anarch’s Guild)
+1
automatically become adversaries. In these cases prerequisite
the Alignments become “opposed,” triggering or Each new permanent Intelligence or Wisdom score
altering many class abilities and spells. +1
increase above 11
Reputation Modifiers Table +1 Each 5 skill ranks in Survival
Members of Organization adhere to +1 Recruited someone into the Anarch’s Guild
its philosophy, gaining or losing Reputation
depending on their actions. Some modifiers +1 Githzerai Species
come into game only once (such as an untrained +2 Owns an artifact
skill) while others every time a particular Each successfully finished Subplot for the Anarch’s
criterion is meet (such as each new Step in one +2
Guild
of Alignment’s Paths).
+2 Maintains a city in Limbo
The Anarch’s Guild -1 Untrained in Survival skill
Each unsuccessfully finished Subplot for the Anarch’s
(Chaos Masters, -2
Guild
Groundsmen)
Those who control the
terrain, control the battle.

Chapter 5: Organizations 109


The Athar Archetypes:
(Agnosticists, • Bitterly betrayed: I’ve wasted my life
worshipping false gods! Someone must
Defiers, the Lost) pay.
The gods are frauds; the • Street preacher: Listen to me. The
powers are frauds – I can prove it!
unknowable truth lies beyond the Listen to me!
veil. Requirements: Alignment choices
According to these folks, the great and mustn’t consist of a deity or pantheon other
feared powers are liars! Those who claim to be than the Great Unknown
the “gods” of the planes are just mortals like us.
Sure, there might be a one true god, or maybe Alignment
even more than one, but such power is beyond Paths: Impiety, Knowledge, Life,
all understanding. Such beings cannot be seen, Secrets
spoken to, or understood by mortals. Alignment Skills: Blend, Bluff,
Ysgard, Mechanus, Baator, and the like Investigate, Search
are all lies, too. These planes aren’t the abodes Ritual Weapon: Scholar’s sword
of supreme beings, just lands shaped by the wills Avatar: Advisor V (see Fantasy Craft
of the powers. Anyone could be able to do it page 120)
with enough expertise. Opposed Alignments: Any deity
All the Athar want is to part the veil, or pantheon other than Great Unknown,
discover the secret behind everything, and look Doomguard
on the face of the unknowable.

Table 5.5: The Athar Reputation Modifiers


Reputation Criterion
+1 Each new Step in Alignment (Athar) Paths
+1 Each new feat with Alignment (Athar) prerequisite
+1 Each new permanent Wisdom score increase above 11
+1 Each new religious Study
+1 Each new Class Level in the defiler master class
+1 Defiled holy place
+1 Visited the Spire or the Astral Plane
+1 Recruited someone into the Athar
+1 Publicly humiliated worshippers of a deity
+1 Banished, converted, or destroyed the servant of a deity
+1 Works at the headquarters during Downtime
+1 Cleric, Druid or Shaman Specialty
+2 Owns an artifact
+2 Closed or destroyed a temple
+2 Banished or destroyed the proxy of a deity
+2 Visited a dead god on the Astral Plane
+2 Each successfully finished Subplot for the Athar
-1 No religious Study
-1 Each new received miracle from a non-Athar
-2 Each unsuccessfully finished Subplot for the Athar

Planescraft (First PLAYTEST) 110


Archetypes:
Believers of the • Achiever: How can I improve myself
Source (Godsmen) today?
• Egotist: I’ve passed tests other berks
All life springs from the same can’t imagine; I’m well on my way to
divine source, ascending and godhood
descending in form as it is tested. Requirements: Pre-Faction War era,
dead members can only be reincarnated.
To these characters, all things are godly.
All things can ascend to greater glory - if not in Alignment
this life, then in the next. Patience, that’s all it Paths: Beauty, Heroism, Metal,
takes. Survive, succeed, and ascend - that’s the Strength
goal of all beings. Fail and get reincarnated to Alignment Skills: Athletics, Crafting,
try again. Haggle, Survival
Getting to be a power ain’t the end Ritual Weapon: Mallet
of the cycle. There’s something beyond that, Avatar: Servitor V
something that powers, themselves, eventually Opposed Alignments: Bleak Cabal,
ascend to. Cross that threshold to the ultimate Dustmen
form and get released from the multiverse
forever.

Table 5.6: Believers of the Source Reputation Modifiers


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

Chapter 5: Organizations 111


That’s why some folks go insane - from
The Bleak Cabal hunting for the snipe that ain’t there. ‘Course,
(Bleakers, the Cabal, some folks just can’t handle the truth.
They’re the ones that howl and rage, gibber in
Madmen) the corners, and plead with the powers, as if
The multiverse ain’t supposed that would help them. Well, too bad for them.
Bleakers know the hard truth, and if other
to make sense; there’s no grand folks can’t deal with that, it’s no concern of
scheme, no deep meaning, no theirs.

elusive order. The only truth worth Archetypes:


finding lies within. • Perpetually Depressed: Nothing means
anything, so why bother doing
To these folks, the multiverse ain’t anything?
even a cruel joke, because that would give it • Perpetually Cheerful: Nothing means
all meaning. Look at all those fools in their anything, so why not do anything?
factions, running around, trying to discover the • Perpetually Mad: Nothing means
meaning of something that’s senseless. They’ll anything, so anything means anything!
waste their lives at it. And they call the Bleak
Cabal mad - hah! Here’s the Bleaker credo: Requirements: Alignment (non-
“The multiverse doesn’t make sense, and it Order), members are affected by grim retreat
ain’t supposed to.” That’s all there is to it, pure (see below)
and simple. It ain’t “The multiverse is without
meaning,” because that answer’s a meaning in Grim Retreat
itself. Members of the Bleak Cabal have to
cope with daily melancholy. At the start of
Table 5.7: The Bleak Cabal Reputation Modifiers
Reputation Criterion
+1 Each new Step in Alignment (Bleak Cabal) Paths
+1 Each new feat with Alignment (Bleak Cabal) prerequisite
+1 Each 6 permanent increases to base Will saving throw
+1 Cleric, Druid, Mystic, or Physician Specialty
+1 Each 5 skill ranks in Medicine
+1 Each new Class Level in the Insane Wing custodian master class
+1 Each new medical Study
+1 Works at the headquarters during Downtime
+1 Self-exiled member of another faction
+1 Each 1,000s donated to charity
+1 Visited Pandemonium
Changed someone’s disposition to Neutral (e.g. convinced someone of the
+1
pointlessness of life and any actions)
+2 Each person permanently cured of insanity
+2 Owns an artifact
+2 Survived the Grim Retreat
+2 Each successfully finished Subplot for the Bleak Cabal
-1 Untrained in Medicine skill
-1 No medical Study
-2 Each unsuccessfully finished Subplot for the Bleak Cabal

Planescraft (First PLAYTEST) 112


each adventure, Bleaker characters must succeed Alignment
at a Will save (DC 5 + character’s Career Level) Paths: Chaos, Gloom, Curses,
or gain one grade of the grim retreat condition. Protection
Once the Bleaker has acquired 3 grades, he Alignment Skills: Blend, Bluff,
must roll on Table 5.8: Grim Retreat Type to Prestidigitation, Investigate
determine his type of further condition. Ritual Weapon: Short Staff
Grim retreat may be treated at the Avatar: Servitor V (see Fantasy Craft
Gatehouse or outside of it for a prolonged page 120)
period of time (1d4 months). If treated at Opposed Alignments: Fraternity of
the Gatehouse, the Bleaker must succeed at Order, Harmonium, Mercykillers, Order
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, he’s 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 doesn’t affect non-sapient
beings.
Table 5.8: Grim Retreat Type
1d10 Type
1 Apathetic: You withdraw into yourself, losing contact with the world. Your Charisma and Wisdom decrease by 2.
2 Craven: You become a lily-livered coward. You may only take a Total Defense or Move actions in combat.
3 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 there’s nothing you can do to save
4
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
5
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,
6 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
7 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 traitor’s 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
8 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.
9 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
10
Wisdom score decreases by 4.

Chapter 5: Organizations 113


Archetypes:
The Brotherhood of • Berserker: Let’s take it outside, berk!
Glory (Ragers, the • Competitor: I will stand as the winner in
the end, and you will lie in the dirt as
Glory-Seekers) a loser.
The point of the multiverse Requirements: Alignment (Chaos)
is to find out where a body stands
Alignment
in the cosmic pecking order, and Paths: Chaos, Heroism, Strength, War
that the way to do that is to treat Alignment Skills: Athletics, Ride,
Survival, Tactics
life as one big tournament ladder: Ritual Weapon: Axe
Avatar: Brawler V (see Fantasy Craft
Challenge the next blood, and see page 120)
who wins. Opposed Alignments: Fraternity of
Order, Harmonium, Mercykillers, Order
What’s there to say about a gang of
glory-seekers who believe life’s one battle after The Converts
another? Stand up to a Rager, and a cutter’s got
a duel to the death to deal with. Let him blow (Chameleons,
on by, and a cutter’s got to live with a fountain Turncoats)
of scorn and ridicule. Ragers might just be some
of the most annoying berks in the multiverse, Learning is a process of
and they’re proud of it.
Ragers constantly test themselves and finding out how little a body
everyone around them. In their own words, really knows.
they want to know whether a basher’s got „the
heart of a warrior or the liver of a coward“. A Rager It’s a common saying among
sees no honor in fighting someone weaker than Chameleons that the more a body learns,
himself, and won’t issue a challenge to everyone the more questions he has. Eventually a soul
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.
Table 5.9: The Brotherhood of Glory Reputation Modifiers
Reputation Criterion
+1 Each new Step in Alignment (Brotherhood of Glory/Chaos) Paths
+1 Each new feat with Alignment (Brotherhood of Glory/Chaos) prerequisite
+1 Each 5 skill ranks in Survival
Abyssal Warrior, Barbarian, Fighter, Fist, Githwarrior, Gladiator, or Great-Horn
+1
Specialty
+1 Each new battle win
+1 Recruited someone into the Ragers
+1 Visited Ysgard
+2 Each new battle win against a stronger Rager
+2 Owns an artifact
+2 Each successfully finished Subplot for the Ragers
-1 Each new battle defeat
-1 Untrained in Survival skill
-2 Each unsuccessfully finished Subplot for the Ragers
-2 Each new battle defeat against a stronger Rager

Planescraft (First PLAYTEST) 114


has to admit that the multiverse is too big for
a mortal to ever really understand. But doesn’t
The Dispossessed
stop people from trying to understand. (Exiles, Chippers)
The problem is that all too many berks
start ignoring bits of knowledge that contradict We are worthy and a force
their views and start harping on the point
they’re most sure of. Pretty soon, they’re
to be reckoned with.
preaching their credos to everyone who comes
From the point of view of the
along, as if convincing enough other souls makes
Dispossessed, life has cast them aside,
their theories the truth. But deep down inside,
treating them as if they weren’t worthy
where they won’t even admit it to themselves,
to play with the big rollers. Their major
they’re full of fear that they might be wrong.
motivation is to show the rest of creation that
it was wrong in treating them with contempt,
Archetypes:
that they area each a force to be reckoned
• Open-Minded: My philosophy combines
with. So they wander about the planes,
both the Hardhead’s and the Anarchists’
ruffling feathers and picking fights to prove
way of thinking.
their mettle. Eventually, most make a point
• Traitor: I know I sweared by it just a week
of looking up the individuals who originally
ago, but now I tell you – it was all just a
exiled them and getting revenge.
load of gibberish.

Requirements: Alignment (non-Order)

Alignment
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.

Table 5.10: The Converts Reputation Modifiers


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

Chapter 5: Organizations 115


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

Table 5.12: The Doomguard Reputation Modifiers


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

Planescraft (First PLAYTEST) 116


Archetypes: Requirements: Members cannot have
• Grudge keeper: They will pay, all of them! Steps in Life Path
• Second chance: I will prove to them that
they were wrong. I’m a better person that Alignment
they think. Paths: Destruction, Strength, War*
Alignment Skills: Crafting,
Requirements: Members must Prestidigitation, Search, Tactics
have been previously exiled from another Ritual Weapon: Long sword
Organization Avatar: Menglis (see page 186)
Opposed Alignments: Fraternity of
Alignment Order, Harmonium
Paths: Deceit, Heroism, Secrets, Strength
Alignment Skills: Athletics, Haggle, * The Doomguard refer to War God’s
Survival, Tactics Blessing as Entropic Blow
Ritual Weapon: Dagger
Avatar: Kelubar (see page 176)
Opposed Alignments: Harmonium
The Dustmen (The
Dead)
The Doomguard We’re all dead – some more
(Sinkers) so than others. We explore our
Entropy is ecstasy; decay state with patience, purge our
is divine. The multiverse is passion, and ascend toward the
supposed to fall apart. We’re just purity of True Death.
here to keep leatherheads from Table 5.13: The Dustmen Reputation Modifiers
interfering. Reputation Criterion
+1 Each new Step in Alignment (Dustmen) Paths
Take a look around: Everything’s going
down the tubes, falling apart, and stopping. +1 Each new feat with Alignment (Dustmen) prerequisite
People die, rocks erode, stars fade, and planes +1 Visited the Negative Energy Plane
melt away. That’s entropy, the fate of the
multiverse. A lot of folks think that’s a terrible +1 Each new Class Level in the deathbringer master class
thing, but not the Doomguard. They’re pretty +1 Works at the headquarters during Downtime
sure nothing lasts forever, not even the planes.
It’s the way things are supposed to be, they +1 Each new singed contract
guess, the goal of everything. Sooner or later, +1 Recruited someone into the Dustmen
the last bits of the multiverse’ll decay, and then
+1 Cleric, Collector, Druid, Mystic, or Physician Specialty
there’ll be nothing left - think of it as existence’s
ultimate release from toil and pain. +2 Each successfully finished Subplot for the Dustmen
Don’t get this faction wrong. It’s not like +2 Undead Type
somebody builds a house and they tear it down.
That building’s part of the whole decay: The +2 Owns an artifact
stonecutter chips the rock, the logger cuts the Each restless spirit that was helped to achieve True
tree, and later the termites chew the beams until +2
Death
the whole case comes down on its own. There’s
-1 Visited the Positive Energy Plane
a long view to this.
-2 Has been brought back to life
Archetypes: -2 Cheated Death
• Destroyer: Break it to bits; help entropy
along! -2 Each violation of the Dead Truce
• Delayer: The multiverse is falling apart -2 Each unsuccessfully finished Subplot for the Dustmen
too soon.
• Watcher: Think long-term; promote
entropy by acting in subtle ways.

Chapter 5: Organizations 117


These guys say Life’s a joke, a great Archetypes:
trick. Nobody’s alive; in fact, there’s no such • Stoneheart: What’s mine is mine, and
thing as Life. So what’s the chant? Simple: “All what’s yours is mine, too.
these worlds and all these universes are just shadows • The Doer: I’ll get what I want no matter
of another existence.” This multiverse the Prime what stands in the way.
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 – it’s bliss!
• Serene: Fully satisfied… comfortably
numb.

Requirements: Members cannot be


resurrected, only Cheat Death

Alignment
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

The Fated (Takers,


the Heartless)
The multiverse belongs to
those who seize it. No one’s to
blame for a poor sod’s 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 there’s 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. Here’s the way the multiverse
works, according to the Takers: Everybody’s got
the potential to be great, but that don’t mean
it’s 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.
Nothing’s free - not in this life or any other.

Planescraft (First PLAYTEST) 118


Requirements: Alignment choices
cannot consist of both Good and Order,
members cannot accept or receive free rewards.

Alignment
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 Criterion
+1 Each new Step in Alignment (Fated) Paths
+1 Each new feat with Alignment (Fated) prerequisite
+1 Adept, Adventurer, Aristocrat, Lord, or Planewalker specialty
+1 Each new Class Level in the esoteric disciple master class
+1 Each new Prize kept
+1 Each new Terrain feat
+1 Each 5 skill ranks in Survival
+1 Each 5 skill ranks in Investigate
+1 Each new historical Study
+1 Visited Ysgard
+1 Works at the headquarters during Downtime
+1 Recruited someone into the Fated
+2 Each successfully finished Subplot for the Fated
+2 Challenged and bested a higher-ranking member
+2 Owns an artifact
-1 No historical Study
-1 Untrained in Survival skill
-1 Was robbed
-1 Untrained in Investigate skill
-2 Each time that hasn’t been adequately rewarded (GM’s discretion)
-2 Gave away something for free or to a charity
-2 Was defeated (GM’s discretion)
-2 Each unsuccessfully finished Subplot for the Fated

Chapter 5: Organizations 119


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 Criterion
+1 Each new Step in Alignment (Fraternity of Order/Order) Paths
+1 Each new feat with Alignment (Fraternity of Order/Order) prerequisite
+1 Each new Class Level in the Loopholes Bureau administrator master class
+1 Works at the headquarters during Downtime
+1 Each new permanent Intelligence score increase above 11
+1 Adept or Wizard Specialty
+1 Each 5 skill ranks in Investigate
+1 Each new Study
+1 Each new Language
+1 Works at the headquarters during Downtime
+1 Owns a library
+1 Visited Mechanus
+1 Discovered a new rule
+1 Recruited someone into the Fraternity of Order
+2 Each successfully finished Subplot for the Fraternity of Order
+2 Discovered a new loophole
+2 Owns an artifact
-1 Directly approached a faction member two positions higher
-1 On trial
-1 Untrained in Investigate skill
-1 No Study
-1 Arrested
-2 Accepted bribery
-2 Convicted of a crime
-2 Each unsuccessfully finished Subplot for the Fraternity of Order

Planescraft (First PLAYTEST) 120


These folks are sure that everything’s long of it’s simple: There’s nobody who’s got
got laws. Mankind’s got laws. Sigil’s got laws. a sure key to the truth, so it pays to keep
Even the Lower Planes got their laws. Now, the options open. Maybe the multiverse is
once a body’s got the laws down, he does pretty like the Lost say, but it could be the way
well, right? He knows how to use them to his the Godsmen tell it. Side with one view and
advantage, and how to break them without find out it’s wrong and, well, a fellow comes
getting caught. If everything’s got laws, then up a loser. There’s no wisdom in that! Still,
there are laws for the whole birdcage - the a body’s got to belong to something, if he
planes and all that. And if everything’s got wants to stay alive. The Free League’s kind
laws, then those laws can be learned. See where of an informal group of like-thinkers. They
this is going? Learn the laws of the planes and share news, pass around jobs, and watch each
learn how to break ‘em, how to use ‘em to best other’s backs. Hey, in a place like the planes,
advantage. a body can’t be too careful. There ain’t
It doesn’t matter what it all means, nobody tells an Indep what to do.
because that won’t tell a body how it all works.
Knowing the operation of things - that’s what’s Archetypes: Any.
important. Who cares what it means when a
blood can make it do what he wants? So how’s Alignment
a fellow to find out? Knowledge - knowledge Paths: Fortune, Heroism,
is power. It takes study, it takes searching. Independence, Travel, Wilderness
Sometimes a body’s got to go out into the Alignment Skills: Blend, Bluff,
planes and look for the answers. Sometimes Haggle, Survival
it takes science, study, and research. There are Ritual Weapon: Bow
millions of laws to make this thing go, and the Avatar: Brawler V (see Fantasy Craft
more a body knows, the more he can do. page 120)
Opposed Alignments: Harmonium
Archetypes:
• The Sage: If knowledge is power, then
knowing everything is the key. Table 5.16: The Free League Reputation Modifiers
• The Manipulator: Master the laws of the Reputation Criterion
multiverse, and you’ll get whatever you +1 Each new Step in Alignment (Free League) Paths
want.
Each new feat with Alignment (Free League)
+1
Requirements: Alignment (Order) prerequisite
Each refusal of cooperation regardless of the
Alignment +1
consequences
Paths: Knowledge, Order, Protection,
Secrets +1 Each new Class Level in the jink clerk master class
Alignment Skills: Crafting, Investigate, +1 Each public humiliation of a known faction member
Search, Tactics
Ritual Weapon: Long staff +1 Each 1,000s earned at the Great Bazaar
Avatar: Quinton (see page 194) +1 Visited the Outlands
Opposed Alignments: Chaos, +1 Each new Chance feat
Revolutionary League, Xaositects
Adventurer, Merchant, Nomad, Planewalker, or Ranger
+1
Specialty
The Free League
+1 Each freed slave
(Indeps)
+2 Owns an artifact
This ain’t no faction, and +2 Each successfully finished Subplot for the Free League
nobody tells us what to do. Keep -1 Each owned slave
your options open; nobody’s got -2 Ex-member of a faction
the key to the truth. -2 Each contractual service to another
The idea that any berk knows the truth Each unsuccessfully finished Subplot for the Free
-2
and everybody else’s wrong - well, that’s a League
chance a body shouldn’t take. The short and

Chapter 5: Organizations 121


The Guardians (The The Harmonium (The
Caretakers, the Hardheads)
Protectors) Peace is our goal. But if it
Do not meddle – intervene takes a little war to get others to
only where there is evil to be see things the Harmonium way,
vanquished. so be it. That’s how we’ll reach
Strive for the good of all. Protect those our golden harmony.
of virtuous hearts from the ravages of evil.
Force nothing upon any party, and defend the The secret of the multiverse? That’s
defenseless when other’ vies are forced upon simple, and every cutter in the Harmonium
them. knows what it is: “The Harmonium is always
Originally inspired by the guardinals’ right.” Look, the goal of every enlightened
ideals, the sect’s organization mirrors guardinal being in the multiverse is to live in perfect
society. The leaders are known as Princes, after harmony with all others. Look around: Peace
the leonal rulers of the guardinals. Each wears or war - those are the only true states of the
a token to signify her choice and branch of the multiverse. If a being and its neighbors got
sect. the same views, then there’s peace between
them. When they don’t agree, that’s what
Archetypes: causes war; one body figures it can use fists to
Guardinal-like: You leave me alone, and convince the other.
I’ll leave you alone. Unless, you’re vile. The Harmonium believes that the
Protector: I will always be there for those ultimate goal of the multiverse is universal
in need. harmony, and it’s ready to spread that belief
Requirements: Alignment (Good), to all those other sods out on the planes. If
members cannot pursue Noble Renown it takes thumping heads to spread the truth,
well, the Harmonium’s ready to thump
Alignment
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

Table 5.17: The Guardians Reputation Modifiers


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

Planescraft (First PLAYTEST) 122


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: There’ll be peace if I have to
crush everyone’s skull to get it.
• The Preacher: Think love, peace, and
harmony.

Table 5.18: The Harmonium Reputation Modifiers


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

Chapter 5: Organizations 123


Requirements: Alignment (Order) The sect no longer exists as a united
front and the surviving members, now called
Alignment Incantifers, are selfish, ambitious cutters who
Paths: Discipline, Harmony, Order, War augmented themselves to the point where
Alignment Skills: Athletics, Investigate, they are no longer quite what they once were.
Search, Tactics All Incantifers have the tell-tale sign of blank,
Ritual Weapon: Shield shining silvery eyes.
Avatar: Stone golem (see Fantasy Craft
page 267) Archetypes:
Opposed Alignments: Chaos, Free • Consumer: The magic is all I can see,
League, Revolutionary League, Xaositects the only thing that sustains me! It
makes me grow stronger each moment
of my immortal life.
The Incanterium • Collector: Could you borrow me your
(Incantifers, spellbook for a moment? And your
magic amulet as well?
Magicians, Wanters) Requirements: Alignment (non-
Good), Spellcasting 1+
Wizardly magic is the be-
all and end-all of existence. Alignment
Paths: Knowledge, Magic, Secrets
Everything in the multiverse can be Alignment Skills: Crafting, Haggle,
Investigate, Search
controlled by magic, and anyone Ritual Weapon: Quarter Staff
who can do that is the high-up. Avatar: Stone golem (see Fantasy Craft
page 267)
Centuries ago, there is a faction in Sigil Opposed Alignments: None.
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 Clerk’s 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.

Table 5.19: The Incanterium Reputation Modifiers


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

Planescraft (First PLAYTEST) 124


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.
The Mathematicians are a splinter group
of the Guvners, drawn strongly to the gearworks As far as this faction’s concerned,
of Mechanus. Mathematicians believe that justice is everything, and there ain’t no sod
anything a berk can imagine exists somewhere who can give it the laugh. Those cutters that
on a far-off cog of the plane. They seek to try’ll have the Mercykillers on their tail,
discover hidden secrets of Mechanus and thus so the smart thing is just don’t try. It’s the
the multiverse through the rigid application of whole reason laws exist - to see that justice
logic, hard thinking, and calculation. is carried out. Justice purges the evil in folks
and makes them better, fit to belong in the
Archetypes: multiverse. Once everybody’s been cleansed,
• Calculator: I can foresee our future in the then the multiverse reaches perfection, and
numbers. They can answer any question. perfection’s the goal of the multiverse. Justice
• Gear-centric: The gears are all that is absolute and perfect, but it’s got to be
matters, their patterns hold all the correctly applied. A body’s got to know the
answers. knights of the post, the criminals from the
innocent, so he doesn’t make a mistake.
Requirements: Alignment (Order),
Intelligence 17+ Archetypes:
Paths: Knowledge, Order, Secrets, Travel • Fanatic: Guilty. The judgment is death.
Alignment Skills: Crafting, Investigate, • Crusader: Innocents must not be
Search, Tactics punished; the guilty must not be
Ritual Weapon: Razor punished unfairly.
Avatar: Quinton (see page 194) Requirements: Alignment (Order),
Opposed Alignments: Chaos,
Revolutionary League, Xaositects

Table 5.20: The Mathematicians Reputation Modifiers


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

Chapter 5: Organizations 125


never convicted

Alignment
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 Criterion
+1 Each new Step in Alignment (Mercykillers/Order) Paths
+1 Each new feat with Alignment (Mercykillers/Order) prerequisite
+1 Works at the headquarters during Downtime
+1 Ranger Specialty
+1 Each new Class Level in the justiciar master class
+1 Each 5 skill ranks in Intimidate/Investigate/Sense Motive
+1 Each apprehended wanted criminal
+1 Visited Acheron
+1 Recruited someone into the Mercykillers
+1 Each execution of a convicted prisoner
+2 Each successfully finished Subplot for the Mercykillers
+2 Owns an artifact
-1 Each new Lie check
-1 Untrained in Intimidate/Investigate/Sense Motive skill
-1 On trial
-1 Arrested
-2 Criminal Specialty
-2 Each failure to uphold to Tenet of Justice
-2 Accepted bribery
-2 Convicted of a crime
-2 Each unsuccessfully finished Subplot for the Mercykillers

Planescraft (First PLAYTEST) 126


The Merkhants The Mind’s
(Goldhounds, the Eye (Seekers,
Hidden Hand, Misers) Visionaries)
Money is power. We’re going on a journey of
The accumulation of raw physical spiritual discovery.
wealth’ll lead to dominion over the multiverse.
Some people think they’re barmy, that there are Sitting in one place won’t help a
lots of things that can’t be bought or sold, but body grow; he’s got to forge out into the
the Misers just laugh and say that if it can’t be unknown, seeking out the kinds of challenges
bought, it ain’t worth having. that’ll test his character and show him what
he’s really made of. Ultimately, those that
Archetypes: prove themselves worthy enough (whatever
• Lord of coin: What’s the price? that means) may pass into a new kind of
• Investor: It might be useless today, but I existence.
have a vision for tomorrow! Sounds harmless? It would be, if it
wasn’t for the fact that Seekers consider the
Requirements: Alignment (non-Good), cosmos their own personal playground and
5+ Prizes feel that everything and everyone in it exists
only to inform their journey of self-discovery.
Alignment
Paths: Metal Archetypes:
Alignment Skills: Bluff, Crafting, Questing Knight: I have a quest, I have
Haggle, Investigate a purpose.
Ritual Weapon: Stiletto Master of puppets: You are only here to
Avatar: Alpha Dire Aurumvorax (see page serve me in my quest for self-enlightenment.
147)
Opposed Alignments: Fraternity of Requirements: Post-Faction War Era
Order, Transcendent Order

Table 5.22: The Merkhants Reputation Modifiers


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

Chapter 5: Organizations 127


Alignment Alignment
Paths: Knowledge, Spirits, Travel, Paths: Heroism, Strength
Wilderness Alignment Skills: Athletics, Search,
Alignment Skills: Athletics, Search, Ride, Survival
Survival, Tactics Ritual Weapon: Standard Unarmed
Ritual Weapon: Quarter Staff Attack
Avatar: Servitor V (see Fantasy Craft page Avatar: Brawler V (see Fantasy Craft
120) page 120)
Opposed Alignments: None. Opposed Alignments: All
Alignments.
The Opposition
Greatness comes from The Order of the
Planes-Militant
hardship, and hardship can be
(The Brethren, the
brought about through conflict. Children of Heaven,
Strength comes from adversity. For every the Faithful)
action, there is an equal and opposite reaction.
Opposers are members of the opposition, a sect We actively seek to destroy
based in the inner planes. They believe that
strength and growth come from opposition and
evil wherever it may be hidden.
struggle. An Opposer is typically a fighter, but
rogues and sometimes wizards specializing in As militant as their name implies,
counter-spells are also known. the Brethren defend the mighty fortress of
Mount Celestia at all costs. They believe the
Archetypes: seductions of evil, chaos, doubt, and avarice
• Best of the best: Look at me, I’m on the top are forever striving to undermine what is right
of the multiverse! and good and pure. The order regularly raids
• Activist: My trials will help me better the Lower Planes and smashes vile forces
understand my capabilities. I can only in the relative neutrality of Mechanus and
grow to become more successful. Acheron.
Requirements: Alignment choice must
consist of only the Opposition.

Table 5.23: The Mind’s Eye Reputation Modifiers


Reputation Criterion
+1 Each new Step in Alignment (Mind’s Eye) Paths
+1 Each new feat with Alignment (Mind’s 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 Mind’s Eye
+1 Each successfully finished Subplot
+1 Each new Interest
+2 Owns an artifact
+2 Each successfully finished Subplot for the Mind’s Eye
-1 Untrained in Survival skill
-2 Each additional Base Class beyond the second
-2 Each unsuccessfully finished Subplot for the Mind’s Eye

Planescraft (First PLAYTEST) 128


Archetypes: Alignment
• Zealot: Without evil, the good will wash Paths: Destruction, Good, Order,
over the Planes and save the multiverse Protection
from certain doom. Alignment Skills: Athletics, Ride,
• Defender: Without evil, there cannot be Survival, Tactics
good. But the evil must be kept in check Ritual Weapon: Claymore
all the times. Avatar: Throne Archon
Opposed Alignments: Athar,
Requirements: Alignment (non-Chaos) Doomguard, Evil, Fated

Table 5.24: The Opposition Reputation Modifiers


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

Table 5.25: The Order of the Planes-Militant Reputation Modifiers


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

Chapter 5: Organizations 129


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

Planescraft (First PLAYTEST) 130


These sods claim that Guvners, back.
Chaosmen, Mercykillers, Athar - every last one Requirements: Members cannot have
of them - no longer care about the truth. Their Steps in Metal Path and cannot keep any
factols all have property, bodyguards, jink, and Prizes.
influence. They’re not looking for the truth;
they just want to hang onto what they’ve got. Alignment
Well, the Anarchists say it’s time for that to Paths: Curses, Fortune
change. It’s time to break free of the chains and Alignment Skills: Blend, Crafting,
seek the real truth. Survival, Ride
Once the factions all come down, then Ritual Weapon: Standard Unarmed
folks can find the real truth. What’s that truth? Attack
No one knows and there’s no way of saying. Avatar: Servitor V (see Fantasy Craft
There ain’t no point in thinking about it even, page 120)
not until what’s standing now is brought down. Opposed Alignments: Fated, Society
Break it all and rebuild with the pieces that’re of Sensation
left - that’s the only plan.

Archetypes: Table 5.27: The Ring-givers Reputation Modifiers


• Rebel without a clue: Who needs a reason? Reputation Criterion
Riot, loot, and burn it all down. +1 Each new Step in Alignment (Ring-Givers) Paths
• The Mole: Worm your way into the heart
Each new feat with Alignment (Ring-Givers)
of power and slowly destroy it from +1
within. prerequisite
+1 Each 5 skill ranks in Survival
Requirements: Alignment (non-Order), +1 Recruited someone into the Ring-Givers
members cannot pursue Noble Renown and
+1 Visited Ysgard
suffer a -3 penalty on Prudence (minimum 0)
+2 Owns an artifact
Alignment +2 Each successfully finished Subplot for the Ring-Givers
Paths: Chaos, Darkness, Deceit, Secrets
Alignment Skills: Blend, Bluff, Disguise, -1 Untrained in Survival skill
Sneak Each unsuccessfully finished Subplot for the Ring-
-2
Ritual Weapon: Hook Givers
Avatar: Doppelganger (see Fantasy Craft
page 260)
Opposed Alignments: Order, Fraternity The Sign of One
of Order, Harmonium
(Signers)
The Ring-Givers The planes exist because
(Bargainers, Beggars) the mind imagines them. Any
Give and others will give to Signer could be the one who
you. creates the multiverse through
the power of thought.
The multiverse belongs to those who
can give it up. A berk only gets as good as she “The world exists because the mind
gives: Whatever a great blood gives away comes imagines it. Without the self, the multiverse ceases
back to her. If she can give her last morsel and to be.” Therefore, each Signer is the most
convince others to do likewise, all the multiverse important person in the multiverse. Without
will be laid at her feet. The lust for material at least one Signer to imagine it all, the rest
things binds a soul to the multiverse, keeping of the factions would cease to exist. Better be
a berk in debt to it; poverty releases it from nice to the Signers then, berk, because they
bondage to the world. just might decide to imagine a body right out
of existence.
Archetypes:
• Good Samaritan: I give because I can. Archetypes:
• Profiteer: I give because I will be given • Introspective: Weigh it all carefully;

Chapter 5: Organizations 131


improve yourself, and you improve the Well, the chant is no one’s going to
multiverse. know the big dark until they’ve experienced
• Egomaniac: Don’t cross me, berk, or I’ll everything - all the flavors, colors, scents,
think you right out of existence. and textures of all the worlds. Only when a
body’s experienced the whole universe does
Requirements: Pre-Faction War Era the great dark of it all finally get revealed. It
may seem like an impossible task, but there
Alignment just might be a way to bob the problem cheat
Paths: Beauty, Creativity, Spirits the multiverse, as it were. It just might be
Alignment Skills: Bluff, Crafting, that the multiverse doesn’t exist beyond what
Prestidigitation, Search a body can sense. The answer to what’s over
Ritual Weapon: Dagger the next hill just might be «nothing.» Given
Avatar: Predator V (see Fantasy Craft page that, the multiverse has limits, and a body
120) can try to experience it all.
Opposed Alignments: Bleak Cabal,
Harmonium Archetypes:
• Hedonist: Party, party, party! Pleasure
above all.
The Society of • Connoisseur: The rarest experiences are
Sensation (The best; doing the same thing over and
over is foolish.
Sensates)
To know the multiverse, Alignment
Paths: Aesthesis, Heroism, Knowledge,
experience it fully. The senses Travel
form the path to truth, for the Alignment Skills: Investigate, Ride,
Search, Survival
multiverse doesn’t exist beyond Ritual Weapon: Rapier
Avatar: Firre (see page 166)
what can be sensed. Opposed Alignments: Doomguard,
Dustmen, Mercykillers
According to these folks, the multiverse
is known by the senses - the only proofs
of existence. Without experience, without
sensation, a thing isn’t.

Table 5.28: The Sign of One Reputation Modifiers


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

Planescraft (First PLAYTEST) 132


The Sodkillers
Table 5.29: The Society of Sensation Reputation Modifiers
(Minder’s Guild)
Reputation Criterion
Chaos wins if we permit free Each new Step in Alignment (Society of Sensation)
+1
thinking and subversive ideas. Paths
These berks care more for pummeling Each new feat with Alignment (Society of Sensation)
a sod’s head than for making sure that justice +1
prerequisite
is served. They have a reputation for being
ruthless and efficient. They’re not inherently Each new permanent Wisdom or Charisma score
+1
evil group; but all members of the Minder’s increase above 11
Guild value a good show of force – and the +1 Works at the headquarters during Downtime
willingness to use that force in whatever
manners is required to get the job done. When +1 Each new Career Level
cold-blooded murder is expected, only the most Each new Class Level in the master of the 5 senses
+1
ruthless cutters can linger for long. Of course, master class
breaking with the Sodkillers brings a whole new +1 Adventurer or Planewalker Specialty
host of problems: The organization takes vows +1 Each 5 ranks in any skill
seriously and visits lethal punishment on oath
breakers. +1 Each 5 skills with 1 rank
+1 Each new forte
Archetypes:
+1 Each additional Class
Avenger: Revenge is the only proper
application of justice. +1 Each rank of Darkvision NPC Quality
Executioner: I enjoy using my axe in Each new experience involving all 5 senses recorded in
justice’s name. +1
a sensory stone
Brawler: My great strength makes justice
stronger. +1 Each three new minor experiences (GM’s discretion)
+1 Each new major experience (GM’s discretion)
Requirements: Post-Faction War Era,
+1 Died and returned to (un)life
Alignment (non-Good, Order)
+1 Able to cast spells
Alignment +1 Able to perform miracles
Paths: Destruction, Evil, Order, Strength
Alignment Skills: Blend, Investigate, +1 Each visit to a new plane or layer
Search, Tactics +1 Recruited someone into the Society of Sensation
Ritual Weapon: Jagged sword Each successfully finished Subplot for the Society of
Avatar: Brawler V +2
Sensation
Opposed Alignments: Good, Sign of
One, Sons of Mercy, Xaositects +2 Owns an artifact
-1 Refusal to do something new (GM’s discretion)
-1 Untrained in Notice skill
Each unsuccessfully finished Subplot for the Society of
-2
Sensation

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 doesn’t pay. The group
holds righteous justice to be the purest

Chapter 5: Organizations 133


expression of order, an outlook palatable to
most heroes. Members share the group’s singular
vision and champion its cause on the planes.

Archetypes:
Guide: Everybody deserves a second
chance if properly guided. Justice has failed if it
doesn’t 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)

Alignment
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 Criterion
+1 Each new Step in Alignment (Order/Sodkillers) Paths
+1 Each new feat with Alignment (Order/Sodkillers) prerequisite
+1 Each new permanent Strength score increase above 11
+1 Works at the headquarters during Downtime
+1 Criminal, Fighter, Fist, Gladiator, Guardian, or Ranger Specialty
+1 Each new Class Level in the assassin, edge master, imaner, scout, or soldier class
+1 Each 5 skill ranks in Athletics/Intimidate
+1 Visited Acheron
+1 Defeated an NPC with Alpha or Dire monster template
+1 Recruited someone into the Sodkillers
+1 Each successful Bull Rush, Grapple, Pummel, or Trip action
+2 Each successfully finished Subplot for the Sodkillers
+2 Owns an artifact
-1 Defeated an NPC with Immature monster template
-1 Untrained in Athletics/Intimidate skill
-2 Each unsuccessfully finished Subplot for the Sodkillers

Planescraft (First PLAYTEST) 134


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

Chapter 5: Organizations 135


Course it ain’t that easy. Any addle-
The Transcendent cove can blunder in and act without giving it
Order (Ciphers) a thought, but that’s not the goal. A body’s
got to work hard at learning himself - learning
Action without thought is his own mind and instincts until the right
action comes automatically. It’s done by
the purest response. Train body training both the body and mind. Just like
and mind to act in harmony, and the way thieves practice their crosstrade, a
Cipher’s got to train his mind (the source of
the spirit becomes one with the action) and body (the actor) to be one thing.
There’s no difference between the two, no
multiverse. separation between thought and motion.
Body and mind act as one - the hand moves
These guys say that for a body to become before the thought reaches it.
one with the multiverse, he’s got to stop So what’s all this get a fellow, then?
thinking and act. Action without thought is Once mind and body are in harmony, the
the purest form of thought. When a cutter can spirit becomes in tune with the multiverse.
know what to do without even thinking about A blood understands the purpose of the
it, then he’s become one with the multiverse. multiverse and knows just where and how he
should be.

Table 5.32: The Transcendent Order Reputation Modifiers


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

Planescraft (First PLAYTEST) 136


Archetypes: Alignment
• Hair-trigger: Action, reaction. Why think Paths: Beasts, Good, Nature, Travel,
about it? Wilderness
• Zen Master: Patience, grasshopper. With Alignment Skills: Athletics, Ride,
balance comes harmony. Survival, Tactics
Ritual Weapon: Hand Claw
Requirements: Alignment choice must Avatar: Predator V (see Fantasy Craft
consist of only Transcendent Order. page 120)
Opposed Alignments: Doomguard,
Alignment Dustmen, Evil, Fated
Paths: Discipline, Harmony, Spirits,
Travel
Alignment Skills: Acrobatics, Athletics, THE Xaositects
Search, Tactics (Chaosmen)
Ritual Weapon: Standard Unarmed
Attack Chaos is truth, order
Avatar: Alpha Abiorach
Opposed Alignments: Harmonium
delusion. Embracing the
randomness of the multiverse,
The Verdant Guild one learns its secrets.
(The Wylders) As these sods see it, the multiverse
wasn’t born from Chaos - the multiverse
The wilderness is the is Chaos. There’s no order, no pattern
to anything. That’s the meaning of the
foundation of all life. multiverse, the great secret everyone else
is just too dull-witted and cowardly to
The wild places have existed for eons, admit! Look around. Is there any pattern
and should continue to flourish for untold to this existence? Any order that gives it all
ages. Without the resources of the wilderness, meaning? None, not a one.
civilization itself is doomed. Therefore, the By gazing upon Chaos, learning
wilderness must be preserved from the forces of to appreciate the randomness of it and
civilization, evil and destruction. understanding its sublime intricacies, the
Xaositects learn the secrets of the multiverse.
Archetypes: They want to play within the unshapeable
• Savage: Grrrrrrrrrrr! Chaos, and to be a part of its uncontrollable
• Flower Child: We can all live in peace and energies.
be one with the nature.

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 Untrained in Survival skill
-2 Each unsuccessfully finished Subplot for the Verdant Guild

Chapter 5: Organizations 137


Planescraft (First PLAYTEST) 138
Archetypes: Alignment Skills: Bluff, Investigate,
• Chaosmonger: Do the opposite of what Search, Survival
everyone else does; be as loony as Ritual Weapon: Standard Unarmed
possible. Attack
• Teaser: Chaos is the expected response; Avatar: Servitor V (see Fantasy Craft
frustrate folks by acting (mostly) normal. page 120)
Opposed Alignments: Harmonium
Requirements: Alignment (Chaos)
Table 5.34: The Xaositects Reputation Modifiers
Alignment
Paths: Chaos, Curses, Deceit, Fortune Reputation Criterion
Alignment Skills: Acrobatics, Crafting, +1 Each new Step in Alignment (Chaos/Xaositects) Paths
Prestidigitation, Survival Each new feat with Alignment (Chaos/Xaositects)
Ritual Weapon: Chain +1
prerequisite
Avatar: Chaos Beast (see Fantasy Craft +1 Works at the headquarters during Downtime
page 257)
Opposed Alignments: Fraternity of Abyssal Warrior, Acrobat, Adventurer, Artisan,
Order, Harmonium, Order +1 Barbarian, Bard, Corsair, Criminal, Gladiator,
Planewalker, Rogue, Tribesman, or Wild Mage Specialty
The Zactars (The +1 Each new Class Level in the chaos jester master class
Waiting Ones) +1 Each 5 skills with 1 rank

The One True Being’s every +1 Each new Language/Study


+1 Broke a legal law
need must be fulfilled. We are here
+1 Visited Limbo
to see it through. +1 Recruited someone into the Xaositects
Members of this long-forgotten faction +2 Each successfully finished Subplot for the Xaositects
believe that everything in the multiverse was +2 Owns an artifact
created for the benefit of an ultra-powerful
entity known as the One True Being which the -1 Each abiding to a legal law
gods have not yet created. Everything else, from -2 Each unsuccessfully finished Subplot for the Xaositects
the smallest shanty to the greatest palace, from
the lowliest carrion-eater to the mightiest of
aasimon , were merely filling space until this Table 5.35: The Zactars Reputation Modifiers
One True Being arrived. The Waiting Ones Reputation Criterion
are now all but forgotten in Sigil, despite the +1 Each new Step in Alignment (Chaos/Zactars) Paths
fact that their philosophy was one of the most
Each new feat with Alignment (Chaos/Zactars)
followed and entrusted of all beliefs. The faction +1
rose to great prominence under the teachings of prerequisite
factol Zactar, an obsessed and powerful cambion +1 Works at the headquarters during Downtime
marquis. He was so persuasive that Zactar +1 Guardian Specialty
renamed the congregation after himself.
+1 Recruited someone into the Zactars
Archetypes: +2 Each successfully finished Subplot for the Zactars
• Preacher: The One True Being walks +2 Owns an artifact
among us! Join me in serving it and fall
under its grace! -2 Each unsuccessfully finished Subplot for the Zactars
• Doom Prophet: The end is nigh! The One
True Being will cast down all the powers
and start anew!

Requirements: Alignment (Chaos, One


True Being)

Alignment
Paths: Chaos, Protection, Spirits

Chapter 5: Organizations 139


Chapter 6: Foes Bariaur (+ 6 XP)
Benefit: The NPC’s Type changes to
Fey Outsider, his Speed increases by 10 ft.,
The Planes are filled with various and his Strength score rises by 2. He also
creatures of wonder – beings made of purest gains Gore I (dmg 1d6 lethal; threat 19–20;
flame or dire fear. Some of these creatures are qualities: bleed), fatal falls, and improved
already known to inhabitants of the Prime stability. Do not add the Acrobatics or the
Material Plane, such as celestials, elementals, Athletics Signature Skills.
fiends, genies and all others that take great
interest in the world and affairs of mortals.
On the other hand, many creatures are Genasi, Air (+6 XP)
rarely encountered outside their native planes Benefit: The NPC gains feat (Elemental
and in most cases that is a good thing indeed. Heritage [Wind]), his Dexterity score rises by
Imagine how a single sugo would easily disrupt 2, and he also gains natural spell (Levitate).
the delicate balance of local wildlife with its
unholy presence! Fortunately, petitioners that Genasi, Earth (+11 XP)
inhabit the Outer Planes are quite capable of Benefit: The NPC gains feat (Elemental
dealing with these locals – after all they are Heritage [Earth]) and his Strength score rises
to some extent spawned from the same plane. by 2. He also gains damage reduction 2 and
Planewalkers should tread carefully on the natural spell (Pass Without Trace).
Planes.
Genasi, Fire (+6 XP)
Npc Qualities Benefit: The NPC gains feat (Elemental
The following NPC qualities are available Heritage [Fire]), his Intelligence score rises by
2, and he also gains natural spell (Scorching
in addition to those in Fantasy Craft.
Ray).

NPC Quality Descriptions Genasi, WATER (+7 XP)


Chaos Shaper (+4 XP): The NPC can Benefit: The NPC gains feat (Elemental
inherently control Limbo’s raw chaos matter (see Heritage [Water]) and his Constitution score
page 251) as a free action, even while unconscious rises by 2. He also gains aquatic II and natural
or asleep. While not concentrating, the NPC spell (Create Water).
uses Wisdom score instead of Intelligence
to determine the area and type of terrain
generated. Also, he may craft karach items (see Githyanki (+9 XP)
pages 76 and 78) from this chaos matter. Benefit: The NPC’s Intelligence score
Class Ability (Varies): The NPC gains rises by 2 and he gains natural spell (Teleport
a master class ability. The ability’s XP value II).
is determined by the Class Level at which it
becomes available and multiplying it by 1.5 Githzerai (+8 XP)
(round up). Benefit: The NPC’s Dexterity score
Epic (+25 XP per grade): The NPC is rises by 2. He also gains always ready and spell
greater than life, requiring a successfully finished defense II.
Subplot per grade before encountered.
Nathri (+6 XP)
Rogue Templates Benefit: The NPC’s Size decreases to
The NPCs in the Fantasy Craft Rogues Small and his Strength score rises by 2. He
Gallery are, by default, human. To shift their also gains Gore I (dmg 1d4 lethal + sickening
Species, simply add one of the following poison; threat 19–20; qualities: bleed;
upgrades: venomous).
templates.

Aasimar (+8 XP) Rogue Modron (+10 XP)


Benefit: The NPC’s Type changes
Benefit: The NPC gains Outsider Type
to Construct Outsider and his Defense,
and his Wisdom rises by 2. He also gains damage
Health and Resilience each increase by 1
defiance (cold, fire), and feat (Angelic Heritage).
grade. However, his Charisma decreases by
2, and he gains Achilles heel (electrical), banned

Planescraft (First PLAYTEST) 140


action (Ride, Swim), critical hesitation, and damage Prime Material Plane, Negative Energy, and
reduction 2. Positive Energy Planes. They have milky
white skin and silvery hair and eyes.
Rogue Nethling (+14 XP) Planetars are a powerful group of
Benefit: The NPC’s Type changes to beneficent outsiders who serve the good
Construct and he gains Achilles heel (electrical), deities. One or more will typically serve as the
devour, lumbering, shapeshifter I, and spell defense II. right hand of a minor deity, while numbers of
He also gains Squeeze I (dmg 1d10 acid; notes: planetars will attend a major deity. A planetar
Grapple benefit; upgrades: alternate damage). resembles a tall and powerful humanoid with
However, his Charisma decreases by 2. opaline skin and double wings, hairless head,
and blue glowing eyes.
Solars are the most powerful
Tiefling (+8 XP) beneficent outsiders, usually directly serving
Benefit: The NPC gains Outsider a greater deity of good and typically as his
Type and his Intelligence score rises by 2. He or her marshal, steward, etc. The skin of a
also gains damage defiance (cold), feat (Devilish solar is the color of molten copper, hair color
Heritage), and natural spell (Darkness I). is bronze, and eyes are glowing topaz. Its
form is beautiful and muscular, and the deep,
resonant voice is commanding. The wings are
Bestiary double and of a coppery gold color.
Unlike NPCs in the Fantasy Craft
Tactics: Aasimon rarely resort to
Rogues Gallery, these creatures aren’t available
violence unless they face forces of evil or
as contacts, hirelings, or followers except with
work to foil their schemes. They almost
special GM permission.
always give their foes a second chance,
allowing them to redeem and keep their lives.
Aasimar Aasimon use cold read to identify their foe’s
Aasimar are handled with a rogue motives and act accordingly to their ability to
template (see page 140). Species feats can be applied judge others, which is almost flawless.
for additional archetypes, such as wild blood.
Agathinon (Medium Outsider
Aasimon Spirit Walker – 107 XP): Str 10, Dex 12,
The aasimon are a race native to the Con 10, Int 12, Wis 14, Cha 14; SZ M (1x1,
Upper Planes. Aasimon neither lie, cheat, Reach 1); Spd 40 ft. ground; Init VI; Atk III;
attack needlessly, nor steal, and they are Def VI; Res III; Health III; Comp III; Skills:
impeccably honorable in their dealings. In this, Impress VI, Notice V, Tactics V; Qualities:
unfortunately, they are sometimes predictable attractive II, beguiling, class ability (Assassin:
and even vulnerable to manipulation. cold read 1/session), contagion immunity, damage
Agathia (singular agathinon) are the defiance (acid, cold, electrical), damage reduction
fighting forces of the Upper Planes, defend 3, devoted (Spirits III), fearless I, interests
the borders of their planes against intruders. (Alignment [Good]), shapeshifter II, spell defense I
Warriors also face each other in endless cycles Attacks/Weapons: Long sword (dmg
of “holy” wars. In its natural form, the agathion 1d12; threat 20)
is an elf-like creature with opalescent, luminous Treasure: None.
skin and eyes which actually shine.
Astral devas are principally employed in Astral Deva (Medium Outsider
the Astral Plane or on any of the Lower Planes. Flyer/Walker – 132 XP): Str 12, Dex 16,
They are tall, slender, and graceful with golden Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1,
skin and hair, amber eyes, and large white wings Reach 1); Spd 120 ft. winged flight, 60 ft.
tinted with gold. ground; Init V; Atk IV; Def V; Res VI; Health
Lights are beings of energy, appearing VI; Comp III; Skills: Impress VI, Search V;
as swirling mists of light. They often serve Qualities: Always ready, attractive II, beguiling,
temporarily as cohorts for powerful good class ability (Assassin: cold read 1/session),
characters. contagion immunity, damage defiance (acid, fire,
Monadic devas are usually employed in the heat), damage immunity (cold, electrical), damage
Ethereal and the Inner Planes. They have dark reduction 3, devoted (Life II), everlasting, fearless
brown skin, jet hair, and piercing green eyes. II, interests (Alignment [Good]), shapeshifter I,
Their wings are white with a silver sheen. spell defense IV
Movanic devas serve primarily on the Attacks/Weapons: Mace of Disruption

Chapter 6: Foes 141


(Large Mace: dmg 1d10+2 lethal; threat 20; Planetar (Large Outsider Flyer/
qualities: AP 4; essence: aligned [Good]; charm: Walker – 194 XP): Str 14, Dex 12, Con 10,
bane [Undead]), Slam I (dmg 1d6+1 lethal; Int 14, Wis 16, Cha 16; SZ L (2x2, Reach
threat 20) 2); Spd 120 ft. winged flight, 40 ft. ground;
Treasure: None. Init VI; Atk V; Def VI; Res IX; Health IX;
Comp III; Skills: Impress VIII, Notice VI,
Light (Small Outsider Spirit Flyer – Tactics IX; Qualities: Always ready, attractive
123 XP): Str 10, Dex 20, Con 10, Int 10, Wis III, beguiling, class ability (Assassin: cold read 2/
10, Cha 12; SZ S (1x1, Reach 1); Spd 120 ft. session), contagion immunity, damage defiance (fire,
winged flight; Init VIII; Atk III; Def VIII; Res heat), damage immunity (cold, electrical), damage
IV; Health IV; Comp III; Qualities: Always ready, reduction 4, devoted (Good III), everlasting,
attractive I, beguiling, class ability (Assassin: cold fearless II, interests (Alignment[Good]), natural
read 1/session), contagion immunity, damage defiance spell (Earthquake, Wish II), regeneration 4,
(acid, cold, electrical), devoted (Light II), damage shapeshifter I, spell defense V
reduction 4, fearless II, interests (Alignment[Good]), Attacks/Weapons: Large Long sword
shapeshifter I, spell defense III (dmg 2d8+2 lethal; threat 20), Slam I (dmg
Attacks/Weapons: Wrathful Strike (Slam 1d8+1 lethal; threat 20)
III: dmg 2d4 divine; threat 19–20; upgrades: Treasure: None.
alternate damage)
Treasure: None. Solar (Large Outsider Flyer/Walker
– 262 XP): Str 16, Dex 14, Con 10, Int 14,
Monadic Deva (Medium Outsider Wis 16, Cha 16; SZ L (2x2, Reach 2); Spd
Flyer/Walker – 127 XP): Str 14, Dex 12, Con 120 ft. winged flight, 50 ft. ground; Init V;
10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach Atk IV; Def V; Res X; Health X; Comp III;
1); Spd 90 ft. winged flight, 40 ft. ground; Init Skills: Impress X, Notice IX, Sense Motive IX;
VII; Atk IV; Def VII; Res IV; Health IV; Comp Qualities: Always ready, attractive IV, beguiling,
III; Skills: Impress VI, Search V; Qualities: class ability (Assassin: cold read 2/session, Paladin:
Attractive II, class ability (Assassin: cold read 1/ lay on hands), contagion immunity, damage
session), contagion immunity, damage defiance (acid), defiance (fire, heat), damage immunity (acid, cold,
damage immunity (cold, electrical, fire, heat), damage electrical), damage reduction 5, devoted (Good
reduction 3, devoted (Light II), fearless II, interests V, Order II), everlasting, fearless II, interests
(Alignment [Good]), shapeshifter I, spell defense IV (Alignment[Good]), natural spell (Wish III),
Attacks/Weapons: Rod of Smiting (Short regeneration 7, shapeshifter I, spell defense V, tough
staff: dmg 1d6+2 subdual; threat 20; qualities: VII
double, trip; charm: bane [Construct]), Slam I Attacks/Weapons: Large Claymore (dmg
(dmg 1d6+2 lethal; threat 20) 2d8+3 lethal; threat 19-20; qualities: massive,
Treasure: None. reach +1), Large Long Bow + 30 standard
arrows (dmg 1d8 lethal; threat 19–20; range
Movanic Deva (Medium Outsider 40 ft. x 6; qualities: AP 4), Slam I (dmg
Flyer/Walker – 128 XP): Str 12, Dex 14, Con 1d8+3 lethal; threat 20)
10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach Treasure: None.
1); Spd 80 ft. winged flight, 30 ft. ground; Init
VI; Atk IV; Def VI; Res III; Health III; Comp Abyssal Ants
III; Skills: Impress VI, Search V, Spellcasting II; This vicious giant vermin hails from
Spells: Elemental Shield, Fireball I; Qualities: the Abyss. A typical nest may contain as
Always ready, attractive II, beguiling, class ability many as 300 workers / warriors and a single
(Assassin: cold read 1/session), contagion immunity, queen. The worker/warriors defend the queen
damage defiance (acid, fire, heat), damage immunity and colony, gather food, attend the eggs and
(cold, electrical), damage reduction 3, devoted larvae and establish the ecosystem.
(Protection II), fearless II, interests (Alignment Queens appear as a huge, bloated
[Good]), regeneration 2, shapeshifter I, spell defense version of the normal Abyssal ants. They have
II, spell reflection no stinger.
Attacks/Weapons: Flame Tongue (Large Long Workers / warriors resemble dog-sized
sword: dmg 2d8+1 fire; threat 20; essence: exotic ants with piebald coloration of putrid pink
damage [Fire]), Slam I (dmg 1d6+1 lethal; threat and fish-belly white.
20) Tactics: Workers also act as warriors,
Treasure: None. and vice-versa, so they exploit the fact that
most opponents underestimate their fighting

Planescraft (First PLAYTEST) 142


capabilities. Although intelligent, they act as a items antithetical to the domain of death.
horde and will defend their colony fearlessly. They are gaunt, hairless humanoids with gray,
Before closing in melee or if they’re unable to scaly skin, and smoldering eyes. Huge, batlike
approach, they will rely on Acidic Spit, ignoring wings spread from their back, and their arms
the possibility that they will hit their own kind end in adamantine talons.
in the flurry of battle. Tactics: Apollyons are efficient killers,
for their primary purpose is a high death
Queen (Large Beast Outsider Walker toll. An apollyon generally opens with its
– 37 XP): Str 10, Dex 10, Con 10, Int 10, Wis death gaze, and then rips targets apart with
10, Cha 10; SZ L (1x2, Reach 1); Spd 10 ft. its devastating claws and bite. Apollyons do
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: 18-
20), 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: 18-
20), Gore I (dmg 1d4 lethal
+ necrotic poison; threat: 18-
20; 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
“Animal lord” is a
monster template, which may
be applied to any animal (see
page 223).

Apollyon
Apollyons serve as
messengers of death deities and
guardians of their realms. Their
tasks involve assisting priests of
death and guarding or destroy

Chapter 6: Foes 143


not seem to enjoy battle, and take no joy in by the time an angry fiend gets past the
inflicting pain. They simply dispatch the living bodyguards.
in the fastest possible manner.
Arcane (Large Outsider Walker – 64
Apollyon (Large Outsider Flyer/ XP): Str 10, Dex 10, Con 10, Int 14, Wis
Walker – 76 XP): Str 10, Dex 10, Con 10, Int 14, Cha 14; SZ L (2x2, Reach 2); Spd 30 ft.
10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd ground; Init II; Atk III; Def II; Res V; Health
50 ft. winged flight, 30 ft. ground; Init II; Atk V; V; Comp III; Skills: Haggle IX; Qualities:
Def II; Res IX; Health IX; Comp III; Qualities: Damage reduction 2, interests (Alignment
Damage reduction 2, tough I [Order]), invisibility, natural spell (Dimension
Attacks/Weapons: Bite I (dmg 1d10 lethal Door), spell defense II
+ necrotic poison; threat 18–20; upgrades: Attacks/Weapons: Large Dagger (dmg
venomous), Claw I × 2 (dmg 1d8 lethal; threat 1d8 lethal; threat 19-20; qualities: bleed, hurl)
20; upgrades: bleed), Death gaze (divine damage Treasure: 1C, 1L
attack IV: 50 ft. gaze; dmg 1d10 divine per
2 TL, Ref DC 25 for 1/2 damage; upgrades: Archons
alternate damage) The petitioners of Mount Celestia,
Treasure: None. archons have charged themselves with the
protection of the plane and all those who are
Arcadian Pony innocent or free of evil within its breathtaking
A strong, thick-bodied pony from vistas.
the plane of Arcadia, this beast has a light Hound archons are powerfully muscled
green hide and ears like a rabbit. A single, humans who have canine heads. The hounds
long tentacle grows from its chest, just at the are the guardians of the first and second
breastbone; the tentacle can hold a torch, layers, and they command the lantern
helping the pony to find its way in the darkness. archons in the defense of Mount Celestia.
Arcadian ponies will not carry riders, although
They mostly inhabit the first and second layer
they will pull carts and cabs.
Tactics: Arcadian ponies shy from and know the paths up and down the Mount.
combat although they have been known to Lanterns, lowest of archons, appear as
inflict serious injuries with their tentacles. floating balls of light. They are the equivalent
of the infantry in prime material armies.
Arcadian Pony (Large Animal Walker Swords appear as humans with wings in
– 45 XP): Str 10, Dex 14, Con 10, Int 3, Wis place of arms. Their hair is silvery, and their
10, Cha 4; SZ L (1x2, Reach 1); Spd 40 ft. eyes glow with inner light. They wear collars,
ground (Run 200 ft.); Init III; Atk III; Def III; leg greaves, and breastplates. Sword archons
Res V; Health V; Comp III; Skills: Notice VI; destroy the fiends who seek to destroy Mount
Qualities: Damage reduction 1, improved sense Celestia and its inhabitants. They also carry
(hearing), superior runner I, superior traveler III the messages of the tome archons to all layers
Attacks/Weapons: Kick I (dmg 1d6 lethal; of Mount Celestia.
threat 20), Tentacle Slap I (dmg 1d10 lethal; Thrones are metal-clad humans, with
threat 20; qualities: reach +1)
golden skin and fair hair. They avoid combat
Treasure: None.
whenever they can, instead sending their
minions forth to fight their battles. Throne
Arcane archons rule towns of Mount Celestia.
The arcane are a race of traders and
Tomes, the rulers of the seven layers,
merchants who travel the planes in search of
look like winged humans with hawk heads.
business. They’re tall lanky blue-skinned giants
They despise fighting personally, though
with long thin faces and spidery delicate hands.
with the tomes it’s also a matter of global
They have a strange reluctance to enter Sigil
prudence, as opposed to purely personal.
and avoid it at all costs.
Since there are only seven known tomes, their
Tactics: Arcane aren’t’ much for a
deaths would spell disaster for the archon
fight; they loathe physical conflict an avoid it
hierarchy.
whenever possible. Despite their extraordinary
height, they’re not good fighters; an arcane’s Trumpets resemble winged elves, save
only marginally stronger than a stout human that trumpets are even more fair. They are
and no match for an ogre or fiend in physical archons of resurrection and song, whose
strength. Course, an arcane’ll be long gone duty is to guide petitioners called back to

Planescraft (First PLAYTEST) 144


the Prime by magic or miracle. They’re revered Treasure: None.
because of their power over life and because
they risk eternal oblivion on every journey they Throne (Large Outsider Flyer/
make. Walker – 109 XP): Str 10, Dex 12, Con 10,
Wardens are best described as hulking Int 12, Wis 12, Cha 12; SZ L (2x2, Reach
humans with grizzly-bear heads. They guard the 2); Spd 90 ft. winged flight, 40 ft. ground;
Init VIII; Atk VI; Def VIII; Res VI; Health
portals between the layers.
VI; Comp III; Qualities: Damage reduction 5,
Tactics: Archons will not enter combat
darkvision I, devoted (Good V, Order III), fearless
unless there’s evil to be crushed or an innocent
I, interests (Alignment [Good, Order]), natural
being suffers at the hands of oppressors. They
spell (Protection from Alignment, Teleport II), spell
always use Protection from Alignment at the
defense III, tough I
start of combat followed by other buffing spells
Attacks/Weapons: Vorpal Sword (Large
if available. They immediately try to alert any
Long sword: dmg 2d8 lethal; threat 20;
nearby archons and use Teleport II to summon
upgrades: bleed; charm: greater damage bonus)
help.
Treasure: None.
Hound (Medium Outsider Walker –
Tome (Large Outsider Flyer/Walker
71 XP): Str 10, Dex 14, Con 10, Int 8, Wis 10,
– 152 XP): Str 10, Dex 12, Con 10, Int
Cha 8; SZ M (1x1, Reach 1); Spd 40 ft. ground;
14, Wis 14, Cha 14; SZ L (2x2, Reach 2);
Init VI; Atk V; Def VI; Res III; Health III; Comp
Spd 50 ft. winged flight, 40 ft. ground; Init
III; Qualities: Damage reduction 2, darkvision
IV; Atk I; Def IV; Res X; Health X; Comp
I, fearless I, interests (Alignment [Good, Order]),
III; Qualities: Cagey I, damage reduction 4,
natural spell (Protection from Alignment, Teleport II),
darkvision I, devoted (Good V, Order IV), fearless
shapeshifter I, spell defense I, telepathic
I, interests (Alignment [Good, Order]), natural
Attacks/Weapons: Bite I (dmg 1d8 lethal;
spell (Protection from Alignment, Teleport II), spell
threat 18-20), Slam I × 2 (dmg 1d6 lethal;
defense IV, tough IV
threat 20), Long Bow + 30 standard arrows
Attacks/Weapons: Light Ray (divine
(dmg 1d6 lethal; threat 19–20; range 40 ft. x 6;
damage attack IV: 60 ft. ray; dmg 1d10
qualities: AP 4)
divine per 2 TL, Ref DC 25 for 1/2 damage;
Treasure: None.
upgrades: alternate damage)
Treasure: None.
Lantern (Small Outsider Spirit Flyer –
67 XP): Str 10, Dex 14, Con 10, Int 6, Wis 10,
Trumpet (Medium Outsider Flyer/
Cha 6; SZ S (1x1, Reach 1); Spd 60 ft. winged
Walker – 85 XP): Str 10, Dex 10, Con 10,
flight; Init V; Atk I; Def V; Res IV; Health
Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
IV; Comp III; Qualities: Condition immunity
1); Spd 60 ft. winged flight, 30 ft. ground;
(paralyzed), damage defiance (Blunt weapons,
Init VII; Atk III; Def VII; Res V; Health
Edged weapons, Natural attacks, Ranged weapons),
V; Comp III; Qualities: Damage reduction 4,
damage reduction 1, darkvision I, fearless I, interests
darkvision I, devoted (Good V, Order III), fearless
(Alignment [Good, Order]), natural spell (Protection
I, interests (Alignment [Good, Order]), natural
from Alignment, Teleport II)
spell (Protection from Alignment, Teleport II), spell
Attacks/Weapons: Light Ray (divine
defense II
damage attack II: 20 ft. ray; dmg 1d6 divine
Attacks/Weapons: Silver Trumpet (Long
per 2 TL, Ref DC 15 for 1/2 damage; upgrades:
sword: dmg 1d12; threat 20; charm: lesser
alternate damage)
accuracy bonus)
Treasure: None.
Treasure: None.
Sword (Large Outsider Flyer/Walker
Warden (Large Outsider Walker
– 82 XP): Str 10, Dex 14, Con 10, Int 10, Wis
– 76 XP): Str 10, Dex 10, Con 10, Int 10,
10, Cha 10; SZ L (2x2, Reach 2); Spd 50 ft.
Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd
winged flight, 40 ft. ground; Init VIII; Atk V;
40 ft. ground; Init VIII; Atk V; Def VIII;
Def VIII; Res V; Health V; Comp III; Qualities:
Res IV; Health IV; Comp III; Qualities:
Charge attack, damage reduction 4, darkvision I,
Always ready, damage reduction 3, darkvision
fearless I, interests (Alignment [Good, Order]),
I, devoted (Protection III), fearless I, grappler,
natural spell (Protection from Alignment, Teleport II),
interests (Alignment [Good, Order]), natural spell
spell defense II, swift attack 2
(Protection from Alignment, Teleport II), spell
Attacks/Weapons: Bite I (dmg 1d10 lethal;
defense I
threat 18-20)

Chapter 6: Foes 145


Attacks/Weapons: Bite I (dmg 1d10 lethal; are unsuccessful. If unable to escape, they
threat 18-20), Slam I × 2 (dmg 1d8 lethal; will try to summon aid, then quickly utilize
threat 20; upgrades: grab), Squeeze I (dmg 1d12 Mirror Images and other defensive spells.
subdual; notes: Grapple benefit)
Treasure: None. Asperim (Small Outsider Walker
– 39 XP): Str 10, Dex 16, Con 10, Int 12,
Asperim Wis 12, Cha 12; SZ S (1x1, Reach 1); Spd
Asperim, natives of Baator, are relatives 20 ft. ground; Init I; Atk IV; Def I; Res III;
of imps. They have a particularly bizarre sense Health III; Comp III; Skills: Spellcasting
of humor, delighting in crude practical jokes and VII: Spells: Teleport I, Silence, Disguise Self,
malicious pranks. An asperim is a squat, green Project Presence, Mirror Images, Slow, Glyph
creature resembling a cross between a dwarf and of Protection I; Qualities: Interests (Alignment
a giant frog with long, pointed ears. Asperim [Evil, Order]), invisibility, natural spell (Call
are so annoying that baatezu avoid them, even from Beyond I), spell defense III
others of their own kind. As a result, asperim Attacks/Weapons: -
have been forced to locate on the outermost Treasure: 6L, 2M
circles of Baator.
Tactics: Asperim dislike physical combat, Astral Dreadnought
and will generally teleport away if their pranks 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),

Planescraft (First PLAYTEST) 146


Pincer × 2 (Claw V: dmg 3d10 lethal; threat 18- Baatezu
20; upgrades: grab), Frightful Glare (frightening Baatezu (or devils as mortals call
attack III: 60 ft. gaze; Will DC 20 or become them), are a strong, evil-tempered, well-
frightened for 3d6 rounds) organized race of fiends native to Baator. In
Treasure: None. their rigid caste system, authority derives
not only from power but from station.
Asura The baatezu pursue two obsessive goals
Asuras are found throughout the Upper – annihilate the tanar’ri and corrupt the
Planes, serving various powers as messengers mortals.
and heralds with a righteous zealotry. They Abishai are a race of scaly reptilian
may serve as the voices of knowledge, sharing baatezu with leathery wings and a barbed
wisdom that guides mortal oracles and mystics. tail. Most serve Tiamat and are common
Noble warriors they have birdlike ruby talons on Avernus and Dis, the first two layers of
for feet and wings of brightly burning flame, Baator.
marble – white flesh and their eyes are orbs of Amnizu dwell primarily on Stygia, the
purest fire. fifth plane of Baator where they guard the
Tactics: Asuras rely on their great flying river Styx. They are gruesome and unseemly:
speed and spells to incapacitate foes before short with elongated, bald heads, stubby legs
resorting to use of their flaming sword. and arms, and large, leathery wings. The
amnizu enjoy a nobility of sorts. They follow
Asura (Medium Outsider Flyer/Walker orders only because of their desire to advance
– 103 XP): Str 10, Dex 14, Con 10, Int 14, and their fear of the pit fiends.
Wis 16, Cha 14; SZ M (1x1, Reach 1); Spd 90 Barbazu are the vilest soldiers in
ft. winged flight, 30 ft. ground; Init VII; Atk V; Baator, employed in large numbers as elite
Def VII; Res III; Health III; Comp III; Qualities: shock troops. A barbazu is a foul, scaly
Damage reduction 3, devoted (Life III, Fire I), humanoid creature with a long tail, clawed
fearless II, fearsome, interests (Alignment [Chaos, hands and feet, pointed ears, and a snaky,
Good]), natural spell (True Seeing), shapeshifter I, disgusting beard. The barbazu are the most
spell defense II violent baatezu, taking advantage of any
Attacks/Weapons: Talon III × 2 (dmg 2d6 excuse to attack.
lethal; threat 20), Flame Tongue (Long Sword: Cornugons are elite defense forces. They
dmg 2d8 fire; threat 20; essence: exotic damage look frightening - only vaguely humanoid,
[fire]) and covered with grotesque scales. Their huge
Treasure: None. wings and snaking, prehensile tail add to
their intimidating demeanor. In combat they
Aurumvorax favor a long barbed whip. They are fearless
The aurumvorax, or golden gorger, is fighters, rarely retreating from combat even
mean, vicious, and always hungry. Despite its against overwhelming odds.
small, badger-like size and shape, it’s heavy Erinyes are female, but can appear as
as its flesh is very dense. An aurumvorax has men, and always the most perfect physical
a golden coat and its 8 legs are tipped with specimens. They cannot, however, pass for
copper-colored claws. mortals, for their huge, feathery wings reveal
Tactics: When attacking, it scuttles forth them. Cunning and evil, they have the special
from its burrow, locks its teeth into the victim, duty among the baatezu of tempting mortals.
and brings its clawed legs into play. Erinyes prefer to use powers rather than fight
physically.
Aurumvorax (Small Animal Walker/ Gelugons, the guardians of Cania, are
Burrower – 77 XP): Str 10, Dex 10, Con 10, second in power and station only to the pit
Int 1, Wis 10, Cha 4; SZ S (1x1, Reach 1); Spd fiends. They have insectlike bodies, with
30 ft. ground, 10 ft. burrow; Init IV; Atk VII; multifaceted eyes and a thick tail with razor-
Def IV; Res V; Health V; Comp -; Skills: Notice sharp spikes.
V; Qualities: Charge attack, contagion immunity, Hamatula are solitary guardians and
damage defiance (Blunt weapons), damage immunity patrollers of the third and fourth layers
(fire), damage reduction 3, fearless II, grappler, rend of Baator. They resemble large monstrous
Attacks/Weapons: Bite I (dmg 1d6 lethal; humanoids, covered from head to toe with
threat 18-20; upgrades: grab), Claw I × 8 (dmg sharp barbs. They rarely use weapons in
1d4 lethal; threat 20) combat, preferring their natural weapons
Treasure: 6C instead.

Chapter 6: Foes 147


Kocrachons are loathsome, beetlelike nature requires them to return favor to the
fiends, with heady eyes staring out from beneath summoned aiding baatezu.
their enameled carapaces. The kocrachon would
far rather flee than fight, for its job is to cause Amnizu (Medium Outsider Flyer/
pain and extract information rather than to Walker – 114 XP): Str 10, Dex 12, Con 10,
serve as militia. However, when backed into a Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
corner, this baatezu is just as deadly as any of its 1); Spd 40 ft. winged flight, 20 ft. ground;
brethren. Init VI; Atk IV; Def VI; Res IV; Health
Lemures, the lowliest denizens of Baator, IV; Comp III; Skills: Intimidate VI, Sense
are grotesque, disfigured blobs of molten flesh, Motive VI; Qualities: contagion immunity,
with a vaguely humanoid torso and head. Unless damage defiance (cold), damage immunity (fire,
ordered otherwise, lemures relentlessly attack heat), damage reduction 3, darkvision I, interests
anything except another baatezu, regardless of (Alignment [Evil, Order]), natural spell (Call
danger. from Beyond III, Fireball II), spell defense III,
Mezzikim are the tortured souls of baatezu telepathic
in Hell, banished to the Prime Material Plane Attacks/Weapons: Forgetful Thoughts
after 666 nights of torture. They appear as (baffling attack III: Will DC 20 or become
a bestial-looking devil with scales, claws and baffled for 3d6 rounds; upgrades: supernatural
wings. attack (Slam)), Wrathful Strike (Slam I: dmg
Nupperibos are misshapen, damned beings 1d6 divine; threat 20; upgrades: alternate
who are blind, deaf and mute. Bearing a passing damage)
familiarity to the lemure and sharing many of Treasure: 2C, 2M
the same duties, the nupperibo is even more
detested by the baatezu than its lower ranked Barbazu (Medium Outsider Walker
cousin. A nupperibo is dedicated to physically – 84 XP): Str 10, Dex 12, Con 12, Int 6, Wis
harming and oppressing those creatures 10, Cha 6; SZ M (1x1, Reach 1); Spd 40 ft.
unassociated with baatezu. Needless to say, a ground; Init V; Atk VI; Def V; Res III; Health
nupperibo has no strategy or tactic other than III; Comp III; Qualities: contagion immunity,
to seek and destroy. damage defiance (cold), damage immunity (fire,
Osyluths are Baator’s militia forces and heat), damage reduction 1, darkvision I, frenzy
have power over baatezu of higher station. I, feat (Rage Basics), interests (Alignment [Evil,
They roam the layers and observe the actions of Order]), natural spell (Call from Beyond II,
other baatezu, ensuring that they act properly. Command I), spell defense II, telepathic
Oslyuths resemble dried, rotting humanoid Attacks/Weapons: Claw I × 2 (dmg
husks with a large scorpionlike tail. 1d6 lethal; threat 20), Filthy Beard (Gore
Pit fiends are the most terrible baatezu, I: dmg 1d6 lethal + anthrax; threat: 19-20;
giant winged humanoids, gargoylish in qualities: bleed; upgrades: diseased), Frightful
appearance, with huge bat-wings that wrap Caress (frightening attack II: Will DC 15 or
around their body in defense, large fangs that become frightened for 2d6 rounds; upgrades:
drip with vile, green liquid, and hulking red, supernatural attack (Claw)), Glaive (dmg 1d8
scaly bodies that burst in flame when they are lethal; threat 19-20; qualities: keen 4, reach
agitated. Wherever they are, pit fiends wield +1; upgrades: bleed)
enormous power - They lead legions of dozens Treasure: None.
of complete armies.
Spinagons serve as messengers and lackeys Black Abishai (Large Outsider Flyer/
for more powerful baatezu, which includes just Walker – 81 XP): Str 14, Dex 10, Con 10,
about all of them. They look like gargoyles – Int 10, Wis 10, Cha 10; SZ L (2x2, Reach
small humanoids with wings and a spiked tail. 2); Spd 30 ft. winged flight, 30 ft. ground;
Spinagons avoid combat, preferring to flee and Init VI; Atk V; Def VI; Res IV; Health IV;
alert more powerful baatezu. Comp III; Qualities: Achilles heel (divine),
Tactics: Baatezu are extremely intelligent contagion immunity, damage defiance (cold),
opponents, who always have a “plan B” damage immunity (fire, heat), damage reduction
prepared. Most powerful members have even 2, darkvision I, fearsome, interests (Alignment
more alternate plans laid out. Although capable [Evil, Order]), natural spell (Call from Beyond
fighters, they put emphasis on deception, II, Disguise Self), regeneration 1, spell defense II,
trickery, and tactics above all else. They use Call telepathic
from Beyond freely in Blood War and in a life Attacks/Weapons: Claw I × 2 (dmg
or death situation, since their highly ordered 1d8+2 lethal; threat 20; upgrades: grab),

Planescraft (First PLAYTEST) 148


Tail Slap I (dmg 1d10+2 lethal + lethal (frightening attack I: 60 ft. gaze; Will DC 10
poison; threat 20; qualities: reach +1; upgrades: or become frightened for 1d6 rounds), Stiletto
venomous), Large Halberd (dmg 2d6+2 lethal; (1d4 lethal; threat 18-20; qualities: AP 8,
threat 19-20; qualities: AP 4, reach +1) finesse)
Treasure: None. Treasure: None.

Blue Abishai (Medium Outsider Flyer/ Gelugon (Large Outsider Walker


Walker – 82 XP): Str 14, Dex 12, Con 12, – 151 XP): Str 14, Dex 12, Con 10, Int 14,
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd
Spd 40 ft. winged flight, 40 ft. ground; Init VI; 40 ft. ground; Init VI; Atk VI; Def VI; Res
Atk V; Def VI; Res III; Health III; Comp III; VI; Health VI; Comp III; Skills: Bluff V,
Qualities: Achilles heel (divine), contagion immunity, Intimidate VIII; Qualities: Contagion immunity,
damage defiance (cold), damage immunity (fire, heat), damage defiance (fire, heat), damage immunity
damage reduction 2, darkvision I, fearsome, interests (cold), damage reduction 4, darkvision II,
(Alignment [Evil, Order]), natural spell (Call from fearsome, fearless I, frenzy I, interests (Alignment
Beyond II, Disguise Self), regeneration 1, spell defense [Evil, Order]), natural spell (Call from Beyond V,
I, telepathic Wall of Ice), regeneration 2, shapeshifter I, spell
Attacks/Weapons: Claw I × 2 (dmg 1d8+2 defense III, telepathic
lethal; threat 20; upgrades: grab), Tail Slap I Attacks/Weapons: Bite I (dmg 1d10+2
(dmg 1d10+2 lethal + lethal poison; threat 20; lethal; threat 18-20), Claw I × 2 (dmg
qualities: reach +1; upgrades: venomous), Trident 1d8+2 lethal; threat 20), Large Boar Spear
(dmg 1d8+2 lethal; threat 19-20; qualities: hook, (dmg 1d10+2 cold; threat 19–20; qualities:
hurl) guard +1, reach +1; essence: exotic damage
Treasure: None. [cold]), Numbing Cold (paralyzing attack
I: Will DC 10 or become paralyzed for 1d6
Cornugon (Large Outsider Flyer/ rounds; upgrades: supernatural attack (Tail
Walker – 127 XP): Str 14, Dex 10, Con 10, Slap)), Tail Slap I (dmg 1d10+2 lethal; threat
Int 12, Wis 12, Cha 12; SZ L (2x2, Reach 2); 20; qualities: reach +1; upgrades: bleed)
Spd 50 ft. winged flight, 30 ft. ground; Init Treasure: 5C, 2L, 3M
VII; Atk V; Def VII; Res V; Health V; Comp
III; Skills: Bluff V, Intimidate VII; Qualities: Green Abishai (Medium Outsider
Contagion immunity, Damage defiance (cold), damage Flyer/Walker – 73 XP): Str 14, Dex 10,
immunity (fire, heat), damage reduction 4, darkvision Con 10, Int 10, Wis 10, Cha 10; SZ M
I, fearsome, frenzy I, interests (Alignment [Evil, (1x1, Reach 1); Spd 40 ft. winged flight, 30
Order]), natural spell (Call from Beyond III, Wall of ft. ground; Init VI; Atk V; Def VI; Res III;
Fire), regeneration 2, spell defense III, telepathic Health III; Comp III; Qualities: Achilles heel
Attacks/Weapons: Bite I (dmg 1d10+2 (divine), contagion immunity, damage defiance
lethal; threat 18-20), Claw I × 2 (dmg 1d8+2 (cold), damage immunity (fire, heat), damage
lethal; threat 20), Tail Slap I (dmg 1d10+2 reduction 2, darkvision I, fearsome, interests
lethal; threat 20; qualities: reach +1; upgrades: (Alignment [Evil, Order]), natural spell (Call
bleed), Large Barwhip (dmg 1d10+2 lethal; from Beyond II, Disguise Self), regeneration 1,
threat 19–20; qualities: AP 2, reach +1) spell defense I, telepathic
Treasure: None. Attacks/Weapons: Claw I × 2 (dmg
1d8+2 lethal; threat 20; upgrades: grab), Tail
Erinyes (Medium Outsider Flyer/ Slap I (dmg 1d10+2 lethal + lethal poison;
Walker – 122 XP): Str 10, Dex 12, Con 12, threat 20; qualities: reach +1; upgrades:
Int 12, Wis 12, Cha 16; SZ M (1x1, Reach 1); venomous), Glaive (dmg 1d8+2 lethal; threat
Spd 60 ft. winged flight, 30 ft. ground; Init VI; 19-20; qualities: keen 4, reach +1)
Atk IV; Def VI; Res III; Health III; Comp III; Treasure: None.
Skills: Bluff VII, Impress VII, Sense Motive
VII, Spellcasting II; Spells: Call from Beyond Hamatula (Medium Outsider
II, Tongues I; Qualities: Attractive II, beguiling, Walker – 90 XP): Str 10, Dex 10, Con 10,
contagion immunity, damage defiance (cold), damage Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
immunity (fire, heat), damage reduction 2, darkvision 1); Spd 30 ft. ground; Init VII; Atk VI; Def
I, interests (Alignment [Evil, Order]), natural spell VII; Res III; Health III; Comp III; Skills:
(Charm Person V, Geas), shapeshifter I, spell defense Notice V; Qualities: Contagion immunity,
II, telepathic damage defiance (cold), damage immunity (fire,
Attacks/Weapons: Frightful Glare heat), damage reduction 3, darkvision I, fearless

Chapter 6: Foes 149


II, interests (Alignment [Evil, Order]), natural – 52 XP): Str 10, Dex 10, Con 10, Int 1, Wis
spell (Call from Beyond III), rend, spell defense II, 6, Cha 3; SZ M (1x1, Reach 1); Spd 20 ft.
telepathic ground; Init III; Atk I; Def III; Res III; Health
Attacks/Weapons: Bite I (dmg 1d8 lethal; III; Comp III; Qualities: Achilles heel (divine),
threat 18-20), Claw I × 2 (dmg 1d6 lethal; condition immunity (baffled), contagion immunity,
threat 20), Frightful Caress (frightening attack I: damage defiance (cold), damage immunity (fire,
Will DC 10 or become frightened for 1d6 rounds; heat), damage reduction 1, darkvision I, fearless
upgrades: supernatural attack (Claw)) II, interests (Alignment [Evil, Order]), lumbering,
Treasure: None. regeneration 1, swarm
Attacks/Weapons: Claw I × 2 (dmg 1d6
Kocrachon (Medium Outsider Flyer/ lethal; threat 20)
Walker – 96 XP): Str 10, Dex 10, Con 12, Int Treasure: None.
10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd
30 ft. winged flight, 30 ft. ground; Init VII; Osyluth (Large Outsider Walker –
Atk VI; Def VII; Res III; Health III; Comp III; 104 XP): Str 10, Dex 14, Con 10, Int 10,
Skills: Intimidate VII, Medicine VII; Qualities: Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd
contagion immunity, Damage immunity (cold, fire, 30 ft. ground; Init VI; Atk V; Def VI; Res IV;
heat, stress), damage reduction 2, darkvision I, feat Health IV; Comp III; Skills: Intimidate V,
(Glint of Madness), interests (Alignment [Evil, Notice VI, Search VII; Qualities: Contagion
Order]), spell defense II, treacherous immunity, damage defiance (cold), damage
Attacks/Weapons: Bite I (dmg 1d8 lethal; immunity (fire, heat), damage reduction 2,
threat 18-20), Claw I × 2 (dmg 1d6 lethal; darkvision II, fearsome, interests (Alignment [Evil,
threat 20), Razor × 2 (dmg 1d6 stress; threat Order]), natural spell (Call from Beyond IV, Wall
19-20; qualities: bleed, finesse) of Ice), spell defense II, telepathic
Treasure: None. Attacks/Weapons: Bite I (dmg 1d10
lethal; threat 18-20), Claw I × 2 (dmg 1d8
Lemure (Medium Outsider Walker lethal; threat 20), Tail Slap I (dmg 1d10 lethal
– 50 XP): Str 10, Dex 10, Con 10, Int 4, Wis + weakening poison; threat 20; qualities:
8, Cha 4; SZ M (1x1, Reach 1); Spd 10 ft. reach +1; upgrades: venomous)
ground; Init V; Atk I; Def V; Res III; Health Treasure: None.
III; Comp III; Qualities: Achilles heel (divine),
condition immunity (baffled), contagion immunity, Pit Fiend (Large Outsider Flyer/
damage defiance (cold), damage immunity (fire, heat), Walker – 159 XP): Str 14, Dex 10, Con 10,
damage reduction 1, darkvision I, fearless II, interests Int 14, Wis 14, Cha 14; SZ L (2x2, Reach
(Alignment [Evil, Order]), lumbering, regeneration 1, 2); Spd 60 ft. winged flight, 40 ft. ground;
shambling, swarm Init VI; Atk VII; Def VI; Res VIII; Health
Attacks/Weapons: Claw I (dmg 1d6 lethal; VIII; Comp III; Skills: Bluff VII, Intimidate
threat 20) IX; Qualities: Contagion immunity, damage
Treasure: None. defiance (cold), damage immunity (fire, heat),
damage reduction 4, darkvision I, fearless II,
Mezzikim (Medium Outsider Spirit fearsome, frenzy II, interests (Alignment [Evil,
Flyer/Walker – 73 XP): Str 14, Dex 10, Con Order]), natural spell (Wish III), shapeshifter I,
10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach regeneration 2, spell defense III, telepathic
1); Spd 60 ft. winged flight, 30 ft. ground; Init Attacks/Weapons: Bite I (dmg 1d10+2
VI; Atk V; Def VI; Res IV; Health IV; Comp III; lethal + lethal poison; threat 18-20; upgrades:
Skills: Bluff IV, Intimidate V; Qualities: damage venomous), Claw I × 2 (dmg 1d8+2 lethal;
defiance (cold), damage immunity (fire), darkvision threat 20), Tail Slap I (dmg 1d10 lethal +
I, interests (Alignment [Evil, Order]), spell defense I, weakening poison; threat 20; qualities: reach
telepathic +1; upgrades: venomous), Wing Talon I x2
Attacks/Weapons: Possession (attribute (dmg 1d8+2 lethal; threat 20), Large War
draining attack I: 20 ft. ray; Fort DC 10 or Club (dmg 1d10+2 lethal; threat 19-20;
suffer 1 Cha impairment), Needle Spit (lethal qualities: bleed)
damage attack I: 20 ft. ray; dmg 1d4 lethal + Treasure: 3C, 2L, 3M
necrotic poison per 2 TL, Ref DC 10 for 1/2
damage; upgrades: venomous) Red Abishai (Medium Outsider
Treasure: None. Flyer/Walker – 92 XP): Str 12, Dex 14,
Con 12, Int 10, Wis 10, Cha 10; SZ M
Nupperibo (Medium Outsider Walker (1x1, Reach 1); Spd 50 ft. winged flight, 50

Planescraft (First PLAYTEST) 150


ft. ground; Init VIII; Atk V; Def VIII; Res III; Tactics: Ba’atuns rely on their great
Health III; Comp III; Qualities: Achilles heel speed and ranged attacks in combat. Being
(divine), contagion immunity, damage defiance (cold), naturally immune to cold, they will freely use
damage immunity (fire, heat), damage reduction 2, Cone of Cold to disable their foes. They are
darkvision I, fearsome, feat (Two-Weapon Fighting), organized into squads of eight, each led by a
interests (Alignment [Evil, Order]), natural spell wing sergeant. Two squads form a flight (led
(Call from Beyond II, Disguise Self), regeneration 1, by a flight leader), and two flights make up
spell defense II, telepathic a swarm (led by a swarm leader). Sometimes
Attacks/Weapons: Claw I × 2 (dmg 1d8+1 ba’atun priests will accompany the swarm.
lethal; threat 20; upgrades: grab), Tail Slap I
(dmg 1d10+1 lethal + lethal poison; threat Ba’atun (Medium Outsider Flyer/
20; qualities: reach +1; upgrades: venomous), Walker — 92 XP): Str 10, Dex 14, Con 12,
Long knife x2 (dmg 1d6+1 lethal; threat 19-20; Int 14, Wis 14, Cha 14; SZ M (1×1, Reach
qualities: finesse, keen 4) 1); Spd 60 ft. winged flight, 30 ft. ground;
Treasure: None. Init VIII; Atk II; Def VIII; Res III; Health
III; Comp III; Qualities: Achilles heel (fire,
Spinagon (Small Outsider Flyer/ heat), damage reduction 1, damage defiance (cold),
Walker – 73 XP): Str 10, Dex 14, Con 12, Int interests (Alignment [Evil, Order]), natural spell
10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd (Cone of Cold)
50 ft. winged flight, 20 ft. ground; Init V; Atk Attacks/Weapons: Bite I (dmg 1d8
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.

Ba’atun
Ba’atuns 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.

Chapter 6: Foes 151


lethal; threat 18–20), Claw I × 2 (dmg a whole lot that can hurt them - and they
1d6 lethal; threat 20), Frightening Screech press that advantage. Other bladelings also
(frightening attack II: 60 ft. aura; Will DC 15 go immediately on the offense for another
or become frightened for 2d6 rounds), Ice Shard reason: They’re truly brave. These bladelings
(lethal damage attack I: 20 ft. ray; dmg 1d4 attack the wielders of dangerous weapons
lethal per 2 TL; Ref DC 10 for 1/2 damage) first, trying to get a measure of their enemy.
Treasure: 3C, 5L, 2M
Bladeling (Medium Folk Walker –
Bariaur 82 XP): Str 10, Dex 14, Con 10, Int 10, Wis
Bariaur are handled with a rogue 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft.
template (see page 140). Species feats can be applied ground; Init X; Atk I; Def X; Res III; Health
for additional archetypes, such as mettle-horn. III; Comp III; Qualities: Damage defiance
(cold, fire, heat), damage immunity (acid, Edged
weapons, Ranged weapons), damage reduction 5,
Bebilith interests (Alignment [Evil, Order]), spell defense I
Also known as “creepers of the Abyss” Attacks/Weapons: Slam I × 2 (dmg
and “barbed horrors,” bebiliths are huge 1d6 lethal; threat 20), Razor Storm (lethal
arachnids that roam the Abyss, preying on the damage attack II: 20 ft. beam; dmg 1d6 lethal
tanar’ri, or by some accounts punish them. per 2 TL, Ref DC 15 for 1/2 damage), Jagged
Tactics: A bebilith attacks any creature it sword (dmg 1d8 lethal; threat 20; qualities:
sees. It usually picks one target and concentrates bleed, hook)
its attacks on that opponent, using its Web to Treasure: 1C, 1L
isolate the target from its comrades. Should
the bebilith become overwhelmed by tougher
opponents, it often attempts to bite one or more Bodak
of its victims and retreats, allowing its poison to A bodak is a human who was changed
do its work. to a monster after venturing somewhere
within the Abyss where mortals were not
Bebilith (Large Outsider Walker – 98 meant to be. The evil of the human’s nature
XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, and the exposure to demonic substances
Cha 10; SZ L (2x3, Reach 2); Spd 30 ft. ground; triggered a terrible metamorphosis from man
Init VII; Atk V; Def VII; Res VII; Health VII; to bodak. The sexless bodak has dark gray,
Comp III; Qualities: Always ready, damage pearly skin. The muscular body has no hair,
reduction 4, fearless I, interests (Alignment [Chaos, and the head is long with oddly distorted
Evil]), spell defense III, telepathic features. The eyes are milky-white, vertical
Attacks/Weapons: Bite I (dmg 1d10 ovals of large size. For reasons unknown,
lethal + lethal poison; threat 18-20; upgrades: occasionally a good-aligned mortal’s mind
venomous), Claw I × 2 (dmg 1d8 lethal; threat survives the transition to bodak. This “benign
20), Rusting Touch (rusting attack V: dmg 1d12 bodak” has all the powers and abilities of a
lethal per 2 TL (metal objects only); upgrades: bodak, but the mind of the mortal it once
supernatural attack (Claw)), Web (entangling was. Such creatures usually die quickly in the
attack III: 60 ft. ray; Fort DC 20 or become Abyss.
entangled for 3d6 rounds) Tactics: Bodaks hate and attack
Treasure: None. anything they see, even creatures of obviously
greater power. They use their Death Gaze as
often as possible since they are aware of their
Bladeling weak melee capabilities.
Bladelings were once rumored to be
tieflings. These creatures live in Ocanthus, the Bodak (Medium Outsider Undead
fourth layer of Acheron, amidst the whirling Walker – 62 XP): Str 10, Dex 10, Con 12,
blades of ice and iron. Bladeling eyes glow Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
like translucent chips of glacial ice tinged with 1); Spd 20 ft. ground; Init III; Atk IV; Def III;
purple. Skin and bones protrude in the form of Res V; Health V; Comp III; Qualities: Clumsy,
sharp blades of wood and ice and steel, jutting contagion immunity, damage defiance (cold, fire,
out at all angles. heat), damage immunity (electrical), damage
Tactics: When entering combat, a reduction 2, interests (Alignment [Chaos, Evil]),
bladeling wades in hands first. Or it may opt to killing conversion, light-sensitive
wield any weapon. Bladelings are quick to leap Attacks/Weapons: Death Gaze (soul
into a fray, and there’s reason why - there’s not draining attack II: 50 ft. gaze; Fort DC 15 or

Planescraft (First PLAYTEST) 152


die (standard character), lose 1 action die and Chaos Elementals
10 max. vitality (special character)) Chaos elementals, also known as
Treasure: None. the elementals of chaos, are intelligent
creatures native to the inner planes. Each of
Burzugdur these elementals pursues its own interests
Burzugdur are lesser beings of evil that vigorously with little, if any, care for order on
often serve as companions to vile mortals. either its home plane or the Prime Material
Imps (see Fantasy Craft page 271) are very Plane.
rare on the material plane, but on the planes of Eolians are combative creatures,
Acheron and Baator they are common. seeing battles as the ultimate form of chaos.
Nalgs hail from Gray waste, Gehenna The vain eolians consider themselves chaos
and Carceri. It strives to bring woe to others personified. The homes of these creatures are
and power to itself. A nalg resembles a gaunt, vast, swirling maelstorms that catch up their
nearly skeletal humanoid with a mottled dirty belongings, constantly tossing them aloft.
pink hide. Its arms end in clawed hands, while They appear as shifting wind-beings that
its froglike legs terminate in two-toed, webbed look like heat shimmers, although they are
feet. Dull black coarse hair sparsely covers its actually cool and solid.
body. Its baleful yellow eyes glare above a foxlike Erdeens are lumpy rock beings
muzzle filled with sharp teeth. with long veins of metal and ore running
Quasits are natives of Pandemonium and throughout their bodies. Fascinated by the
the Abyss. Although their intelligence is low, chaotic instability of earth, these elementals
quasits are sly and cunning. feel amazed that so many creatures view it as
Tactics: Should a burzugdur imp be a stable element. Erdeens have been known
forced into combat, it turns to sabotage and to trap adventurers underground and engage
traps before attacking directly. In dire situations, them in bizarre discussions about the nature
it uses its natural invisibility and flees. of reality. Those who please the quixotic
elementals may go free, though what will
Nalg (Small Outsider Walker – 76 please an erdeen can be difficult to deduce.
XP): Str 10, Dex 14, Con 10, Int 6, Wis 8, Cha Pyrophors appear as flickering coals,
8; SZ S (1x1, Reach 1); Spd 20 ft. ground; Init with fingers of flame that periodically flare
V; Atk IV; Def V; Res III; Health III; Comp III; out. They move very quickly and, in the air,
Qualities: Damage immunity (cold, electrical, fire), resemble small meteors. Perhaps the most
damage reduction 1, interests (Alignment [Evil]), evil of the elementals, revel in the destructive
invisibility, natural spell (Illusionary Image I), powers of fire. They often use their abilities
regeneration 1, shapeshifter I, spell defense I, superior in malicious play.
swimmer II Undines normally look like featureless,
Attacks/Weapons: Bite I (dmg 1d6 lethal transparent snakes. They can change shape
+ blinding poison; threat 18-20; upgrades: easily, sometimes adopting a form with many
venomous), Claw I × 2 (dmg 1d4 lethal; threat tentacles to handle objects. The solitary
20), Drain Blood (life draining attack I: Fort DC undines possess a philosophy similar to that
10 or suffer 1 lethal damage per TL, the NPC of djinn: to aid those whom they consider
healing the same amount; upgrades: supernatural worthy. Little is known of the undines’ social
attack (Bite, Grapple)) structure or ultimate goals, if they have any
Treasure: 3L at all.
Tactics: Unlike elementals, these
Quasit (Tiny Outsider Walker — 74 beings do not undermine the importance of
XP): Str 10, Dex 14, Con 10, Int 6, Wis 10, tactics and generally attack their foes only
Cha 8; SZ T (1×1, Reach 1); Spd 40 ft. ground; if they are certain of their victory. Although
Init V; Atk V; Def V; Res I; Health I; Comp III; physically not on par with other elementals,
Skills: Acrobatics V, Sneak V; Qualities: Damage chaos elementals make up for that with their
immunity (cold, electrical, fire), interests (Alignment potent natural spells which are capable of
[Chaos, Evil]), invisibility, natural spell (Detect incapacitating multiple targets at once.
Magic), regeneration 1, spell defense II
Attacks/Weapons: Bite I (dmg 1d4 lethal; Eolian (Large Elemental Flyer – 78
threat 18-20), Claw I × 2 (dmg 1d3 lethal XP): Str 10, Dex 10, Con 10, Int 10, Wis
+ disorienting poison; threat 20; upgrades: 10, Cha 10; SZ L (1×2, Reach 2); Spd 90
venomous) ft. winged flight; Init VI; Atk IV; Def VI; Res
Treasure: 1M IV; Health IV; Comp II; Qualities: Achilles heel

Chapter 6: Foes 153


(electricity), damage immunity (lethal, sonic), damage by fiends, Anarchists and Xaositects as “gifts”
reduction 3, interests (Alignment [Air, Chaos]), to their enemies.
natural spell (Cloudkill, Control Weather I), spell Chaos Imp (Small Outsider Spirit
defense I Walker – 39 XP): Str 10, Dex 14, Con 10,
Attacks/Weapons: Slam I × 2 (dmg 1d8 Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1);
lethal; threat 20), Suffocation (fatiguing attack Spd 30 ft. ground; Init V; Atk III; Def V; Res
II: Fort DC 15 or become fatigued; upgrades: III; Health III; Comp III; Qualities: Damage
supernatural attack (Slam)) reduction 1, fearless II, interests (Alignment
Treasure: None. [Chaos])
Attacks/Weapons: None.
Erdeen (Large Elemental Walker – Treasure: None.
56 XP): Str 10, Dex 10, Con 10, Int 10, Wis
10, Cha 10; SZ L (2×2, Reach 2); Spd 50 ft. Chronolily
ground; Init VI; Atk IV; Def VI; Res V; Health Chronolilies are sentient flowers who
V; Comp II; Qualities: Achilles heel (sonic), damage nectar reveals images of the past (orange
reduction 3, interests (Alignment [Chaos, Earth]), petals), present (violet petals) or future
natural spell (Earthquake, Shape Stone), spell defense (yellow petals). Each chronolily has a specific
I petal color which affects its temporal scry
Attacks/Weapons: Slam II x2 (dmg 1d8 ability.
lethal; threat 19-20) Tactics: A chronolily is non-aggressive
Treasure: 6C and can take no attack action. It however has
a death throes effect which can be harmful.
Pyrophor (Medium Elemental Flyer/
Walker – 70 XP): Str 10, Dex 10, Con 10, Int Chronolily (Gargantuan Outsider
10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd Plant Immobile – 18 XP): Str 10, Dex -,
90 ft. winged flight, 30 ft. ground; Init V; Atk V; Con 10, Int 4, Wis 4, Cha 4; SZ G (10x10,
Def V; Res III; Health III; Comp II; Qualities: Reach 1); Spd 30 ft. ground; Init I; Atk I; Def
Achilles heel (cold), damage immunity (fire, heat), I; Res VI; Health VI; Comp III; Qualities:
damage reduction 2, interests (Alignment [Chaos, Death throes, natural spell (Detect Alignment)
Evil, Fire]), natural spell (Fire Storm), spell defense I Attacks/Weapons:
Attacks/Weapons: Tentacle Slap II × 2 Treasure: None.
(dmg 1d8 fire; threat 19-20; qualities: reach +1;
upgrades: alternate damage)
Treasure: None. Chulcrix
These gargantuan hunters of the Deep
Undine (Large Elemental Walker – Ethereal Plane are mercifully rare - their size
74 XP): Str 10, Dex 12, Con 10, Int 10, Wis and ferocity are more than a match for most
10, Cha 10; SZ L (1×2, Reach 2); Spd 30 ft. cutters. This gigantic worm is covered with
ground; Init IV; Atk V; Def IV; Res IV; Health black, chitinous skin that secretes glistening
IV; Comp II; Qualities: Achilles heel (fire, heat), mucous reeking of rotten meat. Its gaping
chameleon II (aquatic), damage immunity (bows, circular maw is lined with small sensory
cold, edged), damage reduction 2, improved stability, tendrils, and two pincered arms extend
interests (Alignment [Chaos, Good, Water]), natural menacingly.
spell (Chill Storm I, Create Water), regeneration 3, Tactics: A chulcrix is a fairly passive
spell defense I, superior swimmer III combatant, relying on its resilience until
Attacks/Weapons: Slam III (dmg 2d8 all foes are drawn in and devoured. It
lethal; threat 19-20), Squeeze I (dmg 1d12 often surprises foes with its speed and
lethal; notes: Grapple benefit) maneuverability when it launches itself at
Treasure: None. attackers using ranged weapons from afar.

Chulcrix (Colossal Outsider Flyer


Chaos Imp – 121 XP): Str 10, Dex 10, Con 10, Int 6,
A chaos imp is commonly confused with Wis 8, Cha 4; SZ C (4x20, Reach 4); Spd 50
mephits. They seek to escape Limbo which is ft. winged flight; Init IX; Atk V; Def IX; Res
possibly only via infesting objects and creating VIII; Health VIII; Comp III; Qualities: Cagey
chaos and confusion. I, damage reduction, interests (Alignment [Chaos,
Tactics: They are not interested in Evil]), natural spell (Teleport I), regeneration 2,
fighting someone, they just want to infest their spell defense I, telepathic, tough II
target’s gears. These pests are sometimes used Attacks/Weapons: Bite I (dmg 2d8 lethal;

Planescraft (First PLAYTEST) 154


threat 18-20; upgrades: grab), Pincer x2 (Claw I: XP): Str 10, Dex 10, Con 10, Int 12, Wis
dmg 1d12 lethal; threat 20), Paralyzing Breath 12, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft.
(paralyzing attack IV: 100 ft. cone; Will DC 25 ground; Init IV; Atk V; Def IV; Res III; Health
or become paralyzed for 4d6 rounds), Swallow III; Comp III; Qualities: Achilles heel (fire),
III (dmg 4d10 acid; notes: Grapple benefit — charge attack, damage immunity (cold), damage
Huge and smaller only) reduction 1, feat (Wolf Pack Basics), interests
Treasure: None. (Alignment [Evil]), light-sensitive, nocturnal
Attacks/Weapons: Gore IV (dmg 3d6
Colchiln lethal; threat 17-20; qualities: bleed), Claw I
The Colchiln, natives to Gray Waste, are × 2 (dmg 1d6 lethal; threat: 20), Bite I (dmg
most often found underground in mountainous 1d8 lethal; threat: 18-20), Chill of the Grave
caves that extend into the inky depths of the (soul draining attack II: Fort DC 15 or die
earth, lower level dungeons where abominable (standard character), lose 1 action die and
rites are practiced and homed non-human 10 max. vitality (special character); upgrades:
deities are worshipped. They are thus often supernatural attack (Bite, Claw, Gore))
incorporated into legions to fight subterranean Treasure: 2C, 2L, 1M
wars to which those “evil ones of the pits and
caverns” are accustomed. A colchiln is black in CORTELESTIAL
color, bipedal, with scalelike skin and lidless, A cortelestial is a four-legged heavily
bulbous white eyes. Its mouth sports no teeth, armored creature from head to tail with
but its red forked serpent’s tongue is used to tiny eyes and a wide smile. Its huge maw
sense things. functions as a portal to another plane.
Tactics: The colchiln attack with their Residents of Sigil considered it bad luck to
iron-hard claws, but have no teeth. They usually harm the creature.
try to set up an ambush. Tactics: A cortelestial is rarely actively
aggressive and hunts by mesmerizing victims
Colchiln (Medium Outsider Walker – to its jaws. Persons that succumb to its
52 XP): Str 14, Dex 12, Con 10, Int 6, Wis 6, fearsome appearance are eaten, while all others
Cha 6; SZ M (1x1, Reach 1); Spd 30 ft. ground; are transported through the portal.
Init V; Atk IV; Def V; Res III; Health III; Comp
III; Skills: Stealth V; Qualities: Damage reduction Cortelestial (Huge Outsider Walker
2, fearless II, interests (Alignment[Evil]), spell defense – 112 XP): Str 10, Dex 10, Con 12, Int 12,
I Wis 12, Cha 10; SZ H (3x4, Reach 2); Spd
Attacks/Weapons: Claw I × 2 (dmg 1d6+2 30 ft. ground; Init VII; Atk VII; Def VII; Res
lethal; threat 20) VI; Health VI; Comp III; Skills: Notice V,
Treasure: 1C, 1M Sense Motive VI; Qualities: Damage reduction
5, fearless II, fearsome, improved stability, tough II
Colfel Attacks/Weapons: Bite I (dmg 1d12
The colfel is a native of the Negative lethal; threat 18-20), Claw I × 2 (dmg 1d10
energy plane. The colfel is a large quadruped lethal; threat: 20), Bite I (dmg 1d8 lethal;
with black, slimy, furless skin that appears threat: 18-20), Swallow I (dmg 2d8 lethal;
very much like gangrenous flesh. Its eyes are notes: Grapple benefit — Large and smaller
midnight black with starwhite pupils, and the only)
nose is tipped by a pair of sharp prongs. A row Treasure: None.
of spikes runs down its knobby back.
Tactics: These creatures often compound Cranium Rat
their strength by banding together into large Individually, these creatures are little
groups. Rarely will fewer than four or five be more than clever vermin, but cranium rats
encountered. Also, they are highly intelligent, are seldom encountered singly. They’re many
and attack and react accordingly, so they are creatures and one creature all at once, as they
very dangerous monsters even when fighting possess a type of group mind. A cranium rat
vastly superior opposition. A deadly tactic they is automatically in telepathic contact with
often use is that of ganging up on just one every other such creature which allows them
member of a group of opponents, and attacking to share not just thoughts, but also brain
until this victim is dead before moving onto the capacity.
next. Tactics: While dangerous and
unpleasant, the cranium rat is not an
Colfel (Medium Outsider Walker – 63 aggressive creature. Like most vermin,

Chapter 6: Foes 155


it avoids open attacks in favor of flight or Pain. They are always working, crafting and
ambushes. Indeed, in the latter action the repairing the planar city. Tall, slender, and
cranium rat shows a cunning skill. Cranium looking like the riddles they speak, the dabus
rats usually move in packs of ten or more. They are feared by some to be the true masters of
hide in garbage or the crack of a wall until a Sigil. For others they are nothing but slaves
victim ventures close and then swarm out and that maintain Sigil’s mighty engines. Their
strike, but even then they won’t fight for long. thoughts literally fill the air when they pass,
If the victim cannot be slain or crippled in a just for the dabus’ speech is illusion shaped into
a few rounds, they break off and scatter in all pictures that mortals can then reshape into
directions, making pursuit almost impossible. sounds - the dabus communicate not by word,
The pack breaks its telepathic link with rats that but by the complicated structures of the
have fallen under another creature’s control. rebus.
With increasing Intelligence comes increasing Tactics: The dabus are not combative
powers, as shown on Table 6.1: Cranium rat creatures. They seek no battle, as destruction
abilities in pack. is not their role and purpose in life. Still, in a
city like Sigil, avoiding combat is not always
Cranium Rat (Diminutive Animal possible and the dabus will fight if they must.
Outsider Walker – 19 XP): Str 10, Dex 10, If there is a Harmonium patrol nearby, the
Con 10, Int 1, Wis 6, Cha 6; SZ D (1x1, Reach dabus will try to warn them.
1); Spd 40 ft. ground; Init I; Atk III; Def I; Res
I; Health I; Comp III; Qualities: Hive mind, Dabus (Medium Outsider Walker
interests (Alignment [Evil]), meek, swarm –36 XP): Str 10, Dex 12, Con 10, Int 12, Wis
Attacks/Weapons: Bite I (dmg 1d4 lethal; 12, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft.
threat 18-20) ground; Init II; Atk II; Def II; Res III; Health
Treasure: None. III; Comp III; Skills: Crafting VI, Notice V;
Qualities: Condition immunity (entangled)
Cursed Crimson Crawler Attacks/Weapons: Mallet (dmg 1d6
Cursed crimson crawlers are natives lethal; threat 20)
to the Baator known for their great hate and Treasure: None.
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 (1×1,
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

Dabus
Dabus are the servants of the Lady of

Planescraft (First PLAYTEST) 156


Table 6.1: Cranium rat abilities in pack
Intelligence Resilience
Pack size Health Grade Qualities XP increase
Score Grade
1-4 1 I I - -
5-9 2 II II - 2
10-14 3 III III - 4
15-19 4 IV IV - 6
20-24 5 V V Telepathic 9
25-29 6 VI VI Natural spell (any one 0 level per pack) 11
35-39 7 VII VII Natural spell (any one 1st level per pack) 14
40-44 8 VIII VIII Natural spell (any one 2 level per pack)
nd
18
Mind Blast (stunning attack I, 20 ft. cone; Will
45-49 9 IX IX 27
DC 10 or become stunned for 1d6 rounds)
50-54 10 X X Natural spell (any one 3rd level per pack) 32
55-59 11 X X Natural spell (any one 4th level per pack) 37

Mind Blast (stunning attack II, 40 ft. cone;


60-64 12 X X 45
Will DC 15 or become stunned for 2d6 rounds)

65-69 13 X and tough I X and cagey I Natural spell (any one 5th level per pack) 57

70-74 14 X and tough I X and cagey I Natural spell (any one 6th level per pack) 64

Mind Blast (stunning attack III, 60 ft. cone;


75-79 15 X and tough I X and cagey I 72
Will DC 20 or become stunned for 3d6 rounds)

80-84 16 X and tough II X and cagey II Contagion immunity 79

85-89 17 X and tough II X and cagey II Damage immunity (cold) 85

90-94 18 X and tough II X and cagey II Spell Defense I 88

95-99 19 X and tough III X and cagey III Spell Defense II 90

100 20 X and tough III X and cagey III Spell Defense IV 94

Chapter 6: Foes 157


Darklore Devete
A darklore is a wriggling mass of bluish- A devete is a blue-skinned humanoid
gray amorphous flesh with dark green veins with large eyes and a long swishing tail.
pulsing just below its body surface. Originally It roams the astral plane as if on a quest.
spawned in the first layer of the Gray Waste, Sages speculate that the quest may involve
darklores now spread throughout all the Lower returning to the racial birthplace. When in
Planes. They can steal and bestow dark and evil a clutch, devetes become xenophobic and
knowledge upon their victims, draining them malicious. They are believed to have evolved
of their intellect or perplexing them with the from the extinct kyleen from the Outlands
foulest secrets. after being infected with the chaos plague.
Tactics: Darklore is a very dangerous Tactics: Depending on how a devete
opponent, capable of fighting a whole party at is approached, literally, determines if its
once. venomous bite will be employed or not. Those
foes that cannot see further from their own
Darklore (Large Ooze Outsider Walker blade can expect to see just how dangerous a
– 97 XP): Str 10, Dex 14, Con 12, Int 10, Wis devete’s poison can be. Those that are more
10, Cha 10; SZ L (2x2, Reach 1); Spd 10 ft. prone to diplomatic ways will be attacked
ground; Init VIII; Atk VI; Def VIII; Res VI; with claws exclusively if it comes to that.
Health VI; Comp -; Qualities: Damage defiance Such is the way of devete; its tactics depend
(Edged weapons, Ranged weapons), damage reduction on how each foe approaches it.
3, interests (Alignment[Evil]), natural spell (Scrye II,
Teleport II), spell defense I Devete (Medium Outsider Walker
Attacks/Weapons: Tentacle Slap I × 6 (dmg – 68 XP): Str 10, Dex 12, Con 10, Int 10,
1d10 lethal; threat 20; qualities: reach +1), Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd
Dumbfounding Touch (attribute draining attack 30 ft. ground; Init IV; Atk IV; Def IV; Res
II: Fort DC 15 or suffer 1 Int impairment; X; Health X; Comp III; Skills: Sense Motive
upgrades: supernatural attack (Tentacle Slap)), IX; Qualities: Contagion immunity, condition
Perplexing Touch (stunning attack I: Fort save immunity (paralyzed), damage defiance (cold,
DC 10 or become stunned for 1d6 rounds; electrical, fire, heat), damage reduction 1, telepathic
upgrades: supernatural attack (Tentacle Slap)) Attacks/Weapons: Bite I (dmg 1d8 lethal
Treasure: None. + lethal poison; threat 18-20; upgrades:
venomous), Claw I × 2 (dmg 1d6 lethal; threat
Dawnspirit 20)
Dawnspirits are paragons of goodness Treasure: None.
and light from the Upper Planes. They are
believed to be the spirits of great champions Devourer
of good that perished while fighting evil. A Haunting the deep reaches of the
dawnspirit looks like a beautiful, androgynous Ethereal and Astral Planes, the creatures
humanoid that glows with a pure, white light. known as devourers have a reputation
Tactics: Dawnspirits eagerly battle evil for being among the most fearsome and
creatures, particularly fiends. A dawnspirit uses loathsome of foes. A gaunt, skeletal creature
its Purge at the beginning of any battle against of great height, it usually has a tiny figure
evil outsiders, aiding its allies in the process. trapped within what appears to be the bones
of its ribcage. This tiny figure is the life
Dawnspirit (Medium Outsider Spirit essence of devourer’s last victim. Despite
Flyer – 83 XP): Str 10, Dex 10, Con 10, Int 12, their appearance and their requirements for
Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 40 existence, they’re not undead.
ft. winged flight; Init V; Atk IV; Def V; Res V; Tactics: Even if it had no special
Health V; Comp III; Qualities: Damage reduction abilities, a devourer would be a terrible
3, interests (Alignment[Good]), natural spell (Geas, opponent, for its bony claws can flay enemies
Purge), shapeshifter I, telepathic alive.
Attacks/Weapons: Slam I × 2 (dmg 1d6
lethal; threat 20), Purifying Halo (frightening Devourer (Large Outsider Walker –
attack I: 40 ft. aura; Will DC 10 or become 86 XP): Str 10, Dex 10, Con 12, Int 12, Wis
frightened for 1d6 rounds) 12, Cha 12; SZ L (2x2, Reach 2); Spd 30 ft.
Treasure: None. ground; Init V; Atk III; Def V; Res IV; Health
IV; Comp III; Qualities: Damage reduction 3,
devour, fearless I, interests (Alignment [Evil]),

Planescraft (First PLAYTEST) 158


natural spell (Cure Wounds I, Insanity I), spell throughout the Gray Waste. They resemble
defense III huge storks with bills, human-like heads and
Attacks/Weapons: Claw II × 2 (dmg 1d8 faces, and thin, human-like arms.
lethal; threat 19-20), Chill of the Grave (soul Tactics: Diakka are sneaky, devious,
draining attack II: Fort DC 15 or die (standard and cowardly in combat. They size up prey
character), lose 1 action die and 10 max. vitality before battle, and only attack those who
(special character); upgrades: supernatural attack appear to be weaker than they. Diakka will
(Claw)), Paralyzing Ray (paralyzing attack II: 40 deceive opponents into thinking there are
ft. ray; Will DC 15 or become paralyzed for 2d6 more of them whenever possible. The largest
rounds) of the diakka will use Jump to bound in and
Treasure: None. out of melee. Diakka are cowardly and fear
death, and powerful opponents may appease
Diabolus them with the right sort of compensation.
Diaboli (singular diabolus) come from
the Demiplane of Nightmares. Creatures Carcene (Medium Outsider Walker
from this realm are the stuff of nightmares – 46 XP): Str 10, Dex 12, Con 12, Int 10,
for humans and similar beings-though most Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd
diaboli are in fact cheerful and well-meaning 30 ft. ground; Init IV; Atk IV; Def IV; Res
who believe that chaos is the most natural thing III; Health III; Comp III; Qualities: Damage
in the multiverse. Conversely the diaboli and reduction 2, interests (Alignment [Evil]), natural
other intelligent natives regard non-natives spell (Jump), nocturnal, spell defense II
as nightmares incarnate. The diaboli are well- Attacks/Weapons: Claw I × 2 (dmg
muscled with mauve or lavender skin color. 1d6 lethal; threat 20), Weakening Touch
Hooves for feet and three fingers on their hands, (fatiguing attack I: Fort DC 10 or become
two small horns on head and a tail. fatigued, upgrades: supernatural attack (Claw))
Tactics: They have little interest in Treasure: None.
violence, and follow a strict moral code of non-
interference. Diabolus warriors become so to Varath (Large Outsider Walker
protect their communities and out of a spirit of – 59 XP): Str 10, Dex 12, Con 12, Int 6,
adventure; few like to kill for killing’s sake. Wis 6, Cha 6; SZ L (2x2, Reach 2); Spd
60 ft. ground; Init IX; Atk III; Def IX; Res
Diabolus (Medium Folk Outsider IV; Health IV; Comp III; Qualities: Damage
Walker – 33 XP): Str 10, Dex 10, Con 10, reduction 3, interests (Alignment [Evil]), meek,
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); natural spell (Jump), spell defense II
Spd 30 ft. ground; Init III; Atk V; Def III; Res Attacks/Weapons: Bite I (dmg 1d10
III; Health III; Comp III; Qualities: Damage lethal; threat 18-20), Weakening Touch
reduction 1, improved sense (hearing, scent), interests (fatiguing attack I: Fort DC 10 or become
(Alignment [Chaos, Good]) fatigued, upgrades: supernatural attack
Attacks/Weapons: Bite I (dmg 1d8 lethal; (Standard Unarmed Attack))
threat 18-20), Tail Slap III (dmg 1d8 lethal + Treasure: None.
paralyzing poison; threat 20; qualities: reach +1;
upgrades: venomous) Dimensional Warper
Treasure: None. The warpers come to the Prime
Material Plane to learn about the creatures
Diakka native to the plane. They resemble thin
The diakka are the most common saurians with large, round eyes and long, thin
inhabitants of the Gray Waste. These predators limbs with a sturdy, wing-like membrane that
are more organized than most creatures found stretches between the arms and legs ending at
on their home plane, and cannot tolerate erratic the claws and feet respectively.
behavior. Tactics: Dimensional warpers
Carcenes, being both more powerful generally prefer to observe rather than fight.
and more intelligent, are likely to lead any However, if it feels it has learned all it can
given flock, even though varath may be more from watching a group of adventurers, it
numerous. They resemble huge, squat pelicans probably attacks them to learn first-hand
with foreshortened bills on human-like heads. about their fighting skills. It only wants to
Varaths are known for their loon-like learn about them, not kill them.
cries, while carcene make gobbling croaks and
claws, and both of these creatures can be heard Dimensional Warper (Medium

Chapter 6: Foes 159


Outsider Walker – 74 XP): Str 10, Dex 10, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach
Con 10, Int 14, Wis 14, Cha 14; SZ M (1x1, 1); Spd 40 ft. ground; Init V; Atk IV; Def
Reach 1); Spd 30 ft. ground; Init VI; Atk V; V; Res III; Health III; Comp II; Qualities:
Def VI; Res III; Health III; Comp III; Qualities: contagion immunity, damage reduction 2, interests
Damage reduction 2, natural spell (Dimension Door, (Alignment[Evil]), natural spell (Command I),
Haste, Time Stop), shapeshifter I regeneration 2, spell defense III
Attacks/Weapons: Claw I × 2 (dmg 1d6 Attacks/Weapons: Slam I (dmg 1d6
lethal; threat 20), Tail Slap III (dmg 1d8 lethal; lethal; threat 20), Chill of the Grave (soul
threat 20; qualities: reach +1) draining attack II: Fort DC 15 or die
Treasure: None. (standard character), lose 1 action die and
10 max. vitality (special character); upgrades:
Dirtwraith supernatural attack (Slam))
This fungus, native to the Abyss, is Treasure: 2C, 3L
commonly called “dirtwraith” based on the
mistaken belief that the fungus is a form of Dogs
undead which erupts from corrupt dirt beneath There are many canines on the Planes,
a decaying body. Instead, it is actually a semi- and most are vastly different from their Prime
intelligent fungus that dwells in the root systems Material cousins – both in appearance and
of larger plants. Skeletons found hereby attests capabilities.
to its efficiency, not its genesis. Dirtwraith is a Aoskian hounds are night-stalking, two
mass of pale yellow spheroids connected by a headed canines native to Sigil. They were first
matrix of thick, fibrous strands. bred by the followers of the god Aoskar. The
Tactics: A dirtwraith attacks by god’s been destroyed and nearly forgotten,
animating its host tree. If the host tree dies, the but the hounds are thriving. The blood of
dirtwraith does not die, but simply moves to a Aoskian hounds is used in creating magic
new host when it thinks it is alone. To kill the relating to doorways.
dirtwraith, one must either exhume it or wait for Hounds of law are used by the vaati
it to emerge when it tries to change a new host as trackers, guardians and messengers. They
tree. appear as faintly luminous spheres that buzz
with vibrations but assume the form of a
Dirtwraith (Small Outsider Plant trim, muscular hound sometimes. A hound of
Walker — 39 XP): Str 10, Dex 10, Con 10, Int law has no attack in its true form and must
4, Wis 10, Cha 1; SZ S (1×1, Reach 1); Spd change form into that of a dog to gain any
10 ft. ground; Init I; Atk I; Def I; Res II; Health attacks. If overmatched, it turns invisible and
II; Comp I; Qualities: Damage immunity (Blunt flees.
weapons, fire, heat), fearless II, interests (Alignment Koulgrim, also known as canis astri, are
[Chaos, Evil]), natural spell (Entangle, Verdure) the ultimate development of the githyanki
Attacks/Weapons: Spores (fatiguing attack breeding pens. It is a massive, bearish dog
I: 20 ft. ray: Fort DC 10 or become fatigued) with a shaggy black coat, powerful jaws,
Treasure: 4C, 4L, 2M and a compact build. Kaoulgrim are raised
in githyanki colonies on the Prime Material
Diurge Plane, since the nature of the Astral Plane
Diurges are terrible humanoid creatures does not allow conception or growth. Weak or
from the Negative Energy plane. These beings otherwise unsatisfactory members of the litter
are extremely sadistic, hating everything that are killed as soon as their deficiencies become
lives, and willing to manipulate anyone in apparent.
the process of achieving their goals. They are Moon dogs, often mistaken for baneful
horrible conquerors, subjugating other life forms monsters, are native creatures of Elysium and
ruthlessly, and causing pain wherever they go. champions of the causes of good. They look
They are similar to humans in appearance, but very similar to large wolf hounds with amber
have dark gray skin, red glowing eyes, and either eyes and slightly human heads in appearance.
white or metallic-red hair. Rummeles are canines from the planes
Tactics: Diurges often carry weapons, of Ysgard though they are also found on
but prefer to attack living creatures with their Limbo, Arborea, and the Prime Material
Chill of the Grave ability. Plane. Though they are somewhat unreliable,
rummeles generally mean well and are
Diurge (Medium Elemental Folk particularly friendly toward mortals. A
Walker – 81 XP): Str 14, Dex 10, Con 10, rummele looks somewhat like a longlimbed,

Planescraft (First PLAYTEST) 160


shaggy dog with pendant ears and a long, Outsider Walker — 64 XP): Str 10, Dex 10,
slender muzzle. Its woolly coat may be of Con 12, Int 4, Wis 10, Cha 6; SZ M (1×1,
almost any color, and it has shiny black eyes. Reach 1); Spd 40 ft. ground; Init V; Atk I;
Because of its fondness for mortals, a rummele Def V; Res III; Health III; Comp —; Skills:
sometimes travels shapeshifted as them. If it Athletics III, Intimidate IV, Search IV, Stealth
learns that it has been identified, however, a IV; Qualities: Always ready, condition immunity
rummele will almost always leave the area. (flanked), damage reduction 1, feat (Wolf Pack
Shadow mastiffs are natives of the Basics), improved sense (hearing, scent), interests
Demiplane of Shadow. They prowl at night or (Alignment [Evil]), nocturnal
during times of darkness, always seeking shelter Attacks/Weapons: Bite II × 2 (dmg
just before light returns. Shadow mastiffs arise 1d8 lethal; threat 17–20; upgrades: grab),
as the result of an animal being killed by an Stunning Bark (stunning attack I: 20 ft. aura;
undead shadow. Fort save DC 10 or become stunned for 1d6
Shadowhounds are fierce canines native to rounds)
the Abyss and serve the tanar’ri. They resemble Treasure: None.
large, black dogs with long, whipping tails and
razor sharp teeth. No individual details are Hound of Law (Tiny Outsider
visible on their bodies; they seem to exist only Spirit Flyer – 58 XP): Str 10, Dex 10, Con
as murky silhouettes. They feed off the fear of 12, Int 10, Wis 10, Cha 10; SZ T (1x1,
their victims. Reach 1); Spd 50 ft. winged flight; Init I; Atk
Spectral hounds are creatures from the IV; Def I; Res I; Health I; Comp I; Qualities:
Astral Plane. A spectral hound looks like a Damage reduction 2, fearless II, improved sense
ghostly dog, pale and translucent, with eyes that (scent, visual), interests (Alignment [Order]),
are formless pools of utter blackness. They are invisibility, shapeshifter II, spell defense VI
excellent trackers and once put on a trail, they Attacks/Weapons: None.
can follow it for days. Treasure: None.
Szarkel, also known as canis chaosi, are
raised on the plane of Limbo by the githzerai. Kaoulgrim (Small Animal Walker —
They are of slender build, with a long muzzle, 55 XP): Str 10, Dex 12, Con 12, Int 4, Wis
a long body and tail, and long legs. A szarkel’s 10, Cha 6; SZ S (1×1, Reach 1); Spd 40 ft.
eyes are large and yellow and the fur is gray. ground; Init V; Atk III; Def V; Res II; Health
Szarkel sometimes show an astounding degree II; Comp —; Skills: Athletics III, Intimidate
of independent thought and initiative, but even IV, Search IV, Stealth IV; Qualities: Blindsense,
the githzerai find them difficult to train. They condition immunity (baffled), damage reduction 1,
are restless creatures and seldom remain in one feat (Wolf Pack Basics), improved sense (hearing,
spot for long. scent), telepathic
Xotzcoyotli (singular xotzcoyotl), also known Attacks/Weapons: Bite III (dmg 2d6
as canis speluncae, cavedogs or bat-faced dogs, lethal; threat 17–20; upgrades: grab)
are natives of the underground, coexisting with Gear: Moderate leather armor barding (DR
the dark elves, the brain fiends, and others. 2; Resist Fire 5; DP –1; ACP –0; Spd –5 ft.;
They have large, upright, pointed ears, and Disguise +0)
leaflike projections, on their snouts like those Treasure: None.
of bats. A xotzcoyotl has small dark eyes and a
slender, graceful build. Moon Dog (Medium Outsider
Yeth hounds are fearsome flying hounds, Spirit Walker – 110 XP): Str 10, Dex 10,
magical creatures of the night, which hunt Con 12, Int 14, Wis 14, Cha 14; SZ M (1x1,
mortals. The yeth hound pack, with its baying Reach 1); Spd 80 ft. ground; Init VI; Atk IV;
bell-like cries, causes fear to any being. Even Def VI; Res V; Health V; Comp III; Qualities:
those who stand their ground know fear, and Always ready, condition immunity (frightened),
that fear returns to them in the night or in damage defiance (Spells), damage reduction 3,
dark places. Indeed, some metaphysicians have darkvision I, fearless I, fearsome, improved sense
theorized that the hounds embody fear itself. (hearing, scent, visual), interests (Alignment
Tactics: Dogs commonly go for the [Good]), invisibility, natural spell (Confounding
throat, especially if an opponent is distracted or Images, Counter Magic I), spell defense I,
prone. They use sparingly invisibility or natural telepathic
spells to enhance their natural attacks. Attacks/Weapons: Bite I (dmg 1d8
lethal; threat 18-20), Wrathful Howl (divine
Aoskian Hound (Medium Animal damage attack I: 40 ft. aura; dmg 1d4
lethal per 2 TL, Ref DC 10 for 1/2 damage;

Chapter 6: Foes 161


upgrades: alternate damage) Cha 7; SZ S (1×1, Reach 1); Spd 60 ft.
Treasure: None. ground; Init V; Atk III; Def V; Res II; Health
II; Comp —; Skills: Athletics III, Intimidate
Rummele (Small Beast Outsider Spirit IV, Search IV, Stealth IV; Qualities: Aquatic I,
Walker — 83 XP): Str 10, Dex 10, Con 12, blindsense, condition immunity (baffled), damage
Int 10, Wis 10, Cha 10; SZ S (1×1, Reach reduction 1, feat (Wolf Pack Basics), improved
1); Spd 50 ft. ground; Init V; Atk III; Def V; sense (hearing, scent), natural spell (Disguise Self),
Res IV; Health IV; Comp III; Skills: Search spell defense I, telepathic
IV; Qualities: Always ready, contagion immunity, Attacks/Weapons: Bite II (dmg 1d6
darkvision I, damage reduction 1, feat (Wolf Pack lethal; threat 17–20; upgrades: grab)
Basics), improved sense (hearing, scent), interests Gear: Moderate leather armor barding (DR
(Alignment [Chaos, Good]), invisibility, natural spell 2; Resist Fire 5; DP –1; ACP –0; Spd –5 ft.;
(Haste), regeneration 1, shapeshifter I, spell defense Disguise +0)
II, superior climber I, superior swimmer I, telepathic, Treasure: None.
tricky (Arrow Cutting)
Attacks/Weapons: Bite III (dmg 2d6 lethal; Xotzcoyotl (Small Animal Walker —
threat 17–20; upgrades: grab) 45 XP): Str 10, Dex 14, Con 10, Int 4, Wis
Treasure: 1C, 1M 10, Cha 7; SZ S (1×1, Reach 1); Spd 50 ft.
ground; Init V; Atk I; Def V; Res II; Health
Shadow Mastiff (Medium Animal II; Comp —; Skills: Athletics III, Intimidate
Outsider Walker – 32 XP): Str 10, Dex 12, IV, Search IV, Stealth IV; Qualities: Blindsense,
Con 10, Int 4, Wis 10, Cha 6; SZ M (1x1, darkvision II, feat (Wolf Pack Basics), improved
Reach 1); Spd 50 ft. ground; Init IV; Atk II; sense (hearing, scent), light-sensitive
Def IV; Res III; Health III; Comp III; Skills: Attacks/Weapons: Bite I (dmg 1d6
Stealth VII; Qualities: Achilles heel (flash), damage lethal; threat 18–20)
reduction 1, fearless I, interests (Alignment[Evil]), Treasure: None.
light-sensitive, nocturnal
Attacks/Weapons: Bite I (dmg 1d8 lethal; Yeth Hound (Medium Outsider
threat 18-20) Flyer/Walker – 75 XP): Str 10, Dex 16, Con
Treasure: None. 12, Int 6, Wis 10, Cha 6; SZ M (1x1, Reach
1); Spd 70 ft. winged flight, 40 ft. ground;
Shadowhound (Medium Animal Init X; Atk III; Def X; Res III; Health III;
Outsider Spirit Walker – 71 XP): Str 10, Comp III; Qualities: Damage defiance (Blunt
Dex 12, Con 10, Int 6, Wis 10, Cha 6; SZ M weapons, Edged weapons, Ranged weapons),
(1x1, Reach 1); Spd 40 ft. ground; Init VIII; damage reduction 2, fearsome, feat (Wolf Pack
Atk III; Def VIII; Res V; Health V; Comp Basics, Wolf Pack Mastery), interests (Alignment
III; Skills: Stealth VII; Qualities: Condition [Evil]), nocturnal, spell defense I
immunity (frightened), damage defiance (electrical, Attacks/Weapons: Bite I (dmg 1d8
fire, heat), damage reduction 2, fearsome, interests lethal; threat 18-20)
(Alignment[Chaos, Evil]), spell defense I Treasure: None.
Attacks/Weapons: Bite I (dmg 1d8 lethal;
threat 18-20) Dragons
Treasure: None. Although various dragons inhabit the
Planes, they are much rarer there than on the
Spectral Hound (Medium Animal
Outsider Walker – 46 XP): Str 10, Dex 14, Prime Material Plane. Nevertheless, these
Con 10, Int 4, Wis 10, Cha 6; SZ M (1x1, dragons are some of the most powerful beings
Reach 1); Spd 40 ft. ground; Init V; Atk III; in existence.
Def V; Res III; Health III; Comp III; Skills: Adamantite dragons are said to be the
Survival VI; Qualities: Fearless II, feat (Wolf Pack most powerful of all dragonkind. They dwell
Basics),improved sense (hearing, scent), interests on the Twin Paradises of Bytopia, where
(Alignment [Chaos, Evil]), natural spell (Teleport I) they are the self-appointed guardians of
Weapons: Bite II (dmg 1d8 lethal; threat the entire plane. They are the epitome of
18-20; upgrades: grab) goodness, and are willing to sacrifice anything
Treasure: None. and everything for the common good of all
sentient creatures in the multiverse. These
Szarkel (Small Animal Walker — 59 dragons are enormous when compared to
XP): Str 10, Dex 12, Con 12, Int 4, Wis 10, other dragons, and unbelievably powerful.
They are born with fully developed coats of

Planescraft (First PLAYTEST) 162


adamantite, which shines with a brilliance that Treasure: 5C, 2L, 1M
is awesome to behold, but painful to those with
evil in their hearts. Moonstone Dragon (Huge Beast
Moonstone dragons are connected to Spirit Flyer/Walker – 150 XP): Str 14, Dex
the faerie worlds and some guard them. The 12, Con 14, Int 12, Wis 12, Cha 12; SZ H
dragons shun the material world but may choose (2x4, Reach 2); Spd 70 ft. winged flight, 30
to influence it through agents. Some have ft. ground; Init VII; Atk VII; Def VII; Res
encountered them in their dreams. Its scales VII; Health VII; Comp II; Skills: Stealth
shimmer pale silver with a hint of blue. X; Qualities: Achilles heel (cold, electrical, fire,
Rust dragons are found on Acheron. They flash, heat), beguiling, damage reduction 3,
do not keep a hoard, preferring to roam as they devoted (Spirits III), dramatic entrance, fearless
will. Instead they concentrate on gathering steel, I, improved sense (hearing, scent, visual), light-
iron and other metals for food. They look much sensitive, natural spell (Anti-magic Field I, Sleep),
like metallic dragons, but their skin is pitted and never outnumbered, nocturnal, spell defense I,
corroded-looking, with butterfly wings and the superior jumper I, tough I, treacherous, veteran I
antennae on their head. Attacks/Weapons: Bite II (dmg 1d12+2
Shadow dragons are sly and devious. They lethal; threat 17-20), Claw II × 2 (dmg
are instinctively cunning and are not prone to 1d10+2 lethal; threat 19-20), Tail Slap II
taking risks. A shadow dragon’s scales and body (dmg 1d12+2 lethal: threat 19-20; qualities:
are translucent, so that when viewed from a reach +1; upgrades: trip), Dream Breath
distance it appears to be a mass of shadows. (fatiguing attack III: 30 ft. cone; Fort DC 20
Shadowdrakes, also known as death or become fatigued)
drakes, Styx dragons or darkwyrms, are relatives Treasure: 5C, 6L
of dragon kind who inhabit the upper reaches
of the fiendish planes. Unlike many dragons, Rust Dragon (Huge Beast Flyer/
shadowdrakes’ve got no interest in conversation, Walker/Burrower – 171 XP): Str 16, Dex
servants, or plots; every sod they meet’s just 10, Con 16, Int 6, Wis 10, Cha 6; SZ H
another meal waiting to be eaten. They have (3x6, Reach 2); Spd 80 ft. winged flight, 40
long, serpentine bodies with vestigial wings ft. ground, 30 ft. burrow; Init IV; Atk V; Def
that can’t support the creature in flight. The IV; Res VIII; Health VIII; Comp I; Qualities:
distinguishing feature of a shadowdrake is its Damage immunity (acid), damage reduction 3,
twin tail, which forks about halfway down its dramatic entrance, improved sense (hearing, scent,
length. visual), fearless I, fearsome, never outnumbered,
Tactics: Dragons have a strong love for spell defense III, tough II, treacherous, veteran I
physical combat, and may enter battle with little Attacks/Weapons: Bite II (dmg 1d12+3
or no provocation against their foes. They use lethal; threat 17-20), Claw II × 2 (dmg
the full variety of physical attack forms that 1d10+3 lethal; threat 19-20), Tail Slap II
their size allows them, making as many attacks (dmg 1d12+3 lethal: threat 19-20; qualities:
as possible in any given round. reach +1; upgrades: trip), Acidic Breath
(acid damage attack IV: 80 ft. beam; dmg
Adamantite Dragon (Gargantuan 1d10 acid per 2 TL, Ref Save DC 25 for 1/2
Beast Spirit Flyer/Walker – 228 XP): Str 16, damage; upgrades: alternate damage), Rusting
Dex 10, Con 16, Int 14, Wis 14, Cha 14; SZ G Breath (rusting damage attack IV: 80 ft. cone;
(5x10, Reach 2); Spd 110 ft. winged flight, 40 dmg 1d10 lethal per 2 TL (Metal objects
ft. ground; Init X; Atk V; Def X; Res X; Health only), Ref Save DC 25 for 1/2 damage)
X; Comp II; Qualities: Cagey IV, damage reduction Treasure: 2L, 3G, 1M
5, dramatic entrance, improved sense (hearing, scent,
visual), interests (Alignment [Good]), natural spell Shadow Dragon (Huge Beast Flyer/
(Time Stop), never outnumbered, fearless II, fearsome, Walker – 168 XP): Str 14, Dex 12, Con 14,
shapeshifter I, spell defense IV, tough V, treacherous, Int 14, Wis 14, Cha 14; SZ H (2x4, Reach
veteran I 2); Spd 80 ft. winged flight, 50 ft. ground;
Attacks/Weapons: Bite III (dmg 2d12+3 Init VII; Atk V; Def VII; Res VI; Health
lethal; threat 17-20), Claw III × 2 (dmg VI; Comp II; Skills: Stealth X; Qualities:
2d10+3 lethal; threat 19-20), Tail Slap III (dmg Achilles heel (flash), damage reduction 4, dramatic
2d12+3 lethal: threat 19-20; qualities: reach +1; entrance, improved sense (hearing, scent, visual),
upgrades: trip), Fiery Breath (fire damage attack light sensitivity, interests (Alignment [Chaos,
V: 100 ft. cone; dmg 1d12 fire per 2 TL, Ref Evil]), natural spell (Darkness II, Shadow
Save DC 30 for 1/2 damage) Walk), never outnumbered, fearless I, fearsome,

Chapter 6: Foes 163


nocturnal, spell defense II, superior jumper I, tough I, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
treacherous, veteran I 1); Spd 60 ft. winged flight, 30 ft. ground;
Attacks/Weapons: Bite II (dmg 1d12+3 Init VII; Atk III; Def VII; Res III; Health
lethal; threat 17-20), Claw II × 2 (dmg III; Comp III; Qualities: Damage reduction 3,
1d10+3 lethal; threat 19-20), Tail Slap II (dmg fearless I, interests (Alignment [Chaos, Evil]),
1d12+3 lethal: threat 19-20; qualities: reach shapeshifter II, spell defense VI
+1; upgrades: trip), Black Breath (soul draining Attacks/Weapons: Living Nightmare
attack III: 40 ft. cone; Fort DC 20 or die (attribute draining attack II: 40 ft. ray; Fort
(standard character), lose 1 action die and 10 DC 15 or suffer 1 Int impairment)
max. vitality (special character)) Treasure: None.
Treasure: 4C, 4L, 1M
Dust Devil
Shadowdrake (Gargantuan Beast The Dust Devil is an elemental
Walker/Burrower – 181 XP): Str 14, Dex 10, combination of earth and air. Although not
Con 16, Int 12, Wis 12, Cha 12; SZ G (3x8, as strong as its cousins, the air elemental
Reach 2); Spd 30 ft. ground; 10 ft. burrow; Init and earth elemental, it is far more intelligent
VIII; Atk VI; Def VIII; Res V; Health V; Comp than either. The Dust Devil is motivated
I; Skills: Athletics VII, Notice VII; Qualities: by its desire to possess precious metals and
Aquatic II, charge attack, contagion immunity, gems. It appears as an amorphous cloud of
damage reduction 4, dramatic entrance, fearsome, dust hovering more than a few inches off the
feat (Pathfinder Basics (aquatic)), improved sense surface.
(hearing, scent, visual), interests (Alignment (Evil)), Tactics: A Dust Devil will abandon its
natural spell (Darkness II, Hold Monster), never victim only when that character is dead, or
outnumbered, spell defense III, superior swimmer II, until the character falls unconscious if there
tough I, treacherous, veteran I are more potential victims in the vicinity to
Attacks/Weapons: Bite V (dmg 3d12+2 be dealt with.
lethal + bubonic plague; threat 16-20; upgrades:
diseased), Tail Slap I × 2 (dmg 1d12+2 lethal + Dust Devil (Small Elemental Spirit
bubonic plague; threat 20; qualities: reach +1; Walker — 54 XP): Str 10, Dex 10, Con 12,
upgrades: diseased), Acidic Breath (acid damage Int 12, Wis 12, Cha 12; SZ S (1×1, Reach
attack IV: 30 ft. beam; dmg 1d10 acid per 2 1); Spd 40 ft. ground; Init IV; Atk III; Def IV;
TL, Ref Save DC 25 for 1/2 damage; upgrades: Res II; Health II; Comp II; Qualities: condition
alternate damage), Rusting Breath (rusting immunity (baffled), damage reduction 2
damage attack IV: 80 ft. cone; dmg 1d10 lethal Attacks/Weapons: Suffocation (fatiguing
per 2 TL (Metal objects only), Ref Save DC 25 attack II: Fort DC 15 or become fatigued;
for 1/2 damage) upgrades: supernatural attack (Grapple))
Treasure: 5C, 4L, 2M Treasure: None.

Dreamslayer Eater of Knowledge


The dreamslayer looks for sleeping An eater of knowledge resembles a
victims and attacks them through their dreams.
humanoid heap of leathery hide and naked
When seen in a dream, its common form is a
black-shrouded humanoid figure. Its eyes are brain matter oozing from openings in its
glowing white sockets and facial features are distended skull. A reek of decay surrounds
twisted into a look of pure evil. Its true form it. Eaters are minions of the brain fiend’s
however is that of a winged black saurian with a god Ilsensine, created from the zombies in
featureless, glowing white face. the Caverns of Thought to venture into the
Tactics: The dreamslayer always attacks planes and add to the deity’s knowledge.
sleeping victims using its Living Nightmare They also serve as instruments of vengeance.
ability. It always seeks a dream featuring Tactics: Eaters of knowledge appear
other people, such as family or friends that awkward and softskinned, but their soft,
the dreamer misses. The dreamer sees the bulbous bodies conceal sinews of iron and
dreamslayer entering the dream and “slaying”
move with surprising speed. The eater can
other dreamfolk in gruesome ways. After all are
killed, he advances to kill the dreamer. strike powerful blows with its crude fists and
can easily stand toe-to-toe.
Dreamslayer (Medium Outsider Flyer/
Walker – 83 XP): Str 10, Dex 14, Con 10, Eater of Knowledge (Large Outsider

Planescraft (First PLAYTEST) 164


Walker – 94 XP): Str 10, Dex 10, Con 10, silvery-white hair, and their eyes are an ever-
Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 2); changing rainbow of hues that match their
Spd 20 ft. ground; Init V; Atk IV; Def V; Res current mood. They generally take the shape
V; Health V; Comp III; Skills: Spellcasting of a whirlwind of dust, sand, or snow, racing
III; Spells: Elemental Shield, Protection from across their beloved plains like living zephyrs.
Coures are the smallest eladrins,
Alignment, True Seeing; Qualities: Condition
tiny spritelike creatures who can be found
immunity (baffled), damage reduction 3, devoted through Arborea. They’re messengers, scouts,
(Knowledge I), devour, interests (Alignment [Evil]), pranksters, and mischief-makers who pester
natural spell (Command I, Disintegrate, Hold Person, and annoy any travelers or more serious
Shadow Walk), spell defense I, telepathic eladrins they run across. They resemble tiny
Attacks/Weapons: Slam I (dmg 1d8 lethal; slender elves with long, gossamer wings. They
threat 20; upgrades: grab), Squeeze V (dmg usually assume the shape of a tiny ball of
3d12 lethal; notes: Grapple benefit) faerie-light.
Treasure: None. Firres live for beauty and their lives
are consumed by a fiery passion for art of
any kind, and they strive to make their
Ebon Tiger own existence a living image of wonder and
This great cat seems to be made entirely
delight. They resemble stocky elves with
of black fire. Its shadowy body moves through
brilliant red hair and fiery red eyes. Firres
the ether with unusual grace. The stealthy
sometimes transform themselves into fire
beasts known as ebon tigers are predators
elementals or pillars or balls of flame.
stalking their prey from the Ethereal Plane.
Ghaeles are the knights errant of the
They look like tigers wholly composed of black
eladrins and wherever evil and tyranny raise
fire.
their ugly heads, they respond. Ghaeles
Tactics: Against formidable opponents,
resemble tall, athletic high elves with pearly,
it instinctively uses hit-and-run tactics, biting
opalescent eyes and radiant aura. They
repeatedly to deliver its poison, and then hiding
generally take the form of an incorporeal
to wait until the foes are slow and blind, at
globe of eldritch colors.
which point it attacks again.
Novieres celebrate the beauty of the
lands and emerald waters of Ossa and are the
Ebon Tiger (Large Animal Spirit
most straightforward and approachable of
Walker — 76 XP): Str 10, Dex 10, Con 10, Int
the eladrins. Their skins are greenish, blue,
1, Wis 12, Cha 6; SZ L (1×2, Reach 1); Spd
or golden in hue, and their hair ranges from
40 ft. ground; Init VI; Atk V; Def VI; Res VI;
deep blue-green to pale blond. They generally
Health VI; Comp —; Skills: Athletics V, Notice
take on the shape of water elementals or
IV, Stealth IX; Qualities: Fearless II, grappler, rend
golden dolphins made entirely of shimmering
Attacks/Weapons: Bite III (dmg 1d10 lethal
water.
+ blinding poison; threat 18–20; upgrades:
Shieres serve and protect Arborea
venomous), Claw I × 2 (dmg 1d8 lethal; threat
as the noble knights of the eladrin. They
20)
resemble unusually tall, very fair-skinned
Treasure: 2T
elves with a pale metallic hair, and its blue
piercing eyes.
Eladrins Tulani, or faerie lords, are the greatest
The eladrins are the native race of of the eladrins. Their courts are scattered
Arborea. They’re wild and free beings that exult throughout Olympus, never staying in the
in their own existence and live a life of song and same place more than one night. They
celebration. The eladrins aid all people of good resemble tall, stately elves with faces that
hearts against the forces of evil, but seek to do shine so brightly that most find it difficult
so with individual acts of kindness or heroism. to look at them. The tulani are peaceful in
To them, mortals should be free to choose their nature and take up arms only when Arborea
own destinies without fiendish interference. itself is threatened the direst of emergencies
Bralani are the wildest and most feral of requires their attention.
their kind, existing from heartbeat to heartbeat Tactics: The eladrins are fierce
in a glorious, never-ending passion. No eladrin fighters, far stronger than they look. They
can match the fury of an angry bralani, or the favor close duels, especially with fiends. Since
keening depths of her grief or sorrow, or the they are often shapeshifted, many times have
blissful heights of her joy. In their natural form they been misidentified as weaker creatures
they resemble short, stocky elves, with bright

Chapter 6: Foes 165


and attacked outrightly. Most eladrin find this (Lightning Bolt II, Protection from Alignment),
somewhat amusing, issuing a final warning shapeshifter II, spell defense II
before resorting to merciless counterattack. Attacks/Weapons: Long Sword (dmg
1d12+2 lethal; threat 20; charm bane
Bralani (Medium Fey Outsider Flyer/ [Outsider]), Frightful Glare (frightening
Walker – 98 XP): Str 14, Dex 14, Con 12, attack III: 70 ft. gaze; Will DC 20 or become
Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); frightened for 3d6 rounds)
Spd 80 ft. winged flight, 40 ft. ground; Init V; Treasure: None.
Atk IV; Def V; Res III; Health III; Comp III;
Qualities: Damage defiance (cold, fire), damage Noviere (Medium Fey Outsider
immunity (electrical), damage reduction 2, interests Walker – 86 XP): Str 14, Dex 14, Con 12,
(Alignment [Chaos, Good]), natural spell (Call from Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
Beyond II, Lightning Bolt I), shapeshifter II, spell 1); Spd 40 ft. ground; Init V; Atk III; Def
defense II V; Res III; Health III; Comp III; Qualities:
Attacks/Weapons: Long Bow + 30 standard Aquatic II, damage defiance (cold, fire), damage
arrows (dmg 1d6 lethal; threat 19–20; range 40 immunity (electrical), damage reduction 4, devoted
ft. x 6; qualities: AP 4), Dust Cloud (blinding (Water II), fearless I, interests (Alignment [Chaos,
attack II: 20 ft. cone; Will DC 15 or become Good]), natural spell (Charm Person II, Mirror
blinded for 2d6 rounds) Images), shapeshifter II, spell defense I, superior
Treasure: None. swimmer II
Attacks/Weapons: Trident (dmg
Coure (Tiny Fey Outsider Spirit Flyer/ 1d8+2 lethal; threat 19-20; qualities: hook,
Walker – 47 XP): Str 10, Dex 10, Con 12, Int hurl), Net (dmg -; threat -; range 10 ft. x 3;
10, Wis 10, Cha 10; SZ T (1x1, Reach 1); Spd qualities: cord, trip)
60 ft. winged flight, 30 ft. ground; Init V; Atk I; Treasure: None.
Def V; Res III; Health III; Comp III; Qualities:
Damage defiance (cold, fire), damage immunity Shiere (Medium Fey Outsider Flyer/
(electrical), damage reduction 1, interests (Alignment Walker – 88 XP): Str 14, Dex 10, Con 12,
[Chaos, Good]), meek, natural spell (Magic Missile, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
Sleep), spell defense I 1); Spd 60 ft. winged flight, 40 ft. ground;
Attacks/Weapons: Tiny Dagger (dmg 1d4 Init IV; Atk IV; Def IV; Res III; Health III;
lethal; threat 19–20; qualities: bleed, hurl) Comp III; Qualities: Class ability (Paladin: lay
Treasure: None. on hands), damage defiance (cold, fire), damage
immunity (electrical), damage reduction 2, devoted
Firre (Medium Fey Outsider Flyer/ (Righteousness II), fearless II, interests (Alignment
Walker – 119 XP): Str 14, Dex 14, Con 12, [Chaos, Good]), natural spell (Cone of Cold, Wall
Int 14, Wis 14, Cha 14; SZ M (1x1, Reach 1); of Ice), shapeshifter I, spell defense I
Spd 90 ft. winged flight, 40 ft. ground; Init Attacks/Weapons: Long Sword (dmg
VIII; Atk V; Def VIII; Res III; Health III; Comp 1d12+2 lethal; threat 20; charm: bane
III; Qualities: Damage defiance (cold, fire), damage [Outsider]), Frightful Glare (frightening
immunity (electrical), damage reduction 3, devoted attack III: 60 ft. gaze; Will DC 20 or become
(Fire IV), interests (Alignment [Chaos, Good]), frightened for 3d6 rounds)
invisibility, natural spell (Protection from Alignment, Treasure: None.
Sleep), shapeshifter II, spell defense II
Attacks/Weapons: Large Long Sword (dmg Tulani (Medium Fey Outsider Flyer/
2d8+2 lethal; threat 20), Fiery Glare (blinding Walker – 150 XP): Str 14, Dex 10, Con 12,
attack III: 70 ft. gaze; Will DC 20 or become Int 14, Wis 14, Cha 14; SZ M (1x1, Reach
blinded for 3d6 rounds) 1); Spd 80 ft. winged flight, 50 ft. ground;
Treasure: None. Init VIII; Atk VII; Def VIII; Res V; Health
V; Comp III; Qualities: Damage defiance
Ghaele (Medium Fey Outsider Spirit (cold, fire), damage immunity (electrical, Ranged
Flyer/Walker – 143 XP): Str 14, Dex 12, Con weapons), damage reduction 5, devoted (Spirits V,
12, Int 14, Wis 14, Cha 14; SZ M (1x1, Reach Good II), fearless II, fearsome, interests (Alignment
1); Spd 150 ft. winged flight, 50 ft. ground; Init [Chaos, Good]), natural spell (Wish III),
VIII; Atk IV; Def VIII; Res IV; Health IV; Comp shapeshifter II, spell defense III, tough I
III; Qualities: Damage defiance (cold, fire), damage Attacks/Weapons: Fiery Light (Long
immunity (electrical, Ranged weapons), damage Sword: dmg 1d12+2 divine; threat 20;
reduction 4, devoted (Light V, Good I), fearless II, upgrades: alternate damage; charm: bane
interests (Alignment [Chaos, Good]), natural spell [Outsider]), Fiery Glare (blinding attack III:

Planescraft (First PLAYTEST) 166


70 ft. gaze; Will DC 20 or become blinded for Its skin is pale and yellowish and its eyes are
3d6 rounds) large and have no pupils.
Treasure: None. Salamanders are evil elemental-kin
native to the Elemental Plane of Fire. They
Elemental Kin resemble gigantic, copper-colored snakes with
Elemental kin are beings native to the human torsos. The entire body is covered
Inner Planes, perhaps even related to elementals. with wispy appendages that appear to burn
Although, not as pure as true elementals, they but are never consumed.
protect their home plane from exploitation or Sandlings are silicate life-forms native
intruders as vigilantly as any elemental would to Elemental Plane of Earth. They claim
do. If that wasn’t enough, many exhibit the territories with boundaries recognizable only
same stubbornness just as true elementals do. by them, and attack all intruders. They live
Aerial servants, also known as haoou, are on minerals, but instinctively despise organic
a form of elemental-kin native to the plane of matter – they are known to relocate from
Elemental Air, but are also occasionally found a place where they have encountered other
on the Ethereal or Astral. They are wanderers living beings. They resemble piles of oddly-
drawn to areas of extreme weather. It is thought colored sand.
that they reproduce by being blown in two Sandmen appear as humans
by storm winds. Aerial servants rarely engage constructed entirely of sand. They hate all
in combat, using a shearing blast of intensely humans and attack them on sight because
focused wind to pummel their opponents they believe humans purposefully slay
when they do so, and using their slam attack if sandmen to use their bodies in magical
pressed. experiments. A sandman prefers to attack at
Azer are a race of humanoid creatures night, where it can slip away from combat if
that normally inhabit the plane of elemental things are going against it.
Fire. In appearance, they are much like dwarves, Sylphs are related to air elementals and
except that they have brass skin and flames for to nymphs, perhaps originating as a cross-
hair. breed between nymphs and aerial servants.
Crysmals are crystalline creatures from They are beautiful, humanoid women with
the plane of elemental Earth. They look like wings like dragonflies. Sylphs are friendly and
truncated, prismed heaps of translucent crystals. may befriend adventurers and give them aid
Earth weirds tend to be solitary and in exchange for a favor.
territorial. When encountered they are Tome guardians are elemental spirits of
invariably hostile and tend to attack all living fire summoned and compelled into guarding
things quite quickly. Once they have vanquished a small object, usually a magical tome of lore.
a foe they feed of the remains. When first They resemble tiny semi-solid fire elementals,
encountered, the creatures appear to be nothing but they are rarely seen like this; when
more than a dry spot of dirt on the ground. summoned, they envelop, and appear to
Once the earth weird decides to act, it assumes merge with, the object they have been bound
the shape of a huge earthen serpent. to.
Fire snakes are larval salamanders Water weirds are elemental-kin from
according to some sages. Their hide is blood-red the plane of Water. They are hostile when
or orange and they are always found in fires. encountered on the Prime Material plane,
Nereids, also known as “the honeyed as they are usual magically kept from going
ones”, are the beautiful elemental-kin from the home. Water weirds appear to be common
Elemental Plane of Water. Playful and flighty, water, but when they detect a living being,
and as unpredictable as their watery homes, they assume serpentine form.
they tempt and trick sailors to their dooms. Wind walkers are creatures of elemental
They look like slim, young women with long air, who often serve the djinn. Their approach
golden hair, pale white skin and possessing is signaled by whistling, howling or roaring
beautiful voices. winds, depending on the number coming.
Pech are creatures of Elemental Earth, They appear as a mass of coiling, writhing
though some have extensive mines in the serpents, constantly churning out tendrils
deepest regions of the Prime Material plane. of wind. Wind walkers are somewhat
They are content to dwell in dark places and xenophobic and may attack trespassers they
work stone, trading it to satisfy the meager cannot avoid.
needs of their primitive communities. A pech is Tactics: Depending on the situation,
a short, thin humanoid, with long arms and legs. the elemental kin tries to defend itself at

Chapter 6: Foes 167


the best of his capability. It will try to take II; Comp III; Qualities: Damage immunity (fire,
advantage of its connection to one of the heat), damage reduction 1
elements and lure the victims into less favorable Attacks/Weapons: Bite I (dmg 1d6 lethal
positions or locations. + paralyzing poison; threat 20; qualities: reach
+1; upgrades: venomous)
Aerial Servant (Large Elemental Flyer Treasure: 1L
– 72 XP): Str 16, Dex 10, Con 10, Int 4, Wis 6,
Cha 4; SZ L (2x2, Reach 2); Spd 60 ft. winged Nereid (Medium Elemental Fey
flight; Init II; Atk III; Def II; Res IX; Health IX; Walker – 52 XP): Str 10, Dex 10, Con 10,
Comp II; Qualities: Cagey I, damage reduction 2, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
invisibility, tough I 1); Spd 30 ft. ground; Init I; Atk II; Def I; Res
Attacks/Weapons: Squeeze V (dmg III; Health III; Comp III; Qualities: Aquatic
3d12+3 subdual; notes: Grapple only) II, attractive II, beguiling, chameleon II (aquatic),
Treasure: None. interests (Alignment [Chaos, Water]), shapeshifter
I, spell defense III, superior swimmer II
Azer (Medium Elemental Folk Walker Attacks/Weapons: Spit (blinding
– 59 XP): Str 14, Dex 10, Con 12, Int 10, attack II: 20 ft. ray; Will Save DC 15 or
Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 become blinded for 2d6 rounds), Deadly Kiss
ft. ground; Init VIII; Atk III; Def VIII; Res II; (soul draining attack II: Fort DC 15 or die
Health II; Comp II; Qualities: Achilles heel (cold), (standard character), lose 1 action die and 10
damage immunity (fire, heat), damage reduction 2, max. vitality (special character))
interests (Alignment [Fire, Order]), natural defense Treasure: 1M
(heat), spell defense I
Attacks/Weapons: Flail (dmg 1d8+2 Pech (Medium Elemental Folk
subdual; threat 20; qualities: AP 2) Walker – 58 XP): Str 14, Dex 10, Con 10,
Treasure: None. Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
1); Spd 30 ft. ground; Init VIII; Atk II; Def
Crysmal (Small Elemental Walker – VIII; Res III; Health III; Comp III; Qualities:
77 XP): Str 10, Dex 10, Con 12, Int 12, Wis Damage reduction 2, darkvision I, interests
12, Cha 12; SZ S (1x1, Reach 1); Spd 20 ft. (Alignment[Earth, Good]), natural spell (Shape
ground; Init VIII; Atk IV; Def VIII; Res II; Stone), spell defense I
Health II; Comp II; Qualities: Damage defiance Attacks/Weapons: Pick (dmg 1d6+2
(electrical, lethal), damage immunity (cold, fire, heat), lethal; threat 19-20; qualities: AP 4)
damage reduction 3, fearless I, interests (Alignment Treasure: None.
[Earth, Evil]), telepathic
Attacks/Weapons: Tail Slap I (dmg 1d6 Salamander (Medium Elemental
lethal; threat 20; qualities: reach +1), Crystal Folk Walker – 64 XP): Str 10, Dex 10,
Shard (lethal damage attack I: 60 ft. ray; dmg Con 12, Int 12, Wis 12, Cha 12; SZ M
1d4 lethal per 2 TL; Ref DC 10 for 1/2 damage) (1x1, Reach 1); Spd 30 ft. ground; Init V;
Treasure: 3L Atk V; Def V; Res III; Health III; Comp III;
Qualities: Achilles heel (cold), damage immunity
Earth Weird (Large Elemental Ooze (fire, heat), damage reduction 2, interests
Walker – 67 XP): Str 10, Dex 14, Con 12, (Alignment [Chaos, Evil, Fire]), natural defense
Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 3); (heat)
Spd 30 ft. ground; Init VI; Atk III; Def VI; Res Attacks/Weapons: Tentacle Slap I
V; Health V; Comp II; Qualities: Chameleon I (dmg 1d8 lethal; threat 20; qualities: reach
(desert), damage defiance (Blunt weapons, Edged +1; upgrades: grab), Squeeze I (dmg 1d10
weapons, Natural attacks), damage immunity subdual; notes: Grapple only), Boar Spear
(Ranged weapons), damage reduction 3, interests (dmg 1d8 lethal; threat 19-20; qualities: guard
(Alignment [Chaos, Earth, Evil]) +1, reach +1)
Attacks/Weapons: Slam I (dmg 1d8 lethal; Treasure: 1C, 1M
notes: Grapple only)
Treasure: 5C, 4L Sandling (Large Elemental Walker/
Burrower – 52 XP): Str 10, Dex 12, Con 10,
Fire Snake (Small Animal Elemental Int -, Wis 10, Cha 4; SZ L (2x2, Reach 2);
Walker – 40 XP): Str 10, Dex 10, Con 10, Int Spd 30 ft. ground, 20 ft. burrow; Init VIII;
4, Wis 10, Cha 4; SZ S (1x1, Reach 1); Spd 10 Atk II; Def VIII; Res IV; Health IV; Comp
ft. ground; Init V; Atk I; Def V; Res II; Health II; Qualities: Chameleon II (desert), condition

Planescraft (First PLAYTEST) 168


immunity (baffled), damage reduction 2, meek Flyer – 63 XP): Str 10, Dex 10, Con 12, Int
Attacks/Weapons: Tentacle Slap I (dmg 10, Wis 10, Cha 10; SZ L (1x2, Reach 2);
1d10 lethal; threat 20; qualities: reach +1) Spd 80 ft. winged flight; Init III; Atk IV; Def
Treasure: None. III; Res VI; Health VI; Comp II; Qualities:
damage reduction 1, interests (Alignment
Sandman (Medium Elemental Folk [Air, Chaos]), telepathic
Walker – 56 XP): Str 10, Dex 14, Con 10, Attacks/Weapons: Blasting Wind
Int 10, Wis 10, Cha 10; SZ L (1x2, Reach 3); (sprawling attack III: 10 ft. aura; Fort DC 20
Spd 30 ft. ground; Init V; Atk I; Def V; Res or become sprawled for 3d6 rounds), Forceful
III; Health III; Comp II; Qualities: Chameleon Wind (subdual damage attack II: 10 ft. aura;
I (desert), damage immunity (Ranged weapons), dmg 1d6 lethal per 2 TL; Ref DC 15 for 1/2
damage reduction 2, interests (Alignment [Earth, damage; upgrades: alternate damage)
Evil]), spell defense I, telepathic Treasure: 2C, 2L
Attacks/Weapons: Dozing Aura (fatiguing
attack II: 20 ft. aura; Fort DC 15 or become Elemental Vermin
fatigued) These creatures are scavengers
Treasure: 4C, 3L, 1M and pests of the elemental planes. They
do not speak any languages and their
Slyph (Medium Elemental Fey Flyer/ low intelligences make telepathic contact
Walker – 63 XP): Str 10, Dex 12, Con 10, Int unrewarding. They are primarily concerned
14, Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd with feeding - dusters consume scents and
90 ft. winged flight, 30 ft. ground; Init I; Atk flowers, crawlers consume gems and metals,
III; Def I; Res III; Health III; Comp III; Skills: flamelings consume any flammable matter,
Spellcasting III; Spells: Calm Emotion, Control and spitters consume any liquid.
Weather II, Lightning Bolt I; Qualities: Attractive Crawlers have vicious claws and a
I, interests (Alignment [Air, Good]), invisibility, crested dog-like head with feelers attached
natural spell (Conjure Elemental II), spell defense III to its snout. They are very temperamental,
Attacks/Weapons: Dagger (dmg 1d6 lethal; attacking when disturbed or prevented from
threat 19-20; qualities: bleed, hurl) eating metals and gems.
Treasure: 6L, 1M Dusters look like upright gray
armadillos with human hands, long ears and
Tome Guardian (Tiny Elemental Spirit a long proboscis. A duster prefers to flee
Walker – 64 XP): Str 10, Dex 12, Con 12, Int invisibly.
10, Wis 10, Cha 10; SZ T (1x1, Reach 1); Spd Flamelings look like fiery alligators
30 ft. ground; Init V; Atk II; Def V; Res III; with bulging eyes and a crest of stiff tentacles
Health III; Comp I; Qualities: Achilles heel (cold), which serve as sensory organs. They are even
condition immunity (baffled), damage immunity (fire, more temperamental than crawlers and like
heat), damage reduction 2, darkvision I, natural spell to set things on fire.
(Control Weather I, Gust of Wind) Spitters look like frogs with long tails
Attacks/Weapons: Tail Slap I (dmg 1d4 fire; whose bodies are covered in ridges. A spitter
threat 20; qualities: reach +1; upgrades: alternate avoids confrontation if possible, but it may
damage), Fireburst (fire damage attack I; 20 ft. attack another creature to consume any
ray; dmg 1d4 fire per 2 TL, Ref DC 10 for 1/2 liquid, potions or holy water.
damage, upgrades: alternate damage) Tactics: These beings rarely attack
Treasure: None. and generally flee if threatened. They attack
only when cornered.
Water Weird (Large Elemental Walker
– 75 XP): Str 10, Dex 16, Con 12, Int 10, Wis Crawler (Tiny Animal Elemental
10, Cha 10; SZ L (1x2, Reach 2); Spd 30 ft. Walker/Burrower – 47 XP): Str 10, Dex
ground; Init X; Atk VII; Def X; Res IV; Health 12, Con 10, Int 1, Wis 6, Cha 2; SZ T (1x1,
IV; Comp II; Qualities: Chameleon II (aquatic), Reach 1); Spd 20 ft. ground, 20 ft. burrow;
damage defiance (Edged weapons, fire, heat, Natural Init VIII; Atk II; Def VIII; Res I; Health
attacks, Ranged weapons), damage reduction 2, I; Comp II; Qualities: Chameleon I (caverns/
grappler, interests (Alignment [Chaos, Evil, Water]) mountains), damage reduction 1, interests
Attacks/Weapons: Squeeze I (dmg 1d12 (Alignment [Earth]), rend
subdual; notes: Grapple only) Attacks/Weapons: Bite I (dmg 1d4
Treasure: None. lethal; threat 18-20), Claw I × 2 (dmg 1d3
lethal; threat 20)
Wind Walker (Large Elemental Spirit

Chapter 6: Foes 169


Treasure: None. opposing beliefs are always attacked first.
Banecoursers appear to be nothing more
Duster (Tiny Animal Elemental Flyer/ than fine black steeds, but close inspection
Walker – 44 XP): Str 10, Dex 12, Con 10, Int reveals its vile nature. Then one might see
4, Wis 6, Cha 4; SZ T (1x1, Reach 1); Spd 20 the odd streaks of rust and verdigris along
ft. winged flight, 20 ft. ground; Init V; Atk I; Def its coat. When the equar opens its mouth,
V; Res II; Health II; Comp II; Qualities: Damage a serpentine tongue slips out for snake-like
reduction 1, interests (Alignment [Air]), invisibility flicker. This equar dwells on the awful moors
Attacks/Weapons: Bite I (dmg 1d4 lethal; of Baator, but it is more than eager to appear
threat 18-20), Dust Cloud (blinding attack I: 10 on the Prime Material Plane and work with
ft. aura; Will DC 10 or become blinded for 1d6 evil riders.
rounds) Charnalbalks, straight from the Abyss,
Treasure: None. appear as emaciated coal black horses with
iron hooves and tangled manes. When a foal
Flameling (Diminutive Animal matures, the evil powers of the Abyss forge
Elemental Flyer/Walker – 34 XP): Str 10, a terrifying iron mask and bolt it on the
Dex 10, Con 10, Int 4, Wis 6, Cha 4; SZ D creature’s head; smoldering eyes glow from
(1x1, Reach 1); Spd 20 ft. winged flight, 20 ft. slits in the helm. The jaws of the beast stretch
ground; Init II; Atk I; Def II; Res I; Health I; wide and are lined with sharp teeth and a pair
Comp II; Qualities: Damage defiance (fire, heat), of boar-like tusks.
damage reduction 1, interests (Alignment [Fire]) Favonians, known to travel the open
Attacks/Weapons: Bite I (dmg 1d4 lethal; fields of Arborea, are unafraid of the worst
threat 18-20), Tail Slap I (dmg 1d4 lethal; weather conditions. These equars consider the
threat 20; qualities: reach +1), Fireball (fire downpours of major storms as nothing more
damage attack I: 20 ft. ray; dmg 1d4 lethal per troubling than a spring shower. They are pale
2 TL; Ref DC 10 for 1/2 damage; upgrades: horses, bluish-white or dappled gray.
alternate damage) Gildmanes appear as stout chestnut
Treasure: None. horses with shimmering manes, no tail, and
hooves of pure gold that shine in the sun.
Spitter (Tiny Animal Elemental Lithicthils ride through the open areas
Walker – 28 XP): Str 10, Dex 12, Con 10, Int of Mechanus. At first glance, the lithicthil
1, Wis 6, Cha 2; SZ T (1x1, Reach 1); Spd 20 appears to be a living stone statue, but its
ft. ground; Init II; Atk I; Def II; Res I; Health I; flesh simply has an odd, sculpted look to it
Comp II; Qualities: Damage reduction 1, interests that resembles stone.
(Alignment [Water]), regeneration 1, superior Menthrics, native to the Outlands,
swimmer I appear as normal horses and can have a
Attacks/Weapons: Bite I (dmg 1d4 lethal; variety of colors, from piebald to roan. But
threat 18-20), Spit (lethal damage attack I: 20 when seen out of the corner of the eye, a
ft. ray; dmg 1d4 lethal per 2 TL; Ref DC 10 for menthric has the form of a plain-faced human
1/2 damage) dressed in non-descript clothing and shoulder-
Treasure: None. length hair. A perceptive person might notice
that the menthric casts a human’s shadow
Equars rather than a horse’s.
The equar is a horse-like species native Potherrounces are creatures of chaos,
to the Outer Planes. Nine different breeds native to the wilds of Limbo. Though always a
of equar have been recorded, and from time horse in basic form, it has no true appearance;
to time they are summoned to the Prime every time one looks at a potherrounce,
Material Plane to act as steeds and helpers to one sees something different. Thus, the first
powerful individuals. An equar’s appearance glance might show a zebra, while the next a
and demeanor vary from type to type. Each is draft horse with a mane of flower petals, and
strongly aligned to the same ethos as its native the next glance a dappled mare with three
plane. Denizens of the Planes often seek out tails. This effect can be quite disconcerting,
an equar to use as a steed. Not always is the and superstitious folk intensely dislike and
creature willing to accept the rider. Often, in the distrust this equar and any who associate with
case of the Lower Planes, a fiend captures and it.
subdues an equar. Rosinantes have the appearance of
Tactics: Equars can be fierce in battle, sickly, hairless horse with long rat’s tail.
attacking with their front hooves. Creatures of Though bards praise the melodious name

Planescraft (First PLAYTEST) 170


of this equar, truly nothing about this creature condition immunity (baffled), contagion immunity,
hailing from the Gray Waste is the least bit damage reduction 2, improved sense (scent),
lovely. The eyes are unnaturally large and improved stability, interests (Alignment[Chaos,
without pupils, looking like dead-white orbs. Good]), natural spell (Gust of Wind, Mirror
The rosinante’s teeth are crooked and small. Images, Pass Without Trace), superior runner I,
Trothyspyres are noble steeds from superior traveler II, spell defense I
the verdant plains of Mount Celestia. They Attacks/Weapons: Kick I x2 (dmg 1d8
resemble unicorns, with crystalline hooves and a lethal; threat 20), Trample I (dmg 1d10
twisted horn rising from its brow. Evil creatures lethal; threat 20; Medium and smaller
tend to avert their eyes, if possible, from the only, Fort (DC equal to damage) or become
sprawled)
sight of the horn.
Treasure: 1T
Banecourser (Large Beast Outsider Gildmane (Large Beast Outsider
Walker — 73 XP): Str 10, Dex 10, Con 10, Walker — 71 XP): Str 10, Dex 10, Con
Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 10, Int 10, Wis 10, Cha 10; SZ L (1×2,
1); Spd 50 ft. ground (Run 250 ft.); Init VII; Reach 1); Spd 50 ft. ground (Run 250 ft.);
Atk IV; Def VII; Res IV; Health IV; Comp Init VII; Atk IV; Def VII; Res IV; Health
III; Skills: Athletics V, Notice IV; Qualities: IV; Comp III; Skills: Athletics V, Notice IV;
Always ready, condition immunity (baffled), Qualities: Always ready, condition immunity
contagion immunity, damage reduction 2, darkvision (baffled), contagion immunity, damage reduction
I, interests(Alignment[Evil, Order]) improved 2, improved sense (scent), improved stability,
sense (scent), improved stability, light-sensitive, interests (Alignment[Good]), natural spell (Glow
natural spell (Charm Person II, Neutralize Poison), I, Shield), superior runner I, superior traveler II,
nocturnal, superior runner I, superior traveler II, spell spell defense I
defense I Attacks/Weapons: Kick I x2 (dmg 1d8
Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Trample I (dmg 1d10
lethal; threat 20), Trample I (dmg 1d10 lethal; lethal; threat 20; Medium and smaller
threat 20; Medium and smaller only, Fort (DC only, Fort (DC equal to damage) or become
equal to damage) or become sprawled) sprawled)
Treasure: 1T Treasure: 1T
Charnalbalk (Large Beast Outsider Lithicthil (Large Beast Outsider
Walker — 77 XP): Str 10, Dex 10, Con 10, Walker — 72 XP): Str 10, Dex 10, Con
Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 1); 10, Int 10, Wis 10, Cha 10; SZ L (1×2,
Spd 50 ft. ground (Run 250 ft.); Init VII; Atk Reach 1); Spd 50 ft. ground (Run 250 ft.);
IV; Def VII; Res IV; Health IV; Comp III; Skills: Init VII; Atk IV; Def VII; Res IV; Health
Athletics V, Notice IV; Qualities: Always ready, IV; Comp III; Skills: Athletics V, Notice IV;
condition immunity (baffled), contagion immunity, Qualities: Always ready, condition immunity
critical surge, damage reduction 2, darkvision I, (baffled), contagion immunity, damage reduction 2,
interests (Alignment [Chaos, Evil]) improved sense improved sense (scent), improved stability, interests
(scent), improved stability, natural spell (Animate (Alignment[Order]), natural spell (Shape Stone),
Dead I), superior runner I, superior traveler II, spell superior runner I, superior traveler II, spell defense
defense I I
Attacks/Weapons: Kick I x2 (dmg 1d8 Attacks/Weapons: Kick I x2 (dmg 1d8
lethal; threat 20), Bite I (dmg 1d10 lethal; lethal; threat 20), Trample I (dmg 1d10
threat 18-20), Trample I (dmg 1d10 lethal; lethal; threat 20; Medium and smaller
threat 20; Medium and smaller only, Fort (DC only, Fort (DC equal to damage) or become
equal to damage) or become sprawled), Frightful sprawled)
Glare (frightening attack I: 50 ft. gaze; Will DC Treasure: 1T
10 or become frightened for 1d6 rounds)
Treasure: 1T Menthric (Large Beast Outsider
Walker — 74 XP): Str 10, Dex 10, Con 10,
Favonian (Large Beast Outsider Int 10, Wis 10, Cha 10; SZ L (1×2, Reach
Walker — 74 XP): Str 10, Dex 10, Con 10, 1); Spd 50 ft. ground (Run 250 ft.); Init VII;
Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 1); Atk IV; Def VII; Res IV; Health IV; Comp
Spd 50 ft. ground (Run 250 ft.); Init VII; Atk III; Skills: Athletics V, Notice IV; Qualities:
IV; Def VII; Res IV; Health IV; Comp III; Skills: Always ready, Achilles heel (aligned), class ability
Athletics V, Notice IV; Qualities: Always ready,

Chapter 6: Foes 171


(Assassin: cold read 1/session, Burglar: evasion I) stability, interests (Alignment[Good, Order]),
condition immunity (baffled), contagion immunity, natural spell (Cure Wounds II, Detect Lies),
damage reduction 2, improved sense (scent), improved superior runner I, superior traveler II, spell defense
stability, natural spell (Knock, Repair I), superior I
runner I, superior traveler II, spell defense I Attacks/Weapons: Kick I × 2 (dmg 1d8
Attacks/Weapons: Kick I x2 (dmg 1d8 lethal; threat 20), Gore I (dmg 1d8 lethal;
lethal; threat 20), Trample I (dmg 1d10 lethal; threat 19-20; qualities: bleed), Trample I (dmg
threat 20; Medium and smaller only, Fort (DC 1d10 lethal; threat 20; Medium and smaller
equal to damage) or become sprawled) only, Fort (DC equal to damage) or become
Treasure: 1T sprawled)
Treasure: 1T
Potherrounce (Large Beast Outsider
Walker — 76 XP): Str 10, Dex 10, Con 10, Exiraati
Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 1); The exiraati are a vile race distantly
Spd 50 ft. ground (Run 250 ft.); Init VII; Atk connected to astral dreadnoughts. Some even
IV; Def VII; Res IV; Health IV; Comp III; Skills: refer to them as lesser astral dreadnoughts.
Athletics V, Notice IV; Qualities: Always ready, They roam the Astral Plane and Lower
condition immunity (baffled), contagion immunity, Planes, lurking for servants of Illsensine, god
damage reduction 2, interests(Alignment[Chaos]) of the brain fiends. An exiraati resembles a
improved sense (scent), improved stability, natural tall, yellow-gray humanoid with tough, ridged
spell (Blur), superior runner I, superior traveler II, exoskeleton that covers its head and upper
spell defense I torso. Its vile yellow eyes are deeply set into
Attacks/Weapons: Kick I x2 (dmg 1d8 its horned skull.
lethal; threat 20), Trample I (dmg 1d10 lethal; Tactics: The exiraati prefer to identify
threat 20; Medium and smaller only, Fort (DC any spellcasters first and disable them with
equal to damage) or become sprawled), Shifting Anti-magic Field I. They are extremely
Form (attribute draining attack I: 20 ft. ray; Fort vengeful and if left alive, almost always try
DC 10 or suffer 1 Wis impairment) to get their revenge later. They are rarely
Treasure: 1T encountered with astral dreadnoughts which
serve them as mounts. However, these might
Rosinante (Large Beast Outsider only be githyanki lies spread to keep travelers
Walker — 73 XP): Str 10, Dex 10, Con 10, from exploring the Astral Plane.
Int 10, Wis 10, Cha 10; SZ L (1×2, Reach
1); Spd 50 ft. ground (Run 250 ft.); Init VII; Exiraati (Large Outsider Walker
Atk IV; Def VII; Res IV; Health IV; Comp III; — 94 XP): Str 10, Dex 10, Con 12, Int 12,
Skills: Athletics V, Notice IV; Qualities: Always Wis 10, Cha 10; SZ L (2×2, Reach 1); Spd
ready, condition immunity (baffled), contagion 40 ft. ground; Init VII; Atk V; Def VII; Res
immunity, damage reduction 2, darkvision I, V; Health V; Comp III; Skills: Intimidate
interests(Alignment[Evil]) improved sense (scent), VII, Notice VI; Qualities: Contagion immunity,
improved stability, natural spell (Nature’s Ally I), damage reduction 3, interests (Alignment[Evil]),
shapeshifter I, superior runner I, superior traveler II, natural spell (Anti-Magic Field I, Teleport I), spell
spell defense I defense III
Attacks/Weapons: Kick I x2 (dmg 1d8 Attacks/Weapons: Bite I (dmg 1d10
lethal; threat 20), Tail Slap I (dmg 1d10 lethal; lethal; threat 18-20), Claw III × 2 (dmg 2d8
threat 20; qualities: reach +1), Trample I (dmg lethal; threat 19-20)
1d10 lethal; threat 20; Medium and smaller Treasure: None.
only, Fort (DC equal to damage) or become
sprawled)
Treasure: 1T Facet
A facet is a humanoid drawn of angular
Trothspyre (Large Beast Outsider lines and composed of salt crystals. Facets do
Walker — 78 XP): Str 10, Dex 10, Con 10, not seem to communicate in any way, thus
Int 10, Wis 10, Cha 10; SZ L (1×2, Reach 1); some have considered them to be one single
Spd 50 ft. ground (Run 250 ft.); Init VII; Atk organism with detachable parts working in
IV; Def VII; Res IV; Health IV; Comp III; Skills: synch with a collective consciousness. About
Athletics V, Notice IV; Qualities: Always ready, a third of all facets inches at the border to
condition immunity (baffled), contagion immunity, Plane of Water, waging a war against the
damage reduction 2, improved sense (scent), improved other plane in an attempt to eradicate all
moisture. Some seem to think that there is a

Planescraft (First PLAYTEST) 172


master facet controlling all others, but this is as threat 20; upgrades: alternate damage), Ray
yet unproven. of Oblivion (lethal damage attack I: 140 ft.
Tactics: A single facet is dangerous beam; 1d4 lethal damage per 2 TL; Ref Save
enough to most living, organic creatures. DC 10 for 1/2 damage; threat 20)
Unfortunately, they are rarely encountered Treasure: None.
alone. Singly or collectively, the danger lies in
the facet’s ability to drain moisture from any Formians
source using their Dehydration ability. No two Native to Arcadia, formians are
facets are alike for they have a unique tactic of also called centaur ants. As their moniker
joining together into a bigger, tougher creature. indicates, they appear to be upright walking
ants, but their sentience is that of warm-
Facet (Medium Elemental Walker – blooded creatures as opposed to insects.
56 XP): Str 10, Dex 10, Con 10, Int 10, Wis Formians are absolutely bound by the law of
10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. their queen. Due to this, all but the highest
ground; Init VIII; Atk IV; Def VIII; Res III; ranking myrmarchs are merely slave-like
Health III; Comp II; Qualities: Damage reduction pawns.
2, hive mind, killing splitter, swarm Myrmarchs are the size of a horse.
Attacks/Weapons: Claw I × 2 (dmg 1d6 Their claws are capable of finer manipulation
lethal; threat 20; upgrades: bleed), Dehydration than that of human hands.
(rotting damage attack I: dmg 1d4 lethal per Queens are half again as large
2 TL (plant/wood objects only); upgrades: as myrmarchs. They are in charge of
supernatural attack (Claw)) administering the city and never leave the
Treasure: None. central hive, and therefore their legs have
atrophied.
Fireshadow Warriors are the size of a pony, and its
Fireshadows are creatures of death and claws are indicative of its capability to defend
destruction that dwell in the Abyss. They and hit.
are sometimes summoned by evil clerics to Workers, the smallest of the four
participate in dark schemes as assassins or formian types, are also the most commonly
guardians. A fireshadow assumes whatever encountered. They’re about the size of a large
shape specified by the cleric who summoned it, dog with claws used for work exclusively.
although it is always formed of cold, green flame Tactics: Formians are very difficult
- they have appeared as wraith-like dragons, to battle, due to the complexity of their
towering human warriors, and immense hives, and the fact that they communicate
skeletons, wreathed in pale green fire. with a hive mind and are instantly able to
Tactics: A fireshadow relies on its alert other formians of immediate danger.
physical strikes and uses the burning green Formians can use tools and weapons without
flame that wreathes its body to transform its any problems.
opponents into creatures like itself. Fireshadows
can consume the victims of this horrifying Myrmarch (Medium Beast Outsider
power to regain strength, although they prefer Walker – 56 XP): Str 10, Dex 10, Con 10,
intelligent prey. Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
1); Spd 40 ft. ground; Init VIII; Atk V; Def
Fireshadow (Huge Outsider Walker VIII; Res IV; Health IV; Comp III; Qualities:
– 135 XP): Str 10, Dex 10, Con 12, Int 14, Damage reduction 3, fearless I, interests
Wis 14, Cha 14; SZ H (5x5, Reach 3); Spd (Alignment [Good, Order]), swarm
20 ft. ground; Init V; Atk VI; Def V; Res VII; Attacks/Weapons: Bite I (dmg 1d8
Health VII; Comp II; Qualities: Cagey I, condition lethal; threat 18-20), Stinger (Tail Slap
immunity (baffled), damage immunity (fire, heat), III: dmg 2d8 lethal + paralyzing poison;
damage reduction 3, devour, fearless I, infectious threat 19-20; qualities: reach +1; upgrades:
conversion, interests (Alignment [Chaos, Evil]), venomous)
natural defense (fire), shapeshifter II, spell defense III, Treasure: None.
telepathic, tough I
Attacks/Weapons: Bite III (dmg 2d10 Queen (Large Beast Outsider
lethal; threat 18-20), Claw I × 2 (dmg 1d8 Walker – 34 XP): Str 10, Dex 10, Con 10,
lethal; threat 20), Green Conflagration (fire Int 14, Wis 14, Cha 14; SZ L (1x2, Reach
damage attack II: 10 ft. aura; 1d6 fire damage 1); Spd 10 ft. ground; Init I; Atk I; Def I; Res
per 2 TL; Ref Save DC 15 for 1/2 damage; V; Health V; Comp III; Qualities: Fearless II,

Chapter 6: Foes 173


interests (Alignment [Good, Order]), spell defense I, upgrades: supernatural attack (Grapple))
telepathic Treasure: None.
Attacks/Weapons: None.
Treasure: None. Frost Salamander
Frost salamanders can be found
Warrior (Medium Beast Outsider in many extremely cold places. Ice caves,
Walker – 55 XP): Str 10, Dex 14, Con 10, Int glaciers, frozen lakes, and other places where
10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd the temperature seldom rises above freezing
40 ft. ground; Init VIII; Atk V; Def VIII; Res IV; are their favored hunting grounds. They are
Health IV; Comp III; Qualities: Damage reduction ice-blue with serpentine with six legs, a long
2, fearless I, interests (Alignment [Good, Order]), tail, and a reptilian tail. They have jagged
swarm claws that look like icicles.
Attacks/Weapons: Bite I (dmg 1d8 lethal; Tactics: In battle, a frost salamander
threat 18-20), Slam I × 2 (dmg 1d6 lethal; takes the direct approach. No plans, no
threat 20), Stinger (Tail Slap I: dmg 1d8 lethal coordination – just rip the prey apart and
+ sickening poison; threat 20; qualities: reach be done with it. A frost salamander never
+1; upgrades: venomous) uses weapons and instead, it rears up on
Treasure: None. its back two legs and uses front four to
rake opponents. The closes thing to tactics
Worker (Small Beast Outsider Walker employed by the beast is its tendency to lair
– 50 XP): Str 10, Dex 14, Con 12, Int 6, Wis next to a near-frozen pool so it can push
8, Cha 6; SZ S (1x1, Reach 1); Spd 50 ft. victims into the icy water.
ground; Init IX; Atk III; Def IX; Res III; Health
III; Comp III; Qualities: damage reduction 1, Frost Salamander (Large Beast
fearless II, interests (Alignment [Good, Order]), Elemental Walker – 74 XP): Str 10, Dex
swarm 12, Con 10, Int 6, Wis 10, Cha 6; SZ L (1x2,
Attacks/Weapons: Bite I (dmg 1d6 lethal; Reach 1); Spd 30 ft. ground; Init III; Atk
threat 18-20) VI; Def III; Res VIII; Health VIII; Comp
Treasure: None. II; Qualities: Achilles heel (fire, heat), damage
immunity (cold), damage reduction 2, improved
Foulwing stability, interests (Alignment [Chaos, Evil]),
Foulwings are grotesquely misshapen superior climber II
flying predators that are wantonly destructive Attacks/Weapons: Bite II (dmg 1d10
and enjoy killing. These clumsy fliers are lethal; threat 17-20), Claw I × 4 (dmg 1d8
often tamed for use as steeds. They have black lethal; threat 20), Freezing Aura (cold damage
leathery wings, toad-shaped bodies and vaguely attack III: 20 ft. aura; dmg 1d8 cold per 2 TL,
horselike heads with three sharp jaws arranged Ref DC 20 for 1/2 damage; upgrades: alternate
around its single-nostril snout. The creature got damage)
its name from its foul-tasting meat. Treasure: 3C, 2M
Tactics: Foulwings prefer aerial combat
where they can pounce and utilize their great Galadur
size and strength to pin down their opponents The galadur are lesser celestial beings
and bite them with all its deadly jaws. often serving as companions to good hearted
mortals.
Foulwing (Huge Beast Flyer/Walker Baltiri hail from the planes of Arborea
– 79 XP): Str 12, Dex 12, Con 10, Int 6, Wis and Ysgard. They absolutely love freedom
10, Cha 8; SZ H (3x4, Reach 2); Spd 30 ft. and happiness, and they fight for the rights
winged flight, 20 ft. ground; Init VII; Atk VI; of others to enjoy these things. A baltir
Def VII; Res V; Health V; Comp II; Qualities: resembles a small, broad, muscular human.
Damage reduction 3, darkvision I, grappler, interests Fiery red, glittering, fur covers its entire
(Alignment [Evil]) body. Its glistening lionlike mane and broad,
Attacks/Weapons: Bite II × 3 (dmg birdlike wings are similarly colored. A broad
1d12+1 lethal; threat 17-20), Claw I × 2 (dmg smile crosses a flat face which sports tufted
1d10+1 lethal; threat 20), Ammonia Breath pointy ears and almond-shaped emerald eyes.
(sickening attack I: Will DC 10 or become Glissi hail from Bytopia, Elysium,
sickened for 1d6 rounds; upgrades: supernatural and Beastlands. They are absolutely and
attack (bite)), Blood Drain (wounding attack III: unswervingly committed to the cause of good,
Fort DC 20 or begin bleeding for 3d6 rounds; desiring only peace, life, and happiness for

Planescraft (First PLAYTEST) 174


all. A glissan resembles a small, slim, delicate I
human with opalescent skin and large blue eyes. Attacks/Weapons: Small Dagger (dmg
Fine, silvery hair forms a halo about its head, 1d4 lethal; threat 19-20; qualities: bleed, hurl)
and a double pair of silver-white wings, shaped Treasure: 3L
like a swallow, sprout from its back.
Telperi hail from Arcadia and Mount Telperan (Small Outsider Flyer/
Celestia. Their attitude is much like that of a Walker – 89 XP): Str 10, Dex 12, Con 12,
paladin’s, never knowingly performing an evil Int 10, Wis 10, Cha 12; SZ S (1x1, Reach
or unlawful act. A telperan resembles a small 1); Spd 80 ft. winged flight, 30 ft. ground;
handsome human with golden-brown skin, Init X; Atk I; Def X; Res II; Health II; Comp
golden hair, and glowing amber eyes. A pair of III; Qualities: Damage immunity (cold, electrical,
pure white hawklike wings sprouts from its back. fire, flash), damage reduction 2,fearless I, interests
Tactics: Galadur try to uphold their (Alignment [Good, Order]), invisibility, natural
reputation of good and honorable helpers by spell (Glow I, Magic Missile), regeneration 1,
imitating aasimons, archons, and other celestial shapeshifter I, spell defense I, superior swimmer I
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

Chapter 6: Foes 175


Attacks/Weapons: Small Dagger (dmg 1d4 Attacks/Weapons: Bite III (dmg 2d8+2
lethal; threat 19-20; qualities: bleed, hurl) lethal; threat 17-20), Claw I × 2 (dmg 1d6+2
Treasure: 3L lethal; threat 20)
Treasure: None.
Gehreleths
The manifold planes of abysmal Carceri Shator (Medium Outsider Flyer/
are the only home of the winged, tripartite race Walker – 141 XP): Str 16, Dex 10, Con 10,
of gehreleths. Where these hideous monsters Int 14, Wis 14, Cha 14; SZ M (1x1, Reach
dwell, even nycaloths tread with circumspection, 1); Spd 50 ft. winged flight, 30 ft. ground;
for gehreleths are powerful, clever, and cruelly Init IV; Atk VI; Def IV; Res IX; Health IX;
ruthless in their selfish evil. Comp III; Skills: Intimidate VIII, Sense
Farastu, also known as tarry gehreleths Motive V; Qualities: Beguiling, contagion
are the commoners of Carceri. They are tall, immunity, damage immunity (acid, cold, fire,
slender humanoids with long arms and heads. heat), darkvision I, improved sense (hearing),
They will attack any non-gehreleth they natural spell (Call from Beyond IV, Cloudkill),
encounter, often fighting to the death. damage reduction 4, fearless I, interests (Alignment
Kelubar, also known as „slime gehreleths“, [Chaos, Evil]), spell defense III
are the middle class of Carceri. They are slimy, Attacks/Weapons: Bite III (dmg 2d8+3
ebon humanoids with huge oval heads. lethal; threat 17-20), Claw I × 2 (dmg 1d6+3
Shator, also known as „shaggy lethal; threat 20)
gehreleths“, are the most intelligent and cunning Treasure: None.
of the gehreleths. Shators are the nobility of
Carceri. They are squat and broad humanoids Gen
who appear draped in shaggy skins. In combat Gen are small elemental genies who
they choose their best option, often favoring willingly serve as companions and servants to
their spell-like abilities over physical attacks and the wizards. The various gen are also called
retreating from stronger opponents. wind gen or djinnlings, sand gen or daolani,
Tactics: Gehreleths despise any non- sea gen or maridans, and fire gen or efreetikin.
gehreleth and are extremely easily provoked into Gen resemble the province they represent.
combat. They roam Carceri as random agents of Fire gen are miniature fire spirits with
destruction. ebony skin and long, flame-red hair. Their
fingers end in long, reddish claws that they
Farastu (Medium Outsider Flyer/ wiggle constantly. They are hyperkinetic -
Walker – 103 XP): Str 14, Dex 10, Con 10, getting a fire gen to sit still is impossible. Fire
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); gen are also pyromaniacs and must be tightly
Spd 80 ft. winged flight, 40 ft. ground; Init VI; controlled to prevent them from playing the
Atk VI; Def VI; Res V; Health V; Comp III; arsonist.
Qualities: Condition immunity (frightened, shaken), Sand gen have tan skin and jet black
contagion immunity, damage defiance (cold, fire, hair, and their bodies are squat enough to
heat), damage immunity (acid), damage reduction 3, resemble globes with limbs. They tend to
darkvision I, fearless I, frenzy I, grappler, interests move with a certain clunky weight. They care
(Alignment [Chaos, Evil]), natural spell (Call from nothing for gems and jewelry except insofar
Beyond III, Scare I), spell defense III as they are tasty.
Attacks/Weapons: Bite I (dmg 1d8+2 Water gen are small water spirits with
lethal; threat 18-20), Claw I × 2 (dmg 1d6+2 greenish skin and bluish eyes and hair. Their
lethal; threat 20) hair is often wet and matted with seaweed or
Treasure: None. tangled with bits of flotsam. They are graceful
whether in or out of water. They enjoy
Kelubar (Medium Outsider Flyer/ decorating themselves with pearls, shells, and
Walker – 111 XP): Str 14, Dex 10, Con 10, Int other treasures of the sea.
10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd Wind gen are small air sprites with
60 ft. winged flight, 40 ft. ground; Init V; Atk bluish skin and white hair. They are
VI; Def V; Res VII; Health VII; Comp III; Skills: unnaturally thin and their skin seems almost
Notice V; Qualities: Contagion immunity, damage transparent in bright light. Their color and
immunity (acid, cold, fire, heat), darkvision I, natural mood are sometimes related to the weather; a
spell (Call from Beyond IV, Ray of Enfeeblement), wind gen before a storm turns dark grey and
stench, damage reduction 3, fearless I, interests fidgety, a wind gen on a beautiful calm day is
(Alignment [Chaos, Evil]), spell defense III quiet and pale blue.

Planescraft (First PLAYTEST) 176


Tactics: Wind, fire, and water gen are There, among their own kind, they are have
weak in combat but however, all gen have their own societies. Genies are sometimes
various elemental abilities they use to their encountered on the Prime Material Plane and
advantage. The wind gen can fly and will avoid are often summoned specifically to perform
melee whenever possible. Flame gen can produce some service for a powerful wizard or priest.
flame at will and generally do unless prohibited The summoners often leave them about for
by their wizard master. Water gen can breathe later service, safely tucked away in a flask or
underwater and swim well. Sand gen use their lamp.
strength to inflict greater damage than what Dao are genies from the elemental
might be expected for their size. plane of Earth. While they are generally
found on that plane (though even there they
Fire Gen (Diminutive Elemental Spirit are uncommon). The dao love to come to the
Walker – 30 XP): Str 10, Dex 12, Con 10, Int Prime Material plane to work evil.
6, Wis 10, Cha 4; SZ D (1x1, Reach 1); Spd 50 Djinn (singular djinni) are genies from
ft. ground; Init I; Atk I; Def I; Res I; Health I; the elemental plane of Air. They will aid
Comp I; Qualities: Damage defiance (fire, heat), those they consider worthy.
fearless I, interests (Alignment[Fire]) Efreet (singular efreeti) are genies from
Attacks/Weapons: Slam I (dmg 1d3 fire; the elemental plane of Fire. They are enemies
threat 20; upgrades: alternate damage) of the djinn and attack them whenever they
Treasure: None. are encountered. The efreet are said to be
made of basalt, bronze, and solid flames.
Sand Gen (Diminutive Elemental Jann (singular janni) are the weakest of
Spirit Walker – 26 XP): Str 10, Dex 12, Con the elemental humanoids known collectively
10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach 1); as genies. Jann are formed out of all four
Spd 30 ft. ground; Init I; Atk I; Def I; Res I; elements and must therefore spend most of
Health I; Comp I; Qualities: Fearless I, interests their time on the Prime Material Plane.
(Alignment[Earth]) Marids are said to be born of the
Attacks/Weapons: Slam III (dmg 2d3 ocean, having currents for muscles and pearls
lethal; threat 19-20) for teeth. These genies from the elemental
Treasure: None. plane of Water are the most powerful of all
genies. They are also the most individualistic
Water Gen (Diminutive Elemental and chaotic of the elemental races, and only
Spirit Swimmer – 30 XP): Str 14, Dex 12, Con rarely deign to serve others.
10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach Tactics: Although powerful, genies are
1); Spd 30 ft. swim; Init I; Atk I; Def I; Res I; above all noble and intelligent. They rarely
Health I; Comp I; Qualities: Damage defiance enter combat without a good reason. Unless
(bows, edged), fearless I, interests (Alignment[Water]) bound by powerful magic, a genie doesn’t
Attacks/Weapons: Slam I (dmg 1d3 lethal; attack on sight and can generally be reasoned
threat 20) with provided that both sides are satisfied in
Treasure: None. the end.

Wind Gen (Diminutive Elemental Dao (Large Elemental Folk Spirit


Spirit Flyer – 26 XP): Str 10, Dex 12, Con Flyer/Walker/Burrower – 78 XP): Str 14,
10, Int 6, Wis 10, Cha 4; SZ D (1x1, Reach 1); Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ
Spd 30 ft. winged flight; Init I; Atk I; Def I; Res L (2x2, Reach 2); Spd 30 ft. winged flight,
I; Health I; Comp I; Qualities: Damage defiance 30 ft. ground, 20 ft. burrow; Init V; Atk V;
(lethal, sonic), fearless I, interests (Alignment[Air]) Def V; Res VI; Health VI; Comp II; Qualities:
Attacks/Weapons: Slam I (dmg 1d3 lethal; Achilles heel (divine), damage reduction 2, fearless
threat 20) I, interests (Alignment [Earth, Evil]), invisibility,
Treasure: None. natural spell (Wish II), telepathic
Attacks/Weapons: Slam III (dmg 2d8+2
Genasi lethal; threat 19-20), Large Pick (dmg 1d8+2
Genasi are handled with a rogue template lethal; threat 19-20; qualities: AP 4)
(see page 140). Species feats can be applied for Treasure: None.
additional archetypes, such as wind duke.
Djinni (Large Elemental Folk
Spirit Flyer/Walker – 93 XP): Str 14, Dex
Genies 10, Con 12, Int 12, Wis 12, Cha 12; SZ L
Genies come from the Inner Planes.

Chapter 6: Foes 177


(2x2, Reach 2); Spd 60 ft. winged flight, 30 ft. 2d6+3 lethal; threat 19-20; qualities: hook,
ground; Init V; Atk IV; Def V; Res VI; Health hurl), Huge Net (dmg -; threat -; range 10 ft. x
VI; Comp II; Qualities: Damage reduction 2, 3; qualities: cord, trip)
interests (Alignment [Air, Chaos, Good]), invisibility, Treasure: None.
natural spell (Control Weather III, Illusionary Image
V), telepathic Githyanki
Attacks/Weapons: Slam III (dmg 2d8+2 Githyanki are handled with a rogue
lethal; threat 19-20), Whirlwind (sprawling template (see page 140). Species feats can be
attack II: 10 ft. aura; Fort DC 15 or become applied for additional archetypes, such as
sprawled for 2d6 rounds) , Large Saber (dmg drake gith.
2d6+2 lethal; threat 19-20; qualities: cavalry,
finesse)
Treasure: None. Githzerai
Githzerai are handled with a rogue
Efreeti (Large Elemental Folk Spirit template (see page 140). Species feats can be
Flyer/Walker – 109 XP): Str 16, Dex 12, Con applied for additional archetypes, such as
10, Int 10, Wis 10, Cha 10; SZ L (2x2, Reach anarch.
2); Spd 60 ft. winged flight, 30 ft. ground; Init
IV; Atk III; Def IV; Res VI; Health VI; Comp II; Grim
Qualities: Damage immunity (fire, heat), damage The grim are guardians who watch for
reduction 2, fearless I, interests (Alignment [Evil, and oppose evil. They are night creatures,
Fire, Order]), invisibility, natural spell (Illusionary usually frequenting the fringes of human
Image V, Wall of Fire), shapeshifter II, telepathic, habitations or burial grounds. They will be
tough I usually encountered in any of the following
Attacks/Weapons: Slam V (dmg 3d8+3 forms - black lynx, black dog or a black owl.
lethal; threat 18-20), Large Falchion (dmg Grim typically ward off evil natured creatures
2d8+3 lethal; threat 19-20; qualities: AP 4, and warn those of good of imminent peril
cavalry) from such monsters. The latter is done by
Treasure: None. their weird call. They do not otherwise
communicate.
Janni (Medium Elemental Folk Spirit Tactics: Grim do not enter combat, unless
Flyer/Walker – 76 XP): Str 14, Dex 10, Con their enemy is evil – their Detect Alignment
12, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach ability keeps them informed. If attacked, by
1); Spd 80 ft. winged flight, 30 ft. ground; Init a non-evil foe, they become incorporeal and
IV; Atk III; Def IV; Res V; Health V; Comp II; move away.
Qualities: Damage reduction 2, fearless I, interests
(Alignment [Good]), invisibility, natural spell Grim (Medium Outsider Spirit
(Brawn I), spell defense I, telepathic Walker – 71 XP): Str 10, Dex 16, Con 12,
Attacks/Weapons: Slam I (dmg 1d6+2 Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
lethal; threat 18-20), Falchion (dmg 1d12+2 1); Spd 50 ft. ground; Init VIII; Atk V; Def
lethal; threat 19-20; qualities: AP 4, cavalry) VIII; Res V; Health V; Comp III; Qualities:
Treasure: None. Damage reduction 2, interests (Alignment [Good]),
natural spell (Detect Alignment, Protection from
Marid (Huge Elemental Folk Spirit Alignment), nocturnal, shapeshifter I, spell defense
Flyer/Walker – 138 XP): Str 16, Dex 10, Con I, turning (Undead)
10, Int 14, Wis 14, Cha 14; SZ H (4x4, Reach Attacks/Weapons: Bite I (dmg 1d8
3); Spd 40 ft. winged flight, 30 ft. ground; lethal; threat 18-20), Claw I × 2 (dmg 1d6
Init V; Atk IV; Def V; Res X; Health X; Comp lethal; threat 20)
II; Qualities: Achilles heel (fire), damage defiance Treasure: None.
(cold), damage immunity (heat),damage reduction 3,
darkvision I, fearless I, interests (Alignment [Chaos, Grues
Water]), invisibility, natural spell (Move Water), Grues are underling creatures of the
shapeshifter II, spell defense I, superior swimmer III, Inner Planes, more important in the ecology
telepathic, tough I than elemental vermin but less intelligent
Attacks/Weapons: Slam V (dmg 3d8+3 than elementals and elemental kin. They
lethal; threat 18-20), Water Jet (blinding attack occupy a niche somewhat equivalent to
I: 100 ft. beam; Will Save DC 10 or become animals, in other respects more like servants
blinded for 1d6 rounds), Huge Trident (dmg that have no exact equivalent on the Prime

Planescraft (First PLAYTEST) 178


Material Plane. Grues prey on elemental vermin, damage)
serve as pets and guards for elementals, and can Treasure: None.
be summoned to other planes by magic.
Chaggrins, or soil beasts, are grues from Ildriss (Small Elemental Spirit
the Elemental Plane of Earth. They appear as Flyer/Walker – 65 XP): Str 10, Dex 14, Con
humanoids with a body of lumpy, wet clay and 10, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach
vicious face. It typically takes the form of a 1); Spd 60 ft. winged flight, 10 ft. ground;
yellowish hedgehog, although its skull-like head Init V; Atk VII; Def V; Res IV; Health IV;
readily distinguishes it from a normal animal Comp II; Qualities: damage reduction 2, fearless
of that sort. It loves to torment its victim, and I, feat (Lightning Reflexes), interests (Alignment
it will usually attack by digging its long, razor- [Air, Evil])
sharp foreclaws into its prey and then hold Attacks/Weapons: Slam V (dmg 3d4
on while the hapless victim dashes hither and lethal; threat: 18-20)
thither trying to escape from or dislodge the Treasure: 2L, 1M
grue.
Harginns, or flame horrors, are grues Varrdig (Medium Elemental Ooze
from the Elemental Plane of Fire. They resemble Walker – 55 XP): Str 10, Dex 10, Con 12,
vile humans with flames where its lower torso Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
and legs would be where it a man. A harginn 1); Spd 10 ft. ground; Init IV; Atk V; Def
generally assumes the shape of a normal bonfire, IV; Res IV; Health IV; Comp II; Qualities:
a column of fire, or a bronze human statue. Chameleon II (aquatic), charge attack, damage
Ildriss, or wind terrors, are grues from the reduction 2, interests (Alignment [Evil, Water]),
Elemental Plane of Air. They resemble a fog- superior swimmer II
like cloud with vaporous tentacles and 3 faintly Attacks/Weapons: Slam III (dmg 2d6
gleaming red eyes arranged in a pyramidal lethal; threat: 19-20), Choking Squirt
pattern. (fatiguing attack I: 20 ft. ray; Fort DC 10 or
Varrdig, or fluid brutes, are grues from the become fatigued)
Elemental Plane of Water. They are a globular, Treasure: 1C
jelly-like blob but generally appear as a pool of
water. Guardinals
Tactics: Grues do not attack more than The guardinals are the people of
one victim at a time, because they know they Elysium. Most resemble beautiful, muscular
have low chances of defeating a whole party on humans with noticeable animal traits. The
their own. Although not cowardly, they will flee degree of animalistic features varies between
if badly hurt only to return later and gang-up on individuals, but guardinals frequenting the
their targets. Beastlands appear most beastlike of all.
While guardinals’re peaceful enough in their
Chaggrin (Small Elemental Walker/ home, they show a different face away from
Burrower – 42 XP): Str 10, Dex 10, Con 12, Elysium. They’ve got no tolerance for evil of
Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1); any type and often journey into the Great
Spd 30 ft. ground, 10 ft. burrow; Init V; Atk Ring or the Outlands to seek out evil and
IV; Def V; Res II; Health II; Comp II; Qualities: confront it.
Chameleon II (caverns/mountains), damage reduction Avorals are guardinals with the wings
1, interests (Alignment [Earth, Evil]), rend, of mighty eagles. They’re the scouts and
shapeshifter I skirmishers of their race, keeping watch over
Attacks/Weapons: Claw I × 2 (dmg 1d4 the peaceful skies of Amoria. Some leave
lethal; threat: 20) Elysium and never return because they’ve
Treasure: None. just got to see what lies over the next hill or
beyond the next sea. They have the bodies of
Harginn (Medium Elemental Spirit tall muscular men or women, but their arms
Walker – 72 XP): Str 10, Dex 14, Con 12, are long, powerful wings and their legs feature
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); strong talons and feathery vanes to act as a
Spd 40 ft. ground; Init V; Atk VI; Def V; Res V; tail in flight.
Health V; Comp II; Qualities: Damage immunity Cervidals are the most peaceful of
(fire, heat), damage reduction 2, fearless I, interests the guardinals and the last to join a fight,
(Alignment [Evil, Fire]), shapeshifter I seeking physical violence only when no
Attacks/Weapons: Fire Gout (fire damage other solutions present themselves. However,
attack I: 10 ft. beam; dmg 1d4 fire per 2 TL, once they’re committed, cervidals won’t
Ref DC 10 for 1/2 damage; upgrades: alternate

Chapter 6: Foes 179


be the first to walk away. They bear a passing Charge attack, class ability (Paladin: lay on
resemblance to a faun or satyr, but are more hands), damage defiance (cold), damage immunity
regal in appearance. A cervidal‘s head is crowned (electrical), damage reduction 2, darkvision I,
with magnificent horns or antlers. interests (Alignment [Good]), natural spell (Hold
Equinals resemble huge humans Person, Purge), spell defense I, telepathic
with some of the qualities of a draft horse. Attacks/Weapons: Gore III (dmg 2d6
Their chests and shoulders’re of truly heroic lethal; threat 18-20; qualities: bleed), Slam I ×
proportions, and its face is long and narrow with 2 (dmg 1d6 lethal; threat 20)
a long, wild mane. Treasure: None.
Leonals are the wisest and most powerful
of the guardinals. They’re chieftains and leaders Equinal (Medium Fey Outsider
wherever guardinals gather. They resemble tall, Walker – 113 XP): Str 16, Dex 14, Con
muscular humans with short tawny fur and a 12, Int 12, Wis 12, Cha 12; SZ M (1x1,
great mane of hair (at least, the males). Reach 1); Spd 60 ft. ground; Init VII; Atk
Lupinals are the front-line troops IV; Def VII; Res III; Health III; Comp III;
of Elysium and their Packs are searching Skills: Athletics VII, Notice V, Sense Motive
aggressively for any hint of evil intrusion. They VI; Qualities: Class ability (Paladin: lay on
resemble humanoid wolves with silvery-gray fur. hands), damage defiance (cold), damage immunity
They are natural-born hunters and stalkers who (electrical), damage reduction 2, darkvision I,
use terrain, concealment, and ambush to great interests (Alignment [Good]), natural spell (Slow,
effect. Wall of Stone), spell defense I, telepathic
Usrinals are the scholars and philosophers Attacks/Weapons: Slam III × 2 (dmg
of the guardinals. They are benevolent beings 2d6+3 lethal; threat 19-20), Whinny (bang
who resemble huge men and women with damage attack II; 5 ft. blast increment;
distinctive bearlike attributes. They’re advisers dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2
to the leonals, and the record-keepers and damage, upgrades: alternate damage)
magic-users of their race. It’s very difficult to Treasure: None.
move an ursinal to anger, but the powers pity
the poor sod who manages the trick - it’s said Leonal (Medium Fey Outsider
that a fighting-mad ursinal can tear his way Walker – 162 XP): Str 16, Dex 16, Con 12,
through any three gehreleths. Int 14, Wis 14, Cha 14; SZ M (1x1, Reach
Tactics: Guardinals are extremely 1); Spd 60 ft. ground; Init V; Atk V; Def V;
peaceful beings, resorting to violence only Res V; Health V; Comp III; Skills: Athletics
when all other options have been exhausted. In IX, Impress VII, Intimidate VII; Qualities:
combat, they are more than capable of proving Always ready, class ability (Paladin: lay on
just how much their ties to the wild and ruthless hands), damage defiance (cold), damage immunity
nature are strong. (electrical), damage reduction 3, darkvision I,
fearless II, fearsome, feat (Lightning Reflexes),
Avoral (Medium Fey Outsider Flyer/ interests (Alignment [Good]), natural spell (Wish
Walker – 97 XP): Str 10, Dex 14, Con 12, Int III), shapeshifter I, spell defense III, telepathic,
12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd tough I, tricky (Arrow Cutting)
90 ft. winged flight, 40 ft. ground; Init VII; Attacks/Weapons: Bite I (dmg 1d8+3
Atk V; Def VII; Res III; Health III; Comp III; lethal; threat 18-20), Claw III × 2 (dmg
Qualities: Class ability (Paladin: lay on hands), 2d6+3 lethal; threat 19-20), Roar (bang
damage defiance (cold), damage immunity (electrical), damage attack IV; 5 ft. blast increment; dmg
damage reduction 3, darkvision I, fearless I, fearsome, 1d10 bang per 2 TL, Ref DC 25 for 1/2
improved sense (visual), interests (Alignment [Good]), damage, upgrades: alternate damage)
natural spell (Gust of Wind, Lightning Bolt I), spell Treasure: None.
defense II, telepathic
Attacks/Weapons: Claw III × 2 (dmg 2d6 Lupinal (Medium Fey Outsider
lethal; threat 20; upgrades: grab) Spirit Walker – 126 XP): Str 14, Dex 12,
Treasure: None. Con 12, Int 12, Wis 12, Cha 12; SZ M
(1x1, Reach 1); Spd 50 ft. ground; Init VII;
Cervidal (Medium Fey Outsider Atk V; Def VII; Res III; Health III; Comp
Walker – 78 XP): Str 14, Dex 12, Con 12, III; Skills: Stealth IX, Survival VII, Tactics
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach VII; Qualities: Class ability (Paladin: lay on
1); Spd 50 ft. ground; Init VIII; Atk IV; Def hands), damage defiance (cold), damage immunity
VIII; Res III; Health III; Comp III; Qualities: (electrical), damage reduction 3, darkvision I,

Planescraft (First PLAYTEST) 180


fearless I, fearsome, interests (Alignment [Good]), sprouting from its back.
improved sense (scent), natural spell (Fly I, Tactics: Because of their size and
Neutralize Poison), spell defense II, telepathic, tricky by some accounts, silly look hollyphants
(Arrow Cutting) are undermined as combatants. However,
Attacks/Weapons: Bite I (dmg 1d8+2 they are capable of defeating even the most
lethal; threat 18-20; upgrades: trip), Claw I × 2 powerful fiends under one condition – they
(dmg 1d6+2 lethal; threat 20), Freezing Breath have to stay out of close combat.
(cold damage attack I: 40 ft. cone; dmg 1d4 cold
per 2 TL, Ref DC 10 for 1/2 damage) Hollyphant (Small Outsider Flyer/
Treasure: None. Walker – 168 XP): Str 10, Dex 14, Con 12,
Int 14, Wis 14, Cha 14; SZ S (1x1, Reach
Ursinal (Large Fey Outsider Walker – 1); Spd 90 ft. winged flight, 30 ft. ground;
145 XP): Str 14, Dex 10, Con 12, Int 14, Wis Init IX; Atk IV; Def IX; Res II; Health II;
14, Cha 14; SZ L (2x2, Reach 2); Spd 30 ft. Comp III; Qualities: Contagion immunity,
ground; Init VIII; Atk V; Def VIII; Res V; Health damage reduction 3, interests (Alignment [Good]),
V; Comp III; Skills: Investigate VII, Sense invisibility, natural spell (Call from Beyond
Motive VII, Spellcasting V; Spells: Call from III, Heal, Purge, Teleport II), spell defense IV,
Beyond IV, Charm Person III, Scrye IV, Sleep, telepathic
True Seeing; Qualities: Always ready, class ability Attacks/Weapons: Gore I × 2 (dmg
(Paladin: lay on hands), damage defiance (cold), 1d3 lethal; threat 20), Sun Sparkles (divine
damage immunity (electrical), damage reduction 4, damage attack II: 50 ft. cone; dmg 1d6
darkvision I, fearless I, grappler, interests (Alignment divine per 2 TL, Ref Save DC 15 for 1/2
[Good]), natural spell (Purge, Wish II), shapeshifter damage; upgrades: alternate damage), Blasting
I, spell defense III, telepathic Trumpet (bang damage attack II; 70 ft. cone;
Attacks/Weapons: Bite I (dmg 1d10+2 dmg 1d6 bang per 2 TL, Ref DC 15 for 1/2
lethal; threat 18-20), Claw III × 2 (dmg 2d8+2 damage, upgrades: alternate damage), Resonant
lethal; threat 19-20; upgrades: grab), Squeeze III Trumpet (sonic damage attack II; 100 ft.
(dmg 2d12 subdual; notes: Grapple benefit) beam; dmg 1d6 sonic per 2 TL, Ref DC 15
Treasure: None. for 1/2 damage, upgrades: alternate damage)
Treasure: None.
Hollyphant
Hollyphants are servants of the powers Horde
of good, found throughout the Upper Planes. Hordes are frightening life forms
They’re the messengers and helpers of the native to the Elemental Plane of Earth. Each
various good pantheons, acting as couriers or single horde entity comprises hundreds
advisers to mortals the powers’ve got an interest of separate, insect-like bodies united by a
in, or work as assistants to more powerful single mind. The bodies of a particular horde
proxies. It looks like a tiny golden furred consciousness all look alike, and different
elephant with a pair of shining white wings hordes often feature their own distinct body

Chapter 6: Foes 181


types. IV; Def VI; Res III; Health III; Comp III;
Tactics: The horde attacks other Qualities: Damage immunity (acid, fire, heat),
creatures whenever it finds such an action in damage reduction 2, interests (Alignment [Evil]),
its own best interest. Hordes do not consider meek, spell defense I
any other life forms intelligent and have no Attacks/Weapons: Bite I (dmg 1d8+1
compunctions against destroying others. lethal; threat 18-20), Talon I × 2 (dmg
1d6+1 lethal; threat 20; upgrades: trip)
Horde (Large Beast Walker – 41 XP): Treasure: None.
Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha
10; SZ L (2x2, Reach 1); Spd 40 ft. ground; Use the Table 6.2 to customize
Init IV; Atk III; Def IV; Res V; Health V; Comp hordlings individually if necessary.
I; Qualities: Condition immunity (baffled), damage
reduction 2, damage splitter, fearless I, hive mind, Invisible Stalker
interests (Alignment [Earth, Evil, Order]) The invisible stalker, also known as
Attacks/Weapons: Bite I (dmg 1d10 lethal; sshai, is a creature from the Elemental Plane
threat 18-20) of Air. Those encountered elsewhere have
Treasure: None. almost always been summoned to fulfill a
specific task. The true form of the invisible
Hordling stalker is unknown. On the Prime Material,
Hordlings are the uncounted hordes of Astral, or Ethereal planes, the invisible stalker
the Gray Waste and no two hordlings look alike. can only be perceived as a shimmering air
There are possibly as many different types of mass which looks much like the refraction
hordlings as there are hordlings. They are bent effect caused by hot air passing in front of
on destruction and devouring. cold.
Tactics: Hordlings are petty and vile. Tactics: Invisible stalkers attack by
They roam the Gray Waste attacking those using the air itself as a weapon. It is capable
weaker than themselves. They sometimes serve of creating a sudden, intense vortex that
under stronger leaders, but few leaders maintain
hordlings for long, for they are unruly and
untrustworthy.

Table 6.2: Hordling Appearance


1d6 Arms Legs Hands Feet
Prehensile toes,
1 Multi-jointed Long, thin Large, thick-fingered
long
2 Telescoping Short, bowed Clawed Full hoofed
3 Short, thick Short, massive Taloned Splayed hoofed
4 Long, thin Springing Pincered Clawed
5 Trunk-like Hopping Barbed Suckered
6 Tentacles Telescoping Knobbed Full webbed
1d6 Back Tail Color Head
1 Humped Long, prehensile Black-brown Wedge-shaped
2 Hunched Short Russet-red Conical
3 Knobbed mane Long Orange-yellow Discoid
4 Bristle-maned Long, clubbed Olive-green Spherical
5 Fan-winged Long, barbed Blue-purple Cubical
6 Hat-winged None Gray-white 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

Planescraft (First PLAYTEST) 182


batters a victim. Evil beings, however, will usually be attacked.
They are deadly both up in the air and
Invisible Stalker (Large Elemental down on the ground because of their great
Flyer/Walker – 61 XP): Str 10, Dex 10, Con movement speed.
10, Int 12, Wis 12, Cha 10; SZ L (2×2, Reach
2); Spd 30 ft. winged flight, 30 ft. ground; Init Koodjanuk (Large Beast Outsider
V; Atk III; Def V; Res IV; Health IV; Comp II; Flyer/Walker – 107 XP): Str 10, Dex 12,
Qualities: Damage reduction 2, interests (Alignment Con 12, Int 14, Wis 14, Cha 14; SZ L (2×3,
[Air]), invisibility, spell defense II Reach 1); Spd 110 ft. winged flight, 60 ft.
Attacks/Weapons: Slam III (dmg 2d8 ground; Init VIII; Atk IV; Def VIII; Res IV;
lethal; threat 19-20) Health IV; Comp III; Qualities: Class ability
Treasure: None. (Paladin: lay on hands), damage reduction
3, devoted (Good III, Protection II), interests
(Alignment [Good]), spell defense V
Jumper Attacks/Weapons: Bite II (dmg 1d10
Jumpers are intelligent life forms that lethal; threat 17-20), Talon III × 2 (dmg 2d8
feed on time stolen from others. They appear lethal; threat 19-20)
very similar to marine brittle-starfish, with small Treasure: 2C, 2L, 3M
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 Kyton
odd creatures were created by some forgotten Kytons are a race of creatures
god of Time. They thrived and spread quickly, inhabiting the city of Jangling Hiter on the
and are now common sights on the Outer and third layer of Baator. They are the city’s
Astral planes. constabulary, ferreting out transgressors.
Tactics: Although very capable Kytons wear chains in lieu of clothing, and
combatants, jumpers avoid physical armor, using this “apparel” as weapons.
confrontation because of their frail build. They Tactics: They have a nasty habit of
would rather just steal time from others and assuming the feature of a departed loved one
quickly disappear. or friend - or sometimes that of much-feared
enemy.
Jumper (Diminutive Outsider Flyer –
245 XP): Str 10, Dex 10, Con 10, Int 18, Wis Kyton (Medium Outsider Walker
18, Cha 16; SZ D (1×1, Reach 1); Spd 150 – 48 XP): Str 10, Dex 10, Con 10, Int 14,
ft. winged flight; Init VII; Atk X; Def VII; Res Wis 8, Cha 4; SZ M (1x1, Reach 1); Spd
III; Health III; Comp III; Skills: Stealth VII; 40 ft. ground; Init V; Atk IV; Def V; Res III;
Qualities: Damage reduction 4, natural spell (Time Health III; Comp III; Qualities: Achilles heel
Stop), spell defense VI, telepathic (divine), damage defiance (cold), damage reduction
Attacks/Weapons: Tentacle Slap V × 12 2, fearless I, interests (Alignment [Evil, Order]),
(dmg 3d4 lethal; threat 18-20; qualities: reach regeneration 1, spell defense I
+1), Steal Time (life draining attack V: Fort DC Attacks/Weapons: Chain × 2 (dmg 1d6
30 or suffer 1 lethal damage per TL, the NPC subdual; threat 20; qualities: hook, reach +1),
healing the same amount; upgrades: supernatural Dead Face (shaking attack II: 40 ft. gaze;
attack (Tentacle Slap)) Will DC 15 or become shaken)
Treasure: None. Treasure: None.

Koodjanuk Larva
The koodjanuk is a creature native to Larvae, evil dead from other planes
Elysium. It is generally encountered in subarctic who led especially selfish lives, are now
or arctic conditions and makes its lair on doomed to spend their wretched existences
mountain peaks. They appear to be large birds serving evil on the Lower Planes. Larvae are
of prey, with white-feathered bodies, black horrifying worms, sickly yellow and covered
heads, and great hooked beaks. Koodjanuks with viscous, foul-smelling fluid. Instead of
are on excellent terms with the other beings of a worm’s head, they have distorted faces
the Upper Planes, and they may be found with resembling the mortals they were in life.
these beings. Tactics: Larvae have no will of their
Tactics: Koodjanuks ignore most own and simply lie in giant, quivering masses
creatures, neither harming nor helping them. on the grounds of the Gray Waste. However,
when commanded by a greater power - that

Chapter 6: Foes 183


is, just about anything in the Waste – larva will Beastlands, residing there naturally along with
attack en masse. other wildlife. They appear to be large, white
or gray stags, with pearly antlers.
Larva (Medium Outsider Walker – 31 Malaetar are temperamental, fast
XP): Str 10, Dex 12, Con 8, Int 4, Wis 6, Cha beasts native to the Outlands. They resemble
4; SZ M (1x1, Reach 1); Spd 10 ft. ground; muscled, quadruped bears with great horns
Init V; Atk I; Def V; Res III; Health III; Comp and powerful claws.
III; Qualities: Damage reduction 1, interests Stench kine (singular stench kow) are the
(Alignment[Evil]), meek, swarm cattle of Baator. They roam the reeking plains,
Attacks/Weapons: Bite I (dmg 1d8 lethal + fiery fields, and even the wintry wastes of
flesh-eating virus; threat 18-20; upgrades: bleed, the lower hells. Some are found as far as the
diseased) planes of Acheron, Gehenna, and even Gray
Treasure: None. Waste. Much as do common herd animals,
these odorous beasts form great herds, grazing
Lillend on the noxious and poisonous growths of
Lillendi are natives of Ysgard. They are the vile terrain. Stench kine resemble huge,
peaceful and delight in song and conversation. misshapen dull orange-green bison with
Lillendi are particularly hostile toward those large humps over the shoulders and long and
who seek to impose civilized order on the downward curving horns.
wilderness. They have the upper body of a Thunder beasts are bloated, pig-like
human with powerful, feathered wings and stout creatures that roam in herds across the layers
serpentine body from waist downwards. of the Abyss. They are known as thunder
Tactics: Lillendi are generally peaceful beasts because of their rumbling bellow. A
unless they intend vengeance against someone thunder beast resembles a six legged pig with
they believe guilty of harming, or even a swollen body.
threatening, a favored art form, artwork, or Tactics: Most livestock flees unless
artist. Then they become implacable foes. They cornered, at which point they charge, trying
use their natural spell to confuse and weaken in a blind panic to break free.
opponents before entering combat. A covey of
lillendi usually discusses strategy before a battle. Forchoreai (Large Beast Outsider
Walker — 81 XP): Str 10, Dex 14, Con 12,
Lillend (Huge Outsider Flyer/Walker Int 10, Wis 10, Cha 10; SZ L (1×2, Reach
– 103 XP): Str 12, Dex 12, Con 12, Int 12, 1); Spd 90 ft. ground (Run 450 ft.); Init VIII,
Wis 12, Cha 12; SZ H (1x4, Reach 1); Spd Atk III; Def VIII; Res V; Health V; Comp III;
70 ft. winged flight, 30 ft. ground; Init VII; Skills: Stealth IX; Qualities: Damage reduction
Atk VII; Def VII; Res V; Health V; Comp III; 2, feat (Pathfinder Basics (forest/jungle)), improved
Skills: Investigate IV; Qualities: Aquatic II, sense (hearing), interests (Alignment [Chaos,
contagion immunity, damage immunity (fire, heat), Good]), invisibility, natural spell (Heal, Mirror
damage reduction 3, darkvision I, fearless I, interests Images), regeneration 2, superior runner I
(Alignment [Chaos]), natural spell (Illusionary Attacks/Weapons: Gore III (dmg 2d8+1
Image V), shapeshifter I, spell defense I, superior lethal; threat 18–20; qualities: bleed)
swimmer II Treasure: 3T
Attacks/Weapons: Tail Slap I (dmg 1d12+1
lethal; threat 20; qualities: reach +1; upgrades: Malaetar (Large Beast Walker —
grab), Squeeze I (dmg 2d8+1 subdual; notes: 56 XP): Str 14, Dex 14, Con 10, Int 4, Wis
Grapple only), Boar Spear (dmg 1d8+1 lethal; 12, Cha 6; SZ L (1×2, Reach 1); Spd 80
threat 19-20; qualities: guard +1, reach +1), ft. ground (Run 480 ft.); Init VII, Atk IV;
Long Bow + 30 standard arrows (dmg 1d6+1 Def VII; Res V; Health V; Comp I; Skills:
lethal; threat 19–20; range 40 ft. x 6; qualities: Notice V; Qualities: Damage reduction 2, feat
AP 4) (Pathfinder Basics (plains)), improved stability,
Treasure: 4C, 2L, 1M superior runner II
Attacks/Weapons: Claw I (dmg 1d8+2
lethal; threat 20), Gore I (dmg 1d8+2 lethal;
Livestock and Game threat 19–20; qualities: bleed), Trample I (dmg
Animals 1d10 lethal; threat 19-20; notes: Medium and
These animals dot the planar landscape smaller only, Fort (DC equal to damage) or
as wild game and domesticated livestock. become sprawled)
Forchoreai are creatures found on the Treasure: 1T

Planescraft (First PLAYTEST) 184


perfect, symmetrical proportions, and pure
Stench Kow (Large Animal Walker – white hair that matches its skin.
73 XP): Str 10, Dex 14, Con 12, Int 1, Wis 8, Tactics: Lomendur avoid conflict
Cha 4; SZ L (2x2, Reach 1); Spd 40 ft. ground; unless they meet opponents of opposed
Init X; Atk III; Def X; Res IV; Health IV; Comp beliefs. At that point, they resemble almost
-; Qualities: Contagion immunity, damage immunity senseless, cruelest mercenaries as they
(cold, fire, heat), damage reduction 2, feat (Charging furiously throw themselves at their target.
Basics), improved stability, stench
Attacks/Weapons: Gore I (dmg 1d8 lethal; Orrek (Small Outsider Spirit
threat 19-20; qualities: bleed), Trample I (dmg Walker/Burrower – 78 XP): Str 10, Dex 14,
1d10 lethal; threat 19-20; notes: Medium and Con 10, Int 10, Wis 10, Cha 10; SZ S (1x1,
smaller only, Fort (DC equal to damage) or Reach 1); Spd 30 ft. ground, 20 ft. burrow;
become sprawled) Init V; Atk I; Def V; Res II; Health II; Comp
Treasure: None. III; Qualities: Contagion immunity, damage
immunity (acid, cold, electrical, fire), damage
Thunder Beast (Large Animal Walker reduction 1, darkvision I, invisibility, regeneration
– 45 XP): Str 10, Dex 10, Con 12, Int 1, Wis 8, 1, shapeshifter I, spell defense I
Cha 4; SZ L (2x3, Reach 1); Spd 30 ft. ground; Attacks/Weapons: Claw I × 2 (dmg 1d4
Init VIII; Atk III; Def VIII; Res IV; Health IV; lethal; threat 20)
Comp -; Qualities: Damage reduction 2, improved Treasure: 3L
stability
Attacks/Weapons: Bite I (dmg 1d10 lethal; Quark (Small Outsider Flyer/
threat: 18-20), Trample I (dmg 1d10 lethal; Walker – 89 XP): Str 10, Dex 12, Con 10,
threat 19-20; notes: Medium and smaller only, Int 10, Wis 10, Cha 10; SZ S (1x1, Reach 1);
Fort (DC equal to damage) or become sprawled), Spd 30 ft. ground, 50 ft. winged flight; Init
Bellow (sickening attack I: 10 ft. cone; Will DC X; Atk I; Def X; Res II; Health II; Comp III;
10 or become sickened for 1d6 rounds) Qualities: Contagion immunity, damage immunity
Treasure: None. (acid, cold, electrical, fire), damage reduction
2, darkvision I, interests (Alignment [Chaos]),
Lomendur invisibility, natural spell (Insanity I), regeneration
Lomendur are lesser beings of neutrality 1, shapeshifter I, spell defense I
that often serve as companions to mortals. Attacks/Weapons: Claw I × 2 (dmg 1d4
Orrekin hail from the Outlands. They lethal; threat 20)
are wholly devoted to balance, and are tolerant Treasure: 3L
of others as long as none gain the upper
hand. Orrekin believe chaos is foolish, law is Tabur (Small Outsider Walker –
pretentious, and good or evil is just a waste 90 XP): Str 10, Dex 12, Con 12, Int 10,
of time. An orrek resembles a squat, muscular Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd
humanoid with rounded shoulders and clawed 40 ft. ground; Init X; Atk I; Def X; Res II;
hands. Short, soft gray fur covers its body. Its Health II; Comp III; Qualities: Contagion
glittering black eyes, short necks, broad teeth, immunity, damage immunity (acid, cold, electrical,
and rather narrow head are reminiscent of a fire), damage reduction 2, darkvision I, interests
rodent. (Alignment [Order]), invisibility, natural spell
Quarks hail from Limbo. They despise (Hold Person), regeneration 1, shapeshifter I, spell
restraint and order, acknowledge no rules or defense I, tricky (Arrow Cutting)
conventions, and they keep promises only if it Attacks/Weapons: Slam I x2 (dmg 1d4
pleases them to do so. A quark resembles a tiny, lethal; threat 20), Stunning Fist (stunning
silver-skinned humanoid with unearthly beauty attack I: Fort save DC 10 or become stunned
and tangled, fuzzy hair. Its glittering wings for 1d6 rounds; upgrades: supernatural attack
resemble those of a butterfly, although their (Slam))
coloration and pattern changes periodically. Treasure: 3L
Tabi hail from Mechanus. They are
wholly devoted to order and discipline Maelephant
untainted by cruelty or kindness; good and evil The frightening but fascinating
are irrelevant to them. They never let other maelephants guard the Lower Planes. They
considerations get in the way of true harmony are large, roughly bipedal creatures with huge
and order. A tabur resembles a small, white elephant heads that have a viciously barbed
marble humanoid statue with silver eyes. It has trunk.

Chapter 6: Foes 185


Tactics: As devoted guards, maelephants weak combatant, attacking with claws and
do not attack unless the object or area under its beak. They prefer to use their bows while
their protection is directly endangered. At that airborne, by holding the bow with their talons
point they Entangle and charge their foes. and pulling back the string with their hands.
This gives them an odd, tumbling style of
Maelephant (Large Outsider Walker – flight when shooting.
104 XP): Str 10, Dex 10, Con 12, Int 12, Wis
12, Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. Marrashi (Medium Outsider Flyer/
ground; Init VII; Atk V; Def VII; Res IV; Health Walker – 42 XP): Str 10, Dex 12, Con 10,
IV; Comp III; Skills: Notice VI, Search VI; Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
Qualities: Always ready, charge attack, darkvision 1); Spd 70 ft. winged flight, 30 ft. ground;
II, damage reduction 3, fearless II, grappler, interests Init II; Atk VI; Def II; Res III; Health III;
(Alignment [Evil, Order]), natural spell (Entangle, Comp III; Qualities: Damage reduction 1,
Gust of Wind), regeneration 2, spell defense II interests (Alignment [Evil, Order]), killing
Attacks/Weapons: Claw I × 2 (dmg 1d8 conversion
lethal; threat 20), Gore I (dmg 1d8 lethal; threat Attacks/Weapons: Bite I (dmg 1d8 lethal;
19-20; qualities: bleed), Forgetful Thoughts threat 18-20), Claw I × 2 (dmg 1d6 lethal;
(baffling attack II: 30 ft. cone; Will DC 15 or threat 20), Long bow + 40 barbed arrows
become baffled for 2d6 rounds) (dmg 1d6 lethal; threat 19-20; range 40 ft. x
Treasure: None. 6; qualities: AP 2, bleed, poisonous)
Treasure: 4C, 1L
Malfera
A malfera is a creature from the Marut
Demiplane of Nightmares. It is a large night- Maruts go forth from Mechanus and
black humanoid with an elephantlike head, huge spread the powers’ will across the Outer
fangs, red veins and eyes. The chest is a mass Planes. They look like red-eyed, unliving
of slimy, acidic tentacles and its long, muscular giants carved from a single piece of polished
arms end in large, jagged pincers. Its feet are stone with no discernible joints or seams.
webbed and clawed. Maruts wear golden armor with wide plates
Tactics: In combat, a malfera attacks on the shoulders and armbands.
with pincers and its bite, trying to grab the Tactics: Maruts are awesome
opponent and squeeze it until there’s nothing opponents. Their punch alone can bring down
left of it. It is prone on ambushing its foes from all but the most powerful opponents. When
dark places, sometimes even entering their faced with a greater threat, they will not
homes with the use of Knock. hesitate to use Earthquake and Lightning Bolt
II to reduce the number of foes they will face
Malfera (Large Outsider Walker – 75 in melee. If badly hurt, they will withdraw in
XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, order to regenerate lost health and return as
Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; soon as they are ready.
Init IV; Atk V; Def IV; Res IV; Health IV; Comp
III; Skills: Intimidate VIII, Stealth V; Qualities: Marut (Large Construct Outsider
Damage immunity (acid), damage reduction 3, Walker – 101 XP): Str 20, Dex 10, Con 10,
grappler, interests (Alignment [Chaos, Evil]), natural Int 12, Wis 10, Cha 10; SZ L (2x2, Reach
spell (Knock, See Invisible) 2); Spd 40 ft. ground; Init III; Atk IV; Def
Attacks/Weapons: Bite I (dmg 1d10 III; Res IV; Health IV; Comp III; Qualities:
lethal + lethal poison; threat 18-20; qualities: Damage defiance (cold, fire, heat), damage
venomous), Pincers × 2 (Claw I: dmg 1d8 lethal; immunity (acid), damage reduction 3, interests
threat 20; upgrades: grab), Squeeze I (dmg 1d12 (Alignment [Order]), natural spell (Earthquake,
acid; notes: Grapple benefit; upgrades: alternate Lightning Bolt II), regeneration 5, spell defense I
damage) Attacks/Weapons: Slam V (dmg 3d8+5
Treasure: 3C, 2M lethal; threat 18-20)
Treasure: None.
MARRASHI
The marrashi (plural marrash) or winged Menglis
archer, is an evil spirit of pestilence. It has the An elemental spirit unlike any other,
dark wings of a vulture, the arms and body of a the menglis is born of opposition. They
human, bird legs and the head of a jackal. have the ability to separate an object into its
Tactics: On the ground a marrashi is a component elements. It is a tall humanoid,

Planescraft (First PLAYTEST) 186


colorless and somewhat amorphous. to interfere with flight.
Tactics: In or out of combat, menglis Earth mephits are heavy, rocky mephits
constantly use their Disintegration ability to that have stolid, humorless personalities.
separate their environment into basic elements. Stubborn and immune to insult, they look
They are solitary creatures that ignore others like small, thin earth elementals, with stony
to the point that sometimes they aren’t even skin, glittering eyes, and rigid wings of dull
aware living beings they have disintegrated. If metal. Their wings, which never flap, seem
severely injured, they will become incorporeal to play no role in the mephit’s magical but
and abandon the area as fast as possible. clumsy flight.
Fire mephits are the most mischievous
Menglis (Large Elemental Spirit of all mephits. These fiends play terrible
Walker – 115 XP): Str 14, Dex 10, Con 12, Int pranks on other mephits, such as pushing
12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd magma mephits into water and watching
50 ft. ground; Init IX; Atk IV; Def IX; Res VI; them harden. Fire mephits are small, wiry
Health VI; Comp II; Qualities: damage immunity humanoids with bright red skin and bat-
(cold, electrical, fire, heat), damage reduction 2, wings. Some fire mephits affect a mustache,
fearless II, spell defense III, telepathic goatee, and tiny horns on their forehead, but
Attacks/Weapons: Slam I (dmg 1d8+2 these are always faked.
lethal; threat 20), Disintegration (lethal damage Ice mephits are angular, with
attack III: 30 ft. aura; dmg 1d8 lethal per 2 TL, translucent, ice-blue skin. They live on the
Ref DC 20 for 1/2 damage) colder Lower Planes and thus never mix with
Treasure: None. fire, magma, smoke, or steam mephits. Ice
mephits act aloof and cruel, surpassing other
Mephits mephits in torture and wanton destruction.
Mephits are nasty messengers created Lightning mephits have torsos and limbs
by powerful planar creatures to perform evil composed of thin black lightning bolts and
missions. The sixteen known types of mephit they are wingless. Their heads smell like
draw their substance from the Elemental, ozone and glows with a permanent light.
Paraelemental, and Quasielemental Planes. All They are energetic, hyperactive and curious.
mephits appear as small, winged creatures with They talk very fast, with many mistakes and
more or less humanoid features. While they false starts.
are often described as impish, their elemental Magma mephits, or lava mephits, are
origins are apparent at first glance. the least intelligent of all mephits and hence
Air mephits are fickle, untrustworthy, the brunt of fire mephit jokes. They are
and empty-headed. However, they are excellent sensitive to these insults and anger easily
messengers and couriers – for their first mission. when offended, but otherwise they are
Thereafter they flee their creators to explore passive and less temperamental than other
the planes, attach themselves to whomever mephits.
looks interesting and make entertaining trouble. Mineral mephits look like earth mephits
Air mephits look like pure white muscular with mica and metallic wings. They have
humanoids from the waist up and white no odor and are suspicious, greedy and self-
tornadoes from the waist down. Unlike most righteous.
other mephits, they have no wings but fly on Mist mephits fancy themselves as
their airstreams; they display astonishing agility. master spies, often reporting on other
They are bald with broad grins and small ears, mephits for treacherous behaviors.
and they often wear one gold earring. Ooze mephits are unctuous creatures
Ash mephits are acutely depressed and that sidle up to strangers and, in purring,
lugubrious. They have powdery skin and sibilant voices, use flattery to ingratiate
wings and a nasal whining voice to impose themselves. They are made of ochre muck
on passersby endless tales of their sorrows, and have a rough humanoid form but no
boredom and frustrations. clear joints. Their wings are transparent
Dust mephits find death morbidly green bubble membranes that seldom break.
fascinating. They pose as tragic yet fashionable They have dark green eyes and mouth
victims of a gloomy fate, heroically holding out with a mooning expression, and they smell
against utter insanity. Gaunt even by mephit absolutely terrible. Contact with an ooze
standards, dust mephits have dusky brown skin, mephit stains clothing permanently.
eyes, and wings. Unlike other mephits, they Radiance mephits are dazed, distracted
prefer to wear black clothing, altered so as not individuals with reflective silvery bodies and

Chapter 6: Foes 187


prismatic wings. They have wide mouths and (cold, Edged weapons, fire, heat), interests
expressionless faces, except during their fits of (Alignment [Evil]), regeneration 1
crazed giggling. Attacks/Weapons: Choking Breath
Salt mephits look like grainy white (fatiguing attack I: 10 ft. aura; Fort Save DC
humanoids with wings made of cubical white 10 or become fatigued)
crystals. They have large red eyes and gaping, Treasure: 1C
grinning mouths. They have no odor unless they
get wet, which causes them excruciating pain Dust Mephit (Medium Construct
and makes them smell briny. The sarcastic and Elemental Flyer/Walker – 65 XP): Str 10,
acidulous wit of salt mephits lowers their life Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ
expectancy dramatically. M (1x1, Reach 1); Spd 60 ft. winged flight,
Smoke mephits are crude, irresponsible and 30 ft. ground; Init V; Atk IV; Def V; Res IV;
lazy, mostly sitting around invisible, smoking Health IV; Comp II; Qualities: Damage defiance
pipeweed and telling bad jokes. (Edged weapons), damage immunity (fire, heat),
Steam mephits are bossy and interests (Alignment [Evil]), regeneration 1
hypersensitive. They are the self-appointed Attacks/Weapons: Claw I × 2 (dmg 1d6
overlords of all mephits and, in their own lethal; threat 20), Choking Breath (fatiguing
minds, lords of the Quasielemental Plane of attack I: 10 ft. aura; Fort Save DC 10 or
Steam. Mist mephits refuse to obey them, and become fatigued)
this disobedience has led to a millennia-long Treasure: 1C
rivalry between the types. In addition to the
hissing steam that escapes from their pores, Earth Mephit (Medium Construct
steam mephits leave a trail of near-boiling water Elemental Flyer/Walker – 54 XP): Str 10,
where they walk. Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ
Water mephits are thin, finny humanoids M (1x1, Reach 1); Spd 60 ft. winged flight,
covered with sea-green scales, and webs of 30 ft. ground; Init V; Atk IV; Def V; Res
skin connect the spines of their ears, toes, and IV; Health IV; Comp II; Qualities: Clumsy,
wings. They have fishy, staring eyes and fish interests (Alignment [Evil]), natural spell (Brawn
lips. An odor of brine accompanies them, and I), regeneration 1
they drip salt water. Manifesting an irritating Attacks/Weapons: Claw I × 2 (dmg 1d6
joviality, water mephits make remarkably lethal; threat 20), Stone Breath (damage
tactless comments on their companions’ actions attack I: 20 ft. ray; 1d4 lethal damage per 2
and situations. They attach themselves to TL; Ref Save DC 10 for 1/2 damage; threat
adventuring parties (unasked) out of an appetite 20)
for novelty. Treasure: 1C
Tactics: In battle, mephits attack with
either their clawed hands or breath weapon. If Fire Mephit (Medium Construct
hurt, they quickly flee. Elemental Flyer/Walker – 56 XP): Str 10,
Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ
Air Mephit (Medium Construct M (1x1, Reach 1); Spd 60 ft. winged flight,
Elemental Flyer/Walker – 58 XP): Str 10, 30 ft. ground; Init V; Atk IV; Def V; Res
Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M IV; Health IV; Comp II; Qualities: Interests
(1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. (Alignment [Evil]), natural defense (heat), natural
ground; Init V; Atk IV; Def V; Res IV; Health IV; spell (Scorching Ray), regeneration 1
Comp II; Qualities: Interests (Alignment [Evil]), Attacks/Weapons: Claw I × 2 (dmg 1d6
natural spell (Blur, Gust of Wind), regeneration 1 heat; threat 20; upgrades: alternate damage),
Attacks/Weapons: Claw I × 2 (dmg 1d6 Fiery Breath (fire damage attack I: 10 ft.
lethal; threat 20), Grit Breath (damage attack I: cone; dmg 1d4 fire per 2 TL, Ref Save DC 10
20 ft. ray; 1d4 lethal damage per 2 TL; Ref Save for 1/2 damage)
DC 10 for 1/2 damage; threat 20) Treasure: 1C
Treasure: 1C
Ice Mephit (Medium Construct
Ash Mephit (Medium Construct Elemental Flyer/Walker – 59 XP): Str 10,
Elemental Flyer/Walker – 73 XP): Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ
Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ M M (1x1, Reach 1); Spd 60 ft. winged flight,
(1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. 30 ft. ground; Init V; Atk IV; Def V; Res
ground; Init V; Atk IV; Def V; Res IV; Health IV; IV; Health IV; Comp II; Qualities: Damage
Comp II; Qualities: Beguiling, damage immunity immunity (cold), interests (Alignment [Evil]),

Planescraft (First PLAYTEST) 188


regeneration 1 blinded for 1d6 rounds)
Attacks/Weapons: Claw I × 2 (dmg 1d6 Treasure: 1C
lethal; threat 20), Freezing Breath (cold damage
attack I: 20 ft. ray; dmg 1d4 cold per 2 TL, Ref Ooze Mephit (Medium Construct
Save DC 10 for 1/2 damage) Elemental Ooze Flyer/Walker – 69 XP):
Treasure: 1C Str 10, Dex 10, Con 10, Int 10, Wis 10,
Cha 10; SZ M (1x1, Reach 1); Spd 60 ft.
Lightning Mephit (Medium Construct winged flight, 30 ft. ground; Init V; Atk IV;
Elemental Flyer/Walker – 87 XP): Str 10, Def V; Res IV; Health IV; Comp II; Qualities:
Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M Damage immunity (Edged weapons, fire ,heat),
(1x1, Reach 1); Spd 90 ft. winged flight, 30 ft. interests (Alignment [Evil]), regeneration 1,
ground; Init V; Atk IV; Def V; Res IV; Health IV; stench,
Comp II; Qualities: Damage immunity (electrical, Attacks/Weapons: Claw I × 2 (dmg 1d6
fire, heat), death throes (electrical), interests lethal; threat 20)
(Alignment [Evil]), natural defense (electrical), Treasure: 1C
natural spell (Lightning Bolt I), regeneration 1
Attacks/Weapons: Claw I × 2 (dmg 1d6 Radiance Mephit (Medium
lethal; threat 20) Construct Elemental Flyer/Walker – 62
Treasure: 1C XP): Str 10, Dex 14, Con 10, Int 10, Wis
10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft.
Magma Mephit (Medium Construct winged flight, 30 ft. ground; Init V; Atk IV;
Elemental Ooze Flyer/Walker – 56 XP): Str Def V; Res IV; Health IV; Comp II; Qualities:
10, Dex 10, Con 10, Int 6, Wis 8, Cha 6; SZ M Condition immunity (blinded), damage immunity
(1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. (flash), darkvision I, interests (Alignment [Evil]),
ground; Init V; Atk IV; Def V; Res IV; Health IV; natural spell (Color Spray), regeneration 1
Comp II; Qualities: Interests (Alignment [Evil]), Attacks/Weapons: Claw I × 2 (dmg 1d6
natural defense (heat), regeneration 1 lethal; threat 20)
Attacks/Weapons: Claw I × 2 (dmg 1d6 Treasure: 1C
lethal; threat 20), Heat Touch (heat damage
attack I: dmg 1d4 heat per 2 TL; upgrades: Salt Mephit (Medium Construct
supernatural attack (Claw)), Fiery Breath (heat Elemental Flyer/Walker – 72 XP): Str 10,
damage attack I: 20 ft. ray; dmg 1d4 heat per 2 Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ
TL, Ref Save DC 10 for 1/2 damage) M (1x1, Reach 1); Spd 60 ft. winged flight,
Treasure: 1C 30 ft. ground; Init V; Atk IV; Def V; Res IV;
Health IV; Comp II; Qualities: Beguiling,
Mineral Mephit (Medium Construct damage immunity (fire, heat), interests (Alignment
Elemental Flyer/Walker – 58 XP): Str 10, [Evil]), regeneration 1, tricky (Salt the Wound)
Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M Attacks/Weapons: Claw I × 2 (dmg 1d6
(1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. lethal; threat 20), Painful Touch (stunning
ground; Init V; Atk IV; Def V; Res IV; Health IV; attack I: Fort save DC 10 or become stunned
Comp II; Qualities: Interests (Alignment [Evil]), for 1d6 rounds; upgrades: supernatural attack
regeneration 1 (Claw)), Crystalline Breath (stunning attack
Attacks/Weapons: Claw I × 2 (dmg 1d6 I: 20 ft. ray; Fort Save DC 10 or become
lethal; threat 20), Blinding Breath (blinding stunned for 1d6 rounds)
attack I: 10 ft. aura; Will Save DC 10 or become Treasure: 1C
blinded for 1d6 rounds)
Treasure: 1C Smoke Mephit (Medium Construct
Elemental Flyer/Walker – 62 XP): Str 10,
Mist Mephit (Medium Construct Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ
Elemental Flyer/Walker – 58 XP): Str 10, M (1x1, Reach 1); Spd 60 ft. winged flight,
Dex 8, Con 12, Int 10, Wis 10, Cha 10; SZ M 30 ft. ground; Init V; Atk IV; Def V; Res IV;
(1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. Health IV; Comp II; Qualities: Death throes,
ground; Init V; Atk IV; Def V; Res IV; Health IV; interests (Alignment [Evil]), invisibility, natural
Comp II; Qualities: Interests (Alignment [Evil]), spell (Dancing Lights), regeneration 1
natural spell (Control Weather I), regeneration 1 Attacks/Weapons: Claw I × 2 (dmg 1d6
Attacks/Weapons: Claw I × 2 (dmg 1d6 lethal; threat 20), Sooty Breath (blinding
lethal; threat 20), Blinding Breath (blinding attack I: 20 ft. ray; Will Save DC 10 or
attack I: 10 ft. aura; Will Save DC 10 or become become blinded for 1d6 rounds)

Chapter 6: Foes 189


Treasure: 1C Modrons
It is only logical, as it is with all things
Steam Mephit (Medium Construct modron, that they are native to the orderly
Elemental Flyer/Walker – 58 XP): Str 10, plane of Mechanus. The two, plane and
Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ M modrons, probably would not exist without
(1x1, Reach 1); Spd 60 ft. winged flight, 30 ft. each other - modron society defines the plane,
ground; Init V; Atk IV; Def V; Res IV; Health IV; just as the plane shapes them. Modrons are
Comp II; Qualities: Interests (Alignment [Evil]), strictly divided into fourteen castes over
natural spell (Control Weather I), regeneration 1 which rules Primus, the One and the Prime.
Attacks/Weapons: Claw I × 2 (dmg 1d6 It and the plane are one in thought and deed;
lethal; threat 20), Painful Touch (stunning as Primus turns in his realm of Regulus, so
attack I: Fort save DC 10 or become stunned do the wheels of Mechanus. It and it alone
for 1d6 rounds; upgrades: supernatural attack understands the whole structure of the
(Claw)), Boiling Breath (stunning attack I: 20 ft. modron race, since it sits at its pinnacle.
ray; Fort Save DC 10 or become stunned for 1d6 From there it decrees what is order, writes
rounds) the laws, and establishes the rules and
Treasure: 1C regulations. Primus is a huge being who rises
from an energy pool in the central part of
Water Mephit (Medium Construct its great tower at the center of the plane.
Elemental Flyer/Walker – 67 XP): Str 10, Within Mechanus, Primus has the status of a
Dex 12, Con 10, Int 10, Wis 10, Cha 10; SZ greater power, except it is possible for Primus
M (1x1, Reach 1); Spd 60 ft. winged flight, 30 to die, albeit only under near-impossible
ft. ground; Init V; Atk IV; Def V; Res IV; Health conditions. Like all gaps, the vacancy is filled
IV; Comp II; Qualities: Achilles heel (cold), damage by promotion of one of the secundi. However,
immunity (Edged weapons, fire, heat), interests the process usually creates turmoil since,
(Alignment [Evil]), regeneration 1 without a Primus, chaos is allowed to enter
Attacks/Weapons: Claw I × 2 (dmg 1d6 into the perfection of modron society.
lethal; threat 20), Acidic Breath (acid damage Decatons are the lowest order of
attack I: 20 ft. ray; dmg 1d4 acid per 2 TL, Ref officials found in modron society. These
Save DC 10 for 1/2 damage) creatures appear as 10-tentacled spheres on
Treasure: 1C stumpy legs. They are the overseers of the
physical welfare of the base modrons, the
Mercurial voice of the great power to the working class.
A mercurial looks like a human with Duodrones are blocky, rectangular
eyes of liquid gold, silver or bronze. They live creatures with spiderlike legs and arms, plus
in regions of hyper-reality, whereby everything a small set of fanlike wings. It has one central
is more real, more vital, brighter, stronger and eye and a large mouth. They accept orders
more intense. It can shed its skin and bones and from tridrones and can give instructions to
become a skinless, boneless humanoid. monodrones, whom they often supervise.
Tactics: Most mercurials are pacifists, Duodrones serve in the modron army as
refusing to fight even to defend themselves. corporals or sergeants, or even as special
shock troops armed with thrusting and
Mercurial (Medium Outsider Walker crushing weapons. They often lead squads
– 103 XP): Str 10, Dex 12, Con 10, Int 14, Wis of monodrones (twelve monodrones per
14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. duodrone).
ground; Init IV; Atk IV; Def IV; Res VII; Health Hextons fulfill several roles in modron
VII; Comp III; Qualities: Damage reduction 3, life. First, they are the generals of the 36
natural spell (Wish III), regeneration 3, spell defense modron armies. Second, nine also serve at the
I, tough I tower of Primus, although they are not aware
Attacks/Weapons: Slam I x2 (dmg 1d6 of his existence. They appear as humanoids
lethal; threat 20), Mental Blast (force damage with six arms - two large human arms with six
attack II: 40 ft. ray; dmg 1d6 force per 2 TL, fingers and four tentacles tipped with sharp
Ref DC 15 for 1/2 damage, upgrades: alternate claws below. They have thin, fanlike folded
damage), Borrow Form (attribute draining attack wings, joined at the shoulders.
II: Fort DC 15 or suffer 1 Con impairment; Messenger monodrones lack the spiderlike
upgrades: supernatural attack (Slam)) arms of their more numerous brethren and
Treasure: None. instead have fanlike wings joined to their
bodies. Though they cannot wield weapons,

Planescraft (First PLAYTEST) 190


these winged monodrones are faster than their the modron army, a dozen pentadrones are
counterparts, so they often serve as messengers. assigned to each regimental headquarters as
Monodrones look like small spheres with a an elite unit, while others actually command
single eye. They have spiderlike arms and legs. the regiment.
They are barely intelligent modrons that make Quadrones appear as cubes with
up most of the population of Regulus. They spiderlike legs and four arms. Equipped with
accept orders only from duodrones and exist sensory organs on all six sides of its cubic
only for their work. Monodrones are usually body, a quadrone can utilize its senses to
assigned to either simple labor or service in the detect sights, sounds, and smells far away.
regiments of the modron army. They accept orders from pentadrones and can
Nonatons are cylindrical modrons give instructions to tridrones and they serve
that act as commissars and chief inspectors as field officers in the modron army.
of the modron universe. They usually head Quartons administer the regions of
investigations of rogue modron units and handle the modron realm and oversee the operation
small-party invasions from other planes. of the bureau, sector governors, and army
Octons govern the wheels and can units attached to their regions. They are
command any armies stationed there. The lesser tall humanoids with four jointed arms and
modrons of each cogwheel are considered wards fanlike wings.
of the octons, who guard their sectors quite Quintons are the major bureau chiefs
rigidly and see that regulations are obeyed, and record keepers of Mechanus. They look
routine is observed, and reports are invariably like tall, stocky humanoids with four flexible
correct.

Table 6.3: Modron Castes


Caste No. of Members Body Shape Function
The One and the Prime
Primus 1 Humanoid Absolute ruler of all modrons
Hierarch Modrons
Secundi 4 Humanoid Viceroys of the quarters
Tertians 9 3-armed humanoid Judges
Quartons 16 4-armed humanoid Rulers of the regions
Quintons 25 5-armed humanoid Bureau chiefs and recordkeepers
Hextons 36 6-armed humanoid Generals of the modron armies
Septons 49 7-armed humanoid Inspectors
Octons 64 8-armed torpedolike creature Governors of the sectors
Nonatons 81 9-armed cylinder Police supervisors
Decatons 100 10-armed sphere Supervisors and caretakers of base modrons
Base Modrons
Pentadrones 500,000+ Star Law enforcers
Quadrones 1.5 million+ Cube Multifunctional laborers, supervisors
Tridrones 6 million+ Pyramid Trifunctional laborers, minor supervisors
Duodrones 55 million+ Rectangle Bifunctional laborers
Monodrones 300 million+ Sphere Single-functional general laborers

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

Chapter 6: Foes 191


arms and prehensile tails. They have fanlike Flyer/Walker – 88 XP): Str 10, Dex 10,
wings similar to those of the hextons. As a Con 12, Int 12, Wis 12, Cha 12; SZ M (1x1,
symbol of rank, the quintons have a diamond Reach 1); Spd 10 ft. winged flight, 40 ft.
inscribed in their foreheads. ground; Init IV; Atk VIII; Def IV; Res IV;
Rogues are handled with a rogue template Health IV; Comp III; Qualities: Condition
(see page 140). immunity (flanked), damage reduction 2, fatal
Secundi (singular secundus), viceroys of falls, interests (Alignment (Order)), spell defense
the quarters, are the virtual rulers of Mechanus, I, devoted (Order IV), natural spell (Mass Cure
reporting only to Primus. They appear as Wounds I, Restoration I)
incredibly thin and tall humanoids with long, Attacks/Weapons: Tentacle Slap I × 10
narrow faces and deep-set eyes. They always (dmg 1d6 lethal; threat 20; qualities: reach
live in harmony with one another, except during +1)
those extremely rare times when a new Primus Treasure: None.
must be chosen.
Septons are officials who maintain order Duodrone (Small Construct
and see that all regulations have been obeyed. Outsider Flyer/Walker – 39 XP): Str 12,
They travel from place to place as inspectors Dex 12, Con 12, Int 6, Wis 6, Cha 6; SZ
and examiners of work and records, and they S (1x1, Reach 1); Spd 30 ft. winged flight,
are charged with transferal of information from 30 ft. ground; Init IV; Atk I; Def IV; Res
outlying areas to the towers of the regions, II; Health II; Comp III; Qualities: Damage
quarters, and the capitol tower itself. Septons reduction 1, darkvision I, fatal falls, interests
appear as humanoids with large bald heads. (Alignment (Order)), swarm
They have shoulder collars similar to those of Attacks/Weapons: Slam I × 2 (dmg
octons. 1d4+1 lethal; threat 20), Medium Pike (dmg
Tertians supervise the quartons and hear 1d6+1 lethal; threat 20; qualities: lightweight,
all crimes brought against the rigid orthodoxy reach +2)
of the realm. Trial, judgment, and sentencing Treasure: None.
of all creatures in the modron realm are their
province. Most judgments deal with rogue Hexton (Large Construct Outsider
modrons. They look fairly human, except Flyer/Walker – 115 XP): Str 12, Dex 10,
for their great height, the horns jutting from Con 12, Int 14, Wis 14, Cha 14; SZ L (2x2,
the sides of their bald heads, and their long Reach 2); Spd 30 ft. winged flight, 30 ft.
prehensile tails that end in a macelike ball. ground; Init V; Atk VI; Def V; Res IX; Health
Tridrones appear as three-sided pyramids IX; Comp III; Qualities: Damage reduction 4,
with three spiderlike legs. Each of its three fatal falls, interests (Alignment (Order)), spell
“faces” has a single eye, a mouth, and one arm, defense III, devoted (Knowledge I, Order V)
all set vertically along the center. They accept Attacks/Weapons: Slam II × 6 (dmg
orders from quadrones and can give instructions 1d8+1 lethal; threat 19-20)
to duodrones. In the modron army, tridrones Treasure: None.
serve as officers in special companies. Three
tridrones typically supervise each company, Messenger Monodrone (Small
relaying orders to the twelve duodrones, who in Construct Outsider Flyer/Walker – 28 XP):
turn pass them along to the monodrones. Str 10, Dex 12, Con 10, Int 4, Wis 4, Cha
Winged quardones have wings that replace 4; SZ S (1x1, Reach 1); Spd 50 ft. winged
one pair of arms. These creatures are often flight, 20 ft. ground; Init III; Atk I; Def III;
charged with special missions or deployed for Res II; Health II; Comp III; Qualities: Damage
aerial combat. reduction 1, fatal falls, interests (Alignment
Tactics: Despite the regimented order (Order)), shambling, swarm
of their armies, modrons do not fare as well Attacks/Weapons: Slam I (dmg 1d4
in war as other planar beings. When it comes lethal; threat 20), Stiletto (dmg 1d4-1 lethal;
to combat and the sheer cruelty that often threat 18-20; qualities: AP 8, finesse), hand
accompanies warfare, modrons usually come crossbow + 20 whistler bolts (dmg 1d4
out the losers. The reason for this could be subdual; threat 20; range 10 ft. x 6; qualities:
that conflicts are chaotic events and modrons load 3, lure)
simply cannot adjust to the newfound situations Treasure: None.
quickly enough.
Monodrone (Small Construct
Decaton (Medium Construct Outsider Outsider Walker – 23 XP): Str 10, Dex 12,

Planescraft (First PLAYTEST) 192


Con 10, Int 4, Wis 4, Cha 4; SZ S (1x1, Reach M (1x1, Reach 1); Spd 40 ft. ground; Init
1); Spd 20 ft. ground; Init III; Atk I; Def III; V; Atk IV; Def V; Res III; Health III; Comp
Res II; Health II; Comp III; Qualities: Damage III; Qualities: Always ready, condition immunity
reduction 1, fatal falls, interests (Alignment (Order)), (flanked), damage reduction 2 , darkvision I,
shambling, swarm fatal falls, improved sense (hearing, scent, visual),
Attacks/Weapons: Slam I (dmg 1d4 lethal; interests (Alignment [Order]), swarm
threat 20), Stiletto (dmg 1d4-1 lethal; threat Attacks/Weapons: Slam I × 4 (dmg
18-20; qualities: AP 8, finesse), hand crossbow + 1d6+2 lethal; threat 20), Long sword x4
20 whistler bolts (dmg 1d4 subdual; threat 20; (dmg 1d12+2 lethal; threat 20), Long bow
range 10 ft. x 6; qualities: load 3, lure) x2 + 40 standard arrows (dmg 1d6+2 lethal;
Treasure: None. threat 19-20; range 40 ft. x 6; qualities: AP 2)
Treasure: None.
Nonaton (Large Construct Outsider
Walker – 103 XP): Str 10, Dex 10, Con 12, Int Quarton (Large Construct Outsider
12, Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd Flyer/Walker – 152 XP): Str 14, Dex 10,
50 ft. ground; Init V; Atk VII; Def V; Res VI; Con 12, Int 16, Wis 16, Cha 16; SZ L
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

Chapter 6: Foes 193


(2x2, Reach 2); Spd 60 ft. winged flight, 30 ft. V, Righteousness III), tough II
ground; Init V; Atk V; Def V; Res X; Health X; Attacks/Weapons: Paralyzing Slap
Comp III; Qualities: Damage reduction 4, fatal (paralyzing attack V: Will DC 30 or become
falls, interests (Alignment (Order)), spell defense IV, paralyzed 5d6 rounds; upgrades: supernatural
devoted (Knowledge II, Order V), tough I attack (Tail Slap)), Slam V × 3 (dmg 3d8
Attacks/Weapons: Slam V × 4 (dmg lethal; threat 19-20), Tail Slap I (dmg 1d10
3d8+2 lethal; threat 19-20) lethal; threat 20; qualities: reach +1)
Treasure: None. Treasure: None.

Quinton (Large Construct Outsider Tridrone (Medium Construct


Flyer/Walker – 119 XP): Str 12, Dex 10, Con Outsider Walker – 51 XP): Str 14, Dex
12, Int 14, Wis 14, Cha 14; SZ L (2x2, Reach 12, Con 12, Int 8, Wis 8, Cha 8; SZ M
2); Spd 20 ft. winged flight, 20 ft. ground; Init (1x1, Reach 1); Spd 30 ft. ground; Init V;
V; Atk VII; Def V; Res X; Health X; Comp III; Atk V; Def V; Res III; Health III; Comp III;
Qualities: Damage reduction 4, fatal falls, interests Qualities: Condition immunity (flanked), damage
(Alignment (Order)), spell defense IV, devoted VII reduction 1 , fatal falls, interests (Alignment
(Knowledge II, Order V), natural spell (Detect (Order)), swarm
Alignment, Identify II) Attacks/Weapons: Slam I × 3 (dmg
Attacks/Weapons: Slam III × 5 (dmg 1d6+1 lethal; threat 20), Javelin × 3 (dmg
2d8+1 lethal; threat 19-20) 1d8+1 lethal; threat 19-20; range 30 ft. x 3)
Treasure: None. Treasure: None.

Secundus (Large Construct Outsider Winged Quadrone (Medium


Flyer/Walker – 180 XP): Str 10, Dex 10, Con Construct Outsider Flyer/Walker – 62 XP):
12, Int 18, Wis 18, Cha 18; SZ L (2x2, Reach Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha
2); Spd 50 ft. winged flight, 50 ft. ground,; Init 10; SZ M (1x1, Reach 1); Spd 40 ft. winged
V; Atk IV; Def V; Res X; Health X; Comp III; flight, 40 ft. ground; Init V; Atk III; Def
Skills: Spellcasting X; Spells: Earthquake, Purge, V; Res III; Health III; Comp III; Qualities:
Time Stop, Wish III; Qualities: Damage reduction Always ready, condition immunity (flanked),
5, fatal falls, interests (Alignment (Order)), spell damage reduction 2 , darkvision I, fatal falls,
defense VI, devoted (Knowledge III, Order V), tough improved sense (hearing, scent, visual), interests
III (Alignment [Order]), swarm
Attacks/Weapons: Slam V × 2 (dmg 3d8 Attacks/Weapons: Slam I × 2 (dmg
lethal; threat 19-20), Stunning Slam (stunning 1d6+2 lethal; threat 20), Long sword × 2
attack V: Will DC 30 or become stunned 5d6 (dmg 1d12+2 lethal; threat 20), Long bow +
rounds; upgrades: supernatural attack (Slam)) 20 standard arrows (dmg 1d6+2 lethal; threat
Treasure: None. 19-20; range 40 ft. x 6; qualities: AP 2)
Treasure: None.
Septon (Medium Construct Outsider
Walker – 108 XP): Str 10, Dex 10, Con 12, Nathri
Int 12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Nathri are handled with a rogue
Spd 30 ft. ground; Init IV; Atk VIII; Def IV; Res template (see page 140).
VII; Health VII; Comp III; Skills: Spellcasting
VI; Qualities: Damage reduction 3, fatal falls,
interests (Alignment (Order)), spell defense II, Nethling
devoted (Knowledge I, Order V), natural spell (Detect Nethlings and rogue nethlings are
Magic), superior swimmer III handled with a rogue template (see page 141).
Attacks/Weapons: Slam II × 7 (dmg 1d6
lethal; threat 19-20) Night Hag
Treasure: None. The race of night hags rules the
convoluted planes of Gray Waste, and they
Tertian (Large Construct Outsider are seldom encountered elsewhere. Night
Walker – 175 XP): Str 10, Dex 10, Con 12, hags hate goodness, and they will attack any
Int 16, Wis 16, Cha 16; SZ L (2x2, Reach 2); beneficent creatures as long as the possibilities
Spd 30 ft. ground; Init V; Atk V; Def V; Res of success appear favorable. A night hag is a
X; Health X; Comp III; Skills: Spellcasting X; hideous dark blue-violet color, with black hair
Qualities: Damage reduction 4, fatal falls, interests and glowing red eyes. Her taloned hands and
(Alignment (Order)), spell defense V, devoted (Order feet have nails of jet black.

Planescraft (First PLAYTEST) 194


Tactics: Night hags rely on their spells Haste), nocturnal, telepathic, tough VIII
and magic items to gain an upper hand in Attacks/Weapons: Bite I (dmg 2d8 lethal
combat. They use Sleep and Bestow Curse to + lethal poison; threat 20; upgrades: grab,
weaken their opponents before moving into venomous), Swallow I (dmg 2d10 lethal; notes:
melee. If the opponent is asleep, they will Grapple benefit — Gargantuan and smaller
induce horrible nightmares with Nightmare Ride only), Chill of the Grave (soul draining attack
ability. Sometimes, the hags will be encountered IV: Fort DC 25 or die (standard character),
in covens. lose 1 action die and 10 max. vitality (special
character); upgrades: supernatural attack
Night Hag (Medium Outsider Walker (Swallow)), Stinger (Tail Slap I: dmg 2d8
– 100 XP): Str 10, Dex 10, Con 10, Int 12, lethal + lethal poison; threat 20; qualities:
Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd reach +1), Chilling Presence (rotting attack
30 ft. ground; Init VII; Atk III; Def VII; Res II: 60 ft. aura; dmg 1d6 lethal per 2 TL
III; Health III; Comp III; Qualities: condition (plant/wood objects only); Ref DC 15 for 1/2
immunity (baffled, frightened), damage immunity damage)
(cold, fire, heat), damage reduction 3, interests Treasure: None.
(Alignment [Evil]), natural spell (Bestow Curse,
Sleep), shapeshifter I, spell defense IV Nightwalker (Huge Spirit Undead
Attacks/Weapons: Bite II (dmg 1d8 lethal Flyer/Walker – 190 XP): Str 10, Dex 10,
+ dementia; threat 17-20; upgrades: diseased), Con 10, Int 14, Wis 14, Cha 14; SZ H (4x4,
Nightmare Ride (attribute draining attack Reach 3); Spd 20 ft. winged flight, 40 ft.
III: Fort DC 20 or suffer 1 Con impairment; ground; Init V; Atk III; Def V; Res IX; Health
upgrades: supernatural attack (Grapple)) IX; Comp II; Qualities: Blindsight, cagey V, class
Gear: Charm of Blackness ability (Burglar: evasion II), condition immunity
Treasure: None. (baffled), damage immunity (cold), damage
reduction 5, fearless II, interests (Alignment
Nightshades [Chaos, Evil]), invisibility, natural spell (Finger of
Nightshades are powerful beings from the Death, Haste), nocturnal, telepathic, tough V
Negative Energy Plane who seek to spread death Attacks/Weapons: Slam V x2 (dmg 3d10
and destruction everywhere. All nightshades lethal + lethal poison; threat 20; upgrades:
are jet black. The air around them is cold and venomous), Decaying Touch (rusting attack
smells like an open grave in winter. As solitary V: dmg 1d12 lethal per 2 TL (metal objects
creatures, nightshades do not associate in packs only); upgrades: supernatural attack (Slam)),
or even with mates. Some sages suggest that Cursed Gaze (sickening attack IV: 70 ft.
when numerous undead beings are destroyed, gaze; Will DC 25 or become sickened for 4d6
the energies released on the Negative Energy rounds), Chilling Presence (rotting attack II:
Plane coalesce to form a nightshade. These 60 ft. aura; dmg 1d6 lethal per 2 TL (plant/
creatures have no visible eyes and they never wood objects only); Ref DC 15 for 1/2
speak to their victims. damage)
Nightcrawlers are similar to huge worms in Treasure: None.
appearance.
Nightwalkers are tall, jet black, giant Nightwing (Huge Spirit Undead
humanoids. Flyer/Walker – 170 XP): Str 14, Dex 10,
Nightwings are giant, jet black bats. Con 10, Int 14, Wis 14, Cha 14; SZ H (4x6,
Tactics: Nightshades are terrifying Reach 3); Spd 60 ft. winged flight, 10 ft.
opponents. They are generally active during the ground; Init VII; Atk III; Def VII; Res IX;
night. Health IX; Comp II; Qualities: Blindsight,
cagey III, charge attack, class ability (Burglar:
Nightcrawler (Colossal Spirit Undead evasion II), condition immunity (baffled), damage
Walker/Burrower – 227 XP): Str 10, Dex 12, immunity (cold), damage reduction 5, fearless II,
Con 10, Int 14, Wis 14, Cha 14; SZ C (3x20, infectious conversion, interests (Alignment [Chaos,
Reach 4); Spd 30 ft. ground, 60 ft. burrow; Init Evil]), invisibility, natural spell (Counter Magic
VI; Atk III; Def VI; Res IX; Health IX; Comp I, Finger of Death, Haste), nocturnal, telepathic,
II; Qualities: Blindsight, cagey VIII, class ability tough III
(Burglar: evasion II), condition immunity (baffled), Attacks/Weapons: Bite I (dmg 1d12+2
damage immunity (cold), damage reduction 6, fearless lethal; threat 20), Chilling Presence (rotting
II, improved stability, interests (Alignment [Chaos, attack II: 60 ft. aura; dmg 1d6 lethal per 2
Evil]), invisibility, natural spell (Finger of Death, TL (plant/wood objects only); Ref DC 15 for

Chapter 6: Foes 195


1/2 damage) paralyzed for 2d6 rounds; upgrades:
Treasure: None, supernatural attack (Standard Unarmed Attack)),
Small Trident (dmg 1d6 lethal; threat 19-20;
Ni’iath qualities: hook, hurl), Small Net (dmg -; threat
A ni’iath is a long, worm-like creature -; range 10 ft. x 3; qualities: cord, trip)
native to Bytopia with a vicious mouth and Treasure: 2C, 1L
four narrow eyes spaced at the four corners
of its head. Its body is framed by two clawed Order Elementals
arms and a long whip-like, barbed tail. It has no The order elementals, also known as
concept of “up” or “down” and orients itself in the elementals of law, are intelligent creatures
either direction without flipping itself around. native to the Inner planes. Each dedicates
Tactics: Ni’iaths prefer the crossover itself to maintaining the forces of law on both
areas where gravity shifts between the two its home plane and the Prime Material Plane,
layers of Bytopia. They operate with a wolf-pack yet they differ wildly in their methods of
mentality, hounding their prey to tire it out. achieving this goal.
They are sometimes hunted by humans and Anemos are cottony-looking creatures
gnomes. consisting of a complex and ordered network
of off-white fibers. Each anemo works closely
Ni’iath (Medium Beast Flyer – 43 XP): with others of its kind, forever attempting to
Str 10, Dex 10, Con 10, Int 6, Wis 6, Cha 4; catalogue and order all of existence.
SZ M (1x1, Reach 1); Spd 50 ft. winged flight; Helions normally look like rings of
Init V; Atk IV; Def V; Res IV; Health IV; Comp pulsating flame. They form tight family
I; Qualities: Damage reduction 2, grappler, nocturnal groups known as rings. Rings of helions
Attacks/Weapons: Bite I (dmg 1d8 lethal; move methodically about the Elemental
threat 18-20), Claw I × 2 (dmg 1d6 lethal; Plane of Fire, meeting to discuss and debate
threat 20), Tail Slap I (dmg 1d8 lethal; threat philosophical matters of all kinds. Helions
20; qualities: reach +1; upgrades: grab) loathe combat and, even in the midst of
Treasure: None. battle, constantly search for a more peaceful
resolution to conflict.
Ondine Hydraxes appear as crab-like creatures
Ondines are cruel beings native to the of deep blue ice and water, with six legs and
Elemental Plane of Water who take great delight two claws. They are solitary creatures who,
in drowning planar travelers. Riverbeds and though orderly in behavior, tend to align with
ocean bottoms near an ondine’s domain are the forces of evil. They spend much of their
usually littered with corpses of past victims. time creating complex cities and devices of
They resemble tiny mermaids, with humanoid great beauty with tools made of ice.
upper bodies ending in a scaled, lateral tail. Krysts appear as a group of twelve
Tactics: Ondines prefer to influence golden, crystalline spikes projecting outward
larger sea creatures to destroy ships or otherwise from a central point with bodies made of
knock prey overboard. Because the ondine quartz-like rock. Krysts have a widespread
feeds on the dying breaths of the drowning, and complex society in their own realms,
they rarely order their allies to kill enemies. peacefully living with and helping earth
Once prey falls into the water, the invisible elementals. They welcome visitors, and
ondine attempts to get close enough to utilize eagerly seek new knowledge of all types.
its paralyzing touch, and then steals the Tactics: Unlike elementals, these
breath from the helpless victim. If unable to beings do not undermine the importance of
flee through mundane means, an ondine may tactics and generally attack their foes only
teleport away. if they are certain of their victory. Although
physically not on par with other elementals,
Ondine (Small Elemental Folk order elementals make up for that with their
Swimmer – 49 XP): Str 10, Dex 12, Con 10, potent natural spells which are capable of
Int 6, Wis 8, Cha 8; SZ S (1×1, Reach 1); incapacitating multiple targets at once.
Spd 30 ft. swim; Init IV; Atk I; Def IV; Res II;
Health II; Comp III; Qualities: Aquatic II, damage Anemo (Medium Elemental Flyer/
reduction 1, interests (Alignment [Evil]), invisibility, Walker – 72 XP): Str 10, Dex 14, Con 10,
natural spell (Command I, Teleport I) Int 10, Wis 10, Cha 10; SZ M (1×1, Reach
Attacks/Weapons: Paralyzing Touch 1); Spd 90 ft. winged flight, 30 ft. ground;
(paralyzing attack II: Will DC 15 or become Init IV; Atk VI; Def IV; Res III; Health III;

Planescraft (First PLAYTEST) 196


Comp II; Qualities: Achilles heel (electricity), taloned hands or use them to hurl large
damage immunity (lethal, sonic), damage reduction stones at their targets. They will also try to
2, interests (Alignment [Air, Order]), natural spell grab and roll over any melee foes in order to
(Control Weather I, Wall of Wind), spell defense I constrict them. Due to their fascination with
Attacks/Weapons: Tentacle Slap II × 3 magic they might no outright kill any hostile
(dmg 1d8 lethal; threat 19-20; qualities: reach spellcasters but imprison them for later study.
+1)
Treasure: None. Ormyrr (Huge Outsider Walker –
60 XP): Str 12, Dex 10, Con 10, Int 10, Wis
Helion (Huge Elemental Flyer/Walker 10, Cha 10; SZ H (2x5, Reach 2); Spd 30 ft.
– 90 XP): Str 10, Dex 14, Con 10, Int 12, Wis ground; Init V; Atk VII; Def V; Res V; Health
12, Cha 12; SZ H (4×4, Reach 2); Spd 60 ft. V; Comp III; Skills: Athletics V; Qualities:
winged flight, 30 ft. ground; Init V; Atk IV; Damage reduction 2, grappler, interests (Alignment
Def V; Res V; Health V; Comp II; Qualities: [Order]), superior swimmer II
Achilles heel (cold), damage immunity (fire, heat), Attacks/Weapons: Claw I × 4 (dmg
damage reduction 3, interests (Alignment [Fire, Good, 1d10+1 lethal; threat 20; upgrades: grab),
Order]), natural defense (fire), natural spell (Wall of Axe × 4 (dmg 1d10+1 lethal; threat 20;
Fire), shapeshifter II, spell defense I qualities: AP 4), Squeeze I (dmg 2d8+1
Attacks/Weapons: Squeeze I (dmg 2d8 subdual; notes: Grapple only)
fire; notes: Grapple benefit; upgrades: alternate Treasure: 1C, 1L, 2M
damage)
Treasure: None. Paraelementals
A paraelemental is a powerful entity
Hydrax (Large Elemental Walker – embodying the nature of one of the four
65 XP): Str 10, Dex 12, Con 10, Int 10, Wis Paraelemental Planes. Unlike their cousins,
10, Cha 10; SZ L (2×1, Reach 1); Spd 20 elementals, paraelementals sustain themselves
ft. ground; Init VIII; Atk V; Def VIII; Res V; by various odd actions reflecting their
Health V; Comp II; Qualities: Achilles heel (fire, combined elements, and often have specific
heat), damage immunity (cold), damage reduction 2, shapes instead of simply appearing as a mass
improved stability, interests (Alignment [Evil, Order, of their element.
Water]), natural spell (Wall of Ice), spell defense I, Ice paraelementals absorb heat and
superior swimmer II appear as towering humanoids made
Attacks/Weapons: Claw II × 2 (dmg 1d8 of ice. They are sometimes called “cold
lethal; threat 19-20) paraelementals” or “frost paraelementals.”
Treasure: None. Ooze paraelementals “feed” by crushing
and absorbing solid matter, and appear as a
Kryst (Medium Elemental Walker – mass of slimy tentacles. They are sometimes
65 XP): Str 10, Dex 12, Con 10, Int 10, Wis called “mud elementals.”
10, Cha 10; SZ M (1×1, Reach 1); Spd 60 ft. Smoke paraelementals breathe in air and
ground; Init IV; Atk VI; Def IV; Res III; Health breathe out smoke to “feed,” and appear as a
III; Comp II; Qualities: Achilles heel (sonic), cloud of smoke.
damage reduction 2, interests (Alignment [Earth, Magma paraelementals appear as
Good, Order]), natural spell (Move Earth, Shape monstrous humanoids made of magma with
Stone), spell defense I, telepathic molten, shapeless lower bodies, and sustain
Attacks/Weapons: Gore III × 3 (dmg 2d6 themselves by melting things.
lethal; threat 18-20; qualities: bleed) Tactics: Paraelementals, although
Treasure: None. generally regarded as slightly less powerful
than elementals, are still formidable
Ormyrr opponents. They will enter close combat
Ormyrr is a giant upright worm with attacking relentlessly strongest foe while
two pairs of arms and a fang-mouthed, froglike affecting all the others with their auras.
head. They live and hunt in tribal bands that
keep to themselves and do not make war on Ice Paraelemental (Large Elemental
other tribes. They are obsessed with magic and Walker – 61 XP): Str 10, Dex 10, Con 10,
flying, although they have no natural tendencies Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2);
to either. Their mortal enemies are yuan-ti and Spd 20 ft. ground; Init V; Atk III; Def V; Res
harpies. IV; Health IV; Comp II; Qualities: Achilles heel
Tactics: Ormyrr fight with their long- (heat), damage immunity (cold), damage reduction

Chapter 6: Foes 197


2, fearless I single combat.
Attacks/Weapons: Slam V (dmg 3d8 cold;
threat 18-20; upgrades: alternate damage), Cold Per (Medium Outsider Spirit
Aura (cold damage attack I: 10 ft. aura; dmg Walker – 72 XP): Str 10, Dex 10, Con 10,
1d4 cold per 2 TL, Ref DC 10 for 1/2 damage; Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
upgrades: alternate damage) 1); Spd 30 ft. ground; Init VI; Atk III; Def VI;
Treasure: None. Res V; Health V; Comp III; Qualities: Always
ready, beguiling, class ability (Paladin: lay on
Magma Paraelemental (Large hands), damage reduction 3, fearless II, interests
Elemental Walker – 69 XP): Str 10, Dex 10, (Alignment [Order]), natural spell (Shield, True
Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, Seeing), regeneration 3, spell defense III
Reach 2); Spd 20 ft. ground; Init V; Atk III; Attacks/Weapons: Frost Brand (Large
Def V; Res IV; Health IV; Comp II; Qualities: Long sword: dmg 2d8 cold; threat 20; essence:
damage immunity (fire, heat), damage reduction exotic damage (cold); charm: greater damage
2, fearless I bonus)
Attacks/Weapons: Slam IV (dmg 2d8 heat; Gear: Blessed breastplate (partial
threat 18-20; upgrades: alternate damage), Heat platemail: DR 4; Resist Blunt 1, Divine 4; DP
Aura (heat damage attack I: 20 ft. aura; dmg –3; ACP –3; Spd –5 ft.; Disguise: obvious)
1d4 heat per 2 TL, Ref DC 10 for 1/2 damage; Treasure: None.
upgrades: alternate damage)
Treasure: None. Phoenix
The phoenix is a great, extra-planar
Ooze Paraelemental (Large Elemental bird thought to represent the spirit of freedom
Ooze Walker – 79 XP): Str 10, Dex 12, Con and rebirth. It appears as a large bird with
10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach bright violet, scarlet, crimson and flaming
2); Spd 90 ft. ground; Init VII; Atk III; Def VII; orange feathers.
Res IV; Health IV; Comp II; Qualities: damage Tactics: The phoenix is a free and
defiance (cold, fire), damage reduction 3, fearless I benevolent spirit and does not derive pleasure
Attacks/Weapons: Tentacle Slap II × 3 from attacking others. But if the need for
(dmg 1d10 lethal; threat 19-20; qualities: reach combat arises, a phoenix is a swift and
+1; upgrades: grab) powerful foe. The phoenix is an intelligent
Treasure: None. and magical beast; however, it usually opts
for more effective measures of attack and
Smoke Paraelemental (Large defense.
Elemental Flyer – 62 XP): Str 10, Dex 10, Con
10, Int 12, Wis 12, Cha 10; SZ L (2x2, Reach Phoenix (Large Outsider Spirit
2); Spd 50 ft. winged flight; Init VI; Atk III; Flyer/Walker – 178 XP): Str 10, Dex 14,
Def VI; Res IV; Health IV; Comp II; Qualities: Con 10, Int 14, Wis 14, Cha 14; SZ L (1x2,
damage defiance (heat), damage reduction 3, fearless I Reach 1); Spd 100 ft. winged flight, 20
Attacks/Weapons: Engulf (fatiguing attack ft. ground; Init III; Atk III; Def III; Res X;
II: 10 ft. aura; Fort Save DC 15 or become Health X; Comp III; Qualities: Always ready,
fatigued) cagey II, damage reduction 3, darkvision I, death
Treasure: None. throes (fire), fearless I, interests (Alignment [Fire,
Good]), invisibility, natural defense (fire), natural
Per spell (Fire Storm, Purge, Wall of Fire), shapeshifter
Pers are guardians of the Upper Planes’ I, spell defense III, telepathic, tough V
portals. They look like well muscled humans in Attacks/Weapons: Bite I (dmg 1d10
plate armors of elaborate design and plumed lethal; threat 18-20), Claw I × 2 (dmg 1d8
helms. Their countenances are grim and lethal; threat 20), Shriek (shaking attack III:
foreboding. 30 ft. aura; Will DC 20 or become shaken)
Tactics: Pers are fanatical warriors Treasure: 1C
and never leave their post. If challenged, pers
battle to the death. Although powerful, pers Psurlon
know their limitations. They can size up an These worm-like humanoids hail from
opponent and know its fighting prowess. Pers the Astral Plane where they are fighting the
are intelligent, and one who outmatched by githyanki. They try to keep their presence in
a group of adventurers may challenge the the Silver Void as quiet as possible. Psurlons
opposing leader or most powerful warrior to look like giant multi-segmented worms that

Planescraft (First PLAYTEST) 198


are humanoid-like with a large circular mouth home against the treasure-seekers.
lined with many rows of sharp teeth. Their arms Radiance quasielementals appear as
and legs have sharp outer teeth that take the bright spheres of light, and can fire beams
place of fingers. of blinding illumination with various colors
Tactics: Psurlons excel at both mental and effects. Static and contemplative, these
and physically combat, brought on by years of beings are well-known as philosophers and
cerebral enhancement and manipulation. They seers.
prefer the use of their sharp teeth-like claws Salt quasielementals usually manifest
and their lamprey like bite in physical combat. as salt-encrusted lizard-like creatures. They
For mental combat they prefer the use of their sustain themselves by leeching moisture from
inherent powers. other living things, but too much water can
be deadly for a salt quasi.
Psurlon (Medium Horror Walker – Steam quasielementals, also called mist
61 XP): Str 10, Dex 10, Con 10, Int 14, Wis elementals, take the form of roiling masses
14, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. of steam or mist, and can change their
ground; Init IV; Atk VI; Def IV; Res III; Health temperature from cool to scalding at will.
III; Comp II; Qualities: damage reduction 2, Vacuum quasielementals are hollow,
fearless I, interests (Alignment [Evil, Order]), natural shapeless beings embodying the concept
spell (Brawn I, Command II, Wit I), telepathic of the void. Xenophobic and introvert, the
Attacks/Weapons: Bite I (dmg 1d8 lethal; vacuum quasielementals keep to their own
threat 18-20), Claw I × 2 (dmg 1d6 lethal; and attack all intruders.
threat 20) Tactics: As forces of nature,
Treasure: 2M quasielementals employ their unique abilities
to incapacitate unprepared foes. The mere
Quasielementals presence of many quasielementals is enough
Quasielementals are creatures formed to cause serious damage to those nearby.
from the disruptive influence of negative or They won’t attack unless provoked first.
positive energy on elemental matter. They are
native to the border areas between an Energy Ash Quasielemental (Medium
plane and an Elemental plane, the so-called Elemental Walker – 62 XP): Str 10, Dex
“quasielemental planes” of Ash, Dust, Salt, 10, Con 10, Int 12, Wis 12, Cha 10; SZ M
Vacuum (on the negative side) and Lightning, (1x1, Reach 1); Spd 30 ft. ground; Init VI;
Mineral, Radiance, Steam (on the positive Atk III; Def VI; Res III; Health III; Comp II;
side). Quasielementals are rare beings, and Qualities: Achilles heel (fire), damage immunity
often looked down upon by denizens of the (cold), damage reduction 2, death throes, fearless I
Inner Planes as lesser, corrupted versions of true Attacks/Weapons: Chilling Slam (Slam
elementals. I: dmg 1d6 cold; threat 20; upgrades: alternate
Ash quasielementals are shapeshifting damage), Drain Heat (cold damage attack II:
entities made of heat-draining ash. They are 30 ft. aura; dmg 1d6 cold per 2 TL, Ref DC
continually on the lookout for warmth to 15 for 1/2 damage; upgrades: alternate damage)
devour, since external sources of energy are the Treasure: None.
only thing that keeps them going.
Dust quasielementals appear as clouds Dust Quasielemental (Medium
of dust with vaguely eye-shaped areas in their Elemental Walker – 75 XP): Str 10, Dex
mass, and can disintegrate anything they 12, Con 10, Int 12, Wis 12, Cha 10; SZ M
surround. Vengeful and destructive, but not (1x1, Reach 1); Spd 30 ft. ground; Init IX;
inherently malicious, dust quasielementals Atk III; Def IX; Res III; Health III; Comp II;
gather in leaderless groups and roam about Qualities: Damage reduction 3, fearless I
wrecking chaos. Attacks/Weapons: Tentacle Slap I
Lightning quasielementals manifest as small (dmg 1d8 lethal; threat 20; upgrades: grab),
spheres of electricity. Very little is known about Disintegration (lethal damage attack II: dmg
these creatures, as their behavior seems to follow 1d6 lethal per 2 TL; upgrades: supernatural
no constant pattern, and is thus impossible to attack (Grapple)), Dust Storm (blinding attack
study extensively. II: 40 ft. aura; Will Save DC 15 or become
Mineral quasielementals resemble vaguely blinded for 2d6 rounds)
humanoid masses of gems, rock and crystal. Treasure: None.
The warlike mineral quasielementals gather into
bands and patrol the glittering planes of their Lightning Quasielemental (Small

Chapter 6: Foes 199


Elemental Flyer – 72 XP): Str 10, Dex 10, Con Walker – 85 XP): Str 10, Dex 10, Con 10,
10, Int 12, Wis 12, Cha 10; SZ S (1x1, Reach Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2);
1); Spd 50 ft. winged flight; Init VI; Atk III; Spd 30 ft. ground; Init IX; Atk III; Def IX;
Def VI; Res II; Health II; Comp II; Qualities: Res IV; Health IV; Comp II; Qualities: Damage
Damage defiance (acid, fire), damage immunity immunity (fire), damage reduction 3, death throes,
(electrical), damage reduction 2, fearless I, natural fearless I
defense (electrical), natural spell (Dimension Door) Attacks/Weapons: Slam I (dmg 1d8
Attacks/Weapons: Slam I (dmg 1d4 lethal; threat 20), Drain moisture (rotting
electrical; threat 20; upgrades: alternate damage), damage attack II: 80 ft. aura; dmg 1d6 rotting
Lightning globe (electrical damage attack II: 20 per 2 TL (plant/wood objects only); Ref DC
ft. ray; dmg 1d6 electrical per 2 TL; Ref DC 15 15 for 1/2 damage; upgrades: alternate damage)
for 1/2 damage; upgrades: alternate damage) Treasure: None.
Treasure: None.
Steam Quasielemental (Gargantuan
Mineral Quasielemental (Large Elemental Ooze Flyer – 90 XP): Str 10,
Elemental Walker – 63 XP): Str 10, Dex 12, Dex 10, Con 10, Int 12, Wis 12, Cha 10;
Con 10, Int 12, Wis 12, Cha 10; SZ L (2x2, SZ G (12x12, Reach 3); Spd 30 ft. winged
Reach 2); Spd 20 ft. ground; Init IX; Atk III; flight; Init X; Atk III; Def X; Res VI; Health
Def IX; Res IV; Health IV; Comp II; Qualities: VI; Comp II; Qualities: Damage defiance (fire),
Achilles heel (acid), damage reduction 3, fearless I, damage immunity (cold), damage reduction 3,
regeneration 2 fearless I
Attacks/Weapons: Slam I (dmg 1d8 lethal; Attacks/Weapons: Tentacle Slap I (dmg
threat 20) 1d12 lethal; threat 20; qualities: reach +1),
Treasure: None. Blizzard (cold damage attack I: 10 ft. aura;
dmg 1d4 cold per 2 TL; Ref DC 10 for 1/2
Radiance Quasielemental (Small damage; upgrades: alternate damage), Heat
Elemental Flyer – 151 XP): Str 10, Dex 10, Wave (heat damage attack I: 10 ft. aura;
Con 10, Int 12, Wis 12, Cha 10; SZ S (1x1, dmg 1d4 heat per 2 TL; Ref DC 10 for 1/2
Reach 1); Spd 120 ft. winged flight; Init VIII; damage; upgrades: alternate damage)
Atk III; Def VIII; Res II; Health II; Comp II; Treasure: None.
Qualities: damage defiance (cold, electricity, fire),
damage reduction 3, fearless I, natural spell (Glow I) Vacuum Quasielemental (Small
Attacks/Weapons: Slam I (dmg 1d4 lethal; Elemental Walker – 85 XP): Str 10, Dex 10,
threat 20), Blinding Spin (blinding attack II: Con 10, Int 12, Wis 12, Cha 10; SZ S (1x1,
60 ft. aura; Will Save DC 15 or become blinded Reach 1); Spd 90 ft. ground; Init IX; Atk III;
for 2d6 rounds), Red Beam (cold damage attack Def IX; Res II; Health II; Comp II; Qualities:
II: 60 ft. ray; dmg 1d6 cold per 2 TL; Ref DC Damage reduction 3, invisibility, fearless I
15 for 1/2 damage; upgrades: alternate damage), Attacks/Weapons: Slam I (dmg 1d4
Orange Beam (heat damage attack II: 60 ft. lethal; threat 20), Draw air (sprawling attack
ray; dmg 1d6 heat per 2 TL; Ref DC 15 for II: 60 ft. aura; Fort DC 15 or become sprawled
1/2 damage; upgrades: alternate damage), Yellow for 2d6 rounds)
Beam (acid damage attack II: 60 ft. ray; dmg Treasure: None.
1d6 acid per 2 TL; Ref DC 15 for 1/2 damage;
upgrades: alternate damage), Green Beam (lethal Quill
damage attack II: 60 ft. ray; dmg 1d6 lethal per A quill resembles a bigger porcupine
2 TL; Ref DC 15 for 1/2 damage), Blue Beam which has evolved the ability to fire its spines.
(electrical damage attack II: 60 ft. ray; dmg 1d6 Tactics: A quill is normally non-
electrical per 2 TL; Ref DC 15 for 1/2 damage; aggressive, preferring to avoid combat.
upgrades: alternate damage), Indigo Beam (divine
damage attack II: 60 ft. ray; dmg 1d6 divine Quill (Medium Animal Walker –
per 2 TL; Ref DC 15 for 1/2 damage; upgrades: 35 XP): Str 10, Dex 12, Con 10, Int 1, Wis
alternate damage), Violet Beam (force damage 10, Cha 6; SZ M (1x1, Reach 1); Spd 30 ft.
attack II: 60 ft. ray; dmg 1d6 force per 2 TL; ground; Init V; Atk III; Def V; Res III; Health
Ref DC 15 for 1/2 damage; upgrades: alternate III; Comp -; Qualities: Damage reduction 1,
damage) meek, natural defense
Treasure: None. Attacks/Weapons: Bite I (dmg 1d8 lethal;
threat 18-20), Tail Slap I (dmg 1d8 lethal;
Salt Quasielemental (Large Elemental threat 20; qualities: reach +1; upgrades: bleed),

Planescraft (First PLAYTEST) 200


Spikes (lethal damage attack I: 20 ft. ray; dmg fearless I, fearsome, grappler, interests (Alignment
1d4 lethal per 2 TL, Ref DC 10 for 1/2 damage; (Chaos, Evil)), natural spell (Fireball I, Lightning
upgrades: AP 2, bleed) Bolt I), regeneration 2
Treasure: None. Attacks/Weapons: Claw III × 4 (dmg
2d8+3 lethal; threat 19-20; upgrades: grab),
Reave Petrifying Ray (petrifying attack II: 100
Reaves are violent 4-armed, 4-eyed ft. ray; Fort DC 15 or be turned to stone),
humanoids that wander the planes as Freezing Ray (cold damage attack I: 100 ft.
marauders, brigands or mercenaries. A reave ray; dmg 1d4 cold per 2 TL, Ref DC 10 for
generally hides his face beneath his helm and 1/2 damage; upgrades: alternate damage)
has a powerful aversion to reveal it, always Treasure: 4C, 4L, 2M
making a life-quest to kill anyone who has seen
his facial features. Rilmani
Tactics: Typically, a reave wields two The rarest and most silent of all the
weapons. If the weapons require only one hand planar races are the rilmani, the high-ups of
each to use, the reave carries a pair of shields in the Outlands. They’re the creatures of true
his off-hands, improving his defenses. A reave’s neutrality, preserving its cause across the
arrangement of arms doesn’t accommodate multiverse. The rilmani don’t care about law
archery, so most prefer melee weapons. Reaves or chaos, they stand in the middle of good
can fade, which they use to stack the odds in and evil - It’s all about the Balance, they’ll
their favor during a fight. Basically, the reave say. Whenever one side or the other gets too
becomes incorporeal in order to surprise or strong, they start aiding the disadvantaged
escape this enemies. sods until things even out. Sometimes their
aid is direct, but more often than not rilmani
Reave (Medium Folk Spirit Walker – even things out by pointing cutters in the
36 XP): Str 14, Dex 10, Con 12, Int 10, Wis right direction and letting them solve their
10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. own problems.
ground; Init IV; Atk I; Def IV; Res III; Health Abiorachs are the rilmani agents in the
III; Comp II; Qualities: Condition immunity Inner Planes. They’re among the weakest
(flanked), damage reduction 1, improved sense of the rilmani and look for ways to solve
(visual), interests (Alignment [Evil, Order]) problems through manipulation and trickery
Attacks/Weapons: Halberd × 2 (dmg rather than open battle. They bear a passing
1d10+2 lethal; threat 19-20; qualities: AP 4, resemblance to adolescent human with silver
reach +1) shiny skin that flows and shifts with every
Treasure: 1C movement. Their eyes are crystalline and
tend to catch a rainbow of colors.
Retriever Argenachs are advisers and agitators
Retrievers are living constructs, creatures especially interested in the affairs of the
of nightmare manufactured by the tanar’ri countless prime worlds, working to ensure
lords to act their emissaries and enforcers. that no one gains the upper hand for long
They are known by that name because they’re in any part of the multiverse. They are tall,
commonly ordered to find enemies or misguided slender creatures with a silvery sheen to their
subordinates of the Abyssal Lord and bring skins. Argenachs avoid physical combat when
them back to face the music. A retriever possible.
resembles a huge spider the size of an elephant, Aurumachs are the leaders of the
with a black, chitinous exoskeleton and six rilmani race, the high-ups who call the shots
insectile eyes. and pull the strings. They are tall athletic
Tactics: Retrievers usually attack by humanoids with beatific features and metallic
using their Petrifying Ray on weaker opponents. golden skin. Their eyes are too bright to look
Against tougher foes, they will utilize their at directly and an aura of power and patience
Freezing Ray and then move into melee relying surrounds their form.
on fearsome and grappler abilities. Cuprilachs are the spies, assassins and
secret solders of the rilmani. They believe
Retriever (Large Animal Construct that the only way the balance will ever be
Walker – 129 XP): Str 16, Dex 10, Con 12, safe is by neutralizing high-up creatures of
Int 6, Wis 8, Cha 6; SZ L (2x2, Reach 2); Spd extreme alignment. They’re easily the most
50 ft. ground; Init VII; Atk VII; Def VII; Res V; dangerous rilmani, simply because they’re
Health V; Comp I; Qualities: Damage reduction 4, the ones who’re most likely to decide on the

Chapter 6: Foes 201


spot that a basher needs to be lost. They appear VI; Comp III; Skills: Intimidate IX, Impress
as slight and wiry humans with skin of coppery IX, Sense Motive IX; Qualities: Damage
sheen and featureless ruby red eyes. defiance (acid), damage immunity (electrical,
Ferrumachs are the soldiers of the spire, Ranged weapons), damage reduction 4, fearless I,
the iron legions who wait to serve in battle invisibility, natural spell (Wish III), shapeshifter
whenever and wherever they’re needed. They I, spell defense IV, telepathic, tough I
resemble tall grim-faced humans with sooty gray Attacks/Weapons: Slam III × 2 (dmg
skin, wide shoulders, and thick arms. 2d8+2 lethal; threat 19-20), Silvery Halo
Plumachs are the common citizens of the (divine damage attack V: 20 ft. aura; 1d12
Spire. Their brand of neutrality is the simplest divine damage per 2 TL; Ref Save DC 30 for
and most apathetic view held by the rilmani: 1/2 damage; upgrades: alternate damage), Mind
Don’t get involved. They are short, stocky blade (Large Long sword: dmg 2d8+2 lethal;
humanoids with dull, gray metallic skins, broad threat 20; upgrades: bleed; charm: greater
shoulders and thick-waist. Plumachs resort to damage bonus)
combat only when it’s clear that their lives or Treasure: 1C, 6L, 6M
interests are threatened.
Tactics: Rilmani tend to stay out of Cuprilach (Medium Outsider Spirit
conflicts unless the state of Balance is in Walker – 142 XP): Str 14, Dex 10, Con 10,
question. Even if attacked directly, they will first Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
take a moment to consider how their reaction 1); Spd 50 ft. ground; Init VII; Atk IV; Def
might affect the Balance - then they either VII; Res III; Health III; Comp III; Skills:
counterattack or flee. Acrobatics VII, Prestidigitation V, Stealth VII;
Qualities: Class ability (Assassin: Finish him!,
Abiorach (Medium Outsider Flyer/ Scout: sneak attack III), damage defiance (acid),
Walker – 89 XP): Str 14, Dex 14, Con 10, Int damage immunity (electrical), damage reduction
12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd 3, fearless I, feat (Lightning Reflexes, Two-Weapon
50 ft. winged flight, 40 ft. ground; Init VII; Fighting), invisibility, natural spell (Call from
Atk III; Def VII; Res III; Health III; Comp III; Beyond III, Teleport II), shapeshifter I, spell defense
Qualities: Damage defiance (acid), damage immunity III, swift attack 1, telepathic
(electrical), damage reduction 2, invisibility, natural Attacks/Weapons: Slam I × 2 (dmg
spell (Conjure Elemental II, Elemental Protection, 1d6+2 lethal; threat 20), Acidic Breath (acid
Teleport II), shapeshifter I, spell defense I, telepathic damage attack I: 20 ft. cone; dmg 1d4 acid
Attacks/Weapons: Long sword (dmg per 2 TL, Ref Save DC 10 for 1/2 damage;
1d12+2 lethal; threat 20) upgrades: alternate damage), Short sword × 2
Treasure: 1C, 2M (dmg 1d8+2 lethal + lethal poison; threat
19-20; qualities: keen 4)
Argenach (Medium Outsider Walker – Treasure: 2C, 1L, 2M
133 XP): Str 14, Dex 10, Con 10, Int 14, Wis
14, Cha 14; SZ M (1x1, Reach 1); Spd 40 ft. Ferrumach (Medium Outsider
ground; Init VI; Atk V; Def VI; Res III; Health Walker – 74 XP): Str 14, Dex 10, Con 10,
III; Comp III; Skills: Sense Motive V; Qualities: Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
Class ability (Courtier: never outdone), damage 1); Spd 30 ft. ground; Init VI; Atk IV; Def
defiance (acid), damage immunity (electrical), damage VI; Res III; Health III; Comp III; Qualities:
reduction 3, fearless I, invisibility, natural spell (Call Damage defiance (acid), damage immunity
from Beyond III, Cone of Cold, Geas, Teleport II), (electrical), damage reduction 2, fearless I,
shapeshifter I, spell defense III, telepathic natural spell (Call from Beyond I, Counter Magic
Attacks/Weapons: Slam I × 2 (dmg 1d6+2 I, Teleport II), shapeshifter I, spell defense II,
lethal; threat 20), Silvery Ray (divine damage telepathic
attack V: 60 ft. ray; 1d12 divine damage per Attacks/Weapons: Slam I × 2 (dmg
2 TL; Ref Save DC 30 for 1/2 damage; threat 1d6+2 lethal; threat 20), Halberd (dmg
18-20; upgrades: alternate damage), Long sword 1d10+2 lethal; threat 19-20; qualities: AP 4,
(dmg 1d12+2 lethal; threat 20) reach +1)
Treasure: 5C, 6L, 4M Treasure: 1C, 1L

Aurumach (Large Outsider Walker – Plumach (Medium Outsider Walker


174 XP): Str 14, Dex 10, Con 10, Int 16, Wis – 59 XP): Str 12, Dex 12, Con 10, Int 10,
16, Cha 16; SZ L (2x2, Reach 2); Spd 40 ft. Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd
ground; Init VI; Atk V; Def VI; Res VI; Health 30 ft. ground; Init V; Atk II; Def V; Res III;

Planescraft (First PLAYTEST) 202


Health III; Comp III; Qualities: Damage defiance Treasure: None.
(acid), damage immunity (electrical), damage
reduction 2, natural spell (Call from Beyond I, Hold Shadeling
Person, Teleport II), shapeshifter I, spell defense I, The shadelings are bizarre and
telepathic dangerous denizens of the Demiplane of
Attacks/Weapons: Slam I × 2 (dmg 1d6+1 Shadow. In their true forms, shadelings are
lethal; threat 20), Mace (dmg 1d8+1 lethal; incorporeal shadows, roughly human-sized by
threat 20; qualities: AP 4) irregularly shaped. Shadelings seem to exist
Treasure: 1C, 1L only to duplicate mortals and feed on their
shadows.
Rock Troll Tactics: Shadelings seek to mimic
Rock trolls are natives of the elemental the forms of their victims and then kill
plane of Earth. These trolls usually build their them. First, the shadeling engulfs its victim’s
filthy lairs in dungeons, caves, and remote shadow, and then it takes the victim’s
mountains. They resemble large trolls with material form.
tough hide and ability to change coloration to
match their surroundings. Shadeling (Medium Spirit Walker
Tactics: Rock trolls are as ferocious as — 63 XP): Str 10, Dex 14, Con 10, Int 4,
normal trolls and even more deadly, attacking Wis 10, Cha 1; SZ M (1×1, Reach 1); Spd
with claws and trying to grab and bite. 50 ft. ground; Init VII; Atk III; Def VII;
Res V; Health V; Comp -; Skills: Stealth
Rock Troll (Large Elemental Folk IX; Qualities: Fearless II, interests (Alignment
Walker – 69 XP): Str 14, Dex 10, Con 10, Int [Evil]), shapeshifter III
6, Wis 6, Cha 6; SZ L (2x2, Reach 2); Spd 30 Attacks/Weapons: None.
ft. ground; Init V; Atk VI; Def V; Res IV; Health Treasure: None.
IV; Comp II; Qualities: chameleon I (caverns/
mountains), damage reduction 3, darkvision I, Shadow
improved sense (scent), interests (Alignment[Chaos, Shadows are undead creatures that
Earth, Evil]), regeneration 2, tricky (Arrow Cutting) drain strength from their victims with their
Attacks/Weapons: Bite I (dmg 1d10+2 chilling touch. They are almost undetectable
lethal; threat 18-20), Claw I × 2 (dmg 1d8+2 in all but the brightest of surroundings as
lethal; threat 20; upgrades: grab) they normally appear to be nothing more
Treasure: 1L than their name would suggest.
Tactics: Shadows travel in loosely
Saraph organized packs that freely roam ancient
Saraphs are a hominid race which lives ruins, graveyards, and dungeons. They
on the Elemental Plane of Fire. They appear as specialize in terrifying their
tall, ruddy-skinned individuals with bright red victims. Above all else,
hair and pink-irised eyes. The saraphs are at war they tend to stay away
with the efreet. Within their homeland there is, from pitch darkness and
presumably, a large variety of classes and types sunlit areas.
of saraphs. Outside their home, however, one
meets only members of the Brotherhood of the Shadow
Sun. (Medium Spirit
Tactics: Saraphs are highly organized Undead Walker – 64
and militaristic, for that is the only way that XP): Str 10, Dex
they can oppose their mighty opponents – the 10, Con 12, Int 6,
efreet. Wis 8, Cha 4; SZ
Saraph (Medium Elemental Folk M (1x1, Reach
Walker – 54 XP): Str 14, Dex 12, Con 10, Int 1); Spd 30 ft.
12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd ground; Init IV;
30 ft. ground; Init III; Atk IV; Def III; Res IV; Atk III; Def IV;
Health IV; Comp II; Qualities: Damage immunity Res V; Health
(fire, heat), interests (Alignment [Fire, Good, V; Comp I;
Order]), natural spell (Elemental Shield, Fireball I) Skills: Stealth
Attacks/Weapons: Flame Tongue (Large IX; Qualities:
Long Sword: dmg 2d8+2 fire; threat 20; Damage
essence: exotic damage [fire]) immunity

Chapter 6: Foes 203


(cold), damage reduction 1, interests (Alignment Tremendous braggarts, they sometimes pause
[Chaos, Evil]), killing conversion even during combat to gloat over opponents.
Attacks/Weapons: Slam I (dmg 1d6 Red slaadi are vicious combatants
lethal; threat: 20), Weakening Touch (attribute that quickly attack other creatures. Ruthless
draining attack I: Fort DC 10 or suffer 1 Str in numbers, they surround, torment, and
impairment; upgrades: supernatural attack (Slam)) slaughter smaller groups.
Treasure: 1C, 1M Tactics: Whether hunting or raiding,
they never actually cooperate in combat. If
Shadow Fiend four slaadi were facing one foe, for instance,
The shadow fiends are a race of traders in they would take turns fighting him. Only if
the Lower Planes that deals in minds that they the first slaad were defeated would the next
have captured in dark gems. They look like tall, begin to fight, and so on. On the one hand,
slender humanoids with small batlike wings and this means that one foe could conceivably
a body composed of darkness. hold off an entire horde of slaadi. On the
Tactics: Shadow fiends tend to attack by other hand, that means that he couldn’t just
surprise, lunging themselves out from the nearby defeat their leader and scare the others away.
shadows. They prefer to remain in dimly lit
areas, because direct sunlight or total darkness Blue Slaad (Large Outsider Walker
makes them somewhat vulnerable. – 89 XP): Str 10, Dex 10, Con 12, Int 6,
Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd
Shadow Fiend (Medium Outsider 20 ft. ground; Init VI; Atk VI; Def VI; Res
Spirit Walker – 106 XP): Str 10, Dex 10, Con IV; Health IV; Comp III; Skills: Athletics
12, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach V; Qualities: Aquatic II, damage reduction 3,
1); Spd 40 ft. ground; Init VII; Atk VI; Def VII; frenzy I, infectious conversion, interests (Alignment
Res V; Health V; Comp III; Skills: Stealth IX; [Chaos]), natural spell (Call from Beyond III,
Qualities: Achilles heel (flash), damage immunity Hold Person), spell defense II
(cold, fire, heat, electrical), damage reduction 3, Attacks/Weapons: Bite III (dmg 2d10
fearless I, interests (Alignment [Chaos, Evil]), light- lethal + flesh-eating virus; threat 17-20;
sensitive, natural spell (Darkness I, Scare I) upgrades: diseased), Claw III × 2 (dmg 2d8
Attacks/Weapons: Bite I (dmg 1d8 lethal; lethal; threat 19-20)
threat 18-20), Claw I × 2 (dmg 1d6 lethal; Treasure: 1L
threat 20)
Treasure: None. Death Slaad (Medium Outsider
Walker – 122 XP): Str 14, Dex 10, Con
12, Int 14, Wis 12, Cha 14; SZ M (1x1,
Slaadi Reach 1); Spd 30 ft. ground; Init V; Atk VI;
The slaadi are bipedal frog-like beings Def V; Res IX; Health IX; Comp III; Skills:
native to Limbo. They scavenge battlefields Athletics VI, Notice VI; Qualities: Aquatic II,
of the Blood War, feeding on the dead and damage reduction 4, fearless I, interests (Alignment
using the wounded as instruments in their [Chaos]), natural spell (Call from Beyond III,
reproductive cycle. The powerful varieties of Phantasmal Killer), shapeshifter I, spell defense IV,
slaad pursue their own agendas, using less telepathic
powerful types as their thugs and agents. Each Attacks/Weapons: Bite III (dmg 2d10+2
slaadi has a symbol of power is embedded in the lethal; threat 17-20), Claw III × 2 (dmg
forehead – these Non-magical tattoos signify 2d8+2 lethal; threat 19-20)
past achievements and current status. Treasure: 4C, 4L, 2M
Blue slaadi are ruthless warriors that
specialize in mass combat. Two long, sharp bone Gray Slaad (Medium Outsider
rakes protrude from the back of each hand. Walker – 106 XP): Str 14, Dex 10, Con 12,
Death slaadi are the greatest of their kind. Int 12, Wis 10, Cha 12; SZ M (1x1, Reach
They have achieved great power through evil 1); Spd 30 ft. ground; Init VII; Atk V; Def
ceremonies. Most work to propagate their race, VII; Res IV; Health IV; Comp III; Skills:
marshalling mobs of slaadi to invade villages on Athletics V, Spellcasting V; Spells: Detect
the Lower Planes. They imprison the population Alignment, Illusionary Image IV, Power
as hosts and incubate a new generation of slaadi. Word: Blind, Teleport I, Scare II; Qualities:
Gray slaadi are fascinated by power and Aquatic II, damage reduction 3, fearless I, interests
magic, apparently seeking the near-immortality. (Alignment [Chaos]), natural spell (Call from
Green slaadi are defensive about Beyond III, Lightning Bolt II), shapeshifter I, spell
weaknesses and self-aggrandizing in triumph.

Planescraft (First PLAYTEST) 204


defense IV lethal; threat 20; upgrades: AP 2), Tail Slap I
Attacks/Weapons: Bite III (dmg 2d10+2 (dmg 1d10 lethal + sickening poison; threat
lethal; threat 17-20), Claw II × 2 (dmg 1d8+2 20; qualities: reach +1; upgrades: venomous)
lethal; threat 19-20) Treasure: None.
Treasure: 2C, 2L
Sollux
Green Slaad (Medium Outsider Sollux are tall, statuesque humanoids
Walker – 91 XP): Str 14, Dex 10, Con 12, with crimson skin and bright yellow hair.
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Most sollux are members of the Brotherhood
Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res of the Sun, a knightly order which seeks
III; Health III; Comp III; Skills: Athletics V; to confront and defeat efreet on the Prime
Qualities: Aquatic II, damage reduction 3, interests Material Plane. Its members are called
(Alignment [Chaos]), natural spell (Call from Brothers of the Sun, or sun brothers, whether
Beyond III, Fireball II), shapeshifter I, spell defense male or female. Sollux tend to be even-
III tempered and somewhat friendly.
Attacks/Weapons: Bite III (dmg 2d10+2 Tactics: Sollux prefer to negotiate
lethal; threat 17-20), Claw II × 2 (dmg 1d8+2 when dealing with non-efreet or fire genasi
lethal; threat 19-20) and will make an orderly retreat if faced with
Treasure: 1C, 1L poor odds. When dealing with efreet or fire
genasi, sollux always seek to slay them or
Red Slaad (Large Outsider Walker – drive them away.
82 XP): Str 10, Dex 10, Con 12, Int 6, Wis 10,
Cha 10; SZ L (2x2, Reach 2); Spd 20 ft. ground; Sollux (Medium Elemental Folk
Init V; Atk VI; Def V; Res IV; Health IV; Comp Walker – 43 XP): Str 14, Dex 12, Con 10,
III; Qualities: Aquatic II, damage reduction 2, Int 12, Wis 12, Cha 12; SZ M (1x1, Reach
infectious conversion, interests (Alignment [Chaos]), 1); Spd 30 ft. ground; Init I; Atk V; Def I; Res
natural spell (Call from Beyond III), regeneration 2, IV; Health IV; Comp III; Qualities: Cagey I,
spell defense II damage immunity (fire, heat), fearless I, interests
Attacks/Weapons: Bite II (dmg 1d10 lethal; (Alignment [Order])
threat 17-20), Claw I × 2 (dmg 1d8 lethal; Attacks/Weapons: Halberd (dmg
threat 20), Stunning Croak (bang damage 1d10+2 lethal; threat 19-20; qualities: AP 4,
attack II; 5 ft. blast increment; dmg 1d6 bang reach +1)
per 2 TL, Ref DC 15 for 1/2 damage, upgrades: Treasure: 4C, 4L, 2M
alternate damage)
Treasure: 1L
Spectral Death
Also known as soul eaters, spectral
Slasrath deaths are negative energy beings that look
Slasraths were simply horrible slimy like boiling clouds of blackness. A spectral
worms native to Gehenna until an enslaved death’s vaporous body is always surrounded
sorcerer got hold of them and transformed them by a sickly black-green glow.
into the flying horrors that they are today. Long Tactics: Spectral death is a solitary
and wide, they are extremely flat. Razortipped hunter that takes the advantage of its
wings flutter to keep them aloft, skin is surrounding area in order to quickly
generally black and tail has nasty barb. and silently capture a foe while no one’s
Tactics: The slasrath moves gracefully expecting. It generally slays beings as ordered
with a great deal of maneuverability in the air. by the person who summoned or received it.
When it attacks its prey it begins by swooping Once given a victim to kill, it will not quit
down from above, using the razor-sharp edges until the victim or itself is defeated. If the
on its wings. soul eater’s victim is slain by another or if
the soul eater is defeated, it will return to the
Slasrath (Large Animal Flyer/Walker – summoner and attack him.
52 XP): Str 10, Dex 14, Con 10, Int 1, Wis 10,
Cha 6; SZ L (2x2, Reach 1); Spd 50 ft. winged Spectral Death (Medium Spirit
flight, 10 ft. ground; Init VI; Atk V; Def VI; Flyer – 73 XP): Str 10, Dex 12, Con 10,
Res IV; Health IV; Comp -; Qualities: damage Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
reduction 2 1); Spd 50 ft. winged flight; Init V; Atk IV;
Attacks/Weapons: Bite I (dmg 1d10 lethal; Def V; Res VI; Health VI; Comp -; Qualities:
threat 18-20), Wing Slam × 2 (Slam I: dmg 1d8 Condition immunity (flanked), fearless II, killing

Chapter 6: Foes 205


splitter, interests (Alignment[Evil]) all other creatures of chaos. They greedily
Attacks/Weapons: Claw V × 2 (dmg devour the bugs and large worms of Acheron,
1d10 lethal; threat: 18-20), Stupefying Touch but would much rather seek greater prey. A
(attribute draining attack II: Fort DC 15 or sugo appears as a flattish brown disc with a
suffer 1 Wis impairment; upgrades: supernatural large red eye in the top center. Radiating from
attack (Claw)) the sides of the disc are eight slimy, brown
Treasure: None. tentacles, each equipped with a large grey
sucker cup at the end.
Spiders, Giant Tactics: Sugos blend in perfectly with
These giant arachnids are much like their the bog, and thus surprise their opponents
cousins on the Prime Material Plane except for frequently. A sugo will attempt to attach its
the fact that they have evolved and adapted to suckers to several targets and suck their flesh
harsh planar conditions. away. It will only remove its sucker if the
Hook spiders are monstrous spiders which victim is killed or if the tentacle is chopped
have evolved in the Lower Planes. It is a yellow- off.
red spider with its 2 forelegs equipped with
hooked claws which are used for holding prey. Sugo (Large Horror Outsider
Planar spiders are intelligent, plane Walker – 92 XP): Str 10, Dex 10, Con 10,
traveling black arachnids which have a vast, but Int 12, Wis 12, Cha 10; SZ L (2x2, Reach
odd, civilization. They are as unpredictable as 2); Spd 50 ft. ground; Init V; Atk VIII; Def
humans but rarely attack adventurers without V; Res VII; Health VII; Comp III; Qualities:
provocation, preferring instead to attempt to Chameleon II (swamp), damage defiance
communicate with any creatures they meet in (fire), damage immunity (acid, cold), interests
order to determine the strangers’ intentions. (Alignment[Order, Evil]), spell defense II, tough I
Tactics: In combat, a planar spider flits Attacks/Weapons: Tentacle Slap I × 8
between planes to confuse foes. Their favorite (dmg 1d10 lethal; threat: 20; qualities: reach
tactic is to appear behind their opponents. If +1; upgrades: bleed, grab)
overmatched, a planar spider flees off plane. Treasure: None.

Hook Spider (Medium Animal Spirit Tanar’ri


Walker – 69 XP): Str 10, Dex 10, Con 12, Tanar’ri (known as demons to mortals)
Int 6, Wis 10, Cha 4; SZ M (1x1, Reach 1); are fiends native to the Abyss. They are
Spd 30 ft. ground; Init V; Atk V; Def V; Res IV; motivated not by doctrines but by insane,
Health IV; Comp I; Qualities: Condition immunity violent inner drives. They tempt mortals into
(flanked), damage reduction 2, grappler, invisibility, crimes of passion and vice, evils of appetite.
improved sense (visual), interests (Alignment [Evil, Less intelligent tanar’ri often attack without
Order]), superior climber III, superior jumper III, question and fight until slain. The tanar’ri are
telepathic one of the two major factions in the Blood
Attacks/Weapons: Bite I (dmg 1d8 lethal War. For as long as the tanar’ri have existed,
+ necrotic poison; threat 18-20; upgrades: they have waged war against their ancient
venomous), Claw I × 2 (dmg 1d6 lethal; threat enemies, the baatezu.
20; upgrades: grab) Alkiliths seek to pollute the world
Treasure: 4C, 2L, 1M beyond the Abyss physically and morally.
They destroy things that’re beautiful,
Planar Spider (Medium Beast Spirit desecrate things that’re sacred, and fan
Walker – 40 XP): Str 10, Dex 10, Con 10, Int the embers of fear or resentment into
10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd raging hatred. They are disgusting blobs of
50 ft. ground; Init IV; Atk III; Def IV; Res V; phosphorescent green corruption, with bodies
Health V; Comp I; Qualities: Damage reduction 1, surrounded by a cracked, leathery coating.
superior climber II, superior jumper II Generally they are found in the service to
Attacks/Weapons: Bite I (dmg 1d8 lethal + Abyssal Lords as agents and assassins.
lethal poison; threat 18-20; upgrades: venomous) Armanites are mobile shock troops
Treasure: 1M in the Blood War, able to strike and retreat
quickly. They depend on the rush and fury
Sugo of their charges to preserve them rather than
Lurking in the swamps of Acheron are on tactics, spellpower, or careful timing.
horrible creatures called sugos. Juiblex himself Armanites resemble pale, undead centaurs
created them, but they turned against him and with the horns of rams or bulls. The flesh on

Planescraft (First PLAYTEST) 206


their bellies sags so much that older armanites gaunt, squat humanoids with rubbery, almost
sometimes look like gutted half-horses, dragging hairless bodies. Their skin is pale white to
their entrails beneath them. beige, giving way to sickly blue in some areas,
Babau roam the layers of the Abyss stretched over pulsing varicose veins.
recruiting weaker tanar’ri for the vast armies Gelloudes are frightening natives of
of the Blood War. They look like tall skeletons the Abyss known for stealing and devouring
covered with dark, form-fitting leather. A great children, expectant mothers, and maidens.
horn protrudes from the back of their skulls. A gelloudes has the upper torso of a woman,
Balors are greatest and most terrible of with pronounced fangs and clawed hands.
the tanar’ri, the undisputed terrors of the Abyss. Her lower body is serpentine, with a pair
They motivate the tanar’ri involvement in the of scaled legs with webbed talons. Large,
Blood War and derive immense pleasure from dragonlike wings sprout from her back.
others’ suffering. They are repulsive, towering Glabrezu are the tanar’ri that typically
humanoids with dark red skin, huge wings, respond to summonings from other planes.
wicked claws and searing flames that surround They go forth and secure power for their
it. cause and act as the covert agents of the
Bar-lgura are hulking, brutish creatures underworld. They are towering, broad and
that sometimes serve as scouts for armies in well-muscled bipedal canines, with four arms,
the Blood War. They look like orangutans with two that end in clawed hands and two with
frightening visages. Bar-lgura favor ambush powerful pincers. They usually avoid combat,
tactics, springing forth at opponents from preferring guile, trickery, and evil bargains.
cover. Experts at camouflage, they change their However, if things do not go as planned, the
coloration to that of their surroundings. glabrezu thinks nothing of slaying the foe.
Black trolls, also known as demon Goristroi (singular goristro) can be
trolls, are natives to the Abyss. They resemble found on nearly any plane of the Abyss,
oversized trolls with smooth black skin, sparse for they are adaptable and much desired by
hair, green eyes with an evil gleam, and red the rulers of the place to serve as engines of
horns jutting out from their forehead. Black destruction. They are vaguely reminiscent
trolls fight in the same manner as normal trolls, of giant bears, although their shoulders are
but have a much wider array of abilities, and a broader, their visages a nightmarish cross
notably higher intelligence, which they use to between bison and human, and their hands
their utmost advantage. They like to use their and feet disproportionately large, splayed,
Lightning Bolt II in the middle of a melee, as and humanlike.
their immunity to electricity protects them well. Hezrou perform the will of the
Bulezau are born and bred to fight in the nalfeshnee by wandering the Abyss and
Blood War. They are used as heavy infantry, overseeing the formation of armies. They
assault leaders, and personal guards who’re too look like large, roughly humanoid toads with
stubborn and stupid to ever give up. A bulezau arms in place of forelegs.
resembles a gaunt furless minotaur with clawed lncubi (singular incubus) are the male
feet and a long, serpentine tail with a clump of counterparts to succubi, but they are far less
iron-hard spines at its end. The bulezau’s horns common.
and head are more ramlike. Kakkuu are the weakest of all spyder-
Chasme travel the layers of the Abyss in fiends. They are bloodthirsty and animalistic.
search of tanar’ri that evade participation in They have a bloated spider body and a
the Blood War. They are abominable crosses mangy, filthy wolf head. When left on their
between human and fly: the body of a giant fly own, kakkuu behave very much like huge
with unnatural human arms in place of forelegs spiders, hiding and lying in wait for prey.
and a vaguely human head. Living fortresses have been imbued
Chemosits are aggressive carnivorous with sentience by tanar’ri, possibly altering
tanar’ri whose mouth emits light. They resemble a lesser fiend to fuse with the fortress. The
vile humanoid birds, with a single clawed leg. fortress has demonic motif and its walls
Dire whiners typically appear as large, are covered with eyes, mouths and clawed
ugly women, smeared with dirt and slime. They limbs. A tanar’ri living fortress can attack any
usually live in caves or swamps in the Abyss. creature outside or inside itself, rending it to
Dretches are the most common tanar’ri, strips with its claws. If it detects intruders,
found in massive hordes everywhere in the it can contact all tanar’ri within itself and
Abyss. Along with the manes, the dretches are put the fortress on alert. When faced with
the rank-and-file of the Blood War. They are foes blasting it out of its reach, it typically

Chapter 6: Foes 207


summons vrocks to deal with airborne pests. tipped with adamantine talons.
Lycosidiliths, spyder-fiends, are the Phisarazu, a spyder-fiend, resembles a
personal guards and servants of tanar’ri lords. spithriku but has two pale humanoid arms
Their tactics are similar to phisarazu. They sprouting from the base of its neck. They
resemble phisarazu except that they have love ambushes and sometimes even try to
a sleek, hairless spider body covered with impersonate a kakkuu or spithriku so as to
chitinous plates. lure their prey into a false sense of security.
Manes are the most pathetic beings on Raklupises are the most powerful of the
the lower layers of the Abyss, vast and endless spyder-fiends, serving the tanar’ri lords as
as the layers themselves. They are spawned from elite forces and advisors. They typically begin
dead mortals whose souls end up in the Abyss. combat by hurling globes of venom. They
They have pale white skin that appears bloated. have a wolf head with luxuriant grayish-black
Manes have long, cruel claws; sharp teeth; fur and a triple row of spines down its neck
sparse hair; and pale white eyes that constantly to its spider body. Two humanoid arms sprout
drip disgusting liquids. from the base of their necks.
Mariliths are the generals and tacticians Rutterkin are pathetic, malformed
for the Blood War. They appear as half snake, and outcast tanar’ri. They resemble terribly
half humanoid with six arms. ugly humans – hairless, with pointed skulls,
Maurezhi are a plague in the worlds distorted features, and backward-pointing
beyond the Abyss, a scourge of evil that ears.
taints any plane it seeps onto. Maurezhi prey Spithriku serve, a spyder-fiend, are
on mortals and feed upon corpses, stealing essentially larger versions of kakkuu except
portions of their victims’ memories, skills, and for a pair of hairy leg-like appendages
appearance. A maurezhi’s posture is hunched extending from the base of its neck. The
and feral, its skin gray and leathery, and its greater intelligence of spithriku allows them
hands filthy talons. The maurezhi’s face slopes to use better tactics than kakkuu.
into a short, fang-filled muzzle, and its ears are Succubi (singular succubus) are the
catlike. They enjoy stalking and terrifying their beautiful and seductive temptresses of
victims. mortals. Succubi appear as a beautiful woman
Molydei (singular molydeus) enforce the with large wings and sinister, glowing eyes.
war effort as a sort of political officer. They Uridezu, called rat-fiends, are hulking
report directly to the balors, but even balors man-sized creatures. They resemble leprous
are not above reproach, and the molydei would muscular bipedal rats. Much like their smaller
turn against one that strays. They are powerful, cousins, they act as predators or scavengers
muscular humanoids with two grotesque heads - and sometimes set up lairs in urban areas and
a snarling dog’s head and snake’s head. prey on locals.
Nabassu are a scourge of humanity, Vrocks serve as elite fighting troops
the only fiends that live a part of their lives in the Blood War. They look like a cross
on a foreign plane. They resemble tall, gaunt between a large human and a vulture, with
gargoyles with great claws. strong, sinewy limbs covered with fine gray
Nalfeshnee are the most intelligent feathers; long necks and vulture heads; and
tanar’ri, considering themselves superior even wicked claws and beak. They are often sent
to the balors but recognizing balors’ greater on missions such as infiltration and other
strength. Nalfeshnee are very tall humanoids covert missions. The chant says that there is
with glowing red eyes and small wings that an even more powerful variety somewhere in
appear unable to bear their ponderous bodies. the Abyss, the ancient vrocks.
They are known as “lords of woe,“ for they Wastrilith, or water lords, inhabit
judge the mortal life forces that pass into the watery parts of the Lower Planes content
Abyss. in their isolation. They intimidate undersea
Ngojama are aggressive man-eating denizens so much that even unintelligent
tanar’ri. They are difficult to control and are creatures serve them. They resemble large eels
useful to spellcasters only as assassins. Their with bulging eyes and horrendous humanoid
hand claws prohibit them from using tools of torsos. Wastrilith are canny opponents, rarely
any sort. They resemble hairy humanoids with giving their enemies advantage and certainly
horns, big fans and retractable claws. no quarter. Because they do not believe in
Ostegos, also known as death demons, suffering needlessly, they send their minions
appear as tall gaunt, hairless humanoids with forth to combat enemies.
gray scaly skin and huge bat wings. Ivory fangs Yochlol, known as the Handmaidens
protrude from their mouths and their fingers are

Planescraft (First PLAYTEST) 208


of Lolth, are servants of Lolth on her home immunity (electrical), damage reduction 3, fearless
layer and her agents on the Outer Planes. In I, interests (Alignment [Chaos, Evil]), natural
their natural form, the yochlol are heaps of defense (acid), natural spell (Call from Beyond III,
amorphous slime, with eight powerful tentacles Scare I), shapeshifter I, spell defense III, telepathic
and a single, glaring, red eye. However, they Attacks/Weapons: Gore I (dmg 1d6+2
generally assume the form of a beautiful young lethal; threat 19-20; qualities: bleed), Claw I ×
woman or take the form of a giant black spider. 2 (dmg 1d6+2 lethal; threat 20), Weakening
Tactics: Tanar’ri fight as a horde, Glare (fatiguing attack III: 70 ft. gaze; Fort
barely acknowledging their allies in immediate DC 20 or become fatigued)
presence. Only the strongest tanar’ri employ Treasure: 1C, 2L
tactics in combat while the weaker tanar’ri are
unable to control their violent inner drives. The Balor (Large Outsider Flyer/Walker
tanar’ri generally attack without question and – 173 XP): Str 14, Dex 10, Con 10, Int 14,
fight until slain, while some roam transitive Wis 14, Cha 14; SZ L (2x2, Reach 2); Spd 90
planes, seeking new victims. ft. winged flight, 40 ft. ground; Init VIII; Atk
V; Def VIII; Res VII; Health VII; Comp III;
Alkilith (Medium Ooze Outsider Skills: Intimidate IX; Qualities: Always ready,
Spirit Walker – 100 XP): Str 10, Dex 10, contagion immunity, darkvision I, damage defiance
Con 10, Int 12, Wis 12, Cha 10; SZ M (1x1, (cold), damage immunity (electrical, fire, heat,
Reach 1); Spd 20 ft. ground; Init III; Atk VI; stress), damage reduction 5, death throes, fearless
Def III; Res V; Health V; Comp III; Qualities: I, feat (Whip Basics, Whip Mastery), interests
Always ready, condition immunity (flanked), (Alignment [Chaos, Evil]), natural defense (fire),
contagion immunity, darkvision I, damage defiance natural spell (Call from Beyond V, Counter Magic
(blunt weapons, cold, edged weapons, fire, heat), II), spell defense IV, telepathic, tough I
damage immunity (acid, electrical), damage reduction Attacks/Weapons: Slam I × 2 (dmg
2, fearless I, interests (Alignment [Chaos, Evil]), 1d8+2; threat 20), Terrifying Touch
natural spell (Call from Beyond III, Cone of Cold), (frightening attack grade III: Will DC 20 or
spell defense II, telepathic become frightened for 3d6 rounds; upgrades:
Attacks/Weapons: Tentacle Slap I × 4 supernatural attack (Slam)), Large Jagged sword
(dmg 1d8 acid; threat 20; qualities: reach +1; (dmg 1d10+2 electrical; threat 20; qualities:
upgrades: alternate damage) bleed, hook; essence: exotic damage (electrical)),
Treasure: 1C, 1M Large Barwhip (dmg 1d10+2 lethal; threat
19–20; qualities: AP 2, reach +1)
Armanite (Large Outsider Flyer/ Treasure: 6C, 6L
Walker – 75 XP): Str 10, Dex 14, Con 10, Int
10, Wis 10, Cha 10; SZ L (1x2, Reach 1); Spd Bar-lgura (Medium Outsider
60 ft. winged flight, 60 ft. ground (Run 300 Walker – 103 XP): Str 10, Dex 16, Con 12,
ft.); Init VI; Atk IV; Def VI; Res IV; Health Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
IV; Comp III; Qualities: Achilles heel (divine), 1); Spd 30 ft. ground; Init VI; Atk V; Def VI;
charge attack, contagion immunity, darkvision I, Res III; Health III; Comp III; Skills: Athletics
damage defiance (fire, heat), damage immunity (cold, VII, Survival V, Tactics VII; Qualities:
electricity), damage reduction 3, fatal falls, fearless I, Chameleon II [forest/jungle], contagion immunity,
interests (Alignment [Chaos, Evil]), superior jumper darkvision I, damage defiance (cold, fire, heat),
I, superior runner I, telepathic damage immunity (electrical), damage reduction
Attacks/Weapons: Kick I × 2 (dmg 1d8 2, feat (Wolf Pack Basics), interests (Alignment
lethal; threat 20), Large Boar spear (dmg 1d10 [Chaos, Evil]), natural spell (Call from Beyond
lethal; threat 19-20; qualities: guard +1, reach III, Entangle), superior climber I, spell defense II,
+1) telepathic
Treasure: 6C Attacks/Weapons: Bite I (dmg 1d8
lethal; threat 18-20), Claw I × 2 (dmg
Babau (Medium Outsider Walker – 1d6 lethal; threat 20), Frightful Caress
136 XP): Str 14, Dex 14, Con 12, Int 14, Wis (frightening attack I: Will DC 10 or
14, Cha 12; SZ M (1x1, Reach 1); Spd 30 ft. become frightened for 1d6 rounds; upgrades:
ground; Init VII; Atk V; Def VII; Res III; Health supernatural attack (Claw))
III; Comp III; Skills: Athletics VI, Stealth VIII; Treasure: None.
Qualities: Class ability (Burglar: Bloody Mess,
Evasion I), contagion immunity, darkvision I, damage Black Troll (Large Folk Outsider
defiance (cold, edged weapons, fire, heat), damage Walker – 96 XP): Str 14, Dex 10, Con 12,

Chapter 6: Foes 209


Int 10, Wis 10, Cha 10; SZ L (2x2, Reach III; Def V; Res III; Health III; Comp III;
2); Spd 30 ft. ground; Init VII; Atk VI; Def Qualities: Blindsight, contagion immunity, damage
VII; Res IV; Health IV; Comp III; Qualities: defiance (cold, fire, heat), damage immunity
contagion immunity, damage defiance (cold), damage (electrical), damage reduction 2, darkvision I,
immunity (electrical), damage reduction 3, interests fearless II, interests (Alignment[Chaos, Evil]), spell
(Alignment[Chaos, Evil]), natural spell (Call from defense I, telepathic
Beyond III, Lightning Bolt II), regeneration 3, spell Attacks/Weapons: Bite I (dmg 1d8
defense IV lethal; threat 18-20), Claw I (dmg 1d6 lethal;
Attacks/Weapons: Bite I (dmg 1d10+2 threat 20)
lethal; threat 18-20), Claw I × 2 (dmg 1d8+2 Treasure: None.
lethal; threat 20)
Treasure: 3C, 2M Dire Whiner (Large Outsider
Walker – 136 XP): Str 10, Dex 10, Con
Buleazu (Large Outsider Walker – 92 12, Int 12, Wis 12, Cha 12; SZ L (2x2,
XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Reach 2); Spd 20 ft. ground; Init VI;
Cha 10; SZ L (2x2, Reach 2); Spd 30 ft. ground; Atk IV; Def VI; Res V; Health V; Comp
Init VIII; Atk VI; Def VIII; Res IV; Health III; Qualities: Contagion immunity, damage
IV; Comp III; Qualities: Contagion immunity, defiance (cold, fire, heat), damage immunity
darkvision I, damage defiance (cold, fire, heat), (electrical), damage reduction 3, darkvision I,
damage immunity (electrical), damage reduction 3, interests (Alignment[Chaos, Evil]), natural spell
fearless I, feat (Rage Basics), interests (Alignment (Command II), telepathic
[Chaos, Evil]), natural spell (Call from Beyond II, Attacks/Weapons: Bite V (dmg 3d10
War Cry), spell defense I, telepathic lethal; threat 16-20), complain (attribute
Attacks/Weapons: Claw I × 2 (dmg 1d8+2 draining attack III: 60 ft. aura; Fort DC 20 or
lethal; threat 20), Gore I (dmg 1d8+2 lethal; suffer 1 Int impairment) put down (fatiguing
threat 19-20; qualities: bleed), Tail Slap I (dmg attack III: 60 ft. aura; Fort Save DC 20 or
1d10+2 lethal; threat 20; qualities: reach +1), become fatigued)
Blast (sprawling attack I: Fort DC 10 or become Treasure: 3C, 2L, 2M
sprawled for 1d6 rounds; upgrades: supernatural
attack (Gore)), Large Boar spear (dmg 1d10+2 Dretch (Small Outsider Walker –
lethal; threat 19-20; qualities: guard +1, reach 61 XP): Str 10, Dex 14, Con 10, Int 6, Wis
+1) 10, Cha 6; SZ S (1x1, Reach 1); Spd 30 ft.
Treasure: 4C, 2L, 1M ground, 60 ft. flying; Init V; Atk II; Def V; Res
II; Health II; Comp III; Qualities: Contagion
Chasme (Medium Outsider Flyer/ immunity, darkvision I, damage defiance (cold,
Walker – 107 XP): Str 10, Dex 16, Con 12, fire, heat), damage immunity (electrical), damage
Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); reduction 3, interests (Alignment [Chaos, Evil]),
Spd 60 ft. winged flight, 20 ft. ground; Init VIII; natural spell (Call from Beyond I, Scare I), spell
Atk V; Def VIII; Res III; Health III; Comp III; defense I, telepathic
Skills: Notice VI, Search V; Qualities: Contagion Attacks/Weapons: Bite I (dmg 1d6
immunity, darkvision I, damage defiance (cold, lethal; threat 18-20), Claw I × 2 (dmg 1d4
fire, heat), damage immunity (electrical), damage lethal; threat 20)
reduction 3, fearsome, interests (Alignment [Chaos, Treasure: None.
Evil]), natural spell (Call from Beyond II, Sleep),
repulsive I, spell defense III, telepathic Gelloudes (Medium Outsider
Attacks/Weapons: Claw I × 2 (dmg 1d6 Flyer/Walker – 75 XP): Str 10, Dex 10,
lethal; threat 20; upgrades: bleed), Gore I (dmg Con 10, Int 10, Wis 10, Cha 10; SZ M
1d6 lethal; threat 19-20; qualities: bleed), Drain (1x1, Reach 1); Spd 50 ft. winged flight, 20
Blood (life draining attack II: Fort DC 15 or ft. ground; Init IV; Atk V; Def IV; Res IV;
suffer 1 lethal damage per TL, the NPC healing Health IV; Comp III; Qualities: Contagion
the same amount; upgrades: supernatural attack immunity, damage defiance (cold, fire, heat),
(Gore)) damage immunity (electrical), damage reduction 1,
Treasure: None. darkvision I, interests (Alignment[Chaos, Evil]),
spell defense III, superior swimmer I, telepathic
Chemosit (Medium Outsider Flyer/ Attacks/Weapons: Bite I (dmg 1d8 lethal;
Walker – 73 XP): Str 10, Dex 12, Con 12, Int threat 18-20), Claw I × 4 (dmg 1d6 lethal;
6, Wis 6, Cha 6; SZ M (1x1, Reach 1); Spd threat 20), Rejuvenating Kiss (soul draining
60 ft. winged flight, 30 ft. ground; Init V; Atk attack II: Fort DC 15 or die (standard

Planescraft (First PLAYTEST) 210


character), lose 1 action die and 10 max. vitality Init VII; Atk II; Def VII; Res
(special character); upgrades: supernatural attack III; Health III; Comp III;
(Bite)) Qualities: chameleon I (swamp),
Treasure: None. contagion immunity, damage
defiance (cold, fire, heat), damage
Glabrezu (Large Outsider Walker – immunity (electrical), damage
122 XP): Str 10, Dex 14, Con 10, Int 12, Wis reduction 3, darkvision I, improved
12, Cha 12; SZ L (2x2, Reach 2); Spd 40 ft. stability, interests (Alignment
ground; Init IX; Atk VI; Def IX; Res V; Health [Chaos, Evil]), natural spell (Call
V; Comp III; Qualities: Contagion immunity, from Beyond II, Darkness I),
darkvision I, damage defiance (acid, cold, fire, heat), spell defense I, superior climber II,
damage immunity (electrical), damage reduction 4, superior jumper I
fearless I, grappler, interests (Alignment [Chaos, Attacks/Weapons: Bite I
Evil]), natural spell (Call from Beyond III, Insanity (dmg 1d8 lethal + knockout
II), spell defense III, telepathic poison + disorienting poison;
Attacks/Weapons: Bite I (dmg 1d10 lethal; threat 18-20; upgrades:
threat 18-20), Claw I × 2 (dmg 1d8 lethal; venomous)
threat 20), Pincer × 2 (Claw III: dmg 2d8 Treasure: None.
lethal; threat 19-20; upgrades: grab)
Treasure: 4C, 4L Living Fortress (Vast Construct
Outsider Immobile – 75 XP): Str 10, Dex
Goristro (Huge Outsider Walker – 159 10, Con 10, Int 10, Wis 10, Cha 10; SZ V
XP): Str 14, Dex 10, Con 16, Int 6, Wis 8, (60x60, Reach 7); Spd -; Init I; Atk VI; Def
Cha 6; SZ H (4x4, Reach 4); Spd 40 ft. ground; I; Res X; Health X; Comp III; Qualities:
Init III; Atk V; Def III; Res X; Health X; Comp Blindsight, contagion immunity, damage defiance
III; Qualities: Charge attack, contagion immunity, (cold, fire, heat), damage immunity (electrical),
darkvision I, damage immunity (cold, electricity, darkvision I, interests (Alignment[Chaos, Evil]),
fire, heat), damage reduction 4, fearless I, interests natural spell (Call from Beyond V), spell defense
(Alignment [Chaos, Evil]), regeneration 1, spell III, telepathic, tough XI
defense IV, telepathic, tough VI Attacks/Weapons: Claw I x6 (dmg 1d12
Attacks/Weapons: Slam III × 2 (dmg lethal; threat 20)
2d10+2 lethal; threat 20), Trample V (dmg Treasure: None.
3d12+2 lethal; threat 18–20; notes: Medium
and smaller only, Fort (DC equal to damage) or Lycosidilith (Large Outsider Walker
become sprawled), Frightful Glare (frightening – 160 XP): Str 14, Dex 12, Con 12, Int 12,
attack III: 40 ft. gaze; Will DC 20 or become Wis 12, Cha 12; SZ L (1x2, Reach 1); Spd 50
frightened for 3d6 rounds) ft. ground; Init VIII; Atk VII; Def VIII; Res
Treasure: 5C, 2L V; Health V; Comp III; Qualities: Blindsight,
chameleon I (swamp), contagion immunity,
Hezrou (Medium Outsider Walker – darkvision I, damage defiance (cold, fire, heat),
112 XP): Str 10, Dex 10, Con 10, Int 12, Wis damage immunity (electrical), damage reduction 3,
12, Cha 12; SZ M (1x1, Reach 1); Spd 40 ft. fearless I, feat (Two-Weapon Fighting), improved
ground; Init IX; Atk VI; Def IX; Res V; Health stability, interests (Alignment [Chaos, Evil]),
V; Comp III; Qualities: Always ready, contagion invisibility, natural spell (Call from Beyond
immunity, darkvision I, damage defiance (acid, cold, III, Darkness I), shapeshifter I, spell defense IV,
fire, heat), damage immunity (electrical), damage superior climber II, superior jumper I
reduction 4, fearless I, grappler, improved senses Attacks/Weapons: Bite II (dmg 1d10+2
(hearing, scent), interests (Alignment [Chaos, Evil]), lethal + knockout poison + disorienting
natural spell (Call from Beyond III, Wall of Fire), poison + necrotic poison; threat 17-20;
spell defense IV, stench, telepathic upgrades: venomous), Claw I × 2 (dmg
Attacks/Weapons: Bite III (dmg 2d8 lethal; 1d8+2 lethal; threat 20), Frightful Caress
threat 17-20), Claw I × 2 (dmg 1d6 lethal; (frightening attack II: Will DC 15 or
threat 20) become frightened for 2d6 rounds; upgrades:
Treasure: 1C, 1L supernatural attack (Standard Unarmed Attack)),
Web (entangling attack II: 50 ft. cone; Fort
Kakkuu (Medium Outsider Walker – DC 15 or become entangled for 2d6 rounds),
73 XP): Str 10, Dex 16, Con 10, Int 4, Wis 8, Iridescent Strand (blinding attack II: 140 ft.
Cha 4; SZ M (1x1, Reach 1); Spd 50 ft. ground; ray; Will DC 15 or become blinded for 2d6

Chapter 6: Foes 211


rounds), Large Saber (dmg 2d6+2 lethal; threat 12, Cha 12; SZ L (2x2, Reach 2); Spd 40
19-20; qualities: cavalry, finesse), Mace (dmg ft. ground; Init VII; Atk V; Def VII; Res VI;
1d10+2 lethal; threat 20; qualities: AP 4), Short Health VI; Comp III; Qualities: Always ready,
Bow + 30 standard arrows (dmg 1d6+2 lethal; condition immunity (flanked), contagion immunity,
threat 19–20; range 20 ft. x 6; qualities: cavalry) darkvision I, damage defiance (Blunt weapons,
Treasure: 4C, 4L, 2M cold, Edged weapons, fire, heat, Ranged weapons),
damage immunity (electrical), damage reduction 4,
Manes (Small Outsider Walker – 59 fearless II, feat (Axe Basics, Axe Mastery), frenzy
XP): Str 10, Dex 10, Con 10, Int 4, Wis 6, I, interests (Alignment [Chaos, Evil]), natural
Cha 4; SZ S (1x1, Reach 1); Spd 20 ft. ground; spell (Call from Beyond IV, Lightning Bolt I), spell
Init V; Atk II; Def V; Res II; Health II; Comp defense VI, telepathic, tough I
III; Qualities: Contagion immunity, darkvision I, Attacks/Weapons: Bite I (dmg 1d10
damage defiance (cold, fire, heat), damage immunity lethal; threat 18-20), Venomous Bite (Bite
(electrical), damage reduction 1, death throes (acid), I: dmg 1d10 lethal + lethal poison; threat
fearless II, interests (Alignment [Chaos, Evil]), spell 18-20; upgrades: venomous), Large Battle Axe
defense I, swarm (dmg 2d6 lethal; threat 19-20; charm: bane
Attacks/Weapons: Bite I (dmg 1d6 lethal; (Outsider); qualities: AP 2, trip)
threat 18-20), Claw I × 2 (dmg 1d4 lethal; Treasure: None.
threat 20)
Treasure: None. Nabassu (Medium Outsider Spirit
Flyer/Walker – 135 XP): Str 14, Dex 16,
Marilith (Medium Outsider Walker Con 14, Int 12, Wis 12, Cha 12; SZ M
– 139 XP): Str 10, Dex 14, Con 10, Int 14, (1x1, Reach 1); Spd 40 ft. winged flight, 30
Wis 14, Cha 16; SZ M (1x1, Reach 1); Spd 40 ft. ground; Init IX; Atk VI; Def IX; Res III;
ft. ground; Init VIII; Atk VII; Def VIII; Res V; Health III; Comp III; Skills: Notice V, Stealth
Health V; Comp III; Skills: Tactics IX; Qualities: V; Qualities: Contagion immunity, darkvision
Always ready, contagion immunity, darkvision I, I, damage defiance (cold, fire, heat), damage
damage defiance (cold, fire, heat), damage immunity immunity (electrical), damage reduction 3, devour,
(electrical), damage reduction 5, fearless I, frenzy fearless I, interests (Alignment [Chaos, Evil]),
I, interests (Alignment [Chaos, Evil]), natural natural spell (Call from Beyond III), regeneration
spell (Call from Beyond V, Cause Wounds III), 1, spell defense III, telepathic
shapeshifter I, spell defense IV, telepathic, tough I Attacks/Weapons: Bite I (dmg 1d8+2
Attacks/Weapons: Jagged sword x6 (dmg lethal; threat 18-20), Claw I × 2 (dmg
1d8 lethal; threat 20; qualities: bleed, hook), Tail 1d6+2 lethal; threat 20), Chill of the Grave
Slap I (dmg 1d8 lethal; threat 20; qualities: reach (soul draining attack II: Fort DC 15 or die
+1; upgrades: grab), Squeeze III (dmg 2d10 (standard character), lose 1 action die and
subdual; notes: Grapple only) 10 max. vitality (special character); upgrades:
Treasure: 2C, 1L, 1M supernatural attack (Claw))
Treasure: 6L
Maurezhi (Medium Outsider Walker
– 99 XP): Str 10, Dex 10, Con 12, Int 14, Wis Nalfeshnee (Huge Outsider Flyer/
14, Cha 14; SZ M (1x1, Reach 1); Spd 30 ft. Walker – 129 XP): Str 10, Dex 10, Con 10,
ground; Init V; Atk V; Def V; Res III; Health Int 16, Wis 16, Cha 16; SZ H (4x4, Reach
III; Comp III; Qualities: Contagion immunity, 3); Spd 40 ft. winged flight, 30 ft. ground;
darkvision I, damage defiance (cold, fire, heat), Init IX; Atk VI; Def IX; Res VII; Health VII;
damage immunity (electrical), damage reduction 2, Comp III; Qualities: Always ready, contagion
devour, interests (Alignment [Chaos, Evil]), natural immunity, darkvision I, damage defiance (cold,
spell (Animate Dead II, Call from Beyond II), fire, heat), damage immunity (electrical), damage
shapeshifter III, spell defense II, telepathic reduction 5, fearless I, interests (Alignment [Chaos,
Attacks/Weapons: Bite I (dmg 1d8 lethal; Evil]), natural spell (Call from Beyond IV,
threat 18-20), Claw I × 2 (dmg 1d6 lethal; Color Spray, Lightning Bolt II), spell defense IV,
threat 20), Paralyzing Claw (paralyzing attack telepathic
II: Will DC 15 or become paralyzed 2d6 rounds; Attacks/Weapons: Bite I (dmg 1d12
upgrades: supernatural attack (Claw)) lethal; threat 18-20), Claw I × 2 (dmg 1d10
Treasure: 4C, 1L lethal; threat 20)
Treasure: 6C, 6L
Molydeus (Large Outsider Walker –
119 XP): Str 10, Dex 10, Con 10, Int 12, Wis Ngojama (Medium Outsider Walker

Planescraft (First PLAYTEST) 212


– 54 XP): Str 10, Dex 12, Con 12, Int 10, Wis Raklupis (Large Outsider Walker
10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. – 184 XP): Str 14, Dex 10, Con 12, Int 14,
ground; Init IV; Atk III; Def IV; Res III; Health Wis 14, Cha 14; SZ L (1x2, Reach 1); Spd
III; Comp III; Qualities: Contagion immunity, 50 ft. ground; Init VIII; Atk VII; Def VIII;
damage defiance (cold, fire, heat), damage immunity Res VII; Health VII; Comp III; Qualities:
(electrical), damage reduction 1, darkvision I, fearless Beguiling, blindsight, chameleon I (swamp),
II, interests (Alignment[Chaos, Evil]), monstrous contagion immunity, darkvision I, damage defiance
attack, spell defense I, superior climber I, telepathic (cold, fire, heat), damage immunity (electrical),
Attacks/Weapons: Claw I × 2 (dmg 1d6 damage reduction 3, fearless I, feat (Two-Weapon
lethal; threat 20) Fighting), improved stability, interests (Alignment
Treasure: 4C, 1L [Chaos, Evil]), invisibility, natural spell (Call
from Beyond IV, Darkness I), shapeshifter II, spell
Ostego (Large Outsider Flyer/Walker defense IV, superior climber II, superior jumper I
– 89 XP): Str 10, Dex 10, Con 12, Int 10, Wis Attacks/Weapons: Bite III (dmg 2d10+2
10, Cha 10; SZ L (2x2, Reach 2); Spd 60 ft. lethal + knockout poison + disorienting
winged flight, 30 ft. ground; Init V; Atk VI; poison + necrotic poison; threat 17-20;
Def V; Res IV; Health IV; Comp III; Qualities: upgrades: venomous), Claw I × 2 (dmg
Contagion immunity, damage defiance (cold, fire, 1d8+2 lethal; threat 20), Frightful Caress
heat), damage immunity (electrical), damage (frightening attack II: Will DC 15 or
reduction 2, darkvision I, interests (Alignment[Chaos, become frightened for 2d6 rounds; upgrades:
Evil]), telepathic supernatural attack (Standard Unarmed Attack)),
Attacks/Weapons: Bite I (dmg 1d10 Web (entangling attack III: 50 ft. cone; Fort
lethal + lethal poison; threat 18-20; upgrades: DC 20 or become entangled for 3d6 rounds),
venomous), Claw V × 2 (dmg 3d8 lethal Iridescent Strand (blinding attack III: 180 ft.
+ paralyzing poison; threat 20; upgrades: ray; Will DC 20 or become blinded for 3d6
venomous) rounds), Large Saber (dmg 2d6+2 lethal;
Treasure: 3C, 2M threat 19-20; qualities: cavalry, finesse), Mace
(dmg 1d10+2 lethal; threat 20; qualities: AP
Phisarazu (Medium Outsider Walker 4), Short Bow + 30 standard arrows (dmg
– 127 XP): Str 10, Dex 14, Con 12, Int 10, 1d6+2 lethal; threat 19–20; range 20 ft. x 6;
Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd qualities: cavalry)
50 ft. ground; Init VII; Atk VI; Def VII; Res Treasure: 5C, 5L, 2M
III; Health III; Comp III; Qualities: Blindsight,
chameleon I (swamp), contagion immunity, darkvision Rutterkin (Medium Outsider
I, damage defiance (cold, fire, heat), damage Walker – 70 XP): Str 12, Dex 16, Con 10,
immunity (electrical), damage reduction 3, fearless Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
I, feat (Two-Weapon Fighting), improved stability, 1); Spd 30 ft. ground; Init VIII; Atk III; Def
interests (Alignment [Chaos, Evil]), invisibility, VIII; Res III; Health III; Comp III; Qualities:
natural spell (Call from Beyond III, Darkness I), Contagion immunity, darkvision I, damage defiance
spell defense III, superior climber II, superior jumper I (cold, fire, heat), damage immunity (electrical),
Attacks/Weapons: Bite I (dmg 1d8 lethal damage reduction 2, interests (Alignment [Chaos,
+ knockout poison + disorienting poison; Evil]), natural spell (Call from Beyond I), spell
threat 18-20; upgrades: venomous), Claw I defense I, telepathic
× 2 (dmg 1d6 lethal; threat 20), Frightful Attacks/Weapons: Claw I × 2 (dmg
Caress (frightening attack II: Will DC 15 or 1d6+1 lethal; threat 20), Frightful Caress
become frightened for 2d6 rounds; upgrades: (frightening attack I: Will DC 10 or
supernatural attack (Standard Unarmed Attack)), become frightened for 1d6 rounds; upgrades:
Web (entangling attack I: 30 ft. cone; Fort supernatural attack (Claw)), Jagged Sword
DC 10 or become entangled for 1d6 rounds), (dmg 1d8 lethal; threat: 20; qualities: bleed,
Iridescent Strand (blinding attack I: 100 ft. ray; hook)
Will DC 10 or become blinded for 1d6 rounds), Treasure: None.
Saber (dmg 1d10 lethal; threat 19-20; qualities:
cavalry, finesse), Mace (dmg 1d8 lethal; threat Spithriku (Medium Outsider
20; qualities: AP 4), Short Bow + 30 standard Walker – 96 XP): Str 10, Dex 12, Con 12,
arrows (dmg 1d6 lethal; threat 19–20; range 20 Int 10, Wis 10, Cha 10; SZ M (1x1, Reach
ft. x 6; qualities: cavalry) 1); Spd 50 ft. ground; Init VII; Atk IV; Def
Treasure: 4C, 4L VII; Res III; Health III; Comp III; Qualities:
Blindsight, chameleon I (swamp), contagion

Chapter 6: Foes 213


immunity, damage defiance (cold, fire, heat), damage (Alignment [Chaos, Evil]), natural spell (Call
immunity (electrical), damage reduction 3, darkvision from Beyond III, Command II), spell defense IV,
I, improved stability, interests (Alignment [Chaos, swarm, telepathic
Evil]), natural spell (Call from Beyond II, Darkness Attacks/Weapons: Bite I (dmg 1d10+2
I), spell defense II, superior climber II, superior lethal; threat 18-20), Claw I × 4 (dmg 1d8+2
jumper I lethal; threat 20), Spores (lethal damage
Attacks/Weapons: Bite I (dmg 1d8 lethal + attack III: 5 ft. blast increment; dmg 1d8
knockout poison + disorienting poison; threat lethal per 2 TL, Ref DC 20 for 1/2 damage),
18-20; upgrades: venomous), Frightful Caress Screech (bang damage attack III: 5 ft. blast
(frightening attack II: Will DC 15 or become increment; dmg 1d8 bang per 2 TL, Ref DC
frightened for 2d6 rounds; upgrades: supernatural 20 for 1/2 damage; upgrades: alternate damage)
attack (Standard Unarmed Attack)), Web Treasure: None.
(entangling attack I: 30 ft. cone; Fort DC 10 or
become entangled for 1d6 rounds) Wastrilith (Large Outsider Walker
Treasure: None. – 100 XP): Str 10, Dex 10, Con 10, Int 12,
Wis 12, Cha 10; SZ L (1x2, Reach 2); Spd 30
Succubus (Medium Outsider Spirit ft. ground; Init IV; Atk VI; Def IV; Res VIII;
Flyer/Walker – 142 XP): Str 10, Dex 14, Con Health VIII; Comp III; Skills: Intimidate
10, Int 12, Wis 12, Cha 16; SZ M (1x1, Reach VI; Qualities: Achilles heel (fire, heat), aquatic
1); Spd 50 ft. winged flight, 30 ft. ground; Init II, contagion immunity, darkvision I, damage
VII; Atk IV; Def VII; Res III; Health III; Comp immunity (cold), damage reduction 3, fearless I,
III; Skills: Bluff VII, Impress VII, Sense Motive interests (Alignment [Chaos, Evil]), spell defense I,
VII; Qualities: Always ready, attractive II, beguiling, superior swimmer III, telepathic, tough II
contagion immunity, darkvision I, damage defiance Attacks/Weapons: Bite I (dmg 1d10
(cold), damage immunity (electrical, fire, heat), lethal; threat 18-20), Claw I × 2 (dmg 1d8
damage reduction 2, interests (Alignment [Chaos, lethal; threat 20), Boiling Breath (lethal
Evil]), natural spell (Call from Beyond III, Charm damage attack IV: 30 ft. cone; dmg 1d10
Person II), shapeshifter I, spell defense II, telepathic lethal per 2 TL, Ref DC 25 for 1/2 damage)
Attacks/Weapons: Slam I × 2 (dmg 1d6 Treasure: 6C
lethal; threat 20), Deadly Kiss (soul draining
attack III: Fort DC 20 or die (standard Yochlol (Medium Horror Ooze
character), lose 1 action die and 10 max. vitality Outsider Spirit Walker – 101 XP): Str 14,
(special character)) Dex 10, Con 12, Int 12, Wis 12, Cha 10;
Treasure: 1C, 5L SZ M (1x1, Reach 1); Spd 30 ft. ground;
Init I; Atk VII; Def I; Res III; Health III;
Uridezu (Medium Outsider Walker Comp III; Qualities: Contagion immunity,
– 67 XP): Str 10, Dex 14, Con 10, Int 6, Wis darkvision I, damage defiance (cold, fire, heat),
8, Cha 6; SZ M (1x1, Reach 1); Spd 30 ft. damage immunity (electrical), fearless I, interests
ground; Init VI; Atk VI; Def VI; Res III; Health (Alignment [Chaos, Evil, Lolth]), invisibility,
III; Comp III; Qualities: Always ready, contagion natural spell (Charm Person II, Sleep),
immunity, damage defiance (fire, heat), damage shapeshifter II, spell defense III, telepathic
immunity (cold, electrical), damage reduction 2, Attacks/Weapons: Tentacle Slap I × 8
darkvision I, interests (Alignment [Chaos, Evil]), (dmg 1d8+2 lethal; threat 20; qualities: reach
natural spell (Call from Beyond III), telepathic +1)
Attacks/Weapons: Bite I (dmg 1d8 lethal Treasure: None.
+ paralyzing poison; threat 18-20; upgrades:
venomous), Claw I × 2 (dmg 1d6 lethal; threat Tener
20) The tener, a native to Pandemonium,
Treasure: None. is greed incarnate and will jealously guard
anything of the slightest value - It regards all
Vrock (Large Outsider Flyer/Walker strangers as thieves. It is a grey, hairy, spindly-
– 138 XP): Str 14, Dex 16, Con 10, Int 12, limbed creature. It is bipedal and has long
Wis 12, Cha 10; SZ L (2x2, Reach 2); Spd 50 claws on the hands of its four arms. It has
ft. winged flight, 30 ft. ground; Init IX; Atk VI; large amber eyes set in a small round head,
Def IX; Res IV; Health IV; Comp III; Qualities: and spiderlike chelicerae flank its fanged
Always ready, contagion immunity, darkvision I, mouth. Teners are better known for their
damage defiance (cold, fire, heat), damage immunity greed than for their malice, and they may be
(electrical), damage reduction 4, fearless I, interests bribed not to harm a party. Such bribery is

Planescraft (First PLAYTEST) 214


expensive, however, and not particularly reliable. Thendar
Tactics: Tener generally attacks by Thendar are native to the Astral Plane.
setting up an ambush. It is capable of paralyzing They are a wandering race, seldom remaining
opponents and quickly dispatching them using in one place for very long. Thendar are
its great number of natural attacks. Since it generally peaceful and have a great thirst for
doesn’t want to draw attention onto itself, it knowledge of all sorts. They seek out new
usually finishes off paralyzed victims further experiences to relieve the monotony of their
away from other companions. existence.
Thendar appear to be tall, slender
Tener (Large Outsider Walker — 75 humans with golden skin, silvery hair, and
XP): Str 10, Dex 10, Con 10, Int 6, Wis 10, glowing white eyes. Because of their long lives
Cha 8; SZ L (2×2, Reach 2); Spd 30 ft. ground; and far travels, thendar are great sources of
Init III; Atk III; Def III; Res III; Health III; information. The githyanki hold a particular
Comp III; Qualities: Class ability (burglar: evasion hatred for the thendar, who respond with
I, very, very sneaky), contagion immunity, damage only an indifferent annoyance.
defiance (cold, fire, heat), damage immunity (bang, Tactics: Thendar are peaceful and are
stress), damage reduction 1, darkvision I, grappler, only interested in combat from a scholar’s
interests (Alignment [Chaos, Evil]), natural spell viewpoint. Even then, they will not stay
(Haste, Teleport II), spell defense III around for long generally moving away using
Attacks/Weapons: Bite I (dmg 1d10 lethal their Teleport I ability.
+ paralyzing poison; threat 18–20; upgrades:
venomous), Claw I × 4 (dmg 1d8 lethal; threat Thendar (Medium Folk Outsider
20; upgrades: grab) Walker — 68 XP): Str 10, Dex 10, Con
Treasure: 2C, 1L, 1M 12, Int 16, Wis 16, Cha 16; SZ M (1×1,
Reach 1); Spd 30 ft. ground; Init III; Atk
Terithran III; Def III; Res III; Health III; Comp III;
The terithran is a native to the Ethereal Skills: Investigate VII, Search IV; Qualities:
Plane - a short biped with long sinewy arms Class ability (Sage: assistance I, best of the best 1/
and an unusually large misshapen head. The scene), damage reduction 1, darkvision I, interests
terithran has come to dislike the swirls, eddies (Alignment [Good]), natural spell (Teleport I, True
and warps which the use of large amounts of Seeing), spell defense I
magic on the Prime Material Plane causes on Attacks/Weapons: Scholar’s sword (dmg
the Ethereal Plane, its homeland (where it is 1d8 lethal; threat 20; qualities: finesse, lure)
never found out of its lair). If it notices such Treasure: 1L
disturbances, it will materialize in the area of
the spellcaster responsible on the Prime Material Tiefling
Plane and attempt to drain his power and take Tieflings are handled with a rogue
him back to the Ethereal Plane for punishment. template (see page 141). Species feats can be
Tactics: It will try to avoid this type of applied for additional archetypes, such as
fighting if possible so as to make full use of its abyssal blood.
unique powers.

Terithran (Medium Folk Spirit Walker Time Dimensional


– 75 XP): Str 10, Dex 12, Con 12, Int 10, Wis Time dimensionals are intelligences
10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. composed entirely from the essence of time.
ground; Init VI; Atk IV; Def VI; Res V; Health They are one of the few temporal creatures
V; Comp II; Qualities: Damage reduction 2, that can travel to reality. Time dimensionals
grappler, natural spell (Cause Wounds II, Teleport I), exist in more than one time period so they
spell defense III are always perceived as small clouds of fiery
Attacks/Weapons: Claw I × 2 (dmg 1d6 dust.
lethal; threat 20), Stunning Blast (stunning Tactics: Luckily for others, time
attack I: 10 ft. aura; Will DC 10 or become dimensionals generally avoid combat. If
stunned for 1d6 rounds), Drain Power (attribute threatened, they resort to using Time Stop
draining attack I: 40 ft. ray; Fort DC 10 or and Haste to quickly disappear. However,
suffer 1 Wis impairment) if cornered they attack from multiple time
Treasure: 1L dimensions.

Time Dimensional (Small Spirit

Chapter 6: Foes 215


Walker – 87 XP): Str 10, Dex 12, Con 10, Int Spd 30 ft. ground; Init VI; Atk V; Def VI;
10, Wis 10, Cha 10; SZ S (1x1, Reach 1); Spd Res V; Health V; Comp III; Skills: Stealth
10 ft. ground; Init III; Atk III; Def III; Res V; V; Qualities: Damage immunity (acid), damage
Health V; Comp I; Qualities: Cagey I, damage reduction 3, fearless I, grappler, improved stability,
reduction 2, natural spell (Call from Beyond V, interests (Alignment[Chaos, Evil, Water]), spell
Haste, Time Stop), spell defense VI, swift attack II, defense I, superior swimmer III
tough I Attacks/Weapons: Bite V (dmg 3d10+2
Attacks/Weapons: Slam V (dmg 3d4 lethal; lethal; threat 16-20), Claw I × 2 (dmg 1d8+2
threat 18-20) lethal; threat 20; upgrades: grab), Tentacle
Treasure: None. Slap I × 2 (dmg 1d10+2 lethal; threat 20;
qualities: reach +1; upgrades: grab), Squeeze I
Titan (dmg 1d12+2 subdual; notes: Grapple only),
Titans are gargantuan, almost godlike Caustic Ink (acid damage attack II: 100 ft.
men and woman. The twelve most powerful aura; dmg 1d6 acid per 2 TL, Ref DC 15 for
titans have ruled countless worlds on the 1/2 damage; upgrades: alternate damage)
Prime Material Plane eons ago. Titans appear Treasure: 1C, 1M
very much as humans do, but they are all very
muscular, handsome, and wear no facial hair. Tso
Tactics: Titans enjoy combat and usually The tso are a race of slavers, smugglers
close with their foes. If that proves ineffective, and cross-traders across the lawful planes.
they swiftly back off and pelt the foe with Fire They never do anything unless there is an
Storm or Wrath of Olympus. ironclad contract for it. They are highly social
and are often accompanied by slaves. A tso
Titan (Huge Outsider Spirit Walker – has 8 insectile limbs, a bulging abdomen and
173 XP): Str 18, Dex 12, Con 10, Int 16, Wis an eel-like head and neck.
16, Cha 16; SZ H (4x4, Reach 3); Spd 90 ft. Tactics: The tso tend to avoid physical
ground; Init II; Atk VII; Def II; Res X; Health combat, instead sending their slaves to
X; Comp III; Skills: Athletics X, Impress X, protect them. They often use Charm Person
Spellcasting X; Spells: Brawn IV, Castigate II, III in order to bring confusion and turn allies
Control Weather V, Earthquake, Heroism III, against each other.
Mass Heal, Nature’s Ally V, Purge, Resurrection
III, Time Stop; Qualities: Cagey I, damage Tso (Medium Folk Walker – 56 XP):
reduction 3, fearless I, interests (Alignment [Chaos, Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha
Good]), invisibility, natural spell (Fire Strom, 12; SZ M (1x1, Reach 1); Spd 30 ft. ground;
Protection from Alignment), spell defense III, tough V Init V; Atk VI; Def V; Res III; Health III;
Attacks/Weapons: Maul of the Titans Comp II; Skills: Spellcasting II; Spells: Calm
(Huge Maul: dmg 2d10+4 subdual; threat: Emotion, Command II; Qualities: Damage
19-20; qualities: massive; charm: greater damage reduction 2, interests (Alignment (Evil, Order)),
bonus), Wrath of Olympus (divine damage attack meek, natural spell (Charm Person III), superior
II: 80 ft. gaze; dmg 1d6 divine per 2 TL, Ref DC climber I
15 for 1/2 damage; upgrades: alternate damage) Attacks/Weapons: Bite I (dmg 1d8 lethal
Treasure: 4C, 6L, 2M + paralyzing poison; threat 18-20; upgrades:
venomous), Slam I × 4 (dmg 1d6 lethal; threat
Tribute Gatherer 20)
Tribute gatherers resemble large gray Treasure: 1C, 1L
octopi with two sharp claws as well as two
tentacles. These horrid creatures dwell primarily Tween
in the Abyss. A tween is a parasitic creature that
Tactics: These creatures are malicious needs an intelligent being for a host. They
and have a cunning bent. Several will cooperate live in the Border Ethereal and scour the
to overwhelm a larger ship if opportunity neighboring Prime Material Plane for
presents itself. If it succeeds in grappling a foe, potential hosts. Some graybeards suspect that
it will quickly drag it underwater in order to tweens were once members of a race called
drown it and eat it. the kyleen, who dwelled on the Outlands
millennia ago. The kyleen were infected with
Tribute Gatherer (Large Outsider a strange chaos-plague that transformed
Walker – 132 XP): Str 14, Dex 10, Con 10, the whole race. While most mutated kyleen
Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); ended up as devete wandering the Astral

Planescraft (First PLAYTEST) 216


Plane, some found a new home on the Ethereal and white eyes. Eons ago, the vaati ruled
Plane as the tweens. Both races seem to lack any a vast empire spread across many Prime
goal or independent purpose, and either mimic Material Worlds but then they were nearly
other beings (devete) or bind themselves to annihilated. They survived only by creating
them (tweens). the Rod of Seven Parts and used it to end the
Tactics: An unattached tween prefers to war.
run away from a threat, and fights only when Tactics: Vaati are peaceful and prefer
cornered. The combat actions of an attached to negotiate rather than fight. If pressed
tween typically resemble the actions of its host. into action, or faced with chaotic foes, they
display considerable strength and ingenuity
Tween (Small Outsider Spirit Walker in combat.
– 24 XP): Str 10, Dex 10, Con 10, Int 10, Wis
10, Cha 10; SZ S (1x1, Reach 1); Spd 10 ft. Vaati (Medium Fey Folk Flyer/
ground; Init I; Atk I; Def I; Res II; Health II; Walker – 37 XP): Str 12, Dex 12, Con 12,
Comp II; Qualities: natural spell (Luck) Int 12, Wis 10, Cha 10; SZ M (1x1, Reach
Attacks/Weapons: Slam I (dmg 1d4 lethal; 1); Spd 30 ft. winged flight, 30 ft. ground;
threat 20), Bad Luck (baffling attack I: 10 ft. Init V; Atk II; Def V; Res I; Health III; Comp
aura; Will Save DC 10 or become baffled for 1d6 III; Qualities: Damage reduction 1, darkvision
rounds) I, interests (Alignment [Order]), natural spell
Treasure: None. (Control Weather I, Gust of Wind)
Attacks/Weapons: Long Sword (dmg
Utukku 1d12+1 lethal; threat 20), Long Bow + 30
Utukku are vicious predators of the standard arrows (dmg 1d6+1 lethal; threat
planes that kill all trespassers, including others 19–20; range 40 ft. x 6; qualities: AP 4)
of their kind. Their lairs in the great ash deserts Treasure: 4C, 2L, 1M
of Carceri always include impressive defenses,
as each utukku must defend itself from all Vargouille
competitors. Utukku want no part of the The vargouille has a hideous,
intrigues of other fiends, and prey on any fiend humanlike head with batlike wings, fangs,
they meet. An utukku bears the head of a lion, and a crown and fringe of writhing tentacles.
with long quills radiating out in place of a mane. Tactics: The sight of a vargouille,
Its scaled humanoid body is dark brick-red, with combined with its terrifying shriek, causes
a golden-red face and striped black and white fear. Vargouilles usually remain below ground
spines. Huge, white claws cap its hands and feet. or inside buildings, but they sometimes fly at
Tactics: Utukku always use their night in search of prey.
clawed hands to slash at foes rather than using
manufactured weapons. They also make good Vargouille (Tiny Outsider Flyer –
use of their natural powers in combat. 30 XP): Str 10, Dex 10, Con 12, Int 6, Wis
6, Cha 6; SZ T (1x1, Reach 1); Spd 30 ft.
Utukku (Large Outsider Walker – 102 winged flight; Init I; Atk III; Def I; Res I;
XP): Str 10, Dex 12, Con 12, Int 12, Wis 12, Health I; Comp III; Qualities: Darkvision I,
Cha 12; SZ L (2x2, Reach 2); Spd 40 ft. ground; infectious conversion, interests (Alignment [Evil]),
Init VII; Atk VII; Def VII; Res V; Health V; light-sensitive
Comp III; Qualities: Contagion immunity, damage Attacks/Weapons: Venomous Bite (Bite
defiance (electrical, fire, heat), damage reduction 2, I: dmg 1d4 lethal + putrid poison; threat
darkvision I, fearless I, interests (Alignment[Chaos, 18-20; upgrades: venomous), Paralyzing Glare
Evil]), natural spell (Lightning Bolt I, Teleport II), (paralyzing attack I: 30 ft. gaze; Will DC 10
spell defense III, telepathic or become paralyzed for 1d6 rounds)
Attacks/Weapons: Bite I (dmg 1d10 lethal; Treasure: None.
threat 18-20), Claw III × 2 (dmg 2d8 lethal +
lupus; threat 19-20; upgrades: diseased) Viltch
Treasure: 2C, 1L, 2M Viltches are hateful creatures from
Pandemonium, inclined to malign destruction
Vaati and disorder. They are skilled vandals,
The vaati, or wind dukes, are a race of ripping open wineskins, spoiling food,
immortals dedicated to order. Their society is biting through ropes and straps, tormenting
divided into seven castes. They resemble tall, domestic animals, smashing wood, and
muscular, androgynous humans with ebony skin generally creating havoc wherever they go.

Chapter 6: Foes 217


A viltch resembles a mandrill with matted and Visage
disheveled fur, and is a dirty gray color. Its The visage is a creature of deception
muzzle is blue-gray. It has a mane of darker that assaults the minds of victims to crush
color, and its eyes burn a baleful yellow. A viltch their wills, and even steal their identities.
has only three legs: a single leg in back, and two The visage’s reality warping powers can leave
in front. It seems not to be handicapped by this victims questioning their own reality and
arrangement. perceptions, and that’s assuming the victim
Tactics: They seek out weak prey and survives the encounter. A visage is composed
avoid direct confrontation with powerful of wispy, dark shadow stuff, with ghastly
creatures. white masks for heads and no legs. A person
seeing the visage’s form will most likely be
Viltch (Medium Outsider Walker – killed in order for the Visage to assume his
117 XP): Str 10, Dex 16, Con 12, Int 10, Wis identity and place in society.
10, Cha 10; SZ M (1x1, Reach 1); Spd 60 ft. Tactics: Visages can strike with their
ground; Init X; Atk V; Def X; Res III; Health III; razor-sharp claws, but love their own unique
Comp III; Skills: Prestidigitation VI; Qualities: way of warping minds too much to rely on
Always ready, contagion immunity, damage defiance physical attacks. The visage can reach into
(cold, fire, heat), damage immunity (bang, electrical, its victim’s mind to twist it to think and
stress), damage reduction 3, darkvision I, interests experience whatever the visage wants. The
(Alignment [Chaos, Evil]), natural spell (Call from visage prefers to use this power subtly, to
Beyond III, Teleport I), monstrous defense I, spell make it less likely that the victim will realize
defense II, tricky (Arrow Cutting) it is being manipulated. To enhance the false
Attacks/Weapons: Bite I (dmg 1d8 lethal reality, the visage will often mix in a little
+ paranoia poison; threat 18-20; upgrades: true reality; it might exaggerate perceived
venomous), Claw I × 2 (dmg 1d6 lethal; threat distances, change the layout of a building, or
20; upgrades: trip) make real objects appear to move.
Treasure: None. When the visage has caused enough
confusion and fear to make its victim unable
Viper Tree to trust its own senses, it will either finish the
Viper trees are white, scaly trees with victim off with its claws, or continue to toy
living snakes’ heads as their branches. Though with the victim until it causes its own end
they can writhe and reach as snakes do, usually or another creature finishes it off. The visage
viper trees simply sway in the breeze as other also has the ability to dominate a target, to
trees - but they also move even in the absence of use it as a puppet. Visages working in concert
any breeze. often simultaneously use both lucidity control
Tactics: Single viper trees generally and domination on the same target.
attack smaller creatures. If attacked with missile
weapons, they can use Nature’s Ally I to break Visage (Medium Outsider Undead
off their own branches and crawl toward their Flyer – 93 XP): Str 10, Dex 14, Con 10, Int
attackers. These branches ooze sap from their 12, Wis 12, Cha 12; SZ M (1x1, Reach 1);
broken end and die rather quickly. Spd 40 ft. winged flight; Init VII; Atk IV; Def
VII; Res V; Health V; Comp III; Qualities:
Viper Tree (Medium Outsider Damage immunity (cold, divine), damage reduction
Immobile – 50 XP): Str 10, Dex 10, Con 10, 2, interests (Alignment [Chaos, Evil]), natural
Int 6, Wis 8, Cha 6; SZ M (1x1, Reach 1); spell (Command I), shapeshifter III, spell defense I
Spd -; Init V; Atk I; Def V; Res III; Health III; Attacks/Weapons: Claw I × 2 (dmg 1d8
Comp III; Qualities: Achilles heel (fire), condition lethal; threat 20), Lucidity Control (attribute
immunity (flanked), contagion immunity, damage draining attack I: 40 ft. ray; Fort DC 15 or
defiance (Blunt weapons), damage immunity (acid, suffer 1 Wis impairment)
cold), damage reduction 2, improved stability, interests Treasure: None.
(Alignment[Evil]), natural spell (Nature’s Ally I),
spell defense I Wraithworm
Attacks/Weapons: Bite II (dmg 1d8 lethal A wraithworm is a large coal-black
+ paralyzing poison; threat 17-20; upgrades: serpent with green, glowing eyes. Its back
venomous) sprouts bony spikes, which deters predators.
Treasure: 3C Tactics: It generally does not attack
humanoids, feeding on small animals and
birds instead.

Planescraft (First PLAYTEST) 218


1); Spd 20 ft. winged flight; Init VIII; Atk
Wraithworm (Large Animal Outsider III; Def VIII; Res III; Health III; Comp II;
Spirit Walker – 66 XP): Str 10, Dex 10, Con Qualities: Damage immunity (cold, electrical,
12, Int 1, Wis 10, Cha 6; SZ L (1x2, Reach 1); heat), damage reduction 2, death throes (force),
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
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.

Xeg-Yi
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

Chapter 6: Foes 219


spell defense I contracts for the yugoloths. They negotiate
Attacks/Weapons: Tentacle Slap I (dmg 1d8 all bargains with baatezu and tanar’ri and
lethal; threat 20; qualities: reach +1; upgrades: play the two sides against each other with
alternate damage), Rotting Touch (rotting attack practiced ease. An arcanaloth looks like a
II: dmg 1d6 lethal per 2 TL (plant/wood objects robed human with the head of a fanged jackal
only); upgrades: supernatural attack (Tentacle or war dog.
Slap)), Energy Bolt (force damage attack II: 20 Baernaloths are the outcasts among the
ft. ray; dmg 1d6 force per 2 TL, Ref DC 15 for ranks of the yugoloths. They rarely associate
1/2 damage; upgrades: alternate damage) with other yugoloths and are always found on
Treasure: None. the Gray Waste. They have long, gangly limbs
with purulent gray flesh and oversized horned
Xill head with mouth compromising nothing but
The vaguely reptilian xill are natives teeth and tongue.
of the Ethereal Plane. Four-armed, leathery- Canoloths are specialized yugoloths
skinned humanoids brilliantly colored red by who serve as scouts, skirmishers, and trackers
some strange twist of fate, these beings area for the yugoloth mercenary companies, they
feared on all planes that border the Ethereal. resemble great semi insectile mastiffs, their
Tactics: Less sophisticated xill attack hulking forms plated in chitinous armor.
with their four claws when in battle. Xill of Their bodies‘ve got a distinctly bulldoglike
more civilized clans use well-forged weapons. shape to them, with massive jaws and short
Barbaric xill prefer to attack opponents on squat forelegs. It has a vile barbed tongue but
planes that “touch” the Border Ethereal. From no eyes.
there, they slip between the folds to reach the Dergholoths serve as rank-and-file
target plane, where they usually startle their mercenaries in the Blood War. They have
intended victims. The invading xill attack not to round bodies with five arms and three legs.
kill but to subdue and abduct their foes. Their insect-like heads rotate 360 degrees,
so they can move and change direction with
Xill (Medium Outsider Spirit Walker astonishing speed.
– 78 XP): Str 10, Dex 14, Con 12, Int 10, Wis Gacholoths serve as the infiltrators and
10, Cha 10; SZ M (1x1, Reach 1); Spd 40 ft. terrorists of the Blood War, causing havoc and
ground; Init VIII; Atk V; Def VIII; Res V; Health spreading panic to all sides. They have ebon
V; Comp II; Qualities: Damage reduction 2, fearless skin and four long, powerful legs tipped with
I, grappler, infectious conversion, interests (Alignment three sharp claws. They strike swiftly and
[Evil, Order]), spell defense IV, telepathic savagely, making use of their significant speed
Attacks/Weapons: Bite I (dmg 1d8 lethal and maneuverability.
+ paralyzing poison; threat 18-20; upgrades: Guardian yugoloths are yugoloth
venomous), Claw I × 4 (dmg 1d6 lethal; threat creations who are commonly summoned
20; upgrades: grab), Jagged sword × 4 (dmg 1d8 to guard an area or object. They resemble
lethal; threat 20; qualities: bleed, hook) winged bears with ram’s horns and wicked red
Treasure: 1C, 1L eyes.
Hydroloths are elite fighting forces
commonly used in yugoloth ambushes or
Yugoloths amphibian attacks. They are squat humanoids
Yugoloths are fiends that inhabit the with underarm gliding flaps, frog-like faces,
Lower Planes of Acheron, Gehenna, the Gray and warty yellow skin.
Waste, and Carceri. They act as mercenaries Marraenoloths are unique among the
in the Blood War, but they display a complete yugoloths in that they have an established
lack of loyalty. These cunning creatures turn on task: They are boatmen who pilot small skiffs
their employers for greater payment by another. on the black waters of the River Styx. The
Those who use yugoloths as mercenaries must thin, gray, pale-eyed humanoids are easily
have power over them before entering battle. identified by their skeletal faces, somber
Altraloths are yugoloths who have made hooded robes, and eyes that glow red when
pacts with night hags to become unique and they are angry.
powerful creatures, resented as traitors by the Mezzoloths are the rank-and-file
rest of their kind. An altraloth sometimes fits warriors of the mercenary armies. They look
a given theme, such as death, pestilence, war, like humanoid insects covered in chitinous
and famine and as such their abilities are under plates of a dirty ivory color.
GM’s discretion. Nycaloths reconnoiter the Lower
Arcanaloths keep records and execute

Planescraft (First PLAYTEST) 220


Planes and observe the Blood War. They report Wounds III, Teleport II), spell defense III,
their findings to the arcanaloths, who use the telepathic
information in negotiating contracts. Nycaloths Attacks/Weapons: Bite I (dmg 1d10
are hulking, broad humanoids with powerful lethal; threat 18-20), Claw I × 2 (dmg 1d8
limbs and wings. lethal; threat 20), Drain Blood (life draining
Piscoloths are the sergeants and overseers attack III: 40 ft. ray; Fort DC 20 or suffer 1
of yugoloth mercenary armies. The fish-tailed, lethal damage per TL, the NPC healing the
walleyed piscoloth has the body of a lobster same amount)
with talons of a bird. They enjoy their work, for Treasure: 5C, 5L
they are cruel, hateful, and bullying.
Ultroloths are the strange, enigmatic rulers Canoloth (Medium Outsider
of the yugoloths. These ruling yugoloths appear Walker – 100 XP): Str 14, Dex 14, Con
as faceless humanoids with large eyes that 12, Int 6, Wis 6, Cha 6; SZ M (1x1, Reach
resemble fire-opals and dark gray skin. They 1); Spd 50 ft. ground; Init VII; Atk V; Def
rarely enter combat and rarely have to. VII; Res III; Health III; Comp III; Qualities:
Yagnoloths are nobles of the yugoloth Achilles heel (cold), always ready, blindsight,
society, despised lords of fiefs and all who enter contagion immunity, damage immunity (acid,
these fiefs. They are large, horrible humanoid fire), damage reduction 2, darkvision I, fearless
creatures with two unequal arms, one man-sized II, improved sense (scent), interests (Alignment
and the other giant-sized. They have scaly red [Evil]), natural spell (Call from Beyond II,
skin, bulky muscles, and horrid heads with Cloudkill, Teleport II), spell defense I, telepathic
wing-like ears. They are greedy and gluttonous, Attacks/Weapons: Bite I (dmg 1d8+2
and they abuse their power greatly. lethal; threat 18-20), Claw I × 2 (dmg
Tactics: Depending on the 1d6+2 lethal; threat 20), Tongue Lash
circumstances, a yugoloth might fight or (Tentacle Slap I: dmg 1d8 lethal; threat 20;
abandon his allies at a moment’s notice. As qualities: reach +1; upgrades: grab, reach +2)
mercenaries, they do not feel obligated to die Treasure: None.
needlessly so they always consider what would
be the best course of long-term action. If they Dergholoth (Large Outsider Walker
survive but are later punished for their betrayal, – 108 XP): Str 10, Dex 16, Con 12, Int 6,
so be it. Even when encountered in a group, Wis 6, Cha 6; SZ L(2x2, Reach 2); Spd 30
each yugoloth fights for himself. ft. ground; Init VII; Atk VI; Def VII; Res
IV; Health IV; Comp III; Qualities: Achilles
Arcanaloth (Medium Outsider Walker heel (cold), always ready, contagion immunity,
– 121 XP): Str 10, Dex 10, Con 12, Int 14, damage immunity (acid, fire), damage reduction 3,
Wis 14, Cha 14; SZ M (1x1, Reach 1); Spd grappler, interests (Alignment [Evil]), natural spell
30 ft. ground; Init VIII; Atk V; Def VIII; Res (Call from Beyond II, Teleport II), spell defense II,
VI; Health VI; Comp III; Skills: Spellcasting telepathic
IV; Spells: Darkness II, Illusionary Image V, Attacks/Weapons: Slam I × 5 (dmg
Fly II, Scare II; Qualities: Achilles heel (cold), 1d8 lethal; threat 20), Chatter (fatiguing
always ready, condition immunity (baffled), contagion attack III: 30 ft. aura; Fort DC 20 or become
immunity, damage immunity (acid, fire), damage fatigued)
reduction 5, fearless I, interests (Alignment [Evil]), Treasure: None.
natural spell (Call from Beyond IV, Teleport II),
shapeshifter I, spell defense IV Gacholoth (Large Outsider Walker
Attacks/Weapons: Bite I (dmg 1d8 lethal; – 93 XP): Str 10, Dex 14, Con 12, Int 10,
threat 18-20), Claw I × 2 (dmg 1d6 lethal + Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd
sickening poison; threat 20; upgrades: venomous) 60 ft. ground; Init VI; Atk V; Def VI; Res
Treasure: 4C, 4L IV; Health IV; Comp III; Skills: Athletics
IV; Stealth VI; Qualities: Achilles heel (cold),
Baernoloth (Large Outsider Walker contagion immunity, damage immunity (acid, fire),
– 119 XP): Str 10, Dex 14, Con 12, Int 12, damage reduction 3, darkvision I, feat (Lightning
Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd Reflexes), interests (Alignment [Evil]), natural
30 ft. ground; Init VII; Atk VI; Def VII; Res spell (Call from Beyond II, Charm Person II),
VI; Health VI; Comp III; Qualities: Contagion spell defense II, superior climber II, telepathic
immunity, damage defiance (cold), damage immunity Attacks/Weapons: Bite I (dmg 1d10
(acid, fire), damage reduction 4, interests (Alignment lethal; threat 18-20), Claw I × 2 (dmg 1d8
[Evil]), natural spell (Call from Beyond III, Cause lethal + necrotic poison; threat 20; upgrades:

Chapter 6: Foes 221


venomous) Attacks/Weapons: Claw I × 2 (dmg 1d6
Treasure: None. lethal; threat 20)
Treasure: 1M
Guardian (Large Outsider Flyer/
Walker – 104 XP): Str 10, Dex 10, Con 10, Nycaloth (Large Outsider Flyer/
Int 12, Wis 12, Cha 10; SZ L (2x2, Reach 2); Walker – 142 XP): Str 14, Dex 10, Con 12,
Spd 30 ft. winged flight, 30 ft. ground; Init Int 14, Wis 14, Cha 14; SZ L (2x2, Reach
VII; Atk V; Def VII; Res V; Health V; Comp 2); Spd 90 ft. winged flight, 30 ft. ground;
III; Qualities: Condition immunity (frightened, Init VIII; Atk V; Def VIII; Res VI; Health
paralyzed, shaken), contagion immunity, damage VI; Comp III; Qualities: Achilles heel (cold),
defiance (cold), damage immunity (acid, fire), damage condition immunity (baffled), contagion immunity,
reduction 3, fearless I, interests (Alignment [Evil]), damage immunity (acid, fire), damage reduction 5,
natural spell (Geas), spell defense I, telepathic fearless I, feat (Axe Basics, Axe Mastery), interests
Attacks/Weapons: Bite I (dmg 1d10 lethal; (Alignment [Evil]), natural spell (Call from
threat 18-20), Claw I × 2 (dmg 1d8 lethal; Beyond IV, Teleport II), shapeshifter I, spell defense
threat 20), Fiery Breath (fire damage attack II: IV, telepathic
30 ft. cone; dmg 1d6 fire per 2 TL, Ref Save DC Attacks/Weapons: Claw I × 2 (dmg
15 for 1/2 damage; upgrades: alternate damage) 1d8+2 lethal; threat 20; upgrades: bleed),
Treasure: None. Frightful Caress (frightening attack III: Will
DC 20 or become frightened for 3d6 rounds;
Hydroloth (Large Outsider Flyer/ upgrades: supernatural attack (Claw)), Large
Walker – 101 XP): Str 10, Dex 14, Con 12, Int Battle axe (dmg 2d6+2 lethal; threat 19-
10, Wis 10, Cha 10; SZ L (2x2, Reach 2); Spd 20; qualities: AP 2, trip; charm: lesser damage
30 ft. winged flight, 20 ft. ground; Init VIII; bonus)
Atk VII; Def VIII; Res IV; Health IV; Comp III; Treasure: 6L, 1M
Qualities: Achilles heel (cold), contagion immunity,
damage immunity (acid, fire), damage reduction 3, Piscoloth (Medium Outsider Walker
interests (Alignment [Evil]), natural spell (Call from – 106 XP): Str 10, Dex 14, Con 12, Int 10,
Beyond II, Teleport II), spell defense II, telepathic Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd
Attacks/Weapons: Bite I (dmg 1d10 lethal; 20 ft. ground; Init VIII; Atk V; Def VIII; Res
threat 18-20), Claw I × 4 (dmg 1d8 lethal; III; Health III; Comp III; Qualities: Achilles
threat 20), Spit (lethal damage attack IV: 20 heel (cold), aquatic II, contagion immunity, damage
ft. ray; dmg 1d10 lethal per 2 TL + knockout immunity (acid, fire), damage reduction 4, interests
poison, Ref DC 25 for 1/2 damage; upgrades: (Alignment [Evil]), natural spell (Call from
venomous) Beyond III, Phantasmal Killer, Teleport II), spell
Treasure: 3C, 4L defense II, superior swimmer III, telepathic
Attacks/Weapons: Pincer × 2 (Claw III:
Marraenoloth (Medium Outsider dmg 2d6 lethal; threat 19-20), Tentacle Slap
Walker – 58 XP): Str 10, Dex 16, Con 12, Int I (dmg 1d8 lethal + lethal poison; threat 20;
12, Wis 12, Cha 12; SZ M (1x1, Reach 1); Spd qualities: reach +1; upgrades: venomous)
50 ft. ground; Init IV; Atk III; Def IV; Res IV; Treasure: 3C, 2M
Health IV; Comp III; Qualities: Damage reduction
2, interests (Alignment [Evil]), natural spell (Call Ultroloth (Medium Outsider Flyer/
from Beyond II), spell defense II, telepathic Walker – 152 XP): Str 16, Dex 10, Con 12,
Attacks/Weapons: Flaming Gaze Int 14, Wis 14, Cha 14; SZ M (1x1, Reach
(frightening attack II: 60 ft. gaze; Fort DC 15 or 1); Spd 40 ft. winged flight, 40 ft. ground;
become frightened 2d6 rounds), Slam I (dmg 1d6 Init VIII; Atk V; Def VIII; Res VI; Health
lethal; threat 20) VI; Comp III; Qualities: Achilles heel (cold),
Treasure: None. always ready, beguiling, contagion immunity,
damage immunity (acid, fire), damage reduction
Mezzoloth (Medium Outsider Walker 5, darkvision I, fearless I, feat (Fencing Basics,
– 91 XP): Str 14, Dex 10, Con 12, Int 6, Wis 6, Fencing Mastery), interests (Alignment [Evil]),
Cha 6; SZ M (1x1, Reach 1); Spd 40 ft. ground; natural spell (Call from Beyond V, Geas, Teleport
Init VI; Atk IV; Def VI; Res IV; Health IV; II, Wall of Fire), spell defense IV, superior swimmer
Comp III; Qualities: Aquatic I, condition immunity I, telepathic, tough I
(paralyzed), contagion immunity, damage immunity Attacks/Weapons: Slam III × 2 (dmg
(acid, fire), damage reduction 3, darkvision I, interests 2d6+3 divine; threat 20; upgrades: alternate
(Alignment [Evil]), natural spell (Call from Beyond damage), Razor Sword (dmg 1d8+3 lethal,
II, Cloudkill, Teleport II), spell defense III, telepathic

Planescraft (First PLAYTEST) 222


threat 18-20; qualities: finesse, keen 4) Example: Pegasus Lord
Treasure: 3C, 3L, 1M In his human form, the pegasus lord,
looks like a tall, black-eyed man of great
Yagnoloth (Large Outsider Walker strength. The one trait that separates him
– 117 XP): Str 16, Dex 14, Con 12, Int 12, from other humans is his white mane, which
Wis 12, Cha 12; SZ L (2x2, Reach 2); Spd 50 runs down his back. He is generally found
ft. ground; Init VII; Atk IV; Def VII; Res V; near the sea shores and on the glades beneath
Health V; Comp III; Qualities: Achilles heel (cold), the Mount Olympus.
contagion immunity, damage immunity (acid, fire),
damage reduction 3, devour, interests (Alignment Pegasus Lord (Large Animal
[Evil]), natural spell (Call from Beyond III, Teleport Outsider Flyer/Walker — 119 XP): Str 12,
II), spell defense II, telepathic Dex 14, Con 12, Int 11, Wis 14, Cha 14; SZ
Attacks/Weapons: Slam I (dmg 1d8+3 L (1×2, Reach 1); Spd 100 ft. winged flight,
lethal; threat 20; upgrades: bleed), Painful 50 ft. ground (Run 250 ft.); Init VI; Atk IV;
Touch (stunning attack II: Fort save DC 15 Def VI; Res VII; Health VI; Comp II; Skills:
or become stunned for 2d6 rounds; upgrades: Acrobatics V, Notice IV; Qualities: Always
supernatural attack (Slam)), Acidic Breath (acid ready, attractive II, feat (Agile Flyer), improved
damage attack II: 30 ft. cone; dmg 1d6 acid per sense (scent), natural spell (Charm Person III,
2 TL, Ref Save DC 15 for 1/2 damage; upgrades: Gust of Wind, Nature’s Ally V), shapeshifter
alternate damage), Large Jagged sword (dmg II, spell defense III, superior runner I, superior
2d6+3 lethal; threat 20; qualities: bleed, hook) traveler II, telepathic
Treasure: 5C, 5L Attacks/Weapons: Kick II (dmg 1d8+1
lethal; threat 19–20), Trample I (dmg
1d10+1 lethal; threat 20; notes: Small and
Monster Templates smaller only, Fort (DC equal to damage) or
These new Monster Templates are
become sprawled)
available in addition to those in Fantasy Craft.
Treasure: 1L, 2T
Special Note: A monster’s XP value does
not decrease when a template reduces attribute
scores, even if the scores start higher than 10. Einheriar (+7 Xp)
Similarly, templates may add XP without effect The einheriar are humanoid spirits
when a template raises a statistic above its employed by the powers of the Upper Planes
maximum or adds a quality the NPC already as servants, warriors, patrols, or guards.
has. Rule-breaking combinations may also arise, They appear as wispy, humanoid warriors
like Competence scores rising above Signature with equally armor and weapons. Each
Skills. In these and other cases where templates individual resembles the being he was in life;
interact strangely with base NPCs, the GM the majority of einheriar were human before
should make the call that best fits his setting death.
and story. Requirements: Alignment (Good)
Benefit: The NPC gains the Spirit
Type and spell defense I.
Animal Lord (+57 Xp)
The animal lords care little for anything
Example: Einheriar Mercenary
but matters directly related to their business.
This fallen warrior has returned to
They conduct day-to-day affairs related to the
stand by his men once again.
animal over which they hold dominion with
little regard for the world around them. If a
Einheriar Mercenary (Medium Folk
person or animal enters a lord’s territory, the
Spirit Walker — 50 XP): Str 10, Dex 10,
lord often aids the creature to get rid of it rather
Con 10, Int 10, Wis 10, Cha 10; SZ M (1×1,
than let it die. But in other dealings an animal
Reach 1); Spd 30 ft. ground; Init IV; Atk
lord can be brutal and uncaring. There is, as
IV; Def V; Res II; Health V; Comp II; Skills:
they say, no such thing as animal politics.
Athletics III, Haggle V, Intimidate V, Tactics
Requirements: Animal
III; Qualities: Always ready, class ability (Scout:
Benefit: The NPC gains the Outsider
sneak attack I), spell defense I, tricky (Called Shot)
Type, his Intelligence rises by 6, his Wisdom
Attacks/Weapons: Dagger × 4 (dmg 1d6
and Charisma rise by 4 each. His Initiative,
lethal; threat 19–20; qualities: bleed, hurl),
Attack, Defense, Health, and Competence rise
long sword (dmg 1d12 lethal; threat 20)
by II each. He also gains always ready, attractive
Mounts and Vehicles: Riding horse (Spd 50 ft.
II, natural spell (Charm Person III, Nature’s Ally
ground (Run 250 ft.); Travel 7; SZ/Def L/IV)
V), shapeshifter II, spell defense III, and telepathic.

Chapter 6: Foes 223


or none immunity. Finally, double the NPC’s damage
Gear: Partial studded leather armor (DR reduction, change its Treasure to 6C, 6L, 5M
2, Resist —; DP –1; ACP –0; Spd —; Disguise and assign it any unique NPC qualities if
–0), game, spirits (1 use) necessary (adjust the final XP accordingly).
Treasure: 2C
Example: Legendary Hydra
Foo Creature (+13 Xp) The legendary hydra, also known as
Foo creatures are powerful animals that the Lernaean hydra, is a serpent-like chthonic
sometimes serve or guard those of good heart. water beast that possesses nine heads. For
They have large, blunt heads with wide-set, each head cut off it grows two more and its
bulging eyes and huge mouths with large fangs. poison is so virulent even its tracks are deadly.
Requirements: Animal or Beast, The hydra guards the entrance to the Gray
Heavenly Template, Alignment (Chaos, Good) Waste from Arborea and is the offspring of
Benefit: The NPC gains the Spirit Type Typhon and Echidna.
and invisibility.
Legendary Hydra (Gargantuan
Example: Foo Griffon Beast Walker — 331 XP): Str 16, Dex 12,
This magnificent creature generally Con 18, Int 4, Wis 12, Cha 11; SZ G (6×12,
accompanies eladrins on Arborea but is Reach 3); Spd 20 ft. ground; Init VII; Atk X;
sometimes in the company of avorals on Def VII; Res X; Health IX; Comp I; Skills:
Elysium. Athletics X, Notice VIII; Qualities: Achilles
heel (fire), always ready, charge attack, condition
Foo Griffon (Large Animal Outsider immunity (flanked, frightened, shaken), damage
Spirit Flyer/Walker — 89 XP): Str 14, Dex reduction 4, dramatic entrance, dread, fearless
14, Con 12, Int 5, Wis 12, Cha 8; SZ L (1×2, II, fearsome, feat (Combat Instincts, Iron Will,
Reach 1); Spd 80 ft. flight, 30 ft. ground; Init Pathfinder Basics (swamp)), improved sense
III; Atk VI; Def III; Res IV; Health V; Comp (scent), monstrous attack I, monstrous defense I,
—; Skills: Acrobatics III, Notice III; Qualities: never outnumbered, regeneration 15, spell defense
Devoted (Good II), feat (Charging Basics), improved IV, superior swimmer II, swift attack 1, tough II,
sense (sight), interests (Alignment [Chaos, Good]), treacherous, turn immunity, veteran V
invisibility, natural spell (Bless, Divine Favor), rend, Attacks/Weapons: Bite V × 9 (dmg
tough I 3d12+3 lethal + lethal poison; threat 16–20;
Attacks/Weapons: Bite I (dmg 1d10+2 upgrades: venomous)
lethal; threat 18–20; upgrades: bleed, keen 4), Treasure: 6C, 6L, 5M
Talon II (dmg 1d8+2 lethal; threat 19–20
Treasure: 2T Prolonger (+20 XP)
A prolonger, also called a cheater, is
Monster of Legend (+135 someone who believes that life is the only
point to living and thus resists death by
Xp) every possible means. A prolonger always
The monsters of legend are archetypes of a has cold, dead eyes and is often scared of
particular monster. A monster of legend is death. Mercykillers, Believers of the Source,
very similar to its terrestrial counterpart, but Harmonium and Dustmen all despise them.
it usually has even more of that which makes Only the Athar, Bleak Cabal and Fated can
its lesser kin dangerous. It’s bigger, stronger, admire a cutter who can give death the laugh.
meaner, and tougher than any normal member Prerequisites: Alignment (Evil)
of its species. They are never randomly Benefit: The NPC’s Intelligence,
encountered or just blundered into. Wisdom, and Charisma rise by 2 each. He
Benefit: The NPC’s Initiative, Attack, also gains Rejuvenating Touch (soul draining
Defense, Health, and Resilience rise by IV each attack III: Fort DC 20 or die (standard
and his attributes rise by 2 each. The NPC’s character), lose 1 action die and 10 max.
Size increases by one category, his natural and vitality (special character); upgrades:
extraordinary attacks rise by IV grades and his supernatural attack (Standard Unarmed Attack)),
skills rise by V grades. He also gains condition burden of ages, devour, and meek.
immunity (frightened, shaken), dramatic entrance,
dread, fearless II, fearsome, monstrous attack I, spell
Example: Prolonger Con Man
defense IV, treacherous, turn immunity, veteran V,
This shady prolonger finishes off his
and damage defiance (if any) becomes damage
deals by heartlessly stealing the life force

Planescraft (First PLAYTEST) 224


from his “business partners.” Because of this, heel (flash), class ability (Mage: arcane wellspring
he frequently travels, in order to conceal his I), expertise (Resolve), feat (Casting Basics),
presence. Since the planes are infinite, he could interests (Alignment [Evil]), light-sensitive,
go on like this forever. natural spell (Mirror Images, Shadow Walk),
regeneration 1, spell defense IV
Prolonger Con Man (Medium Folk Attacks/Weapons: Quarterstaff (dmg
Walker — 60 XP): Str 10, Dex 10, Con 10, 1d8 subdual; threat 20; qualities: double, trip)
Int 12, Wis 12, Cha 12; SZ M (1×1, Reach 1); Mounts and Vehicles: Riding horse (Spd
Spd 30 ft. ground; Init IV; Atk II; Def II; Res II; 50 ft. ground (Run 250 ft.); Travel 7; SZ/Def
Health II; Comp IV; Skills: Bluff IX, Impress V, L/IV) or none
Sense Motive V; Qualities: Attractive I, burden of Gear: Mage’s pouch, mana potion
ages, class ability (Assassin: cold read I; Burglar: he Treasure: 2M, 1L
did it!), devour, interests (Alignment [Evil]), meek
Attacks/Weapons: Rejuvenating Touch Warden Beast (+22 XP)
(soul draining attack III: Fort DC 20 or die A warden beast is a spiritual
(standard character), lose 1 action die and representation of an animal group in the
10 max. vitality (special character); upgrades: Beastlands. It is the protector, purveyor
supernatural attack (Standard Unarmed Attack)), and proliferators of its species, serving as
Sap (dmg 1d6 subdual; threat 19–20; qualities: a leader and champion. Each warden beast
finesse) holds dominion over an animal group, such
Mounts and Vehicles: Coach (Spd 20 ft. as bears, wolves, deer, birds, etc. Unlike the
ground (Run 40 ft.); Travel 4; SZ/Def L/9) or animal lord, there are many warden beasts
none in each animal group. If the animal lord
Gear: Booze (1 use), knockout poison (3 is the king of an animal group, then the
uses) warden beast is the duke or one of the king’s
Treasure: 1C, 1L representatives.
Requirements: Animal Type
Shade (+18 XP) Benefit: The NPC gains the Outsider
Shades were mortals that have traded Type, his Defense increases by one grade, his
their souls or spirits through arcane magic or Size increases by one category, his Strength
dark sciences for the essence of shadowstuff. rises by 4, Constitution by 2 and Intelligence
While still retaining the shape and abilities by 6. He also gains damage reduction 1, devoted
of their original species, they have grown in (Nature II), and spell defense I.
power by joining with this shadowstuff on the
Demiplane of Shadow. Example: Warden Tiger
Prerequisites: Folk Type, Alignment This enormous tiger serves the Tiger
(Non-Good) Lord on Karasuthra, the land of eternal
Benefit: The NPC gains the Undead midnight in the Beastlands. Those that
Type and his Stealth grade (if any) rises by one. approach him, should be aware that his
He also gains Achilles heel (flash), light-sensitive, appetite is legendary.
natural spell (Mirror Images, Shadow Walk),
regeneration 1, and spell defense II. Warden Tiger (Huge Animal Walker
— 85 XP): Str 18, Dex 16, Con 12, Int 10,
Example: Shade Wizard Wis 12, Cha 8; SZ H (2×4, Reach 2); Spd
This wizard hails from the Demiplane of 40 ft. ground; Init VI; Atk V; Def IV; Res III;
Shadows. He spends most of his time pouring Health V; Comp —; Skills: Athletics V, Notice
over tomes filled with dark lore and seems IV, Stealth IV; Qualities: Chameleon I (forest/
genuinely uninterested in the wellbeing of his jungle), damage reduction 1, devoted (Nature II),
servants. grappler, rend, spell defense I
Attacks/Weapons: Bite III (dmg 2d12+4
Shade Wizard (Medium Folk Undead lethal; threat 17–20), Claw II (dmg 1d10+4
Walker — 74 XP): Str 10, Dex 10, Con 10, lethal; threat 19–20)
Int 14, Wis 10, Cha 14; SZ M (1×1, Reach Treasure: 2T
1); Spd 30 ft. ground; Init II; Atk II; Def I; Res
III; Health II; Comp V; Skills: Investigate VII,
Resolve VII, Spellcasting VII; Spells: Cause
Wounds I, Identify, Knock, Mage Armor, Magic
Missile, Read Magic, Sleep; Qualities: Achilles

Chapter 6: Foes 225


AD&D Conversions
These rules will help you convert
monsters found in dozens of AD&D
(Advanced Dungeons & Dragons) books to
Mastercraft format.

Conversion Threat Level


The NPC’s Conversion Threat Level is
equal to its AD&D Hit Dice. You’ll 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
Reach
Category Length
Nuisance Less than 3 in 1
Fine 3 in – 6 in 1
Diminutive 6 in – 1 ft 1
Tiny 1 ft – 2 ft 1
Small 2 ft – 4 ft 1
Medium 4 ft – 8 ft 1
Large 8 ft – 16 ft 1 (2 if tall)
Huge 16 ft – 32 ft 2 (3 if tall)
Gargantuan 32 ft – 64 ft 3 (4 if tall)
Colossal 64 ft – 128 ft 4 (5 if tall)
Enormous 128 ft – 256 ft 5 (6 if tall)
Vast 256 ft or greater 6 (7 if tall)

Planescraft (First PLAYTEST) 226


Stat Limits Table 6.5: Type Conversion
No stat may exceed the minimum or
maximum listed in the standard NPC creation Competence Health Grade
Type
rules. Conversion rules are often provided in Grade (min. I, max. X)
case of a surplus, but in all other cases an excess Animal - III
is ignored. Beast I IV
Construct I IV
Step 1: Size and Type Elemental II III
The NPC’s Size changes according to
the NPC’s height or length, whichever is greater Fey III II
(see Table 6.4). It defines the NPC’s maximum Folk II III
footprint (see Fantasy Craft page 217). Fantasy
Craft characters aren’t always perfectly square, Horror II III
so you may want to adjust the footprint to a Ooze None or I IV
more logical shape.
Outsider III III
Example: A red slaad is 8 ft. tall, which Plant None or I III
defines it as Large in Fantasy Craft. Its Space is Spirit None or I V
translated to a footprint of 2 wide × 2 long (an
arbitrary but plausible choice). Undead None or I V
+1 Health or tough I or cagey I for
Hit Dice
An NPCs Type sets their Competence each HD above 9
grade as shown on Table 6.5: Type Conversion. Size
When a character has 2 or more Types, apply Smaller than Medium -1 Health per Category
the highest Competence generated by any of
them. Medium -
Larger than Medium +1 Health or tough I per category
Example: A red slaad is a native of Limbo,
an Outer Plane. This translates to Competence If ability scores are unavailable,
III and the Outsider Type in Fantasy Craft. determine them the following way:
The Strength score can be determined
Step 2: Health by looking at the bonus damage (or
The NPC’s Type, Hit Dice, and Size THAC0 modifier) next to the NPC’s
determine its Fantasy Craft Health grade and attacks. This bonus damage is the NPC’s
possibly grant the tough quality, as shown on Damage Adjustment (see Table 6.6: Ability
Table 6.5: Type Conversion (see below). If the Conversion). After you determine Damage
NPC lists only hit points (hp), divide that Adjustment (or THAC0’s Hit Probability),
number by 4.5 (round down, minimum 1) to you can easily get the Fantasy Craft attribute
determine Hit Dice. value. Otherwise increase it by 2 above 10 for
each NPC’s Size category above Medium.
Example: A red slaad is an Outsider, has 7 The Dexterity score can be determined
Hit Dice, and has a Size of Large. The Type sets by taking into account the creature’s Size,
the Health grade to III and the Size converts to illustration (if any), description, movement
either a grade of Health or tough I. Its 7 Hit Dice speed, and Armor Class (AC). If the
do not affect the Health grade. creature seems quick and agile, determine
The GM decides to apply 1 grade to Health, so its Dexterity score by looking at its
the red slaad ends up with Health IV. Defensive Adjustment (see Table 6.6: Ability
Conversion). Remember to remove any Size,
gear and natural armor bonuses before doing
Step 3: Abilities and that.
Natural Attacks If the illustration or description
Refer to Table 6.6: Ability Conversion to mentions scales, tough hide or other natural
obtain the corresponding Fantasy Craft attribute protection, safely assume that the creature’s
score. Unless the NPC is an Animal, reduce odd good defenses do not come from its high
attribute scores by 1. Ability scores below 10 Dexterity score but it’s natural armor (see
translate directly. Armor Class on page 232).

Chapter 6: Foes 227


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 -5 -4 +5 -3 1
2 -3 -2 +5 -2 2
3 -3 -1 +4 -2 3
4 -2 -1 +3 -1 4
5 -2 -1 +2 -1 5
6 -1 None +1 -1 6
7 -1 None None None 7
8 Normal None None None 8
9 Normal None None None 9
10 – 11 Normal None None None 10
12 – 13 Normal None None 0 None 11
None (14) or -1
14 – 15 Normal None None or +1 (15) 12
(15)
Normal (16) or +1
16 – 17 +1 -2 or -3 +2 (16) or +3 (17) 13
(17)
18 +1 +2 -4 +4 14
18/01 – 18/50 +1 +3 N/a N/a 15
18/51 – 18/75 +2 +3 N/a N/a 15
18/76 – 18/90 +2 +4 N/a N/a 15
18/91 – 18/99 +2 +5 N/a N/a 15
18/00 +3 +6 N/a N/a 15
19 – 20 +3 +7 (19) or +8 (20) -4 +5 15
21 – 22 +4 +9 (21) or +10 (22) -5 +6 16
+5 (23) or +6
23 – 24 +11 (23) or +12 (24) -5 (23) or -6 (24) +6 (23) or +7 (24) 17
(24)
25 +7 +14 -6 +7 18

Table 6.7: AD&D 1 Edition Intelligence Conversion


st

AD&D Intelligence Description Fantasy Craft Attribute Score


Non-intelligent or not ratable -
Animal intelligence 1
Semi-intelligent 4
Low intelligence 6
Average (human) intelligence 10
Very intelligent 11
Highly intelligent 12
Exceptionally intelligent 13
Genius 14
Supra-genius 15
Godlike intelligence 16+

Planescraft (First PLAYTEST) 228


The Constitution score can be Step 4: Other Attacks
determined by increasing it by 2 for each Size
category above Medium or by dividing the and Qualities
NPC’s bonus hit points by its Hit Dice (round This step converts AD&D Special
down, minimum 1) to find out its Hit Point Attacks, Special Defenses, and Magic
Adjustment (see Table 6.6: Ability Conversion). Resistance. It is suggested to be as familiar
The Intelligence score is generally noted with NPC creation rules as possible because
in all entries. Take the highest possible value. If many of the options operate with slight
only the descriptive listing is available such as in differences. Identify what all the original
AD&D 1st Edition, refer to Table 6.7: AD&D 1st attacks and abilities do. Once you have done
Edition Intelligence Conversion below. Finally, this, consult Table 6.12: Other Attack and
if no listing’s available at all, refer to creature’s Quality Conversions (see Fantasy Craft page
description to determine its Intelligence score. 298) and look for similar abilities. If that
Wisdom and Charisma scores are doesn’t quite do it, look through first three
similar to the creature’s Intelligence score. If Fantasy Craft chapters to see if any of the
the listing’s unavailable, refer to creature’s class abilities, feats or spells will work. In that
description. case, you should give the NPC the class ability,
feat or natural spell qualities. Only those class
Example: A red slaad has the following abilities on Table 6.3: NPC Class Abilities (see
AD&D scores: Intelligence 5 – 7, Armor Class 4, Fantasy Craft page 232) are available.
Hit Dice 7 + 3, Morale 8 – 10. These translate Finally, if you haven’t found a good
to Str 10, Dex 10, Con 12, Int 6, Wis 10, Cha option, you will need to build your own
10 in Fantasy Craft. using the rules for Extraordinary Attacks (see
Fantasy Craft page 236).
If the NPC has any AD&D natural Magic Resistance is converted by
attacks, compare the maximum damage of each, dividing the given number by 15 (round
sans Strength modifier, with the same attack’s down, minimum 1). The result is the NPC’s
maximum damage in Fantasy Craft at Grades I, spell defense grade.
III, and V (again, without Strength). Apply the A Low morale score (7 or lower) grants
grade that’s closest without going over. If the the meek quality, a high morale score (15-
maximum AD&D damage is 50% or more of the 18) grants the fearless I quality and finally,
way toward the next Fantasy Craft grade, raise the highest morale score (19-20) grants the
the grade by 1 more (increasing the attack’s fearless II quality.
threat range by 1). You do not need to convert all attacks
and qualities. Focus on the most useful
Example: The red slaad has an AD&D options which won’t complicate the NPC and
Bite inflicting 2d8 damage (a max. of 16). At increase its XP without a good reason. For
the creature’s Size (Large), the closest Fantasy example, you shouldn’t give the NPC more
Craft Bite that doesn’t exceed this is Grade than 4 natural spells.
I (dmg 1d10; threat 18–20). The maximum
AD&D damage is more than 50% of the way Example: The red slaad also has
toward the maximum Bite II damage, though, stun, which translates to a stunning croak
so the red slaad gains Bite II (dmg 1d10; threat extraordinary attack. It also has egg-pellet,
range 17–20). which translates to an infectious conversion
Also, the red slaad has two AD&D quality. Finally, it has Magic Resistance 30%
Claws inflicting 1d4 damage each. Again, at which becomes spell defense II.
the creature’s Size, the claw damage translates
closest to Grade I (dmg 1d8; threat 20). Step 5: Skills
Apply the NPC’s Strength modifier to AD&D NPCs rarely possess
the resulting Fantasy Craft damage. nonweapon proficiencies but in case they do,
Finally, apply any natural attack qualities they can be easily translated into Fantasy
needed to simulate AD&D effects. Craft skills and sometimes to other qualities.
If the NPC has 4 or more proficiencies,
Example: The red slaad’s Claw is linked convert up to 3 and increase its Competence
to its AD&D egg-pellet special attack, which grade by 1 per 2 proficiencies not converted.
is easily handled in Fantasy Craft with the
infectious conversion quality. This attack will be
handled in the following steps.

Chapter 6: Foes 229


Table 6.8: Skill Conversion
AD&D Nonweapon Proficiency Fantasy Craft Option
Agriculture None
Ancient History Interests quality (see Fantasy Craft page 234)
Animal Handling Survival
Animal Lore Survival
Animal Training Survival
Appraising Haggle
Armorer Crafting
Artistic Ability Crafting
Astral Combat Tactics
Astral Navigation Survival
Astral Running Athletics or superior runner quality (see Fantasy Craft page 235)
Astral Tracking Survival
Astrology Interests quality (see Fantasy Craft page 234)
Blacksmithing Crafting
Blind-fighting Night fighting (feat, not a skill)
Bowyer/Fletcher Crafting
Brewing Crafting
Carpentry Crafting
Chaos Shaping Chaos shaper quality (see page 140)
Charioteering Ride
Cobbling Crafting
Cooking Crafting
Curtain Cognizance Survival
Dancing Acrobatics
Direction Sense Survival
Disguise Disguise
Endurance Athletics
Engineering None
Ethereal Sight Improved sense quality (see Fantasy Craft page 234)
Ethereal Tracking Survival
Etiquette Impress
Fire-building Survival
Fishing None
Forgery Crafting
Gaming None
Gem Cutting Crafting
Healing Medicine
Heraldry Interests quality (see Fantasy Craft page 234)
Herbalism None

Planescraft (First PLAYTEST) 230


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
Musical Instrument Impress
Navigation None
Nutriment Survival
Pottery Crafting
Project Thoughts Project Thoughts (feat, not a skill)
Reading Lips Search or Sense Motive
Read Spellshadow Investigate
Reading/Writing Interests quality (see Fantasy Craft page 234)
Religion Interests quality (see Fantasy Craft page 234)
Riding, Airborne Ride
Riding, Land-based Ride
Rope Use Athletics
Running Athletics or superior runner quality (see Fantasy Craft page 235)
Seamanship None
Seamstress/Tailor Crafting
Sense Emotion Sense Motive
Set Snares Prestidigitation
Singing Impress
Spellcraft Investigate
Stonemasonry Crafting
Survival Survival
Swimming Athletics or superior swimmer quality (see Fantasy Craft page 235)
Tightrope Walking Acrobatics
Tracking Survival
Tumbling Acrobatics
Vapor Weave Prestidigitation
Ventriloquism Impress
Weaponsmithing Crafting
Weather Sense Survival
Weaving Crafting

Chapter 6: Foes 231


Each proficiency slot directly translates If the AD&D armor class bonus is +1 or
as a Signature Skill grade. If two or more higher, they also gain damage reduction (1/4 the
proficiencies share the Signature Skill (see Table armor bonus, rounded up, to a maximum of
6.8), add their grades together. 10).
If a Signature Skill grade does not exceed
the NPC’s Competence, he probably doesn’t
Table 6.9: Treasure Conversion
need that Signature Skill.
Fantasy Craft
AD&D Treasure*
Treasure
Example: Per its AD&D description, a
red slaad does not possess any nonweapon A 4C, 2L, 1M
proficiencies. B 4C, 1L
C 1C, 1L
Step 6: Feats D 1C, 2L
Read the NPC’s description. If you can
identify any feat-like ability the NPC possesses, E 3C, 2M
give it the appropriate feat. F 1C, 1M
Example: Per its AD&D description, a red G 2C, 2L, 1M
slaad does not possess any feats. H 4C, 4L
I 1C, 4L
Step 7: Gear and Treasure
Gear translates directly; just go through J -
Chapter 4 of Fantasy Craft to find the K -
appropriate item(s).
Convert the treasure using Table 6.9: L 1C
Treasure Conversion (see below). M 1C
N 1C
Example: A red slaad’s AD&D treasure
code is “K, Q” which translates to Fantasy Craft O 1C
Treasure “1L”. P 1C
Q 1L
Step 8: Remaining Entries
This step covers the rest of NPC’s R 1C, 1L
abilities such as Defense and Class. Any entries S 1M
not listed here are ignored.
T 1M
Race and Class U 6L, 2M
Fantasy Craft NPCs get abbreviated
species templates which are provided on page V 2M
248. Some class abilities can be applied with a W 1C, 2M
quality (see Fantasy Craft page 235). Use these
X 1M
options sparingly, applying only the ones that
are the most vital, or iconic to making the NPC Y 2C
memorable in your game. Z 4C, 4L, 2M
Armor Class * Large treasures are noted with a multiplier
If the AC value is equal to or greater than such as x2; this means that you should
0, subtract that number from 10. If it is lower multiply all rolls that many times (up to a
than 0 (a negative value), add it as a positive maximum of 6).
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).

Planescraft (First PLAYTEST) 232


Example: The red slaad’s AC is 4 which If the NPC has 1 attack listed,
yields a +6 bonus after the initial calculation. decrease the Attack grade by 1 (down to a
Taking into account gear (None), the Dexterity minimum of 1). For each 2 attacks above the
modifier (None), and the Size modifier (-1) we first, increase the NPC’s attack grade by 1.
determine that its natural armor class bonus
is +7. Scanning down the TL 7 column, +7 Example: The red slaad’s attack bonus
translates to Defense V. It also gains damage is +7, which translates to Attack V. It also
reduction 2. has 3 attacks listed so that increases his
Attack to VI.
Initiative
The NPC’s Initiative grade is equal to its Reach
Defense grade (see above). The NPC’s Reach is determined by its
Size. Refer to Table 6.4: Size Conversion (see
Example: The red slaad’s Defense grade is above) to find out the value. If any of the
V, so its Initiative grade becomes V. NPC’s AD&D attacks have additional reach,
add the reach quality to the corresponding
Speed/Mobility Fantasy Craft attacks.
Determine whether the NPC is a Walker,
Burrower, Flier, or Swimmer as shown on Example: The red slaad’s Size is Large
Fantasy Craft page 227. Multiply the movement and it’s tall, which means it gets Reach 2.
by 2.5 feet and round up to nearest multiple of
10. AD&D maneuverability is ignored. If the Saves
creature has a Climb/Swim speed listed, add The NPC’s Resilience grade is equal to
one or more grades of superior climber/swimmer, its Health grade (see above).
depending on the speed value. Do not add the
Acrobatics or Athletics Signature Skills if the Example: The red slaad’s Health grade
NPC can’t climb, jump, or swim. is IV, which translates to Resilience IV.
Older editions of AD&D used simplistic
symbols to identify other movement types. Alignment
Here are their meanings with X representing the If the NPC’s Alignment is available in
movement speed’s value. the current campaign, he gains the interests
quality. Refer to Table 6.11: Alignment
Example: The red slaad can walk so it Conversion
becomes a Walker with a Speed of 20 ft.
Example: The red slaad is “Chaotic
Base Attack neutral” and gains interests (Alignment
Subtract the THAC0 value from 20. The (Chaos)).
NPC gains the lowest possible Attack grade that
includes their attack bonus in the Conversion Step 9: Final Tweaks
Threat Level column of Table 6.1 (see Fantasy
Craft page 229). If the bonus is not included in (Optional)
any grade, he gains Attack X and monstrous attack The conversion’s over but that doesn’t
(grade equal to 1/3 the surplus bonus, rounded mean you can’t boost or lower stats add or
down). remove qualities in order to create a really
unique NPC.
Table 6.10: AD&D 1st Edition Movement Types
AD&D Movement Symbol Movement Type
X” Ground speed
/X” Flying speed
//X” Swimming speed
(X”) Burrowing speed
*X” Climbing in a web
@X” Climbing in trees

Chapter 6: Foes 233


Step 10: XP Value Table 6.11: Alignment Conversion
Just sum the XP values from all the
Fantasy Craft options you’ve applied. If you’ve AD&D
Fantasy Craft Alignment
created new qualities for the NPC, simply add 1 Alignment
to 5 XP for each, based on how useful they are.
Lawful Good Good, Order
Here’s our red slaad! XP values follow
each item with a cost in brackets. Lawful Neutral Order
Lawful Evil Evil, Order
Red Slaad (Large Outsider Walker –
79 XP): Str 10, Dex 10, Con 12 [+2], Int 6, Neutral Good Good
Wis 10, Cha 10; SZ L (2x2, Reach 2 [+1]); Spd True Neutral -
20 ft. ground; Init V [+5]; Atk VI [+6]; Def
V [+5]; Res IV [+4]; Health IV [+4]; Comp Neutral Evil Evil
III [+3]; Qualities: Damage reduction 2 [+6], Chaotic Good Chaos, Good
infectious conversion [+5], interests (Alignment
(Chaos)), natural spell (Call from Beyond III) [+5], Chaotic Neutral Chaos
regeneration 2 [+6], spell defense II [+4] Chaotic Evil Chaos, Evil
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

Planescraft (First PLAYTEST) 234


a few immortal heads on more than one
Chapter 7: occasion.
Over time, the characters can discover
Planes 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
Running a fighting long enough in the Blood War
Planescraft Campaign and he will never be the same again. Solve
In a game of Planescraft, the party travels the most complex mathematical equations
across various planes of existence. Contrary to without the Guvner’s help and expand your
the home world of mortals, these planes are understanding of the reality. Depending
composed of pure belief, power of the mind, or on the character, the actions, and the
primal elements. Their sights and natives are background, one can discover unique abilities
beyond anything encountered on the Prime under his control (see page 236).
Material Plane. Although the planar currency might
Everything has an edge on the planes – be money, the real valuables can only be
the land, the buildings, the natives – both living acquired by information. If the party feels it
and dead. The power of belief, faith, emotions, has come to a dead-end, remember that there
and other abstracts are clearly felt here – gather is always someplace to go and something to
enough believers and they will reshape the do on the infinite planes. The party should
realm, bend the laws of the universe, and kill or know that it generally pays to talk instead
resurrect gods. of fight everyone. In many cases they can
The planes are hard to reach, but worth avoid a conflict through a bluff, intimidation,
it. If you want the brightest and hottest flame, or common sense. Peaceful solutions should
you will find it on the Elemental Plane of Fire. yield greater rewards, although club bashing
The largest diamonds are in the Quasielemental is not uncommon.
Plane of Mineral. If you want to argue with the Although players choose an Alignment
smartest philosophers, visit one of the Great for their characters in the beginning, it may
Wheel planes. If you want to play a game of change during the game as the character’s
chess with a deva, sail to Mount Celestia. actions take impact on the planes. For
The planes are dangerous as well, hosting example, speaking the truth, even when
bizarre beings that murder with an idea instead it might have consequences, obeying all
of a weapon, visions and sights so sharp that authorities and speaking out in favor of
anyone looking at them suffers physical pain, truthfulness, law and order will bring
close servants of gods who may cross paths with you closer to Order. Speaking lies, jokes,
another, more powerful beings, and glorious poking fun at everyone, and random acts of
magic which can stand above and/or beyond misbehavior will bring you closer to Chaos.
both the laws of physics and metaphysics and Performing good deeds without expecting
vice-versa. a reward will bring you closer to Good,
While wars are waged because of wealth while demanding payment for everything
and land on the Prime Material Plane, here on and treating others badly will bring you
the Planes they are waged over the concept of closer to Evil Alignment. Strong personal
belief. Most natives are born with a purpose in beliefs, membership in one of many planar
their life, and they know what they want and organizations or worshipping of a specific god
need to do. The githzerai never again want to also describes a character’s Alignment.
suffer enslavement and live free, the tanar’ri However, more often than not
and the baatezu want to prove that their vision morality is not clear cut on the planes – the
of evil is the supreme one, the modrons want long goal might be clear but the current
to maintain their status quo, and the rilmani situation demands some “adjustments”
want a bit of everything. Amongst these larger- to the principal beliefs. For example, you
than-life beings mingle mortals, both those might help a celestial who in turn helps the
born on the planes and travelers from the Prime baatezu, just because you’re working for the
Material Plane (these mortals are also known tanar’ri. Or you might stop a greater evil
as the Clueless). They mostly congregate in by sacrificing good innocents. There are no
factions in the city at the center of multiverse, simple “rights” and “wrongs” – more often than
Sigil. Although generally ignored by the more not there are three rights and three wrongs
powerful beings, they have been known to turn or even sometimes none at all. Natives

Chapter 7: Planes 235


have a way with this, so the party shouldn’t Divine Interdiction (Permanent)
count on identifying someone’s goals by their When a Priest or a Paladin is on
actions – there is always more to the planes an Outer Plane other than where his deity
than what meets the eye. In Sigil, a celestial resides, his Class Abilities function as if he
might share a table with a fiendish monster or were one experience level lower for every
an innocent person could be arrested, tried, and plane between himself and his deity’s home
executed in a single hour. Sometimes, this can plane. This is generally referred to as divine
cause a character to rethink over his Alignment interdiction. Due to the will of all deities, the
choice – he might join another faction, start Great Wheel planes count as separate planes
praying to another god, or simply embrace a for purposes of calculating the distance. The
new personal philosophy. In any case, change loss is instantaneous and temporary, taking
to the Alignment should not be taken lightly or the place the moment a plane is entered.
frequently for it has some real consequences (see For example, if the character’s deity
Fantasy Craft page 309). The GM has the final resides on the Inner Planes and he’s currently
say over someone’s Alignment change. on the Outer Planes, he would temporarily
It is worth noting that the avant-garde lose 3 effective levels of Class Abilities
world of Planescape is very big. These infinite (Astral Plane – the Prime Material – Ethereal
planes haven’t got the slightest hope of ever Plane). Another example for Outer Plane, if
being mapped. The GM is encouraged to the character’s deity resides on Bytopia and
provide an overall feel for the planes without he’s currently in Pandemonium, he would
necessarily detailing every corner of the world. temporarily lose 5 effective levels of Class
He should touch upon as many aspects of the Abilities (Elysium – the Beastlands – Arborea
planes as possible, but explore only certain – Ysgard – Limbo).
facets in great detail. With so many possibilities However, while on an Outer Plane
at their fingertips (and portals waiting to be in which his deity resides, a Priest or a
opened), GMs could lead a party on a Great Paladin gains access to Class Abilities of one
Wheel tour. Some GMs focus on Sigil and experience lever higher.
perhaps a few planes. Regardless of the scope,
the theme of Planescape – ideas, philosophies, Manifold Universe (Permanent)
morals, attitudes and other real abstracts – Alignment consists of all Alignment
should be always present and help carry on the choices characters make (moral, ethical,
game. Of course, glory, wealth, skull bashing, organizational, religious, etc.). They gain
and wondrous sights and sound shouldn’t be left access to all Paths, skills, ritual weapons, and
out either. avatars.
For example, a character can have
Alignment (Chaos, Good, Kord, Society of
Campaign Qualities Sensation) which consists of four individual
The following new campaign qualities Alignments.
bring your Planescraft games more in line with
the original Planescape® world. In addition Native Magic Items (Permanent)
to these, we suggest to make healing spells Magical items are attuned to the
available only to churches by using Lost Magic energies of the specific plane on which they
(Healing) campaign quality (see Fantasy Craft page are crafted. Moving the item from its home
326). plane weakens that magic, temporarily
lowering the Charm bonus by 1 for every
Belief Is Power (Permanent) plane between its owner’s current plane and
Characters can affect the Planes, but item’s home plane. If the item’s owner is
the Planes can affect them as well. Characters’ currently not there, the Great Wheel counts
beliefs defy who they are. Instead of applying a as a single plane for purposes of calculating
bonus to any 1 attribute every 4 Career Levels the distance. On the other hand, if he is on
(see Fantasy Craft page 28), characters may select the Great Wheel, the planes count as separate
any one of the following NPC Qualities: aquatic planes but take their connection to the Astral
I, attractive, cagey, darkvision I, fast healing, favored Plane into account to determine the shortest
foes, feral, improved sense, light sleeper, natural spell route between them.
(0 or 1st level only), sterner stuff, superior climber, For example, a gehennan magic
superior jumper, superior runner, superior swimmer, sword brought to Pandemonium temporarily
superior traveler, and telepathic. loses +2 from its Charm bonus because
the shortest route traces through the Astral
(or the Outlands) to Pandemonium. If that

Planescraft (First PLAYTEST) 236


sword’s home plane were Limbo, it would only feat.
temporarily lose +1 from its Charm bonus, Gloom II: You gain a trick:
since Limbo and Pandemonium are directly Absorb Madness (Refresh Trick): Once
adjacent. Magical items function normally only per scene, you may spend one action die to
on the plane which they were crafted. Artifacts remove a condition an ally currently suffers
function normally everywhere; regardless of the (see Fantasy Craft, page 212). You may only
distance. remove the baffled, enraged, frightened, or shaken
If the Charm bonus is temporarily conditions. If the condition has multiple
reduced to lower than +1, the item temporarily grades (i.e. baffled III, shaken II), you may
loses its Essence as well (if any). However, it can spend up to three action dice, removing the
still be identified as a magic item. same number of grades.
Unfortunately, “cursed” items are not Gloom III: You may cast Despair
affected by this, since they interact directly with twice per scene.
its owner no matter where he is. Gloom IV: You may cast Howl of
Pandemonium and Mass Status once per
Summon Kin (2 AD) scene.
Summoned creatures can summon other Gloom V: Characters with a
creatures on their own if they possess the ability Disposition of Neutral or better will not
to do so in the first place. However, the GM attack you.
should note that NPCs will summon aid only in
a life or death situations as the summoned NPC Path of Impiety
usually demands a hefty favor in return. Impiety I: You gain a bonus to all
saving throws equal to your Impiety Step
New Paths against NPCs with opposed Alignment.
Chapter 5: Organizations introduces six Impiety II: You gain a stance:
new Paths. 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
Path of Aesthesis teammates’ Impiety Paths to your own.
Aesthesis I: You gain a +5 bonus with
Impiety III: You may cast Tongues I
Sense Motive checks.
and Devotion Hammer.
Aesthesis II: You gain a bonus to all
Impiety IV: You may Turn NPCs of
saving throws equal to your Aesthesis Step.
opposed Alignment once per combat and cast
Aesthesis III: You gain the Night
Remove Curse II once per scene.
Fighting feat.
Impiety V: You may cast Mind Blank
Aesthesis IV: Your Wisdom rises by 1
and Purge once per scene.
and you gain life draining extraordinary attack
sensory touch. However, the attack drains you and
heals the target. Path of Independence
Aesthesis V: You may cast Charm Person Independence I: You gain a +5
V and Scrye V once per adventure. bonus with Survival checks and may cast
Detect Alignment once per scene.
Independence II: NPCs adjust their
Path of Creativity starting Disposition towards you by a bonus
Creativity I: You gain a bonus to all
equal to your Independence Path.
saving throws against Trickster spells equal to
Independence III: You gain the Iron
your Creativity Step.
Will feat.
Creativity II: You may cast Wish I once
Independence IV: You gain the trade
per adventure and your lowest attribute rises by
secrets class ability twice.
1.
Independence V: You may cast
Creativity III: When you make a skill
Brawn IV and Wit IV once per scene.
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. Path of Quietus
Creativity V: You may cast Wish II and Quietus I: NPCs with the Undead
Wish III once per adventure. Type adjust their starting Disposition
towards you by +25. (You refer to this fact as
dead truce.)
Path of Gloom Quietus II: You may cast Calm
Gloom I: You gain the Glint of Madness

Chapter 7: Planes 237


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.

Diseases
Many of the wicked ailments
encountered on the Planes are curiously (and
painfully) potent.

Table 7.1: Diseases


Name Effect Incubation Description
Limbs rot away permanently.
Abyssal Rot -8 Con 1d6 days Spread by denizens of the
Abyss.
Infects food. Spread by a
Astral Mold -4 Str,-4 Dex, -4 Wis 1d6 hours
bacteria from the Astral Plane.
Beastlands Fever -6Str, -6 Dex 1d6 hours Spread by Beastlands insects.
-8 Int, -8 Con after Struck stupid. Local Hive Ward
Babble Fever 1d6 days
1 Incubation Period disease.
Bloody boils appear over whole
-2 Cha, sickened, -8 Con after 1d4+1
Fading Breath body. Spread by wind said to be
1 Incubation Period hours
exhaled by a dying god.
Sickened, -8 Con after 2d6+6 Infects food and water. Spread
Parched Mouth
1 Incubation Period hours by denizens of the Lower Planes.
Black nodes suck the blood
Hive Plague Fatigued, bleeding 1d6 days
away. Local Hive Ward disease.
Local Sigil disease, affects
Indep Plague -10 Con 1d10 days
members of the Free League.
Inflicts spasms and jarring
Sickened, -8 Con after 1d12+12
Limbo Lockjaw convulsions. Local Limbo
1 Incubation Period hours
disease.
High fever, pustular pimples,
Sickened, stunned and -10 Con 1d12+12
The Pox and vomiting. Also known as the
after 1 Incubation Period hours
scourge of Anthraxus.
-2 Dex, enraged, shaken, -6 Con
Planar Rabies 2d10 days Also known as sceulia.
after 1 Incubation period
Sickened, -8 Con after Fever and chills. Affects Prime
Prime Pyrexia 1d4 weeks
1 Incubation Period Material Plane natives.
-4 Dex, -4 Cha, -8 Con after 1
Zombic Leprosy Incubation Period, acquires 1d4 days Spread by touch.
Risen Template if dies

Planescraft (First PLAYTEST) 238


Planes, the GM should refer to rules for
The Planes Starvation and Thirst (see Fantasy Craft page
Planescraft features 2 transitive planes, 217).
18 inner planes, and 17 outer planes. Layers (if Suffocation: Except for the planes
any) are described as well. Each plane is defined of Air, Ice, Lightning, and Steam there is no
by its Traits. breathable air on Inner Planes. Rare pockets
of Air exist but the party shouldn’t rely on
Traits them. The GM should refer to Suffocation
Traits describe the plane’s position, rules (see Fantasy Craft page 217).
Alignment (if any) and various rules that apply
to magic and inhabitants. Some of these rules Elemental Plane of Air
are described below. The Elemental Plane of Air is an
Countered: This entry lists Disciplines endless blue sky, with no clear up or down. It
of magic and any spell Element / Energy (E) that supports life which is generally concentrated
are negated by the forces of plane. After such around chunks of other elements which drift
spell has been cast, Spell Points are spent but through space carried by gentle or raging
the Effect does not take place (see Fantasy Craft winds. Visitors usually encounter the native
page 112). Unlike with suppressed spells, arcane djinn and air elementals.
keys do not help. Adjacent Planes: Ice, Lightning,
Diminished: This entry lists Disciplines Smoke, Vacuum
of magic and spell Element / Energy (E) whose Example Arcane Keys: Feathers,
spells’ Effects are decreased by 1 Casting Level. unusual verbal components
For example, a diminished Fireball I cast by a 6th Traits: Elemental inner plane
level Mage requires a Spellcasting check at DC
13 and 3 Spell Points but deals 5d6 points of • Ambient Light: Intense (see Fantasy Craft
damage instead 6d6. page 218)
Enhanced: This entry lists Disciplines • Enhanced: Air (E)
of magic and spell Element / Energy (E) whose • Diminished: Earth (E), Fire (E), Water
spells’ Effects are increased by 1 Casting Level. (E)
For example, an enhanced Fireball I cast by a 6th • Subjective Direction: Inhabitants of the
level Mage requires a Spellcasting check at DC plane determine their own “down”
13 and 3 Spell Points but deals 7d6 points of direction.
damage instead 6d6. • Suppressed: Blessing, Calling, Energy,
Suppressed: This entry lists Disciplines Force, Foresight, Weather
and spells’ Element / Energy (E) that are
suppressed or similarly altered by the plane.
Unless a specific arcane key is used during the Elemental Plane of
casting (see page 82), the spell is cast normally but Earth
its Effect does nothing unless the Effect or its The Elemental Plane of Earth is solid
target somehow leaves the suppressing plane for rock and firm soil. Unless protected, the
the spell’s Duration (see Fantasy Craft page 112). land pushes against the object crushing it in
However, your GM may allow the Effect to take an instant. Considering all this, the native
place but alter it according to the plane’s laws; dao and earth elementals excel at displays of
check the details with your GM (or the “Planes strength and brute force.
of Law/Chaos/Conflict” sourcebooks) Adjacent Planes: Dust, Magma,
Unique Conditions: This entry lists Mineral, Ooze
unique conditions that apply to the plane, Example Arcane Keys: Minerals, ore
unless noted otherwise in one of plane’s layers’ Traits: Elemental inner plane
description (if any). If these conditions affect
spells, use of an arcane key can negate these • Ambient Light: None (see Fantasy Craft
conditions unless noted otherwise. page 218)
• Enhanced: Earth (E)
• Diminished: Air (E), Fire (E), Water (E)
Inner Planes • Suffocating: No breathable air (see
Spells that employ Elements or Energies Fantasy Craft page 217).
might behave differently on various Inner Planes • Suppressed: Blessing, Calling, Energy,
(see Fantasy Craft page 112). Force, Foresight, Weather
Starvation and Thirst: With the • Unique Conditions: Non-protected
absence of edible food and drink on most Inner

Chapter 7: Planes 239


visitors suffer 1d2 points of subdual Negative Energy Plane
damage each round from crushing. The Negative Energy Plane is the
source of death. Living visitors glow with life
Elemental Plane of Fire and this makes the undead natives angry.
The Elemental Plane of Fire is eternally Souls are at great peril here.
set on fire. On some places, the fires burn Adjacent Planes: Ash, Dust, Salt,
so strongly that they can set natives ablaze. Vacuum
Visitors generally encounter bad-tempered Example Arcane Keys: None
natives – efreet and fire elementals. discovered so far.
Adjacent Planes: Ash, Magma, Traits: Energy inner plane
Radiance, Smoke
Example Arcane Keys: Fluid dancelike • Ambient Light: None (see Fantasy Craft
movements page 218)
Traits: Elemental inner plane • Diminished: Air (E), Fire(E)
• Diminished Wild Magic: If Sorcery (Wild
• Ambient Light: Bright (see Fantasy Craft Magic) is in use, the threat and error
page 218) ranges of Spellcasting check increase
• Enhanced: Fire (E) by 1 and when a character scores
• Countered: Ice (E), Water (E) critical success or failure, roll 1d6-1
• Diminished: Air (E), Earth (E) (minimum 0) and consult Table 7.4:
• Suffocating: No breathable air (see Fantasy Wild Magic (see Fantasy Craft page
Craft page 217). 326).
• Suppressed: Blessing, Calling, Energy, • Subjective Direction: Inhabitants of the
Force, Foresight, Weather plane determine their own “down”
• Unique Conditions: Continual fire deals direction.
5d10 points of fire damage every round • Suffocating: No breathable air (see
to creatures and objects. Continual heat Fantasy Craft page 217).
waves deal subdual damage every hour • Suppressed: Affliction , Blessing,
(see Fantasy Craft page 215). Calling, Earth(E), Energy, Force,
Foresight, Necromancy , Shadow,
Elemental Plane of Water (E), Weather
• Unique Conditions: Living inhabitants
Water take 2d6 points of lethal damage
The Elemental Plane of Water is each round. Upon death they become
depthless water. The place can be deceiving, for undead and their souls are forever lost.
many dangers lurk in this sea-green world of Created matter is destroyed and spells
water. Marids and water elementals are among deal minimum amount of healing and
the kindest natives encountered here maximum amount of damage.
Adjacent Planes: Ice, Ooze, Salt, Steam
Example Arcane Keys: Artistic and
magical inscriptions on totems, pearls, shells Paraelemental Plane of
Traits: Elemental inner plane Ice
The Paraelemental Plane of Ice is a
• Ambient Light: Dim (see Fantasy Craft page white wasteland with places so cold that even
218) thoughts and time freeze. There is no sense of
• Enhanced: Water (E) urgency here, only the eternal sleep brought
• Diminished: Air (E), Earth (E) by the slowly embracing chill.
• Countered: Fire (E) Adjacent Planes: Air, Lightning, Salt,
• Subjective Direction: Inhabitants of the Steam, Vacuum, Water
plane determine their own “down” Example Arcane Keys: Unique fine
direction. glass, unique crystals
• Suffocating: No breathable air (see Fantasy Traits: Paraelemental inner plane
Craft page 217).
• Suppressed: Blessing, Calling, Energy, • Ambient Light: Bright (see Fantasy Craft
Force, Foresight, Weather page 218)
• Unique Conditions: Underwater Combat • Diminished: Earth (E), Fire (E)
rules apply (see Fantasy Craft page 217). • Countered: Ice (E)
• Suppressed: Blessing, Calling, Energy,

Planescraft (First PLAYTEST) 240


Force, Foresight, Weather • Suppressed: Blessing, Calling, Energy,
• Unique Conditions: Continual blizzard Force, Foresight, Weather
deals subdual damage every hour (see • Unique Conditions: Underwater Combat
Fantasy Craft page 215). Non-protected rules apply (see Fantasy Craft page 217).
visitors inside the ice suffer 1d2 points
of subdual damage each round from Paraelemental Plane of
crushing.
Smoke
The Paraelemental Plane of Smoke
Paraelemental Plane of is made of smoke and hot gases. Djinn
Magma and efreet war on this inhospitable and
The Paraelemental Plane of Magma is unexplored world.
liquid volcanic rock. Efreet and dao meet on this Adjacent Planes: Air, Ash, Fire,
neutral, inhospitable world to trade. Lightning, Radiance, Vacuum
Adjacent Planes: Ash, Dust, Earth, Fire, Example Arcane Keys: Magical
Mineral, Radiance incense, pipeweed, vapors inside vials
Example Arcane Keys: Needle-thin Traits: Paraelemental inner plane
masterwork trinkets of volcanic rock
Traits: Paraelemental inner plane • Ambient Light: Faint (see Fantasy Craft
page 218)
• Ambient Light: Dim (see Fantasy Craft page • Diminished: Earth (E), Water (E)
218) • Subjective Direction: Inhabitants of the
• Countered: Water (E) plane determine their own “down”
• Diminished: Air (E) direction.
• Suffocating: No breathable air (see Fantasy • Suffocating: No breathable air.
Craft page 217). • Suppressed: Blessing, Calling, Energy,
• Suppressed: Blessing, Calling, Energy, Force, Foresight, Weather
Force, Foresight, Weather
• Unique Conditions: Continual heat waves Positive Energy Plane
deal subdual damage every hour (see The Positive Energy Plane is the
Fantasy Craft page 215). Inhabitants source of life. But too much energy is just as
and objects burst into flame after 1d6 dangerous as too little, so barely anything can
rounds and each round thereafter unless survive this place.
protected. Adjacent Planes: Lightning, Mineral,
Radiance, Steam
Paraelemental Plane of Example Arcane Keys: None
Ooze discovered so far.
The Paraelemental Plane of Ooze is a Traits: Energy inner plane
soup of mud, clay, and quicksand. Wizards
from the prime planes have been known to put • Ambient Light: Intense (see Fantasy Craft
their enemies into spheres, magically supplied page 218)
with food and water. Victims go insane from • Enhanced: Fire (E)
boredom. Hence, some call this plane “the realm • Enhanced Wild Magic: If Sorcery (Wild
of chambered madness.” Magic) is in use, the threat and error
Adjacent Planes: Dust, Earth, Mineral, ranges of Spellcasting check increase
Salt, Steam, Water by 3 and when a character scores
Example Arcane Keys: Foul elixirs, critical success or failure, roll 1d6+1
tinctures, oils (if 7, roll again and apply both results)
Traits: Paraelemental inner plane and consult Table 7.4: Wild Magic (see
Fantasy Craft page 326).
• Ambient Light: None (see Fantasy Craft page • Subjective Direction: Inhabitants of the
218) plane determine their own “down”
• Diminished: Air (E), Fire (E) direction.
• Subjective Direction: Inhabitants of the • Suffocating: No breathable air (see
plane determine their own “down” Fantasy Craft page 217).
direction. • Suppressed: Affliction, Blessing, Calling,
• Suffocating: No breathable air (see Fantasy Earth (E), Energy, Force, Foresight,
Craft page 217). Necromancy, Shadow, Water(E),

Chapter 7: Planes 241


Weather Quasielemental Plane
• Unique Conditions: Inhabitants take 20
flash damage each round but heal 2d6 of Lightning
vitality (or wound) points each round, The Quasielemental Plane of Lightning
first healing any damage and then is a supercell of black clouds, lightning bolts,
adding to their total. If the total reaches and deafening thunders. St. Elmo’s fire rims
twice their maximum, they burst into all solid things, revealing everything.
incandescent flames and are destroyed. Adjacent Planes: Air, Ice, Positive
Created matter is destroyed and harmful Energy, Radiance, Smoke, Steam
spells deal a minimum amount of Example Arcane Keys: Accumulator,
damage. burst of energy
Traits: Quasielemental inner plane
Quasielemental Plane of • Ambient Light: Dim (see Fantasy Craft
Ash page 218)
The Quasielemental Plane of Ash is an • Countered: Secrets
ocean of choking, burned-out debris. • Diminished: Earth (E)
Adjacent Planes: Dust, Fire, Magma, • Enhanced: Air (E), Lightning (E)
Negative Energy, Smoke, Vacuum • Subjective Direction: Inhabitants of the
Example Arcane Keys: Cinders plane determine their own “down”
Traits: Quasielemental inner plane direction.
• Suppressed: Blessing, Calling, Energy,
• Ambient Light: Faint (see Fantasy Craft page Force, Foresight, Water (E), Weather
218) • Unique Conditions: 10% chance per
• Countered: Fire (E) minute to be directly struck by a
• Suffocating: No breathable air. lightning bolt (see Fantasy Craft page
• Suppressed: Air (E), Blessing, Calling, 369) and 20 points of bang damage.
Energy, Force, Foresight, Water (E),
Weather Quasielemental Plane
• Unique Conditions: Continual cooling
deals subdual damage every hour (see of Mineral
Fantasy Craft page 215). The Quasielemental Plane of Mineral
is a precious stone of incredible beauty,
quality and quantity. This is the place
Quasielemental Plane of dwarves dream of, where iron, diamonds,
Dust rubies, silver, and gold are wrapped around
The Paraelemental Plane of Dust is an each other. Unfortunately, not much is known
endless dust desert. about this rich place for the only thing that
Adjacent Planes: Ash, Earth, Magma, is equal to its amount of wealth is its dangers
Negative Energy, Ooze, Salt and natives that guard it from thieves.
Example Arcane Keys: Hollow and Adjacent Planes: Earth, Magma,
whispered lamentations Ooze, Positive Energy, Radiance, Steam
Traits: Quasielemental inner plane Example Arcane Keys: Sounds
produced by vibrating crystals
• Ambient Light: Dim (see Fantasy Craft page Traits: Quasielemental inner plane
218)
• Diminished: Water (E) • Ambient Light: None (see Fantasy Craft
• Suffocating: No breathable air (see Fantasy page 218)
Craft page 217). • Enhanced: Earth (E)
• Suppressed: Air (E), Blessing, Calling, • Diminished: Air (E), Fire (E)
Energy, Force, Foresight, Weather • Suffocating: No breathable air.
• Unique Conditions: Continual • Suppressed: Blessing, Calling, Energy,
disintegration deals 2d6 points of lethal Force, Foresight, Water (E), Weather
damage (Fortitude save DC 15 for half) • Unique Conditions: Inhabitants take 1d4
to everything each day. This damage points of lethal damage every round of
cannot be healed while on the plane. movement (running multiplies damage
by the runner’s Speed multiplier).
Once per day, non-natives must
succeed at a Fortitude save (DC 15) or

Planescraft (First PLAYTEST) 242


turn to stone. Quasielemental Plane
of Steam
Quasielemental Plane of The Quasielemental Plane of Steam
Radiance is a depthless, cool cloud of mist. Instead of
The Quasielemental Plane of Radiance is boiling, the real danger here is drowning.
made of brilliant colors crushing over each other Adjacent Planes: Ice, Lightning,
like waves on the shore. Sages believe that this Mineral, Ooze, Positive Energy, Water
plane creates stars and auroras. Example Arcane Keys: Gurgling
Adjacent Planes: Fire, Lightning, sounds
Magma, Mineral, Positive Energy, Smoke Traits: Quasielemental inner plane
Example Arcane Keys: Specific colors
Traits: Quasielemental inner plane • Ambient Light: Faint (see Fantasy Craft
page 218)
• Ambient Light: Intense (see Fantasy Craft • Enhanced: Water (E)
page 218) • Subjective Direction: Inhabitants of the
• Enhanced: Fire (E) plane determine their own “down”
• Diminished: Water (E) direction.
• Subjective Direction: Inhabitants of the • Suppressed: Blessing, Calling, Energy,
plane determine their own “down” Fire (E), Force, Foresight, Weather
direction. • Unique Conditions: If an arcane key is
• Suffocating: No breathable air (see Fantasy used, all spells increase their Casting
Craft page 217). Time by an additional half-action.
• Suppressed: Blessing, Calling, Energy,
Force, Foresight, Weather Quasielemental Plane
• Unique Conditions: Continual heat waves
deal subdual damage every hour (see of Vacuum
Fantasy Craft page 215) and non-blind The Quasielemental Plane of Vacuum
inhabitants take 15 flash damage every is the place of no matter, a prelude to utter
round. Objects burst into flames after annihilation. Some speculate that the natives
1d6 rounds and each round thereafter are beings of pure thought, and that visitors
unless protected. may bring them back as unwanted thoughts.
Adjacent Planes: Air, Ash, Ice,
Negative Energy, Salt, Smoke
Quasielemental Plane of Example Arcane Keys: Toxic vapors
Salt that must be inhaled
The Quasielemental Plane of Salt is made Traits: Quasielemental inner plane
of ever-growing salt minerals and thirsty dust.
Adjacent Planes: Dust, Ice, Negative • Ambient Light: None (see Fantasy Craft
Energy, Ooze, Vacuum, Water page 218)
Example Arcane Keys: Elixirs made out • Countered: Air (E), Fire (E)
of spices or plants, fluids • Subjective Direction: Inhabitants of the
Traits: Quasielemental inner plane plane determine their own “down”
direction.
• Ambient Light: None (see Fantasy Craft page • Suffocating: No breathable air (see
218) Fantasy Craft page 217).
• Countered: Ice (E), Water (E) • Suppressed: Blessing, Calling, Energy,
• Suffocating: No breathable air (see Fantasy Force, Foresight, Weather
Craft page 217). • Unique Conditions: Any spell with
• Suppressed: Blessing, Calling, Energy, Duration greater than Instant or a
Force, Foresight, Weather defined Area is countered. Objects with
• Unique Conditions: Continual dehydration Complexity of 15 or greater become
deals 2d6 points of subdual damage to unusable after 1d6 hours.
everything each day. This damage cannot
be healed while on the plane.

Chapter 7: Planes 243


success or failure, roll 1d6+1 (if 7,
Outer Planes roll again and apply both results) and
consult Table 7.4: Wild Magic (see
Pseudoelementals Fantasy Craft page 326).
Outer Planes aren’t connected to the • Suppressed: Air (E), Blessing, Compass,
Inner Planes so any elemental conjured there Conversion, Creation, Darkness (E),
is formed from the current plane’s elemental Earth (E), Fire (E), Foresight, Ice (E),
essence. This means that although physically the Light (E), Lightning (E), Silence (E),
same as true elementals, these pseudoelementals Sonic (E), Water (E)
have interests (Alignment) equal to their • Unique Conditions: Summoning magic
originating plane. Also, they do not qualify as has 10% chance per spell level to
true elementals if need arises. summon a native unless an arcane key
is used (see page 82). Many layers have
Spell Crystals different conditions; check the details
Every time a summoner calls or with your GM.
communicates with a being from Outer Planes
a single spell crystal is created. This whistling, Layers
glowing crystal shoots across the plane, The Abyss has an infinite number of
unerringly seeking the summoner’s target. layers. Here is a list of those known so far.
Once located, it touches the target releasing the
magical energy and thus making the spell work. 1 - Pazunia, also known as The
Depending on the nature of spell, spell Plane of Infinite Portals or The Palace of
crystals differ in shape and color. A Knowledge 1001 Closets, is an infinite plane with large
(spell components) check at DC 20 can identify sinkholes and iron fortresses which guard the
its spell source. physical bodies of tanar’ri princes when they
The spell crystals are hazards to planars leave the Abyss to travel via the Astral Plane.
and should be avoided however. Touching it 2 - Driller’s Hives, realm of Tharzax
prematurely will immediately make it assume the Chattering Prince.
the touched being as its target. In a case of a 3 - The Forgotten Land, realm of
summoning spell, this could mean an unwanted Zzyczesiya the Ungrasped.
trip to some other plane of existence. 4 - The Grand Abyss, a bottomless,
nigh-infinite canyon that contains portals to
The Abyss virtually every other layer in the Abyss.
The Abyss is a plane of infinite layers, 5 - Wormblood
a pit filled with grotesque examples of all that 6 - Realm of a Million Eyes, home to
is wicked and bad. Besides a multitude of the Great Mother, Princess of Beholders.
extremely deadly layers (some of them on par 7 - Phantom Plane, realm of the
with worst Inner Planes) the tanar’ri call it their demon lord of the lizard kings, Sess’Innek.
home. This is the final destination of the most Sealed off from the rest of the Abyss.
depraved, hateful, debauched, and destructive 8 – The Skin-shedder, realm of
souls. Volisupula the Flensed Marquesse.
Adjacent Planes: Astral Plane (only on 9 - Burningwater
Plain of Infinite Portals), Carceri, the Outlands, 10 - “That Hellhole”
Pandemonium 11 - Molrat
Example Arcane Keys: Blood, death, 12 - Twelvetrees, abandoned after
destruction of pure material, drinking boiling the sacrifice of twelve captured Devas, and it
oil, drinking unholy oil, magic items, mixture is haunted by their screams. Used to enchant
of caster’s and target’s blood, money, shattering powerful engines of war.
mirror, demon’s true name 13 - Blood Tor, realm of the goddesses
Traits: Lower outer plane with an Beshaba and Umberlee.
infinite number of layers and Alignment (Chaos, 14 - The Steaming Fen, realm of the
Evil). Queen of Chaos.
17 - Death’s Reward, realm of
• Enhanced: Illusion, Secrets, Shapeshifting Abraxas the Unfathomable.
• Enhanced Wild Magic: If Sorcery (Wild 21 - The Sixth Pyre, realm of
Magic) is in use, the threat and error Kardum, Lord of Balors.
ranges of Spellcasting check increase by 23 - The Ice Wastes/The Iron
3 and when a character scores critical Wastes/Tschyrtolikya, bitterly cold home to

Planescraft (First PLAYTEST) 244


Kostchtchie, demon Prince of frost giants. of several distinctive realms; one is where
24 - Elenur/The Elemental Wastes demons are spawned, another is a lightning
25 - Ic’vnign/The Swarming Jungle realm, in another can be found portals
26 - Necrodus leading to Juiblex and Kali’s layers.
27 - Malignebula, realm of the Abyssal 110 - Charnalhome
lord Lissa’aere the Noxious. 111 - The Mind of Evil, realm of
28 - Zahhak Sch’theraqpasstt the Serpent Reborn.
29 - Maldinach/The Desert of Broken 113 - Thanatos, the realm of Orcus,
Bones demon prince of the Undead.
30 - The Shadow Fortress 128 - Slugbed, realm of the Abyssal
32 - Sholo-Tovoth: The Fields of lord Lupercio the Baron of Sloth.
Consumption, realm of Turaglas the Ebon Maw. 137 - Outcasts’ End, realm of Azazel,
45 to 47 - these three layers make Prince of Scapegoats.
up Azzagrat, the realm of the tanar’ri prince 142 - Lifebane, realm of the god
Graz’zt. Chemosh.
49 - Shaddonon, realm of the demon 148 - Torrent
lord Rhyxali, Princess of Shadow. 176 - Hollow’s Heart, realm of the
52 - Vorganund demon lord Fraz-Urb’luu, which, due to his
57 - Torturous Truth, realm of the magical illusions, appears to be flat, colorless,
Abyssal lord Alvarez the Purging Duke. and featureless to the human eye.
58 - Sraosha 177 - The Writhing Realm, realm of
63 - The Final Highway Ugudenk the Squirming King.
65 and 66 - The Demonweb Pits, 180 - Restarion/The Rotting Palace
home of Lolth, queen of spiders and principal 181 - The Rotting Plain, realm of the
deity of evil drow. Lolth’s Demonweb is located troglodyte god Laogzed.
on the 65th layer, from there access is possible 182 – Duidan
to the 66th layer, where her realm and spider- 193 - Vulgarea, realm of the
ship is located. foxwoman goddess Eshebala.
67 - The Heaving Hills (Verrangoin 222 – Shedaklah/The Slime Pits,
Realm) home to Juiblex demon Prince of Slimes, and
68 - The Swallowed Void Zuggtmoy, Demon Queen of Fungi.
69 - The Crushing Plain 223 - Offalmound, former realm of
70 - The Ice Floe the dead god Moander.
71 - Spirac, hunting grounds of the 230 - The Dreaming Gulf, a windy
demon lords. realm home to the dreams of dead gods.
72 – Darklight, realm of Nocticula the 241 - Palpitatia, realm of the bugbear
Undeniable. gods Grankhul and Skiggaret.
73 - The Wells of Darkness, currently 245 - The Scalding Sea
serves as the prison of several demon lords such 248 - The Hidden Layer, realm of
as Shami-Amorae, Ansitif and Ebulon. Eltab.
74 - Smargard, home to Merrshaulk the 274 - Durao (gateway layer),
yuan-ti deity and Ramenos the bullywug deity. mustering ground for the armies of the Abyss
Also contains The Viper Pit (Sseth’s realm), and as they prepare for battle in the Blood War.
the Silent Temple. 297 - The Sighing Cliffs, realm of
75 - Kolopan the Abyssal lord Lady Lynkhab.
77 - The Gates of Heaven, realm of 300 - Feng-Tu, realm of the Chinese
Munkir and Nekir. gods Tou Mu and Lu Yueh.
79 - The Emessu Tunnels, realm of 302 - The Bloodpyre Fields
Anarazel the Daring Darkness. 303 - The Sulfanorum, a place
88 - The Gaping Maw/Brine Flats/ where tanar’ri come to relax and smoke a
Abysm, home to Demogorgon, Prince of pipe of dried flesh. The foul stuff clogs the
Demons, one of the highest-ranking demons. air, and the stench is almost unbearable,
89 - Shadowsea, oceanic realm of the though it doesn’t bother the tanar’ri. Fires are
demon lord Dagon, Prince of the Depths. constantly burning, pouring smoke and filth
90 - The Guttering Cove, realm of into the skies. Sulfanorum’s fires are weak,
Ilsidahur the Howling King. though - just enough to light a pipe or start
92 - Ulgurshek incense smoking.
99 - Unnamed contested layer consisting 304 - The Battlefield

Chapter 7: Planes 245


305 - Jahklout perhaps an unknown demon prince who rules
306 - The Eternal Lists the layer.
307 - The Festival Everlasting 523 - Rocky desert that houses the
308 - The Cathedral Thelemic Lakes of Fire
309 - Ablimikarn/The Evershifting 524 - Shatterstone, realm of the ogre
Vale god Vaprak.
313 – Gorrison’s Grasp/Illssender’s 528 - Juiblex’s layer, an infinite layer
Realm, site of Illssender’s Tower. of slimes and oozes feeding off each other.
330 - The Plateau Juiblex’s palace is said to resemble the biggest
331 - The Jungles pile of garbage in the multiverse.
332 - The Layer of the Hunt 531 - Vudra, realm of the giant
333 - The Broken Scale, realm of the marilith Shaktari, the Queen of Poison.
god Hiddukel. 558 - Fleshforges, realm of Dwiergus
334 - The Cyanic Fens the Chrysalis Prince.
340 - The Black Blizzard 566 - Soulfreeze, realm of Aseroth the
348 - Fortress of Indifference, ruled by Winter Warlock.
Tapheon, the nalfeshnee; former realm of the 570 - Shendilavri, realm of the
demon lord Thralhavoc. demon lord Malcanthet, Queen of the
357 - The Arc of Eternity, realm of Succubi.
Eldanoth the Bloodless Scion. 586 - Prison of the Mad God, realm
366 – Ojukalazogadit, a sentient layer. of the derro god Diinkarazan.
377 - Plains of Gallenshu 587 - The Landless Aerie
379 or 399 - The Worm Realm, realm 597 - Goranthis, realm of
of the gnome god Urdlen. Socothbenoth the Persuader.
398 – Shaddonon 588 - Cerebulim/The Hermetic
400 - Woeful Escarand (Nalfeshnee Horizon
Realm), a court at which newly arrived larvae 599 - The Caves of Chaos
and sometimes other demons are judged. 600 - Endless Maze, the realm of
403 - The Rainless Waste, site of Mal Baphomet, demon Prince of Minotaurs.
Arundak, the City of Confusion (fallen archon The demoness Pale Night resides here as
realm) well.
421 - White Kingdom, ruled by the 601 - Conflagratum, realm of the
King of Ghouls, once a vassal to Orcus and Abyssal lord Alzrius, Lord of Infernal Light.
Yeenoghu, but is now a free agent. 628 - Vallashan, a layer designed to
422 - The Seeping Woods, ruled by allow temporary victory to conquering armies
Yeenoghu, Demon Prince of Gnolls. Also called of good alignment, only to then corrupt the
‘Yeenoghu’s Realm’ conquerors and turn them against themselves.
423 - Galun-Khur 643 - Caverns of the Skull, realm of
452 - Ahriman-abad, realm of the Black Earth Mother Kali, the goddess of
Ahrimanes, Chief of the Cacoloths. destruction.
471 - Androlynne, realm of Pale Night. 651 - Nethuria, realm of Vucarik,
487 - Lair of the Beast and Mansion Consort of Chains.
of the Rake, realm of the vampire god 652 - The Rift of Corrosion
Kanchelsis. 663 - Zionyn, realm of the demon
489 - Noisome Vale, ruled by the balor lord Obox-ob, Prince of Vermin.
Tarnhem. 664 - The Terminal Archive
493 - The Steeping Isle, realm of 665 - Pleroma
Siragle the Ineffable. 666 - The Bottomless Pit
499 - Carroristo
500 - A jungle of blood-red vegetation Acheron
bordering a sea of blood. Possibly ruled by Acheron is made of immense metallic
goddess Kali. blocks that drift through space, which
503 - Torremor, realm of the demon lord sometimes crash, flattening everything on
Pazuzu. their surface. This (and Sigil) is the safest
507 - Occipitus, former realm of place where one could deal with fiends.
Adimarchus, the demon prince of madness. Warriors that lived only to fight end their
518 - Melantholep. Possible name of journey here, where militarism is embraced
the nesting grounds of the chole dragons, or for its own sake.

Planescraft (First PLAYTEST) 246


Adjacent Planes: Astral Plane (only on on Olympus), the Beastlands, the Outlands,
Avalas), Baator, Mechanus, the Outlands Ysgard
Example Arcane Keys: Precise rituals Example Arcane Keys: Opposite
Traits: Lower plane with four layers and element, joke, pure life energy, riddle, ritual
Alignment (Evil, Order). offerings (caster’s blood, gems, gold, milk, oat
cakes, olive oil, unblemished animals, wine),
• Diminished Wild Magic: If Sorcery (Wild target’s language
Magic) is in use, the threat and error Traits: Upper plane with three layers
ranges of Spellcasting check increase by and Alignment (Chaos, Good).
1 and when a character scores critical
success or failure, roll 1d6-1 (minimum • Enhanced: Charm
0) and consult Table 7.4: Wild Magic (see • Suppressed: Affliction, Air (E), Artifice,
Fantasy Craft page 326). Blessing, Darkness (E), Divination ,
• Suppressed: Affliction, Air (E), Earth (E), Fire (E), Foresight, Ice (E),
Artifice, Blessing, Calling, Darkness Light (E), Lightning (E), Necromancy,
(E), Divination , Earth (E), Fire (E), Shadow, Silence (E), Sonic (E), Water
Foresight, Ice (E), Light (E), Lightning (E), Word
(E), Necromancy, Shadow, Silence (E),
Sonic (E), Water (E), Word Layers
• Unique Conditions: Magically summoned Arborea has three layers.
beings obey the caster. Every spell creates Olympus (1st layer): This layer is
its own reflection (e.g. Cure Wounds I dominated by Mount Olympus. It is said that
creates a Cause Wounds I) in the form of the caverns beneath lead to the lower planes.
a crystal that flies away. It will take one Air (E) spells are not suppressed here.
hour for it to find a target but if captured Ossa (2nd layer): This layer is a
before that, the Effect of the original shallow sea, scattered with islands. Water (E)
spell is negated. spells are not suppressed here.
Pelion (3rd layer): This is a place of
Layers ruins scattered among white sand and snow.
Acheron has four layers.
Avalas (1st layer): This place, known as Arcadia
the Battlefield, is filled with worlds of armies. If Arcadia is a place of peaceful order
there’s a place where first war was waged, this with orderly aligned rows of trees, rivers and
might be it. The density of metal cubes is the paths. Natives do not know dusk or dawn for
highest here. the day abruptly changes into night. This is
Thuldanin (2nd layer): The metallic the spiritual home of moralists who want to
blocks are hollow here, scarred and pitted by force virtue on others. Social ideals come true
battle, serving as great junkyards to broken war here without the moral ambiguity of “shades
machinery. There is a 1-in-1000 chance per day of gray”.
to find something useful (roll on Table 7.13: Gear Adjacent Planes: Astral Plane (only
on Fantasy Craft page 346). on Abellio), Mechanus, Mount Celestia, the
Tintibulus (3rd layer): This layer is Outlands
filled with blocks of all geometric types that Example Arcane Keys: Pure material,
fracture upon impact. This might be the best spring water in rectangular container
place in the Multiverse for magical research. Traits: Upper outer plane with two
Ocanthus (4th layer): Razor thin plates layers and Alignment (Good, Order).
that slice through darkness make this a very
dangerous place. Each round they strike as 1d3 • Diminished Wild Magic: If Sorcery (Wild
greatswords with BAB +10 and AP 10. Magic) is in use, the threat and error
ranges of Spellcasting check increase
Arborea by 1 and when a character scores
Arborea is a place where passions run critical success or failure, roll 1d6-1
high and deep, and the plane mirrors it with (minimum 0) and consult Table 7.4:
craggy mountains, deep gorges, giant forests, Wild Magic (see Fantasy Craft page
and vast fields of wheat, orchards, and arbors. 326).
This is a place for happy souls that lived in • Enhanced: Healing
harmony with nature and goodness. • Suppressed: Affliction, Air (E), Artifice,
Adjacent Planes: Astral Plane (only Blessing, Calling, Charm, Darkness

Chapter 7: Planes 247


(E), Divination, Earth (E), Fire (E), readiness for the next battle of the Blood War.
Foresight, Ice (E), Illusion, Light (E), Earth (E) and Fire (E) spells are enhanced here
Lightning (E), Nature, Necromancy, but Ice (E) and Water (E) spells are countered.
Secrets, Shadow, Shapeshifting, Silence Dis (2nd layer): The second layer is a
(E), Sonic (E), Water (E), Word burning city of high, black walls and narrow
• Unique Conditions: All spells have double streets as far as eye can see. A notable feature
Casting Time unless an arcane key is used is God Street, a place filled with godly realms
(see page 82). of various evil deities that have not earned
enough worshippers to acquire a real realm.
Layers Fire (E) spells are enhanced here but Ice (E)
Arcadia has two layers. A third layer, and Water (E) spells are countered.
Menausus, slipped into Mechanus over Minauros (3rd layer): The third layer
millennia ago and joined that plane. is a bog filled with sharp volcanic rock and
Abellio (1st layer): This is a mostly flat dead bodies. The weather consists of acidic
layer, but does contain mountains and hills at rain, flesh-slicing hail, and harsh winds. Water
various points. There are numerous large forests, (E) and Weather spells are enhanced here.
lakes, streams and fields. Phlegethos (4th layer): The fourth
Buxenus (2nd layer): This layer is layer is a world of volcanoes, fire-filled with
similar to Abellio but hosts a more militaristic hills of ash, streams of magma, and rains of
feel, with large numbers of natives congregating fire flakes. Earth (E) and Fire (E) spells are
in anticipation for future battles. enhanced here but Ice (E) and Water (E) spells
are countered.
Stygia (5th layer): The fifth layer is
Baator a frozen sea. The dark sky is constantly filled
Baator is a mockery of Mount Celestia
with lightning storms. Ice (E), Lightning (E),
where three trios of great evils rule. The plane
and Water (E) spells are enhanced here but Air
resembles a pit with nine distinct layers, each
(E) and Fire (E) spells are countered.
worse than the one before. Visitors should
Malbolge (6th layer): The sixth layer
be warned that the native baatezu are most
is a great rocky slope where cascades of rocks
interested in their souls. This is the spiritual
fall down, crush everything on their path.
home of law-adhering selfish souls and those
Fortresses made out of copper provide some
who organized themselves in order to kill,
refuge from the avalanches. Earth (E) spells
torture, or enslave.
are enhanced here.
Adjacent Planes: Acheron, Astral Plane
Maladomini (7th layer): The seventh
(only on Avernus), Gehenna, the Outlands
layer is a land of ruins where new cities are
Example Arcane Keys: Obsidian from
constantly being built. Deep below, there are
the River of Blood
dungeons that even the natives fear. Earth (E)
Traits: Lower outer plane with nine
spells are enhanced here.
layers and Alignment (Evil, Order).
Cania (8th layer): The eighth layer
is an ice coffin, a place where vast glaciers
• Diminished Wild Magic: If Sorcery (Wild
grind and crash against the jagged mountains
Magic) is in use, the threat and error
sending snow and ice up in the sky. Air (E),
ranges of Spellcasting check increase by
Ice (E), and Water (E) spells are enhanced here
1 and when a character scores critical
but Fire (E) spells are countered.
success or failure, roll 1d6-1 (minimum
Nessus (9th layer): The ninth layer
0) and consult Table 7.4: Wild Magic (see
is a wasteland with the deepest rifts, hottest
Fantasy Craft page 326).
flames, and steepest cliffs. The lake of fluid
• Enhanced: Affliction, Necromancy,
ice is the last destination of visitors. An
Shadow
incredibly deep and wide rift lies immediately
• Suppressed: Artifice, Blessing, Calling,
below the layer boundary between Cania
Divination, Foresight, Healing, Word
and Nessus. All spell Elements / Energies are
enhanced here.
Layers
Baator has nine layers, each below the
previous one. The Beastlands
Avernus (1st layer): The first layer is The Beastlands is a place where
a rocky wasteland with a red sky lit by flaming animals come first, then everything else.
spheres and crimson explosions. Legions of Inside the savage jungles, swamps, and forests
natives march across the plains in continual visitors can encounter interesting wild life.

Planescraft (First PLAYTEST) 248


Souls that lived simple and natural lives end Earth (E), Fire (E), Foresight, Ice (E),
their journey here. Light (E), Lightning (E), Necromancy,
Adjacent Planes: Arborea, Astral Plane Shadow, Silence (E), Sonic (E), Water
(only on Krigala), Elysium, the Outlands (E), Word
Example Arcane Keys: Bonfire, blown • Unique Conditions: Magically
leaves, feathers, oats, pebbles, silver ore, smoke, summoned beings are all natives
stones unless an arcane key is used (see page 82).
Traits: Upper outer plane with three
layers and Alignment (Chaos, Good). Layers
Bytopia has two layers which are
• Diminished: Affliction, Necromancy, connected by their mountain peaks.
Shadow Dothion (1st layer): This serene
• Suppressed: Air (E), Artifice, Blessing, land is dedicated to pastoral industry.
Divination, Foresight, Weather, Word Communities are based around small towns
• Unique Conditions: Inhabitants with 1 or with their own militia and council.
more skill ranks in Survival temporarily Shurrock (2nd layer): This land is
receive the Pathfinder Basics (Forest/ rough and stormy, with deep woods serving as
Jungle) feat while on the plane. Magically home to hidden beasts and monsters. Plenty
summoned beings are all natives unless of ore makes sure that mining, smelting,
an arcane key is used (see page 82). quarrying are the most frequent trades. All
spell Elements / Energies are enhanced here
Layers (casters must still first use an arcane key).
The Beastlands has three layers.
Krigala (1st layer): This is a place of Carceri
continual noon where predators hunt hiding in Carceri is a place of exiles, where all
the thick jungles and savannahs. Gentle rains those defeated and banished plot their sweet
occur once per day allowing some measure revenge. The plane is called a six-fold realm
of time passing. Fire (E) and Light (E) spells because its six layers are nested one inside the
are enhanced here but Darkness (E) spells are other. This is the spiritual home of those that
diminished. held crime high in regard but were punished.
Brux (2nd layer): This is a place of Adjacent Planes: The Abyss, Astral
perpetual dawn (or dusk). The sky is always Plane (only on Othrys), the Gray Waste, the
filled with half-light competing with the silver Outlands
trace of a moon. Example Arcane Keys: Caster’s
Karasuthra (3rd layer): This is the land blood, farastu’s thigh bone, lead necklace,
of night where stars outshine the moon. Fire lodestone
(E) and Light (E) spells are diminished here but Traits: Lower outer plane with six
Darkness (E) spells are enhanced. layers and Alignment (Chaos, Evil).

Bytopia • Enhanced: Energy, Force, Weather


Bytopia is a pair of layers filled with • Suppressed: Artifice, Blessing,
mountains, streams, forests, meadows and hard- Divination, Foresight, Healing, Word
working souls. Visitors can look up and see
the other layer through the distant haze of the Layers
atmosphere. Good, hardworking, and civilized Carceri has six layers, each nested
souls end their journey here. inside the other.
Adjacent Planes: Astral Plane (only Othrys (1st layer): This is a world of
on Dothion), Elysium, Mount Celestia, the vast bogs and quicksand fed by the river Styx.
Outlands This war-ravaged landscape is crossed only by
Example Arcane Keys: Building fire, spotted ranges of mountains.
handmade items crafted on Bytopia, shoveling Cathrys (2nd layer): This is fetid
earth jungle and scarlet planes where plants ooze
Traits: Upper outer plane with two layers acid and plains are filled with razor grass.
and Alignment (Good, Order). Minethys (3rd layer): This is a
crimson desert whose harsh winds can strip
• Enhanced: Healing meat from bones. Air (E) spells are enhanced
• Suppressed: Affliction, Air (E), Artifice, here.
Blessing, Darkness (E), Divination , Colothys (4th layer): This is a

Chapter 7: Planes 249


mountainous world with canyons miles deep. settlements exist here on rocky spurs
Earth (E) spells are enhanced here. above the level of the swamps, many with
Porphatys (5th layer): This is a cold, a cathedral-like lighthouse, which directs
shallow ocean fed by acidic black snow. The travelers through the mists to safety.
snow burns unprotected inhabitants for 1d6 Thalasia (4th layer): This is a sea
points of acid damage each minute. Ice (E) and dotted with small islands and undersea
Water (E) spells are enhanced here and Fire (E) realms. Here the River Oceanus starts its flow
spells are diminished. though the other layers. Water (E) spells are
Agathys (6th layer): This is the enhanced here.
coldest layer, with half-frozen natives trapped
in black-red ice. Very low temperatures freeze Gehenna
inhabitants and deal subdual damage every hour Gehenna is a void filled with four
(see Fantasy Craft page 215). Ice (E) and Water great volcanoes, shuddered only by vicious
(E) spells are enhanced here and Fire (E) spells eruptions. The volcanoes are connected at the
are diminished. base. This is the spiritual home of those that
value ends over means and exploitation of
Elysium others more than themselves.
Elysium is a place of fertile richness and Adjacent Planes: Astral Plane (only
natural beauty where natives live in peaceful on Khalas), Baator, the Gray Waste, the
repose and freedom. This is the destination of Outlands
the souls who sought always to further the cause Example Arcane Keys: Skull of
of good without regard to order or chaos. a someone slain in anger, warm obsidian,
Adjacent Planes: Astral Plane (only on yagnaloth’s fingerbone
Amoria), the Beastlands, Bytopia Traits: Lower outer plane with four
Example Arcane Keys: Abacus, layers and Alignment (Evil, Order).
lodestone, ruler, small toys, twigs, whistles.
Traits: Upper outer plane with four • Diminished: Charm, Healing, Nature
layers and Alignment (Good). • Enhanced: Affliction, Energy, Force,
Necromancy, Shadow, Weather
• Suppressed: Affliction, Necromancy, • Suppressed: Artifice, Blessing,
Secrets, Shadow Divination , Foresight, Word
• Unique Conditions: Magically summoned • Unique Conditions: Magically
beings are all non-natives unless an arcane summoned beings are all natives
key is used (see page 82).Undead suffer 2d6 although they are under the caster’s
points of lethal damage per round here. control for the spell’s Duration.
Arcane keys do not work for characters An arcane key enables the caster to
with Evil as one of their Alignment summon non-natives but they are not
choices and they can never reach their under his control.
destination here.
Layers
Layers Gehenna has four layers, each a
Elysium has four layers. volcano drifting in the void.
Amoria (1st layer): This is an Khalas (1st layer): This is the
untroubled land of meadows separated by gentlest of four furnaces. Here visitors
gentle woods. The hospitable layer closely can see Chamada far in the distance,
resembles the Prime Material Plane with many resembling a bloody moon. Unprotected
town settlements along the banks of the River inhabitants and objects take 1d2 points of
Oceanus. It has very mild seasons, with gentle fire damage each round. Fire (E) and Earth
winters and comfortable summers. (E) spells are enhanced here.
Eronia (2nd layer): This is a Chamada (2nd layer): This is
mountainous place with big waterfalls and a savage place where the orange glow of
jagged peaks. The weather is much more severe magma blots out the sky. The poisonous air
with violent windstorms and lightning being is pushed before the rivers of lava that fall
common. The seasons are more extreme with down the slopes. Unprotected inhabitants
bitter winters and hot summers. Weather (E) and objects take 1d6 points of fire damage
spells are enhanced here. each round. Fire (E) and Earth (E) spells
Belierin (3rd layer): This is a marsh are enhanced here but Water (E) spells are
free of pestilence and pesky insects. A few countered.

Planescraft (First PLAYTEST) 250


Mungoth (3rd layer): This is a place Layers
where ash and acidic snow form dangerous The Gray Waste has three layers.
avalanches. Unprotected inhabitants and Oinos (1st layer): This is a place of
objects take 1d3 points of acid damage stunted trees and virulent disease. A 20 mile
each minute. Fire (E) and Earth (E) spells high citadel is found here. Compass spells are
are enhanced here but Water (E) spells are countered.
countered. Niflheim (2nd layer): This place is
Krangath (4th layer): This is a dead free of the disease that sweeps over Oinos.
volcano, a place where everything is silent Thick mist hangs around tall pines. Compass
and dead. Natives dwell beneath the frozen spells have 75% chance to be countered.
surface, hoping to warm themselves lower. Pluton (3rd layer): This is a contrast
Very low temperatures freeze inhabitants of Mount Olympus, a world where fallen
and deal subdual damage every hour (see tyrants and vain heroes end their journeys.
Fantasy Craft page 215). Air (E) and Water (E) Compass spells have 75% chance to be
spells are enhanced here but Fire (E) spells are countered.
countered.
Limbo
The Gray Waste Limbo is a soup of everything and
Gray Waste is a land where evil is so anything found on the planes. The constant
great that colors fade into gray shades. This motion and change affects everything,
doesn’t seem to bother fiends which wage especially the landscape, which can shift
Blood War here. Natives are lost, living in unpredictably and randomly rolls over upon
eternal despair seeking but never finding sun itself like liquid.
and the stars. This is the spiritual home of A few places in Limbo are stable
utterly vicious and devoid of all love, those that enough for normal travel. This is the spiritual
appeal to others through vanity, lust, greed, and home of creative souls, those that prized self-
cynicism. expression and freedom above all.
Adjacent Planes: Astral Plane (only on Adjacent Planes: Astral Plane,
Oinos), Carceri, Gehenna, the Outlands Pandemonium, the Outlands, Ysgard
Example Arcane Keys: Small mirror, Example Arcane Keys: Balancing
stone plucked from the petitioner’s mouth dagger, blown smoke ring, dissolving salt,
Traits: Lower outer plane with three risky destruction, spinning coin. The arcane
layers and Alignment (Evil). keys always change here.
Traits: Middle outer plane with one or
• Countered: Color-based magic (e.g. Color more layers and Alignment (Chaos).
Spray)
• Enhanced: Affliction, Necromancy, • Enhanced: Air (E), Darkness (E),
Shadow Earth (E), Fire (E), Ice (E), Light (E),
• Suppressed: Artifice, Blessing, Charm, Lightning (E), Silence (E), Sonic (E),
Divination, Foresight, Healing, Nature, Water (E)
Word • Unique Conditions: All spells require
• Unique Conditions: Once per week, two successful Spellcasting checks
inhabitants must succeed at a Will unless an arcane key is used (see page
save (DC 15) or be overcome with 82). If one of them fails, a wild magic
despair and no desire to leave. Unless surge occurs (see Fantasy Craft page
saved by others, they turn into larvae 326). Critical success or critical failure
in 1d6 months. Summoning spells can require only one check to occur
bring beings of any XP value but only though. Shaping Limbo’s environment
from the first layer. Summoned beings into a safe zone requires a successful
remain under the caster’s control for the Concentrate check and a full-round
spell’s Duration. An arcane key (see page action thereafter to maintain it. Refer
82) enables the caster to summon beings to the Table 7.2: Limbo’s Terrain
on any layer but with the XP value limit Maintenance to determine area
listed in the spell’s description and the and type of environment generated.
being will not be under the caster’s The DC may vary depending on the
control. current conditions; check the details
with your GM. If inhabitants find
themselves inside an elemental zone,

Chapter 7: Planes 251


refer to conditions of that Elemental an arcane key is used (see page 82). Water-
Plane above. Outside of any elemental breathing NPCs don’t require water
zone, the raw chaos matter deals 1d6 for sustenance. All talking NPCs
points of aligned (Chaos) subdual understand each other.
damage per round. There is a 10%
chance that each Illusion spell cast Layers
becomes real. Mechanus has no layers but the best
• Wild Magic: The Sorcery (Wild Magic) know realm is Regulus which is supervised by
campaign quality is in effect all the time modrons, bizarre creatures grouped by strict
on Limbo (see Fantasy Craft page 326). hierarchy.

Layers Mount Celestia


Sages cannot agree on a number of Mount Celestia is a place of holy
Limbo’s layers but if there are more than one, goodness, a mountain which represents
then they all look the same. the ascent of one’s soul towards the golden
radiance of mercy. This is the safest of all
Mechanus places in the multiverse.
Mechanus is a place of giant cogs that Adjacent Planes: Arcadia, Astral
hover at all angles. They turn in the rhythm Plane (only on Lunia), Bytopia, the Outlands
of cosmic heartbeat, being dead yet alive at Example Arcane Keys: Metal bowls,
the same time. The largest cogs turn so slowly metal hearts, metal stars
that the rotation is almost undetectable. This Traits: Upper outer plane with three
is the spiritual home of those who justified layers and Alignment (Good, Order).
their existence through the laws of nature and
those that could normally function only under • Countered: Illusion
authority and organization. • Diminished Wild Magic: If Sorcery (Wild
Adjacent Planes: Acheron, Arcadia, Magic) is in use, the threat and error
Astral Plane, the Outlands ranges of Spellcasting check increase
Example Arcane Keys: One-twelfth of a by 1 and when a character scores
cog marked with spell school’s sigil critical success or failure, roll 1d6-1
Traits: Middle outer plane with one layer (minimum 0) and consult Table 7.4:
and Alignment (Order). Wild Magic (see Fantasy Craft page
326).
Table 7.2: Limbo’s Terrain Maintenance
Intelligence score* Terrain radius Terrain type
1-4 10 ft. per attribute point Simple (e.g. meadows)
5-10 30 ft. per attribute point Complex (e.g. hills, streams, trees)
11-18 300 ft per attribute point 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
• Countered: Illusion, Secrets, Shapeshifting
• Countered Wild Magic: If Sorcery (Wild
Magic) is in use, it doesn’t work on this
plane.
• Suppressed: Affliction, Air (E), Darkness
(E), Earth (E), Fire (E), Healing, Ice (E),
Light (E), Lightning (E), Necromancy,
Shadow, Silence (E), Sonic (E), Water (E)
• Unique Conditions: Magically summoned
NPCs with Alignment (Order) are under
caster’s control for the spell’s Duration.
Artifice, Blessing, Divination, Foresight,
and Word spells cast by a caster with
Alignment (Chaos) are countered unless

Planescraft (First PLAYTEST) 252


• Enhanced: Healing
• Suppressed: Affliction, Air (E), Artifice, Mertion (5th layer): This is the
Blessing, Darkness (E), Divination, Earth Platinum Heaven where sky burns bright
(E), Fire (E), Foresight, Ice (E), Light above the huge fortresses. It is said that the
(E), Lightning (E), Necromancy, Shadow, natives were all paladins in their former lives.
Silence (E), Sonic (E), Water (E), Word Undead suffer 1d6 points of lethal damage
• Unique Conditions: Spellcasting check per round here.
error ranges for casters whose Alignment Jovar (6th layer): This is the
choices do not consist of both Order Glittering Realm where sky and hills glow
and Good increase by 4. Magically with the sparkling fire of colorful gems.
summoned beings obey casters unless Chronias (7th layer): This is the
the caster’s Alignment choices consist of Illuminated Heaven where the goodness takes
Chaos or Evil. action against all its visitors depending on
the choices they made so far. There is no real
Layers account or description of this layer, as no one
Mount Celestia has seven layers, one that has entered has ever returned.
above the other.
Lunia (1st layer): This is the Silver The Outlands
Heaven, an innocent land of gentlest summer The Outlands is a central plane,
night filled with stars and moonlight. The the one that touches all other planes. An
lowest layer is surrounded by vast Silver Sea of infinitely high spire is in the center, above
holy water and shining cities of white stone. which floats the city of Sigil. The land,
Mercuria (2nd layer): This is the varied with prairies, towering mountains and
Golden Heaven, a place where glistening castles shallow, twisting rivers, is wild and scarcely
are filled with winged natives - the archons. A populated. Souls that maintained status quo
mysterious golden light permeates everything in their lives end their journey here.
here. The layer is also known for its great tombs Adjacent Planes: Astral Plane, all
and monuments to noble warriors who now rest Outer Planes
on this layer. Example Arcane Keys: Gem, glowing
Venya (3rd layer): This is the Pearly stone, live or dead insect, razorvine leaf
Heaven, a lush and fertile land of meadows Traits: Middle outer plane with one
and moors, although somewhat colder than the layer and no Alignment.
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.

Table 7.3: Magic on the Outlands


Layer Ring Spell Effects Other Effects
1st 9th - -
2nd 8th 9th-level spells are countered -
3rd 7th 8th-level spells are countered -
4th 6th 7th-level spells are countered Natural spells are countered
Attribute, life, and soul draining extraordinary attacks are unavailable, Illusion
5th 5th 6th-level spells are countered
spells are countered without an arcane key
6th 4th 5th-level spells are countered Poison has no effect

7th 3rd 4th-level spells are countered Abilities of demigods are unavailable, no conduits may reach this layer
Abilities of lesser gods are unavailable, connections to the Astral Plane cannot
8th 2nd 3rd-level spells are countered
be made
9th 1st 2nd-level spells are countered Abilities of intermediate gods are unavailable
10th Spire All magic is countered Abilities of all gods are unavailable

Chapter 7: Planes 253


• Suppressed: Affliction, Air (E), Darkness that point on. This condition can be
(E), Earth (E), Fire (E), Healing, Ice (E), cured only by Blessed Forgetfulness (see
Light (E), Lightning (E), Necromancy, page 62) or Wish III spells.
Shadow, Silence (E), Sonic (E),
Water (E). Artifice, Blessing, Calling, Layers
Divination, Foresight, and Word are only Pandemonium has four layers.
suppressed if they access the Inner Planes. Pandesmos (1st layer): This is a
• Unique Conditions: Refer to Table 7.3: complex of large caverns and tunnels where
Magic on the Outlands for spell and powerful winds test everyone they encounter.
other effects depending on the layer. The river Styx starts its flow here through the
Lower Planes.
Layers Cocytus (2nd layer): This is a place
The Outlands has 10 layers (e.g. rings) of narrower tunnels but the wind is even
seamlessly connected into a single land. worse, breaking even the strongest minds.
Phlegethion (3rd layer): This is a
Pandemonium realm of dark where rocks absorb light and
Pandemonium is the least hospitable to heat. Visitors orient themselves by the sound
visitor’s sanity. The twisting, infinite complex of dripping water.
of caverns is filled with blasting screams and Agathion (4th layer): This is a place
howling winds. This is the spiritual world of where no tunnels exist, but only separate
lawless madmen that cared nothing for the closed-off spaces with stale air and vacuum.
wellbeing of others. Entry to these pocket areas sounds impossible
Adjacent Planes: The Abyss, Astral with each space having one portal in and out
Plane (only on Pandesmos), Limbo, the and some no portals at all.
Outlands
Example Arcane Keys: Stone flutes, Ysgard
stone jugs, stone whistles Ysgard is a void where rivers of earth
Traits: Lower outer plane with four carry “earthbergs” with them, continent-sized
layers and Alignment (Chaos, Evil). chunks of stone. Natives love to clash blades
for there is nothing more glorious than to fall
• Ambient Light: None (see Fantasy Craft page in the battle like a hero. This is the spiritual
218) home of rowdy, generally good-natured types
• Ambient Noise: Extreme (see Fantasy Craft who valued physical prowess and good times
page 218) above all.
• Enhanced Wild Magic: If Sorcery (Wild Adjacent Planes: Astral Plane (only
Magic) is in use, the threat and error on Ysgard, the 1st layer), the Beastlands, the
ranges of Spellcasting check increase by Outlands, Ysgard
3 and when a character scores critical Example Arcane Keys: Kennings,
success or failure, roll 1d6+1 (if 7, roll runes
again and apply both results) and consult Traits: Upper outer plane with three
Table 7.4: Wild Magic (see Fantasy Craft layers and Alignment (Chaos, Good).
page 326).
• Suppressed: Artifice, Blessing, Divination, • Countered: Weather
Fire (E), Foresight, Healing, Light (E), • Enhanced: Artifice, Blessing, Divination,
Silence (E), Sonic (E), Word Foresight, Word
• Unique Conditions: Actions that require • Enhanced Wild Magic: If Sorcery (Wild
concentration fail due to winds unless Magic) is in use, the threat and error
inhabitants succeed at a Concentrate ranges of Spellcasting check increase
check (DC 20). The GM may spend by 3 and when a character scores
action dice to increase the wind’s critical success or failure, roll 1d6+1
strength where appropriate (see Fantasy (if 7, roll again and apply both results)
Craft page 369). If exposed to the and consult Table 7.4: Wild Magic (see
howling winds, inhabitants suffer 4d6 Fantasy Craft page 326).
points of stress damage and 4d6 points • Suppressed: Affliction, Air (E),
of bang damage per hour. If they lose Compass, Conversion, Creation,
consciousness due to this damage, they Darkness (E), Earth (E), Fire (E),
act as if under the effect of Insanity I Healing, Ice (E), Light (E), Lightning
spell (see Fantasy Craft page 134) from (E), Necromancy, Shadow, Silence (E),

Planescraft (First PLAYTEST) 254


Sonic (E), Water (E) 3 and when a character scores critical
• Unique Conditions: Magically summoned success or failure, roll 1d6+1 (if 7,
beings are all natives unless an arcane key roll again and apply both results) and
is used (see page 82). consult Table 7.4: Wild Magic (see
Fantasy Craft page 326).
Layers • Suppressed: Air (E), Compass,
Ysgard has three layers. Conversion, Creation, Darkness (E),
Ysgard (1st layer): This is a place where Earth (E), Fire (E), Ice (E), Light (E),
the top of Ygdrassil the world Ash is located. Lightning (E), Shadow, Silence (E),
The underside of the earthbergs burns with fire Sonic (E), Water (E)
and molten rock. • Unique Conditions: Living creatures
Musppelheim (2nd layer): This is a don’t need to breathe and require
place where the “earthbergs” are turned upside only 1 common meal per day. Their
down and the land burns with hot flame. Fire attribute scores are substituted as
(E) spells are not suppressed here. follows: Strength with Intelligence and
Nidavellir (3rd layer): This is a Dexterity with Wisdom. Their Base
subterranean place where rivers are very close Speed becomes 30 feet per Intelligence
one to another and because of this, the layout of score and non-natives take a -2
the caverns changes quickly. penalty on attack rolls and the attack
roll error ranges increase by 2. Hurled
and Ranged weapon range increments
Prime Material Plane are doubled. Magic items with Charm:
There is only one Prime Material Plane, (Greater) Storage do not function.
which contains many different worlds filled Everything radiates magic, Casting
with humans, pechs, drakes, elves, dwarves, Time cannot exceed 1 full round, and
and others. Those persons coming to the other Area is increased by 50%. Nothing
planes of existence from the Prime are referred ages or decays because time doesn’t
to as “primes” themselves. They are often pass here. However, once a character
treated as “clueless” and inferior by the planar abandons the Astral Plane, time
elitists. catches up with him (20-year-old that
Adjacent Planes: Ethereal and Astral spend 50 years on the Astral would
Plane become a 70-year-old once he leaves.)
Example Arcane Keys: None.
Traits: Prime Material Plane
Ethereal Plane
The Ethereal Plane envelops all Inner
Transitive Planes Planes and connects them to the Prime
Material. This deep ocean of mist is made of
Astral Plane boundless possibilities where dreams might
The Astral Plane is an endless silvery sky become real. The Prime Material is visible
which connects the Prime Material Plane with from the Ethereal Plane, but it appears fuzzy,
the Outer Planes. On this plane of thought, muted and indistinct, its colors blurring into
occasional bits of solid matter can be found, each other.
such as a dead god’s petrified body. This plane Adjacent Planes: The Prime Material,
acts as a museum of the multiverse, housing all Inner Planes
discarded ideals and ideologies. Those that are Example Arcane Keys: Small disks of
intellectually strong are most comfortable here stable protomatter
of all the planes. Traits: Transitive plane
Adjacent Planes: The Prime Material,
all Outer Planes (only on 1st layer) • Ambient Light: Dim (see Fantasy Craft
Example Arcane Keys: Mental exercises, page 218)
states of mind • Countered: Artifice, Divination, Word
Traits: Transitive plane • Diminished: Glory, Seals, Warding
• Enhanced: Illusion, Secrets,
• Diminished: Blessing, Calling, Foresight, Shapeshifting
Illusion, Secrets, Shapeshifting • Suppressed: Blessing, Calling, Earth (E),
• Enhanced Wild Magic: If Sorcery (Wild Foresight, Water (E)
Magic) is in use, the threat and error • Unique Conditions: Created matter is
ranges of Spellcasting check increase by virtually weightless and there is a 5%

Chapter 7: Planes 255


chance that Illusion spells become real.
If an arcane key is used, all spells increase
their Casting Time by an additional half-
Chapter 8:
action. Playtesting
To be honestly blunt, we want to hear
your feedback. Our rules are not yet finalized
and we’re 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 you’ve 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.

Planescraft (First PLAYTEST) 256


Chapter 7: Planes 257
their histories. (H:tBW)
APPENDIX: • The fiends learn about the powers.
(H:tBW)
Timeline • Gods of Chaos and Law begin to
meddle in the Blood War until a power
• The Beginning – The Multiverse is of Chaos is slain and the surviving
formed. (H:tBW) gods decided to take more subtle
• The baernaloths stagger forth from the actions. (H:tBW)
mists of creation. (H:tBW) • Mask of the Pit happens, as tanar’ri
• The baernaloths spawn the yugoloths. forces attempt to disguise themselves
(H:tBW) as baatezu and infiltrate the baatezu
• The River Styx forms. (H:tBW) camp. They fail miserably. (H:tBW)
• A baernaloth named Apomps creates the • The Four-Cross. Bel turns stag on the
gehreleths from dead yugoloths and is baatezu, joining forces with tanar’ri,
exiled with the gehreleths into Carceri. then rejoining the baatezu, only turn
(H:tBW) stag on his kind again for a year and
• The first ultroloth, the General of a day, when he leads the tanar’ri into
Gehenna, creates the Heart of Darkness a long planned baatezu ambush,
to expunge the taint of law and chaos crippling the chaotic fiends for almost
from the yugoloths which become the a decade. Bel is awarded Avernus, the
larvae of the lower planes. (H:tBW) first layer of Baator. (H:tBW)
• A creature called the Maeldur Et Kavurik • After millennia, spirits begin appearing
is told the true names of all the larvae. from the Prime Material Plane. On
(H:tBW) the Lower Planes, they take the form
• The larvae migrated to the Abyss and of larvae, which the baatezu learn to
Baator to evolve into the tanar’ri and metamorphosize into new members of
baatezu. (H:tBW) their kind. (H:tBW)
• The baernaloth disappear, and the • The Empire of the Brain Fiends
ultroloths become the leaders of the comprised many prime worlds, the
yugoloths. (H:tBW) Ethereal and the Astral Plane. The
• The baatezu begin to explore the planes, Blood War pauses as the powers of the
eventually discovering the tanar’ri in the Outer Planes turn to face the brain
Abyss; as the tanar’ri stumble into Baator fiend menace. (GttAP)
and find the baatezu. (H:tBW) • An enslaved human woman called
• The Blood War begins. (H:tBW) Gith (named after her prime world of
• The arcanaloths hire themselves out origin) led a revolt against the brain
to either side of the Blood War, and fiends and freed her mutated people,
betraying both. (H:tBW) shattering the Empire of the Brain
• The Lords of the Nine and the Princes Fiends. (GttAP)
of the Abyss (the Abyssal Lords) rise in • The man Zerthimon spoke out against
power. (H:tBW) Gith’s campaign of genocide for
• The baatezu and tanar’ri discover the the brain fiends, plunging the freed
upper planes and the celestials. (H:tBW) humans into civil war. (GttAP)
• The celestials swoop down on the Lower • With Zerthimon killed in the civil
Planes and the Blood War in a yearlong war, his followers retreated to Limbo
campaign. (H:tBW) in defeat, becoming the githzerai.
• A truce is called by the fiends as they (GttAP)
rout the celestials back to the Upper • Gith led her armies into the Astral
Planes, leaving only 3000 alive. (H:tBW) plane to become the githyanki, “The
• A schism forms in the celestial on how Children of Gith.” (GttAP)
to proceed, forming the archons and the • A wizard named Vlaakith begins
aasimon. (H:tBW) counseling Gith to become allies with
• Concurrently yet separately, the baatezu, Tiamat in Baator. She never returns,
tanar’ri, and yugoloths begin recording but Ephelomon, the red dragon

Planescraft (First PLAYTEST) 258


consort of Tiamat, visits the githyanki o Fell, a dabus, becomes a priest
and claims Gith has placed Vlaakith in of Aoskar. (DttU, U:FoS)
command, sealing the pact between the o The Lady of Pain destroys the
Children of Gith and red dragonkind. church of Aoskar (Power of
(GttAP) Portals, God of Doors, Keeper
• The fiends discover Sigil and the Lady of of Gateways) and his head
Pain. (H:tBW) priest Imendor, resulting in
• The first battle over the Field of Nettles. closing of the portals that will
(H:tBW) become known as the Four
• The fiends begin corrupting the Prime Doors. (DttU, ItC:GtS)
Material Plane. (H:tBW) o Chronepsis, Draconic god of
• The Dark Eight form on Baator to death, fate, and judgment,
deal with morale lowered by tanar’ri imprisons his proxy black
infiltrators. They take over the planning dragon Argathorn on
process of the Blood War. Of the original Thuldanin, in Acheron. (DttU)
eight, only Baalzephon and Fucas still • -2864 The Great Modron March
live. (H:tBW) Begins (GMM)
• The Maw, a massive crevice down the • -2575 The Great Modron March
center of the Gray Waste, opens and Begins (GMM)
swallows a yugoloth fortress. It is now • -2372
called the Ghoresh Chasm. The second o The Four Doors open,
baatezu/tanar’ri truce forms and soon discovered by the Populace.
disintegrates. (H:tBW) Warp Sense spell does not seem
• The Lady of Pain entraps the soul of an to work on them. (DttU)
immortal mage in the Labyrinth Stone o The First Door appears in the
and casts it from Sigil into the Lower second floor room on Gray
Planes. (FW) Dragon Lane in the Clerk’s
• -10000 The human which will become Ward. (DttU)
the Nameless One is born. (PS:T) o The First Door leads to a
• -9870 The greatest mage in all of Sigil, hallow cube on Acheron’s
Shekelor, leaves Sigil and begins a quest second layer, Thuldanin.
for the Labyrinth Stone that leads to (DttU)
Agathion, third layer of Pandemonium o The Second Door appears in
and ends with his death. (FW, ItC:GtS) the Lower Ward, inside the
• -4020 The Great Modron March Begins Shattered Temple. Fargullen
(GMM) passes through to a sealed vault
• -4000 The prime world of Logicus is on Agathion, in Pandemonium.
destroyed and its crystal sphere sealed. (DttU)
(DttU) o The Third Door appears in
• -3873 A portal opens up in the Slags of Market Ward which leads to
the Hive and The Blood War spills into the sealed crystal sphere of the
Sigil for six weeks. (ItC:GtS) prime world of Logicus. (DttU)
• -3731 The Great Modron March Begins o The Fourth Door appears in the
(GMM) Lady’s Ward and leads to the
• -3442 The Great Modron March Begins 4th level reality realm of the
(GMM) mercurials, Beldarri, on Mount
• -3387 A group calling themselves the Celestia. (DttU, RL:tNL)
Champions of Rajaat begin the Cleansing o 2 months after opening, the
Wars on the prime world of Athas Four Doors close. (DttU)
(Priest’s Contemplation of the 144th • -2325 The orc god Gruumsh slays
King’s Age). (FM) the Mulhorand deity Re (-1071 DR).
• -3153 The Great Modron March Begins (FR:CS2)
(GMM) • -2286 The Great Modron March
• -2872 Begins (GMM)

Chapter 1: Hero 259


• -2000 Lich Skall lays foundations for the • -872
Dustmen faction. (FM) o The Four Doors open (DttU)
• -1997 The Great Modron March Begins o An unnamed Abyssal Lord
(GMM) sends a retriever through the
• -1872 Second Door. (DttU)
o The Four Doors open (DttU) o A mercurial named Lathuraz
o Fargullen the dwarf emerged from enters Sigil through the Fourth
the Second Door and spreads Door from the 4th level of
prophecies about some future age reality (DttU, RL:tNL)
and fed to the Wyrm. (DttU) o Zarulaz follows his brother
o 2 months after opening, the Four Lathuraz through the Fourth
Doors close (DttU) Door to Sigil. (DttU)
• -1708 The Great Modron March Begins o 2 months after opening, the
(GMM) Four Doors close (DttU)
• -1504 Dregoth, undead dragon sorcerer- o Lathuraz travels the planes
king, discovers the planar gate. After a and prime gaining power while
decade of research, he uses the device to Zarulaz remains in Sigil. (DttU)
travel the Outer Planes of existence for • -855 The Fraternity of Order is
the next 15 centuries (Githany’s Slumber organized into a Faction. (FM)
of the 170th King’s Age). (DS:CbtSS) • -839 The Great Modron March Begins
• -1417 The Great Modron March Begins (GMM)
(GMM) • -770 The Planewalker’s Guild is
• -1398 The Battle of Mount Deismaar formed in Sigil, established before
on the prime world of Aebrynis slays most of the Factions that survive the
that worlds powers, spilling their blood Great Upheaval. (TftIS)
across the land of Cerilia. Their prime • -573
proxies took their place: Haelyn replaces o The first records of the
Anduras, Erik replaces Reynir, Sera Revolutionary League are
replaces Brenna, Avani replaces Basaia, made by factol Jaretta of the
Kriesha and Belinik replace Azrai, Nesirie Fraternity of Order. (FM)
preplaces Masela, and Rournil replaces o A group of bloods from Sigil
Vorynn (515 Masrtian Reckoning/0 travel to Pelion to investigate
Haelyn’s Count/-973 Michaeline the remains of an ancient
Reckoning). (BR:CS, OHG) temple. (DG)
• -1372 • -550 The Great Modron March Begins
o The Four Doors open (DttU) (GMM)
o 2 months after opening, the Four • -542 Nycaloth-led Army of Darkness
Doors close (DttU) assaults Myth Drannor on the prime
• -1128 The Great Modron March Begins world of Abeir-Toril. (712 DR).
(GMM) (FR:CS2)
• -800 The Revered Queen, Vlaakith • -540 Myth Drannor falls to the Army
CLVII ascends to the throne of the of Darkness. (710 DR). (FR:CS2)
githyanki in the fortress of Tu’narath. • -500
She becomes a lich, and therefore cannot o The Great Upheaval (FM, FW)
sire heirs. (GttAP) o The 49 factions are ordered by
• -875 The Arcane sell the Astromundi the Lady to number no more
Cluster to the tanar’ri, and begin than 15, and must take up
collecting shadowstone to power the positions in governing the city
Darkgate. (SJ:tAC) of Sigil. (FM)
• -873 Vartus Timlin, factol of the o They are: Athar, Bleak Cabal,
Expansionists, is mazed by the Lady of Believers of the Source,
Pain after 12 factols congregate in the Communals, Doomguard,
Catacombs near the portal to the Dabus’ Dustmen, Fated, Free
realm. (WoW, ItC:GtS) League, Fraternity of Order,

Planescraft (First PLAYTEST) 260


Incanterium, Mercykillers, Doors close (DttU)
Revolutionary League, Society • -370 Duke Rowan escapes the Lady
of Sensation, Sign of One, of Pain’s Mazes to find himself in
Transcendent Order. (PS:CS, FM, the past in the Gatehouse. The Bleak
DG). Cabal imprison him as a barmy and
o Within 2 weeks, 34 factions rename him Gifad. (FW)
disband, merge, or vacate Sigil. • -344 Traban, founder of Traban’s
(FM) Forge, is born on the prime world of
o The Sodkillers and Sons of Mercy Krynn. (ItC:GtS)
merge to become the Mercykillers. • -271
(FM) o The Demiplane of Dread
o Free League memberships swells appears in the Ethereal Plane
to almost 1 million registered (Year 351). (RL:DoD)
members. (FM) o Zapan joins the Dark Eight
• -474 The Doomguard start a street war taking the council’s Immortal
while the factions are struggling for Relations duties. (H:tBW)
direction. (FW) • -270 The Planewalker’s Guild leaves
• -470 Members of the swollen Free Sigil and sets up operation on the
League ranks begin to simply die. (FM) Infinite Staircase. (TftIS)
• -450 Membership in the Free League • -261 The Great Modron March Begins
dwindles down to 20.000 by a plague (GMM)
that only affected Indeps. (FM) • -218 The dwarven blacksmith
• -373 The Harmonium is founded on Traban’s grandson, Tarholt, is born on
the prime world of Ortho. They will the prime world of Krynn. (ItC:GtS)
eventually come to Sigil and replace the • -185 Trabanson is born the middle
Communals as a true Faction. (FM, PH) son to the dwarven blacksmith
• -372 Traban on the prime world of Krynn.
o The mercurial Zarulaz hires bloods (ItC:GtS)
to defeat his brother Lathuraz by • -172 Zaebos takes his place among the
collecting artifacts. Estavan of the Dark Eight in charge of promotion/
PTC is one of them. (DttU) demotions. (H:tBW)
o The Four Doors open (DttU) • -171 Orcus curses the city of Moil
o Lathuraz wounds Zarulaz with on the prime world of Ranais to sleep
the hyper reality blade Sword of until the sun rises, the rips the city
Lathuraz, keeping the bloods from from it world and casts it into the
opening the Fourth Door. Zarulaz Ethereal to become the City that
stays behind beyond the Second Waits. (DG, GttEP, GH:RttToH)
Door. (DttU) • -74 A cornugon baatezu named
o Lathuraz is defeated by Zarulaz’s Kas’rarlin met and fell in love with
bloods and trapped behind the a tanar’ri succubus called Chiryn
Third Door. (DttU) during a raid in the Abyss. Realizing
o A Nonaton modron enters the their incompatibility, they agreed to
Third Door to Logicus and send messages via courier once a year.
becomes their Logicus Prime. (WoW)
(DttU) • -73 A group of ten unknown
o Zarulaz’s bloods hide the artifacts, merchants fund Chirper’s. (ItC:GtS)
the Rod of Mercury behind the • -23
First Door, the Cloak of Trapping o The Ragers, a sect from Ysgard,
behind the Second Door, and the begins building the Great
manacles of Lesser Reality behind Arena to become a faction, but
the Third Door. The Sword of are soon kicked out of Sigil.
Lathuraz is also hidden behind the (PSMCA2)
Third Door. (DttU) o Folks once known as
o 2 months after opening, the Four Xaosophiles, the Discordant

Chapter 1: Hero 261


Opposition, and the Ochlocrats • 100th Year of Factol Hashkar’s
became the Xaositects, replacing Reign Rit’ha of the Fraternity of Order
the Incanterium as a true Faction. travels to the Quasielemental Plane of
(FW) Steam and successfully communicates
• 1 Year of Factol Hashkar’s Reign with the elusive klyndesi. (PSMCA3)
Hashkar becomes factol of the • 107th Year of Factol Hashkar’s
Fraternity of Order, replacing Lariset the Reign
Inescapable. (FW) o Alisohn Nilesia is born to a
• 7th Year of Factol Hashkar’s Reign thief in the cells of the Prison.
The clan of Traban immigrates to Sigil Her mother dies in childbirth.
from the prime world of Krynn as part (FM)
of a dwarven exodus after an earthquake. o Jeena Ealy writes her first book
(InC:GtS) on the fashion trends of the
• 11th Year of Factol Hashkar’s Reign Lady’s Ward, “Hats, Hoops,
Tarholtson is born to Talholt, grandson of and Hairpins”. (ItC:GtS)
Traban the blacksmith. (ItC:GtS) • 111th Year of Factol Hashkar’s
• 28th Year of Factol Hashkar’s Reign Reign A group of adventurers from
o The Great Modron March Begins the world of Oerth travel to the
(GMM) Demonweb Pits in the Abyss in order
o The hero Rangell Farambler to assassinate Lolth. (GH:Q1)
diverts a flank of the Modron
Parade from the power Shella • 114th Year of Factol Hashkar’s
Peryroyl’s blessed orchards. Reign
(ItC:GtS) The Grand Conjunction takes place in
o The modrons sign an agreement the Demiplane of Dread (Their years
to forever follow the established 735 to 740). (RL:DoD)
roads in Hearths Faith on Mount • 115th Year of Factol Hashkar’s
Celestia. (GMM) Reign
• 47th Year of Factol Hashkar’s Reign Alisohn Nilesia applies for membership
Future taxidermist Mhasha Zakk is born. in the Red Death at age 8. Factol
(ItC:GtS) Mallin himself refuses her application.
• 58th Year of Factol Hashkar’s Reign (FM)
Utadas Tensar, founder of Tensar’s • 118th Year of Factol Hashkar’s
Employment service, is born. (ItC:GtS) Reign
• 67th Year of Factol Hashkar’s Reign o Alisohn Nilesia becomes the
Jeena Ealy, author of true-life adventure youngest Mercykiller ever,
books, is born. (ItC:GtS) joining the ranks of the Red
• 77th Year of Factol Hashkar’s Reign Death at age 11. (FM)
The Hall of Speakers pass a tax meant o The Time of Troubles takes
to relieve the starvation in the Hive. place on the prime world of
Barely a month passes before protests are Abeir-Toril, as its powers walk
filed. The tax is repealed in less than six the lands (1358 DR or 0 PR).
months. (ItC:GtS) (FR:CS2, FR:FD&D)
• 84th Year of Factol Hashkar’s Reign • 120th Year of Factol Hashkar’s
Harys Htchis is born to two tailors. Reign
(ItC:GtS, U:FoS) o Orcus, tanar’ri lord of the
• 87th Year of Factol Hashkar’s Reign undead, is slain by primes with
Imel Brustur turns a disaster into the help of Kiaransalee, a drow
financial success in the course of 3 days goddess. (H:tBW)
and 3 hours, and establishes Imel’s o Orcus’ Wand is locked away in
Happy Tongue. (ItC:GtS) Agathion, the fourth layer of
• 92nd Year of Factol Hashkar’s Reign Pandemonium. (H:tBW, DttU,
F. Moskin Faz establishes the Bronze DG)
Bezants, a moneylender. (ItC:GtS) • 122nd Year of Factol Hashkar’s

Planescraft (First PLAYTEST) 262


Reign sage on portals, is freed from
In an effort to establish herself as the imprisonment by a titan name
next royal bloodline, Trinth leads the Crius on Colothys in Carceri.
Githyanki of the Astral Plane to discover (WoW)
a way to safely breaches the Gray and o A nic’Epona named Myeral
invades Athas. She is killed on the Astral, is rescued from a king on
and the portal collapses (Silt’s Vengeance a godless prime world of
of the 190th King’s Age, or Free Year 6). Kellinon. (WoW)
(DS:BS) o Brachalis hires some berks to
• 124th Year of Factol Hashkar’s Reign travel to Plague-Mort as the
While on Acheron, Duke Rowan gate-town begins to slip into
Darkwood becomes a Prolonger. (FW) the Abyss. (WoW)
• 125th Year of Factol Hashkar’s o The Warden is spotted on the
Reign Beastlands avenging the death
o Duke Rowan Darkwood moves to of a white hart. (WoW)
Sigil. (PS:CS, FM) o A swarm of slaadi are defeated
o The tanar’ri enter the Astromundi along the River Oceanus on the
Cluster through the Darkgate to layer of Olympus in Arborea.
collect ownership of Clusterspace. (WoW)
(SJ:tAC) • 127th Year of Factol Hashkar’s
o The same day he joins the Fated, Reign
Duke Rowan Darkwood suggest o Kas’rarlin sends the same
that factol Emma Oakwright step cutters from the year before to
down and name him the new deliver another love letter to
factol. She does. (FM) Chiryn. (WoW)
• 126th Year of Factol Hashkar’s Reign o The gray slaad regains its
o Dregoth, the undead dragon stature and seeks out the cutter
sorcerer-king, returns to the prime that bested it a year and a day
world of Athas (the Friend’s ago. (WoW)
Agitation of the 190th King’s Age, o Umbra becomes appointed as
or Free Year 10). (DS:CbtSS) the One True Being. (Du #55)
o “The Factol’s Manifesto” is o The Nameless One travels
published by an unknown editor, the Planes and regains his
and is immediately banned by mortality. (PS:T)
order of the Harmonium. (FM) • 128th Year of Factol Hashkar’s
o The Doomguard form an alliance Reign
with the tanar’ri to build the o The yugoloths decide to use the
Ships of Chaos. (PoX) Maeldur Et Kavurik to strip the
o Ar’kle-mens, a red abishai fiends of their teleport ability.
baatezu, sends a group of primes (H:tBW)
into Sigil with a doomsday device o Kas’rarlin send the same bloods
that fails. (WoW) from the previous two years to
o Vartus Timlin is rescued from the rescue Chiryn from her masters.
Mazes. (WoW) (WoW)
o Kas’rarlin sends a group of berks o 1 week prior to the
to the Abyss to deliver a love reappearance of the Four
letter to Chiryn. (WoW) Doors, Garmundi starts making
o The forces of Gallus, Cra’lingen, sense. (DttU)
and Hebarlzel, pit fiend baatezu o While Estavan is away from
fight those of Riza (a marilith), Sigil, Signers break into his
and Henhar and Miirta (balor office and steal the First Door
tanar’ri) to a stand-still on a prime Ledger. (DttU)
world. (WoW) o Origax hires Balathzar James
o The spirit of Zeracuk, a dwarven to break the code in the First

Chapter 1: Hero 263


Door Ledger. (DttU) the hyper reality of Beldarri.
o Balathzar James meets with (DttU)
Lissandra the Gate-Seeker about o 2 months after opening, the
the First Door. (DttU) Four Doors close. (DttU)
o Thugs from Jerkot’s Imports • 129th Year of Factol Hashkar’s
attack Balathzar James and steal Reign
the First Door Ledger. (DttU) o Bwimb, Baron of Ooze, is slain
o Balathzar James holes up in the by Tenebrous with the Last
Healing Hovel on Thistlewind Word. (DG)
Way. (DttU) o The Tower Sorcerous reappears
o Garmundi visits Fell’s Tattoo Shop after centuries back in its
in the Market Ward and gains a original location. Three days
tattoo of Aoskar’s holy symbol. later, it disappears. (C:GC97)
(DttU) o Primus, the One and Prime
o Doors to the Unknown (DttU) of the modrons, is slain by
o Corranthol calls for Harmonium Tenebrous with the Last Word.
to have Garmundi arrested (GMM, DG)
(DttU). o The Great Modron March
o The First Door appears in the begins over 100 years too early.
offices of Balthazar James, above (GMM)
Paltry’s Pastries. The building is o Five stones come to the
owned by the PTC. (DttU) attention of the Will of One are
o Garmundi leaps through the impossible to destroy among
Second Door as it appears in the the remains of a ruined temple,
Shattered Temple. (DttU) believing them to contain the
o The Third Door appears in the essence of a dead god. (DG)
mouth of a Cortelestial as it o The brain fiend god of secrets
migrates to Sigil. (DttU) Maanzecorian is slain by
o The Fourth Door appears on the Tenebrous with the Last Word.
side of the Tower. (DttU) (DG)
o The Society of the Locked o The power of fate Camaxtli is
Door ceases it passive ways and slain by Tenebrous with the Last
becomes violent. (DttU) Word. (DG)
o 2 weeks after opening, the Society o Nekrotheptis Skorpios, proxy of
of the Locked Door destroy a Set, is slain by Tenebrous and
portal. (DttU) the power of the Last Word.
o Orgurr the Green Slaad enters the (DG)
Third Door. (DttU) o A proxy of unknown powers
o 1 month after opening, the named Everth is slain in Pelion
Society of the Locked door by Tenebrous with the Last
attempts to kill Lissandra the Word. (DG)
Gate-Seeker and Fell the Fallen o The power of wisdom and love
Dabus. (DttU) Tomeri is slain by Tenebrous
o The Logicus Prime of the prime with the power of the Last
world Logicus prophesizes through Word. (DG)
the Omenotron of the early o The Five Stone are discovered
Modron March and the return of to be carved from the husk of
Orcus. (DttU). the dead god Badir, son of Nol,
o 6 weeks after opening, Lathuraz from the Prime Material Plane.
assumes the body of Cuth Tenebrous is revealed to be the
Banthor, leader of the Society undead remains of Orcus when
of the Locked Door, killing him. the Wand of Orcus is destroyed
(DttU) and his last priest is slain in
o Lathuraz if finally destroyed in the Astral plane upon his dead

Planescraft (First PLAYTEST) 264


husk. (DG) o Day 0 – The wizard Validesu
o Haer’Dalis, a tiefling actor and discovers the Sigil spell. (FW)
Doomguard, comes to Abeir-Toril o Day 1 – Duke Rowan
with Raelis Shai’s theatre troupe. Darkwood finds the Labrynth
(BGII:SoA) Stone on the fourth layer of
• 130th Year of Factol Hashkar’s Reign Pandemonium. (FW)
o A lawful evil force known as the o Factol Rhys of the
Iron Shadow begins draining Transcendent Order abandons
the imagination from the planes Sigil for a Cipher base in
by claiming the formian city of Elysium. (FW)
Klictrik on Arborea, the human o Day 5 – Darkwood peels the
city of Bluphoril on the elemental Harmonium and Doomguard
plane of Air, the rilmani city of into thinking the other is
Sum of All in the Outlands, and planning an attack. (FW)
the kyton city of Jangling Hilter o The Lady of pain sends factol
on Baator. (TftIS) Erin Montgomery of the
o A group from the prime world of Sensates and factol Pentar of
Toril travel to the Abyss to bargain the Doomguard to the Mazes.
with Graz’zt for the freedom of (FW)
Waukeen, goddess of Luck and o Day 7 – Darkwood secretly
Fortune, his prisoner since the marries factol Alisohn Nilesia
Time of Troubles (1370 DR). of the Mercykillers. (FW)
(FR:FD&D) o Day 8 – The oldest barmy in
o A githyanki fortress in the Astral the Gatehouse, Gifad, demands
named TorNav’roc is wiped out by to see Darkwood, who ignores
psurlons. (TftIS) him. (FW)
o A group of bloods are asked to o Day 9 – The Lady of Pain
investigate the spread of the Iron banishes factol Skall of the
Shadow by the lillendi caretakers o Dustmen, the three leaders
of the Infinite Staircase. (TftIS) of the Free League, and
o The Iron Shadow-infected formian various cell leaders of the
Queen Hvix’mnac travels to the Revolutionary League to the
Spawning Stone on Limbo and Mazes. (FW)
infects it. Her absence plunges o Day 10 – The Eschaton sect
the city into chaos, resulting in its surfaces and begins prophesying
flooding. (TftIS) the doom of Sigil. (FW)
o Jazriul the hound archon begins o Duke Rowan forces Nilesia
his investigations on the spread of through a portal and
the Iron Shadow. (TftIS) o sells her to the fiends. The
o Iron Shadow-infected slaadi travel Mercykillers begin to splinter.
to the demiplane of Maelost in (FW)
the Ethereal and to the githyanki o Day 11 – The Lady of Pain
fortress TorNav’roc in the Astral. sends factol Darius of the Sign
(TftIS) of One, factol Sruce of the
o A kyton band travels to Limbo to Bleak Cabal, factol Terrance of
assassinate the githzerai Cahm’Fel. the Athar, and factol Ambar of
(TftIS) the Believers of the Source to
o Slaadi travel to the formian city the Mazes. (FW)
of Klictrik on Arborea to wreak o Day 13 – Duke Darkwood
revenge for their queen bringing records his plans to destroy
them the Iron Shadow. (TftIS) the Lady into a recorder stone
in the Sensoriums of the Civic
• Faction War timeline Festhall as Gifad the barmy
tries to escape the Gatehouse.

Chapter 1: Hero 265


(FW) TftIS Tales from the Infinite
o Day 16 – Factol Sarin of the Staircase
Harmonium is assassinated by the
Revolutionary League. (FW) WoW Well of Worlds
o Arwyn Swan’s Son announces the BGII:SoA Baldur’s Gate II: Shadows of
splinter of the Red Death into the Amn
Sons of Mercy, the Sodkillers, and
BGII:ToB Baldur’s Gate II: Throne of
the Mercykillers. (FW)
Bhaal
o The Lady of Pain banishes factol
Karan of the Xaositects to the BR:CS BIRTHRIGHT Campaign
Mazes (FW) Setting
o The Faction War begins. (FW) DS:BS DARK SUN: Black Spine
o Day 19 – The Lady of Pain sends
Duke Rowan to the Mazes.(FW) DS:CbtSS DARK SUN: City by the Silt
o Faction War ends. Factions Sea
disband and most leave Sigil. Du Dungeon
(FW) DVD Die Vecna Die!
• 1 Post-Faction War
o Haer’Dalis meets and FR:FD&D FORGOTTEN REALMS: For
accompanies the Bhaalspawn who Duty & Deity
ascends into godhood. (BG2:ToB) FR:CS2 FORGOTTEN REALMS:
o Zellor, a githyanki knight believing Campaign Setting 2nd
herself to be the re-incarnation of Edition
Gith, begins a revolt against the
GH:RttToH GREYHAWK: Return to the
Lich Queen Vlaakith from within
Tomb of Horrors
the Citadel of Gith Reborn.(VoM)
o Vecna enters Sigil and seals GH:Q1 GREYHAWK: Queen of the
himself beneath the Armory. He is Demonweb Pits
soon cast out. (DVD) RL:DoD RAVENLOFT: Domains of
Dread
RL:tNL RAVENLOFT: The Nightmare
Key Lands
C:GC97 Cutters: Gen Con 97 SJ:tAC SPELLJAMMER: The
DG Dead Gods Astromundi Cluster

DttU Doors to the Unknown VoM Vortex of Madness

FM Factol’s Manifesto
GttAP Guide to the Astral Plane
GttEP Guide to the Ethereal Plane
H:tBW Hellbound: The Blood War
ItC:GtS In the Cage: Guide to Sigil
OHG On Hallowed Ground
PH Planewalker’s Handbook
PoX Planes of Chaos
PSMCA2 Planescape Monstrous
Compendium Appendix 2
PSMCA3 Planescape Monstrous
Compendium Appendix 3
PS:T Planescape: Torment

Planescraft (First PLAYTEST) 266


also means anything impossible or hopeless,
Appendix: Cant as in, “He’ll hit the blinds if he tries lying to the
factol.”
Glossary Blood: An expert, sage, or professional
in any field. A champion gladiator can be
Addle-cove: A not-particularly friendly a blood, as can a practiced sorcerer. Calling
way to call someone an idiot, as in, “Did you hear someone a blood is a mark of high respect.
what that addle-coved wizard wanted us to do?” Also Bob: The business of cheating
a noun: “He’s an addle-cove!” someone, whether it’s of their cash, honor,
Anarchist: Another name for a member or trust. Good guides in Sigil warn a cutter
of the Revolutionary League. when someone’s bobbing him. Thieves boast
Anarch’s Guild: A sect in Limbo. The that they “bobbed a leatherhead on the street.”
members are master’s of molding Limbo’s raw Bone-box: The mouth, named because
chaos matter. Also called the Chaos Masters or of its teeth, fangs, or whatever. “Stop rattling
Groundsmen. your bone-box,” is telling a berk to lay off the
Anthill: City or town. threats or bragging.
Astral conduit: A wormhole through Box: A rogue modron that has taken
the Astral Plane connecting the Prime Material up residence in Sigil.
Plane and the Outer Planes. Brain-box: This slang refers
Athar: A faction in Sigil, also called the to a berk’s head, usually in a crude or
Lost. Its members hold that there are no true uncomplimentary way. “Go soak your brain-
powers. The local priests would like to see them box,” is a common idiom, while “He banged
get lost (see “lost”, below). his fool brain-box on it” means a berk finally
Bang around: To hang around, or spend figured something (obvious) out.
idle time in. Between adventures, bashers Brotherhood of Glory: A sect from
sometimes “bang around the Cage.” Ysgard. They say a body can prove his worth
Bar that: An almost-polite way to say only by besting others in physical challenges.
“shut up,” or “don’t talk about that.” It’s quick, to Also called Ragers or the Glory-seekers.
the point, and can be used as a warning: “Bar Brethren, the: Another name for the
that, Janos, there’s Dustmen over there.” Order of the Planes-Militant.
Bargainers: Another name for the Ring- Bub: Booze, wine, or ale - usually
givers. cheap and barely drinkable.
Barmy: Insane. As in, “The winds of Bubber: A drunk, especially if he, she,
Pandemonium’ll drive a body barmy if he stays or it has fallen on hard times. Bubbers don’t
too long.” Barmies are insane folks, especially get any sympathy from most Cagers.
those in Sigil, who’ve been “touched” by the Bullies: Another name for the
impossible bigness of the planes. Expansionists.
Basher: A neutral reference to a person Burg: Any town smaller than Sigil, in
usually (but not always) a thug or fighter. size or in spirit: at least that’s how folks from
Beggars: Another name for the Ring- Sigil see it. Other bodies don’t agree.
givers. Cage, the: A common nickname
Believers of the Source: A faction in for Sigil, used by locals. It’s derived from
Sigil, also called the Godsmen. They believe that “birdcage,” so it’s a pretty harsh judgment on
everyone’s got the potential to be a power. the place.
Berk: A fool, especially one who got Cager: A native or resident of Sigil.
himself into a mess when he should have known Canny: Smart or talented.
better. Caravan to Curst: A one-way street.
Birdcage: A cell, prison, or anything that Caretakers, the: Another name for
compares to it. the Guardians.
Bleak Cabal: A faction with despondent Case, the: The house or place where
members and a view that says life is a cutter lives. Has a positive connotation as a
meaningless. Also known as the Bleakers, the nice or decent place.
Cabal, and the Madmen. Celestial: An intelligent being native
Blinds: The dead-ends of the Mazes, it to the Upper Planes. Includes aasimon,

Chapter 1: Hero 267


archons, eladrin, guardinals, and more. Cutter: A complimentary term that
Center of the Multiverse: A place that refers to anybody, male or female. It suggests
doesn’t exist; there is no true “center of the a certain amount of resourcefulness or daring,
multiverse.” No matter where a body stands, and so it’s a lot better than calling someone
he’s at the center of things (at least from his a berk.
perspective). Dark: Anything secret is said to be
Chameleons: Another name for the dark. “Here’s the dark of it,” is a way of saying
Converts. “I’ve got a secret and I’ll share it with you.”
Chant, the: An expression that means Dead, the: Another name for the
news, local gossip, the facts, the moods, or Dustmen.
anything else about what’s happening. “What’s Dead-book: A body in the dead-book
the chant?” is a way of asking for the latest is dead. Some people have others “put in the
information on a basher’s heard. dead-book.”
Chaos Masters: Another name for the Deader: Anyone in the dead-book.
Anarch’s Guild. Defiers: Another name for the Athar.
Chaosmen: A nickname for the Dispossessed: A sect from
Xaositects. Pandemonium and Carceri. A bunch of angst-
Children of Heaven, the: Another name ridden outcasts determined to prove they
for the Order of the Planes-Militant. were right. Also called Exiles or Chippers.
Chippers: Another name for the Doomguard: A faction in Sigil that
Dispossessed. believes in entropy and decay. Also called the
Chiv: A weapon, usually something with Sinkers.
a blade. Dustmen: One of the factions of Sigil.
Ciphers: A nickname of the They believe everybody’s dead. Also called
Transcendent Order faction, used because most the Dead.
folks don’t know what they’re talking about. Exiles: Another name for the
Clueless, the: The folks who just don’t Dispossessed.
get it, usually primes. Use this on a planar and The Expansionists: A faction in Sigil
there’ll likely be a fight. Also an adjective, like over a thousand years ago. They believed that
calling someone a “clueless berk.” it was the purpose of all things to expand and
Color pool: Colored portals on the grow in strength, power, and knowledge. Also
Astral Plane that give access to the Prime as well called Bullies and Growers.
as the Outer Planes. Faction: One of the 15 philosophical
Communals: A former faction that groups that rule Sigil.
operated out of the City Provisioner’s. They Factioneer: A general term for any
declared the universal distribution and sharing faction member.
of everything. They became popular with the Factol: The leader of a faction.
destitute of the city, as they controlled the city’s Factor: One of the factol’s high-up
food storages, and that they finally gave some advisers or a body who’s dedicated his life to
political representation to the poor. The faction the faction. Usually in the highest position of
vanished after they declared that the Lady of power in a faction, and often considered for
Pain should share control of the city. the job of factol if the old one steps down or
Conies: Victims of the cony-catchers. is otherwise removed.
Converts: A sect from Limbo whose Factotum: A dedicated member of a
members join other factions or sects. Sooner faction.
than later, they then leave in order to join Faithful, the: Another name for the
yet another one and so on. Also called the Order of the Planes-Militant.
Chameleons or Turncoats. Fated, the: A faction that holds that if
Cony-catchers: Con-men, tricksters, or they’ve got something, it’s because it belongs
thieves looking for someone to peel. to them. This doesn’t always sit well with
Cross-trade: The business of thieving, others. Also called the Takers or Heartless.
or anything else illegal or shady. “A cross-trading Feeding the Wyrm: The act of
scum” is a thief who’s probably angered the executing a prisoner. Specifically, a unique
Mercykillers. type of execution carried out by the

Planescraft (First PLAYTEST) 268


Mercykillers. Merkhants.
Fiend: Primarily refers to baatezu, Great Ring, Great Wheel: The Outer
gehreleths, hordlings, tanar’ri, and yugoloths, Planes, often depicted in maps and diagrams
but sometimes includes any intelligent being (which are often misleading) as a ring. This
native to the Lower Planes (night hags, imps, also refers to their infinite size, another
quasits, and the like). allusion to the endlessness of a ring.
Fraternity of Order: A faction in Sigil, Great Road: A series of permanent,
also called the Guvners. They believe that always-active gates scattered throughout
knowing physical laws gives a cutter power over the Outer Planes. The Great Road connects
everything. Not the kind of folks to argue logic all the Outer Planes, although the gates
with. themselves are so spread out that it’s said it
Free League: A faction whose members would take many lifetimes to walk the entire
live their lives as they please, with no allegiance Great Road. A few of the gates are linked by
to others. Some folks figure that makes them paths, but most are not connected in any
untrustworthy right there, but they’re pretty way.
useful as mercenaries. Also called the lndeps. Groundsmen: Another name for the
Garnish: A bribe, as in “Give the irritating Anarch’s Guild.
petty official a little garnish and he’ll go away.” Growers: Another name for the
Gate: Another term for a portal. All gates Expansionists.
in Sigil are generally called portals. This term is Guardians: A sect from Elysium that
also used in a general sense to describe any sort mirrors guardinal society and ideals. Also
of passage between one plane and another. known as the Caretakers or Protectors.
Gate-town: A burg on the Outlands that Gully: A potential victim of a peel, a
has a gate to another Outer Plane. Each plane gullible sod.
has one gate-town, and the town often has the Guvners: Another name for the
same basic appearance, outlook, and attributes Fraternity of Order.
as the inhabitants, architecture, and terrain of Hardheads: Another name for the
the corresponding plane. Harmonium.
Ghost: A prime who visits the planes Harmonium: A faction of the planes,
via astral spell. Since it involves little physical also called the Hardheads. Its slogan could
risk on the prime’s part, it’s often considered be, “Do it our way or no way.”
cowardly and even distasteful by planars (the Heartless, the: Another name for the
prime hasn’t even deigned to come to the planes Fated.
with his actual body). The term “cord babies” is Hidden Hand, the: Another name for
also used, though less frequently. the Merkhants.
Give ‘em the laugh: To escape or slip High-up: Powerful. This refers to a
through the clutches of someone. Robbing a spell, position, or anything else with plenty
tanar’ri and not getting caught is giving it the of power that can theoretically be measured.
laugh. Also a person of money and influence.
Give the rope: What happens to Factols, for example, are high-ups. It’s bad
condemned criminals who don’t manage to give form to call one’s self this; it’s a phrase others
the law the laugh. Usually thieves are the only bestow.
folks who use this term. Hipped: Stranded. “Hipping the rube”
Go to the Mazes: A idiomatic curse means stranding someone by sending him
meaning “go away” and wishing a terrible fate through a one-way portal.
upon the berk as well. Incanterium: A sect that believes that
Godsmen: Another name for the mastering magic is the key to total power.
Believers of the Source. Also known as Incantifers, Magicians, or
Graybeard: A sage or scholar. This term Wanters.
refers to the stereotypical wizened old man but Incantifers: Another name for the
can apply to any learned intellectual. Incanterium.
Glory-seekers, the: Another name for Indeps: The common name for
the Brotherhood of Glory. members of the Free League.
Goldhounds: Another name for the Inner Planes: The Elemental Planes

Chapter 1: Hero 269


(Air, Earth, Fire, Water), Paraelemental Planes Death.
(Ice, Magma, Ooze, Smoke), Quasielemental Merkhants: A sect from the Outlands.
Planes (Ash, Dust, Lightning, Mineral, A bunch of stinking rich merchants that
Radiance, Salt, Steam, Vacuum), and Energy believe only in the power of coin. Also called
Planes (Positive and Negative). They are planes Goldhounds, the Hidden Hand, or Misers.
of elements and energy, as opposed to those of Mind’s Eye: A sect formed after the
concepts and alignment. Faction War by Believers of the Source and
Jink: The goal of the poor: money or the Sign of One. Members are traveling the
coins. “That’s going to take a lot of jink!” means an Planes on their quest for self-discovery. Also
expensive bit of garnishing. called Seekers or Visionaries.
Kip: Any place a cutter can put his Minder: A bodyguard. As in, “He’s not
feet up and sleep for a night, especially cheap so tough, but there’s a couple of minders watching
flophouses in the Hive or elsewhere. Also, to over him.” Also another name for a member of
“call kip” is to make a place a body’s home, at the Sodkillers.
least for a while. Minder’s Guild: Another name for
Knight of the post, knight of the the Sodkillers.
cross-trade: A thief, cheat, and a liar: clearly Misers: Another name for the
not a compliment unless, of course, that’s what Merkhants.
the basher wants to be. Music: A price a cutter usually doesn’t
Lann: To tell or inform. See “well- want to pay, but has to anyway. As in, “Pay the
lanned”. music, or you’ll never find your way out of here.”
Leafless tree: The gallows, which is Not a literal amount.
where some berks wind up after they’ve been Namer: Someone who belongs to a
scragged. faction in name only, paying lip service to its
Leatherhead: A dolt; a dull or thick- philosophy but not dedicated to its principles.
witted fellow. Use it to call someone an idiot. Nick: To attack, cut, or strike
Also an adjective: “a leatherheaded sod.” someone, often used in threats. It’s also used
Lost: Dead. “He got lost” means he ain’t to indicate inflicting other injury upon a sod,
coming back without a resurrection. such as stealing from him, as in “I nicked him
Lost, the: Another name for the Athar. good, and got his chiv.”
Lower Planes: Also called the dark Opposition: A sect from the Inner
planes, or nether regions. The Abyss, Acheron, Planes that opposes everybody else, including
Baator, Carceri, Gehenna, the Gray Waste, and themselves.
Pandemonium, the planes of evil alignment. Order of the Planes-Militant: A sect
Fiends inhabit these dismal planes. from Mount Celestia that actively works to
Madmen, the: Another name for the undermine evil. Also called the Brethren, the
Bleak Cabal. Children of Heaven, or the Faithful.
Magicians: Another name for the Out-of-touch: Outside of the Outer
Incanterium. Planes. A body who’s on the Elemental Plane
Mark: To make note of something, as of Water is “out-of- touch.” This vernacular
in “Spies guard the portal and mark who comes and comes from Sigil, which is considered to be
goes.” To be marked is to be identified, as in the center of the multiverse by those who
“That berk was marked as a Guvner.” adopted this phrase.
Mathematicians: A sect from Mechanus Out-of-town: Like the phrase above,
whose members are mostly ex-Guvners. They this one’s used by Cagers to describe a body
believe that the cogs and gears of Mechanus who’s on the Outlands.
hold answers to all questions. Outer Planes: The Abyss, Acheron,
Mazes, the: The nasty little traps the Arborea, Arcadia, Baator, the Beastlands,
Lady of Pain creates for would-be dictators. Bytopia, Carceri, Elysium, Gehenna, the Gray
It’s also come to mean any particularly well- Waste, Limbo, Mechanus, Mount Celestia,
deserved punishment, as in, “It’s the Mazes for the Outlands, Pandemonium, and Ysgard.
him and I can’t say I’m sorry.” The planes of concept rather than element.
Mercykillers: A faction of Sigil that Outsiders: Clueless primes who don’t
believes in absolute justice. Also called the Red yet know how things work on the planes (and

Planescraft (First PLAYTEST) 270


especially in Sigil). with.
Park your ears: To eavesdrop, spy upon, Prime: The Prime Material Plane or
or just simply listen intently. “He parked his ears someone from that plane. Also a single prime-
in the Hall of Speakers to keep up with the very latest material world.
chant.” Protectors, the: Another name for the
Path: A means of planar travel that Guardians.
requires actual physical movement. Commonly Proxy: A mighty servant of a power:
known paths include the rivers Styx and usually a former mortal servant of that power.
Oceanus, Mount Olympus, the World Ash Ragers: Another name for the
Yggdrasil, and the lnfinite Staircase of Ysgard. Brotherhood of Glory.
Peel: A swindle, con, or trick. It’s often Ragers: Another name for the
used as a verb. Peeling a tanar’ri is usually a bad Brotherhood of Glory.
idea. Red Death: Another name for the
Peery: Suspicious and on one’s guard. Mercy-Killers.
What a basher should be if she thinks she’s Revolutionary League: A faction in
going to get peeled. Sigil that wants to see all the other factions
Petitioner: A mortal who has died and destroyed. Also called the Anarchists.
reformed on the plane of his alignment and/ Ride: An adventure, task, or
or deity without memory of his former life. A undertaking. As in, “What’s the ride today,
petitioner’s ultimate goal is to become one with boss?”
the plane he’s occupying, although no one (not Ring-givers: A sect from Ysgard. They
even the petitioner) knows the whole dark of believe that only by sharing one can receive.
this. Also called Bargainers or Beggars.
Pike it: A useful, all-purpose rude phrase, Rube: A naive or clueless person,
as in, “Take a short stick and pike it, bubber.” but not necessarily a prime. Sometimes this
Pike off: To anger someone, as in, “Once term’s used to describe any non-Cager.
he discovers he’s been peeled, he’s going to be really Rule of Threes: One of the
piked off.” fundamental rules of the multiverse: Things
Planar: Any being native to a plane tend to happen in threes.
other than the Prime Material Plane. These are Scan: Look, listen, or learn. “Scan this,
living beings, not petitioners. berk,” can mean “listen up,” “look at this,” or
Planar conduit: A wormhole-like “check this out.” “Scanning the chant” is learning
connection that links two layers of the same the latest news.
plane, or (rarely) two layers of two different Scragged: Arrested or caught.
planes. Screed: A monotonous tirade, or
Plane-touched: A planar crossbreed. someone who gives one. If used to refer to
Any offspring of a planar native and a human. a person, it means someone who speaks at
Tieflings are plane-touched, as are aasimar length without any real knowledge, or simply
and genasi. Alu-fiends and cambions are also an argumentative person. As in “Don’t listen to
considered plane-touched. him, he’s just a screed.”
Planewalker: A cutter who travels the Seekers: Another name for the Mind’s
planes looking for adventure, jink, or glory: a Eye.
plane-traveling adventurer. Usually, to refer to Sensates: Nickname for the Society of
someone as a planewalker carries a tone of some Sensation.
respect, for such individuals are considered Sign of One: A faction whose
capable, knowledgeable, and experienced. members figure that everybody is the center
Portal: A doorway allowing passage to of his own universe. Also called the Signers.
(and possibly from) another plane. These are Signers: A faction nickname for the
always found in bounded spaces like archways, Sign of One.
and always re- quire a key. Also called gates. Sinkers: Another name for the
Power: A being of incredible might, Doomguard.
drawing energy from those who worship it and Society of Sensation: A faction that
able to grant spells to priests. Also called a deity believes life’s got to be experienced to be
or god. Someone a body shouldn’t ever mess understood. Also called the Sensates.

Chapter 1: Hero 271


Sod: An unfortunate or poor soul. Use it Visionaries: Another name for the
to show sympathy for an unlucky cutter or use Mind’s Eye.
it sarcastically for those who get into their own Vortex: A passage between an
messes. environmental extreme on the Prime Material
Sodding: A derogatory term used and the corresponding Elemental Plane.
to stress magnitude. A “sodding idiot” is an Waiting Ones, the: Another name for
amazingly stupid berk. the Zactars.
Sodkillers: A faction whose members Wanters: Another name for the
are ex-Mercykillers. They believe that justice Incanterium.
is served right only by an adequate amount Well-lanned: Connected, in-touch,
of physical punishment. Also called Minder’s or otherwise blessed with numerous friends,
Guild. allies, and informants.
Sons of Mercy: A faction whose Wigwag: To chat or talk.
members are ex-Mercykillers. They believe Wylders, the: Another name for the
that injustices must be corrected and that Verdant Guild.
the civilized law is the basis of well-being for Xaositects: A faction in Sigil. Another
everybody. name for them is the Chaosmen, which does
Sparkle: Specifically a diamond, but also a pretty good job of describing their point of
any gem. view.
Spellslinger: A wizard. Yawn, the: The state of being bored:
Spiv: An individual who lives by his wits “This place gives me the yawn.”
(rather than having regular employment). Zactars: Faction that believes
Takers: Another name for the Fated. everything in the multiverse was created
Thought guild: An unflattering reference for the benefit of an ultra-powerful entity
to a faction, used by those who don’t believe in known as the One True Being. Also called the
factions at all. Waiting Ones.
Top-shelf: Great or best, as in “The really
top-shelf pubs are all in The Lady’s 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.

Planescraft (First PLAYTEST) 272


Appendix: Foes Arcadian Pony
Thunder Beast
45
45
by XP Value Xotzcoyotl 45
Carcene (Diakka) 46
Spectral Hound 46
Foe XP
Coure (Eladrin) 47
Chronolily 18
Crawler (Elemental vermin) 47
Cranium Rat 19
Kyton 48
Monodrone (Modron) 23
Ondine 49
Tween 24
Einheriar Mercenary 50
Sand Gen 26
Lemure (Baatezu) 50
Wind Gen 26
Viper Tree 50
Messenger Monodrone
28 Worker (Formian) 50
(Modron)
Spitter (Elemental vermin) 28 Tridrone (Modron) 51
Fire Gen 30 Colchiln 52
Vargouille 30 Nereid (Elemental kin) 52
Water Gen 30 Nupperibo (Baatezu) 52
Larva 31 Sandling (Elemental kin) 52
Shadow Mastiff 32 Slasrath 52
Diabolus 33 Dust Devil 54
Flameling (Elemental vermin) 34 Earth Mephit 54
Queen (Formian) 34 Ngojama (Tanar’ri) 54
Quill 35 Saraph 54
Cursed Crimson Crawler 36 Kaoulgrim 55
Dabus 36 Varrdig (Grue) 55
Reave 36 Warrior (Formian) 55
Queen (Abyssal Ant) 37 Erdeen (Chaos Elemental) 56
Vaati 37 Facet 56
Asperim 39 Fire Mephit 56
Chaos Imp 39 Magma Mephit 56
Dirtwraith 39 Malaetar 56
Duodrone (Modron) 39 Myrmarch (Formian) 56
Fire Snake (Elemental kin) 40 Sandman (Elemental kin) 56
Planar Spider 40 Tso 56
Horde 41 Worker/Warrior (Abyssal Ant) 57
Chaggrin (Grue) 42 Air Mephit 58
Marrashi 42 Hound of Law 58
Ni’iath 43 Marraenoloth (Yugoloth) 58
Sollux 43 Mineral Mephit 58
Duster (Elemental vermin) 44 Mist Mephit 58

Chapter 1: Hero 273


Pech (Elemental kin) 58 Uridezu (Tanar’ri) 67
Steam Mephit 58 Water Mephit 67
Azer (Elemental kin) 59 Devete 68
Ice Mephit 59 Thendar 68
Manes (Tanar’ri) 59 Hook Spider 69
Plumach (Rilmani) 59 Magma Paraelemental 69
Szarkel 59 Ooze Mephit 69
Varath (Diakka) 59 Rock Troll 69
Ormyrr 60 Pyrophor (Chaos Elemental) 70
Prolonger Con Man 60 Rutterkin (Tanar’ri) 70
Dretch (Tanar’ri) 61 Gildmane (Equar) 71
Ice Paraelemental 61 Grim 71
Invisible Stalker 61 Hound (Archon) 71
Psurlon 61 Shadowhound 71
Ash Quasielemental 62 Aerial Servant (Elemental kin) 72
Bodak 62 Anemo (Order Elemental) 72
Hordling 62 Harginn (Grue) 72
Imp (Burzugdur) 62 Lightning Quasielemental 72
Quadrone (Modron) 62 Lithicthil (Equar) 72
Radiance Mephit 62 Per 72
Smoke Mephit 62 Salt Mephit 72
Smoke Paraelemental 62 Ash Mephit 73
Winged Quadrone (Modron) 62 Banecourser (Equar) 73
Colfel 63 Chemosit (Tanar’ri) 73
Mineral Quasielemental 63 Green Abishai (Baatezu) 73
Shadeling 63 Kakkuu (Tanar’ri) 73
Slyph (Elemental kin) 63 Mezzikim (Baatezu) 73
Wind Walker (Elemental kin) 63 Rosinante (Equar) 73
Aoskian Hound 64 Spectral Death 73
Arcane 64 Spinagon (Baatezu) 73
Salamander (Elemental kin) 64 Stench Kow 73
Shadow 64 Dimensional Warper 74
Tome Guardian (Elemental Favonian (Equar) 74
64
kin)
Dust Mephit 65 Ferrumach (Rilmani) 74
Hydrax (Order Elemental) 65 Frost Salamander 74
Ildriss (Grue) 65 Menthric (Equar) 74
Kryst (Order Elemental) 65 Quasit (Burzugdur) 74
Wraithworm 66 Shade Wizard 74
Earth Weird (Elemental kin) 67 Undine (Chaos Elemental) 74
Lantern (Archon) 67 Armanite (Tanar’ri) 75

Planescraft (First PLAYTEST) 274


Dust Quasielemental 75 Salt Quasielemental 85
Gelloudes (Tanar’ri) 75 Trumpet (Archon) 85
Living Fortress (Tanar’ri) 75 Vacuum Quasielemental 85
Malfera 75 Warden Tiger 85
Tener 75 Devourer 86
Terithran 75 Noviere (Eladrin) 86
Water Weird (Elemental kin) 75 Lightning Mephit 87
Yeth Hound 75 Time dimensional 87
Apollyon 76 Decaton (Modron) 88
Ebon Tiger 76 Shiere (Eladrin) 88
Janni (Genie 76 Abiorach (Rilmani) 89
Nalg (Burzugdur) 76 Blue Slaad 89
Potherrounce (Equar) 76 Foo Griffon 89
Warden (Archon) 76 Ostego (Tanar’ri) 89
Aurumvorax 77 Quark (Lomendur) 89
Charnalbalk (Equar) 77 Telperan (Galadur) 89
Crysmal (Elemental kin) 77 Hamatula (Baatezu) 90
Cervidal (Guardinal) 78 Helion (Order Elemental) 90
Dao (Genie 78 Octon (Modron) 90
Eolian (Chaos Elemental) 78 Steam Quasielemental 90
Orrek (Lomendur) 78 Tabur (Lomendur) 90
Trothspyre (Equar) 78 Xeg-yi 90
Xill 78 Green Slaad 91
Foulwing 79 Mezzoloth (Yugoloth) 91
Ooze Paraelemental 79 Ba’atun 92
Pentadrone (Modron) 80 Buleazu (Tanar’ri) 92
White Abishai (Baatezu) 80 Red Abishai (Baatezu) 92
Black Abishai (Baatezu) 81 Sugo 92
Diurge 81 Djinni (Genie 93
Forchoreai 81 Gacholoth (Yugoloth) 93
Bladeling 82 Visage 93
Blue Abishai (Baatezu) 82 Eater of Knowledge 94
Red Slaad 82 Exiraati 94
Sword (Archon) 82 Black Troll (Tanar’ri) 96
Dawnspirit 83 Kocrachon (Baatezu) 96
Dreamslayer 83 Spithriku (Tanar’ri) 96
Rummele 83 Avoral (Guardinal) 97
Barbazu (Baatezu) 84 Darklore 97
Xag-ya 84 Bebilith 98
Glissan (Galadur) 85 Bralani (Eladrin) 98
Baltir (Galadur) 99

Chapter 1: Hero 275


Maurezhi (Tanar’ri) 99 Molydeus (Tanar’ri) 119
Alkilith (Tanar’ri) 100 Pegasus Lord 119
Canoloth (Yugoloth) 100 Quinton (Modron) 119
Night Hag 100 Arcanaloth (Yugoloth) 121
Wastrilith (Tanar’ri) 100 Chulcrix 121
Hydroloth (Yugoloth) 101 Death Slaad 122
Marut 101 Erinyes (Baatezu) 122
Yochlol (Tanar’ri) 101 Glabrezu (Tanar’ri) 122
Utukku 102 Light (Aasimon) 123
Asura 103 Astral Dreadnought 124
Bar-lgura (Tanar’ri) 103 Lupinal (Guardinal) 126
Farastu (Gehreleth) 103 Cornugon (Baatezu) 127
Lillend 103 Monadic Deva (Aasimon) 127
Mercurial 103 Phisarazu (Tanar’ri) 127
Nonaton (Modron) 103 Movanic Deva (Aasimon) 128
Guardian (Yugoloth) 104 Nalfeshnee (Tanar’ri) 129
Maelephant 104 Retriever 129
Osyluth (Baatezu) 104 Astral Deva (Aasimon) 132
Gray Slaad 106 Tribute Gatherer 132
Piscoloth (Yugoloth) 106 Argenach (Rilmani) 133
Shadow Fiend 106 Fireshadow 135
Agathinon (Aasimon) 107 Nabassu (Tanar’ri) 135
Chasme (Tanar’ri) 107 Babau (Tanar’ri) 136
Koodjanuk 107 Dire Whiner (Tanar’ri) 136
Dergholoth (Yugoloth) 108 Marid (Genie 138
Septon (Modron) 108 Vrock (Tanar’ri) 138
Efreeti (Genie 109 Marilith (Tanar’ri) 139
Throne (Archon) 109 Shator (Gehreleth) 141
Moon Dog 110 Cuprilach (Rilmani) 142
Kelubar (Gehreleth) 111 Nycaloth (Yugoloth) 142
Cortelestial 112 Succubus (Tanar’ri) 142
Hezrou (Tanar’ri) 112 Ghaele (Eladrin) 143
Equinal (Guardinal) 113 Ursinal (Guardinal) 145
Amnizu (Baatezu) 114 Moonstone Dragon 150
Hexton (Modron) 115 Tulani (Eladrin) 150
Menglis 115 Gelugon (Baatezu) 151
Viltch 117 Radiance Quasielemental 151
Yagnoloth (Yugoloth) 117 Quarton (Modron) 152
Baernoloth (Yugoloth) 119 Tome (Archon) 152
Firre (Eladrin) 119 Ultroloth (Yugoloth) 152
Goristro (Tanar’ri) 159

Planescraft (First PLAYTEST) 276


Pit Fiend (Baatezu) 159
Lycosidilith (Tanar’ri) 160
Leonal (Guardinal) 162
Hollyphant 168
Shadow Dragon 168
Nightwing (Nightshade) 170
Rust Dragon 171
Balor (Tanar’ri) 173
Titan 173
Aurumach (Rilmani) 174
Tertian (Modron) 175
Phoenix 178
Secundus (Modron) 180
Shadowdrake 181
Raklupis (Tanar’ri) 184
Nightwalker (Nightshade) 190
Planetar (Aasimon) 194
Nightcrawler (Nightshade) 227
Adamantite Dragon 228
Jumper 245
Solar (Aasimon) 262
Legendary Hydra 331

Chapter 1: Hero 277


Appendix: Spells by Spell
Level
Level 1 Level 2 Level 3 Level 3 (contd.) Level 4
Avoid Planar Effects Adder’s Kiss (59) Acidic Blast (59) Keycloak (67) Arms of the Tree (59)
(60) Blessed Concoction I (61) Ball Lightning (60) Modron Mind (68) Aura of Terror (60)
Chromatic Orb (62) Blood Bridge (62) Breath of the Ele- Probe Spellshadow Baatezu Bane (60)
Detect Brain Embalming II (65) ments (62) (69) Bestow Wings (60)
Fiend (64) Gate Seal I (66) Breathe Smoke, Protection from Blessed Forgetfulness
Embalming I (65) Gate Seal II (66) Dust, or Ash (62) Earth (69) (62)
Fist of Iron (66) Horror (67) Chamber (62) Protection from Correlate Data (63)
Halo of Lesser Revela- Ice Knife (67) Cloak of Warding (63) Winds (70) Cubehopper (64)
tion (66) Impart Resistance (67) Crown of Cold (63) Radiant Messenger Despair (64)
Mournful Mutter (68) Luck (68) Dolorous Motes (65) (70) Diffuse Damage (64)
Portal Beacon (69) Pain Mirror (69) Elysium’s Tears (65) Shroud Presence (70) Foesight (66)
Protection from Silver Portal Alarm (69) Flamewalk (66) Stabilize Chaos (71) Force Missiles (66)
(69) Renewed Ability (70) Fostered Protection True Arrow of Law Hidden Hatred (67)
Twilight Touch (73) Set the Path (70) (66) (73) Inspiration (67)
Sight without Vision (70) Vampiric Touch (73) Native Item I (68)
Swarm Curse (72) Windsphere (73) Out Of Time’s Grip
Value (73) (68)
Warp Sense (73) Phantasmal Terror (69)
Level 4 (contd.) Level 5 Level 6 Level 7 Level 8 / 9
Phantom Strike (69) Acid Storm (59) Airy Earth (59) Animate Trees (59) Level 8
Shroud of Shadows Aura of Invincibility (60) Apotheosis (59) Blade Storm (60) Deahtbolt (64)
(70) Aura of Puissance (60) Blessed Concoction Cacofiend (62) Demiplane Seed (64)
Surelock (72) Aura of Valor (60) II (61) Crown of Glory (64) Meteor Storm Bom-
Touch of the Styx (72) Breathe Earth (62) Celestial Protection Elemental Breach (65) bardment (68)
Transmute Fire to Breathe Fire or Magma (62) (62) Etherealness II (65) Power Word: Blind (69)
Smoke (72) Conduit Pierce (63) Corporeality (63) Native Item II (68)
Vengeful Strike (73) Crown of Flame (64) Crown of Brilliance Ray of Life (70) Level 9
Vrock’s Screech (73) Divest (65) (63) Shield of the Planars Abyssal Fury (59)
Winged Memory (74) Elemental Protection (65) Dissipate (64) (70) Celestial Host (62)
Wound Transfer (74) Etherealness I (65) Gate Seal III (66) Sphere of Survival Demiplane Decay (64)
Fire and Ice (66) Guardian Mantle (66) (71) Holy Smite (67)
Inverted Magic (67) Harmony (67) Stygian Ice Mechanus Cannon (68)
Lob (68) Howl of Pandemo- Storm (72) Planar Call (69)
Move Fire or Magma (68) nium (67) Wastequake (73) Slay (71)
Planar Door (69) No Breath (68) Spiritdance (71)
Rain of Fire (70) Spirit Wrack (71) Starmantle II (72)
Sever the Silver Cord (70) Starmantle I (71) Witch’s Banishment
Spell Mirror (71) Up the Abyssal Walls (74)
Stabilize Ether (71) (73)
Starfire (71)
Tanar’ri Tribulation (72)
The Clutches of Time (72)
True Arrow (73)

Planescraft (First PLAYTEST) 278


Open Game License Open Game Content
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 This release of Planescraft is done under version 1.0a of the Open Game License
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. and the draft version of the d20 System Trademark License, d20 System Trade-
1. Definitions: (a) “Contributors” means the copyright and/or trademark mark Logo Guide and System Reference Document by permission of Wizards of
owners who have contributed Open Game Content; (b) “Derivative Material” means the Coast. Subsequent releases of this document will incorporate final versions of
copyrighted material including derivative works and translations (including into the license, guide and document.
other computer languages), potation, modification, correction, addition, extension, Author’s intention is to open up as much of this product as possible to be used
upgrade, improvement, compilation, abridgment or other form in which an existing as Open Game Content (OGC), while maintaining Product Identity (PI) to all
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, aspects of the Planescraft intellectual property. Publishers who wish to use the
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; OGC materials from this release are encouraged to contact info@planescraft.
(d) “Open Game Content” means the game mechanic and includes the methods, com if they have any questions or concerns about reproducing material from this
procedures, processes and routines to the extent such content does not embody the product in other OGL works. The authors would appreciate anyone using OGC
Product Identity and is an enhancement over the prior art and any additional content material from this product in other OGL works to kindly reference Planescraft as
clearly identified as Open Game Content by the Contributor, and means any work the source of that material within the text of their work. Open Game Content may
covered by this License, including translations and derivative works under copyright only be used under and in accordance with the terms of the OGL as fully set forth
law, but specifically excludes Product Identity. (e) “Product Identity” means product in the opposite column.
and product line names, logos and identifying marks including trade dress; artifacts; DESIGNATION OF OPEN CONTENT: The following items are
creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, hereby designated as Product Identity in accordance with section 1(e) of the
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, Open Game License, version 1.0a: Any and all Planescraft logos and identifying
themes and graphic, photographic and other visual or audio representations; names marks and trade dress, including all Planescraft product and product line names
and descriptions of characters, spells, enchantments, personalities, teams, personas, including but not limited to Planescraft, Made Of Stars, website support materials
likenesses and special abilities; places, locations, environments, creatures, equipment, (including, but not limited to, all free game support items such as adventures and
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and the Errata Document), and all Planescraft logos; any elements of any Planescraft
any other trademark or registered trademark clearly identified as Product Identity by setting, including but not limited to capitalized names, monster names, magic
the owner of the Product Identity, and which specifically excludes the Open Game item names, spell names, organization names, Faction names, project names,
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that characters, monsters, magic items, spells, historic events, and organizations; any
are used by a Contributor to identify itself or its products or the associated products and all stories, storylines, plots, thematic elements, documents within the game
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Us- world, quotes from characters or documents, and dialogue; and all artwork, logos,
ing” means to use, Distribute, copy, edit, format, modify, translate and otherwise create symbols, designs, depictions, illustrations, maps and cartography, likenesses, and
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in poses, except such elements that already appear in the d20 System Reference
terms of this agreement. Document and are already OGC by virtue of appearing there. The above Product
2. The License: This License applies to any Open Game Content that Identity is not Open Game Content.
contains a notice indicating that the Open Game Content may only be Used under DESIGNATION OF OPEN CONTENT: Subject to the Product
and in terms of this License. You must affix such a notice to any Open Game Content Identity designation above, all portions of Planescraft are designated as Open
that you Use. No terms may be added to or subtracted from this License except as Game Content.
described by the License itself. No other terms or conditions may be applied to any USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear
Open Game Content distributed using this License. and expressed intent of the authors to add all classes, skills, feats, gear, and NPC
3. Offer and Acceptance: By Using the Open Game Content You indicate statistics contained in this volume to the canon of Open Game Content for free
Your acceptance of the terms of this License. use pursuant to the Open Game License by future Open Game publishers.
4. Grant and Consideration: In consideration for agreeing to use this Some of the portions of this product which are delineated OGC origi-
License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive nate from the System Reference Document (© 1999, 2000 Wizards of the Coast,
license with the exact terms of this License to Use, the Open Game Content. Inc), Fantasy Craft RPG Rulebook (Copyright 2009, Crafty Games LLC), Conver-
5. Representation of Authority to Contribute: If You are contributing sion Manual (Copyright 2000, Wizards of the Coast, Inc.), Player’s Handbook,
original material as Open Game Content, You represent that Your Contributions are Dungeon Master Guide, Monstrous Manual, Planescape Campaign Setting, Planes
Your original creation and/or You have sufficient rights to grant the rights conveyed by of Chaos, Planes of Law, Planes of Conflict, Dragon, Dungeon, Hellbound: The
this License. Blood War, The Factol’s Manifesto, Monstrous Compendium Appendices, The In-
6. Notice of License Copyright: You must update the COPYRIGHT NO- ner Planes, Planewalker’s Handbook, A Player’s Primer to the Outlands, A Guide
TICE portion of this License to include the exact text of the COPYRIGHT NOTICE to the Astral Plane, A Guide to the Ethereal Plane, Warriors of Heaven, Guide to
of any Open Game Content You are copying, modifying or distributing, and You must Hell, Wizard’s Spell Compendium Vol. I-IV, Blood Wars CCG (Copyright, TSR,
add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT Inc.), Planescape: Torment (Copyright 1999, Interplay). The remainder of these
NOTICE of any original Open Game Content you Distribute. OGC portions of this document are hereby added to Open Game Content and if
7. Use of Product Identity: You agree not to Use any Product Identity, so used, should bear the COPYRIGHT NOTICE: “Planescraft Copyright 2010,
including as an indication as to compatibility, except as expressly licensed in another, Planescraft.”
independent Agreement with the owner of each element of that Product Identity. The mention of or reference to any company or product in these
You agree not to indicate compatibility or co-adaptability with any Trademark in pages is not a challenge to the trademark or copyright concerned.
conjunction with a work containing Open Game Content except as expressly licensed ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
in another, independent Agreement with the owner of such Trademark. The use of any Wizards of the Coast and are used according to the terms of the d20 System
Product Identity in Open Game Content does not constitute a challenge to the owner- License version 1.0a. A copy of this License can be found at www.wizards.com.
ship of that Product Identity. The owner of any Product Identity used in Open Game Wizards of the Coast® is a registered trademarks of Wizards of the
Content shall retain all rights, title and interest in and to that Product Identity. Coast, and are used with permission. Fantasy Craft™ and all related marks are
8. Identification: If you distribute Open Game Content You must clearly registered trademarks of Crafty Games, and are used with permission.
indicate which portions of the work that you are distributing are Open Game Content. All contents of this release, regardless of designation, are copyrighted
9. Updating the License: Wizards or its designated Agents may publish year 2010 by Planescraft. All rights reserved. Reproduction or use without the
updated versions of this License. You may use any authorized version of this License to written permission of the author is expressly forbidden, except for the purposes of
copy, modify and distribute any Open Game Content originally distributed under any review of use consistent with the limited license above.
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 unen-
forceable, 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. Con-
version Manual Copyright 2000, Wizards of the Coast, Inc.; Author: Skip Williams.
Player’s Handbook, Dungeon Master Guide, Monstrous Manual, Planescape Cam-
paign Setting, Planes of Chaos, Planes of Law, Planes of Conflict, Dragon, Dungeon,
Hellbound: The Blood War, The Factol’s Manifesto, Monstrous Compendium Appen-
dices, The Inner Planes, Planewalker’s Handbook, A Player’s Primer to the Outlands,
A Guide to the Astral Plane, A Guide to the Ethereal Plane, Warriors of Heaven, Guide
to Hell, Wizard’s Spell Compendium Vol. I-IV, Blood Wars CCG Copyright TSR, Inc.,
Planescape: Torment Copyright 1999, Interplay.

Chapter 1: Hero 279


80, 81, 108, 111, 112, 122, 132, 224,
Index 260, 261, 265, 267, 270
Boots 84
Bow 16, 76, 84, 121, 142, 145, 166, 184,
212, 213, 217
A Bytopia 5, 76, 162, 174, 196, 236, 249, 250,
Aasimar 7, 12, 49, 50, 140, 141 252, 270, 272
Aasimon 141, 276, 277
Abyss 5, 49, 59, 73, 74, 79, 85, 93, 104, 142, C
152, 153, 160, 161, 170, 173, 184, 206, Carceri 5, 74, 116, 130, 153, 176, 217, 220,
207, 208, 216, 238, 244, 245, 249, 254, 244, 249, 251, 258, 263, 268, 270
258, 261, 262, 263, 265, 270 Club 86, 150
Acheron 5, 61, 64, 66, 74, 76, 126, 128, 134, Compass 59, 63, 64, 65, 66, 68, 69, 72, 73,
151, 152, 153, 163, 184, 206, 220, 246, 74, 87, 88, 92, 244, 251, 254, 255
247, 248, 252, 259, 263, 270 Converts 4, 40, 48, 54, 55, 56, 57, 80, 81,
AD&D 4, 6, 226, 228, 229, 230, 231, 232, 108, 114, 115, 268, 272
233, 234
Alignment Feats 38 D
Amulet 47, 79
Anarchs 4, 40, 45, 49, 55, 56, 80 Diseases 4, 238
Arcadia 5, 80, 85, 99, 123, 144, 173, 175, 247, Dogs 160, 161
248, 252, 270, 272 Doomguard 4, 22, 40, 41, 42, 48, 80, 108,
arcane key 82, 104, 239, 243, 244, 248, 249, 110, 116, 117, 122, 129, 132, 137,
250, 251, 252, 253, 255, 256 260, 261, 263, 265, 268, 271
Archons 144, 145 Dragons 162, 163, 226
Armor Upgrades 76, 77 Dustmen 4, 15, 20, 39, 40, 41, 42, 54, 57,
Artifacts 100, 237 80, 108, 111, 117, 132, 137, 224,
Astral Plane 5, 9, 43, 59, 68, 69, 70, 72, 76, 260, 265, 267, 268
110, 141, 146, 160, 161, 172, 198, 215,
216, 236, 238, 244, 247, 248, 249, 250, E
251, 252, 253, 254, 255, 258, 263, 266,
Earrings 79, 84
267, 268, 279
Eladrins 165
Athar 4, 20, 21, 40, 48, 54, 56, 57, 81, 108,
Elemental Plane of Air 5, 59, 179, 182, 239
110, 129, 131, 224, 260, 265, 267, 268,
Elemental Plane of Earth 5, 167, 179, 181,
270
239
Axe 82, 114, 126, 197, 212, 222
Elemental Plane of Fire 5, 84, 100, 167, 179,
B 196, 203, 235, 240
Elemental Plane of Water 5, 167, 179, 196,
Baatezu 60, 72, 147, 148, 273, 274, 275, 276, 240, 270
277, 278 Elysium 5, 53, 65, 99, 122, 136, 160, 174,
Baator 5, 60, 72, 74, 76, 78, 110, 146, 147, 179, 180, 183, 224, 236, 249, 250,
148, 151, 153, 156, 170, 183, 184, 247, 265, 269, 270, 272, 278
248, 250, 258, 259, 265, 270 Ethereal Plane 5, 10, 11, 24, 62, 63, 64, 65,
Bariaur 8, 12, 15, 16, 18, 49, 51, 77, 89, 140, 66, 68, 71, 92, 95, 111, 154, 165,
152 215, 217, 220, 236, 255, 261, 266,
Beastlands 5, 132, 137, 174, 179, 184, 225, 279
236, 238, 247, 248, 249, 250, 254, 263,
270, 272 F
Believers of the Source 4, 36, 40, 44, 46, 48,
Factions 107, 260, 266
56, 81, 108, 111, 224, 260, 265, 267,
Fated 4, 23, 40, 42, 45, 56, 57, 80, 85, 108,
269, 270
118, 119, 130, 131, 137, 224, 260,
Bestiary 4, 141
263, 268, 269, 272
Bleak Cabal 4, 27, 40, 41, 43, 48, 54, 56, 64,

Planescraft (First PLAYTEST) 280


Favors 4, 55, 78, 80, 81 Mancatcher 92
Fraternity of Order 4, 30, 40, 44, 47, 54, 58, Master Classes 19
80, 107, 113, 114, 117, 120, 127, 131, Mathematicians 4, 40, 47, 54, 58, 81, 107,
139, 260, 262, 269 125, 270
Free League 4, 28, 39, 40, 41, 42, 45, 57, 80, Mechanus 5, 11, 68, 84, 110, 120, 125,
89, 107, 108, 121, 124, 238, 260, 261, 128, 170, 185, 186, 190, 191, 192,
265, 269 247, 248, 252, 270, 278
Mephit 188, 189, 190, 273, 274, 275
G Mercykillers 4, 27, 28, 29, 30, 38, 40, 42,
44, 80, 81, 94, 108, 113, 114, 125,
Gehenna 5, 50, 74, 153, 184, 205, 220, 248,
126, 131, 132, 224, 261, 265, 266,
250, 251, 258, 270
268, 269, 270, 272
Gehreleths 176
Merkhants 4, 28, 40, 45, 46, 55, 56, 57, 80,
Genasi 8, 12, 49, 50, 140, 177
107, 127, 269, 270
Genies 177
Mimir 91
Githyanki 9, 12, 16, 18, 50, 53, 95, 178, 263
Mind’s Eye 4, 33, 34, 40, 43, 48, 56, 80,
Githzerai 10, 12, 18, 50, 53, 76, 77, 78, 109,
108, 127, 128, 270, 271, 272
140, 178
Modrons 190, 191
Goods 4, 76, 77
Mount Celestia 5, 94, 128, 129, 135, 144,
Gray Waste 5, 73, 85, 89, 100, 155, 158, 159,
171, 175, 235, 247, 248, 249, 252,
171, 182, 183, 184, 194, 220, 224, 249,
253, 259, 262, 270, 272
250, 251, 259, 270
Guardians 4, 38, 39, 40, 41, 57, 80, 108, 122, N
267, 269, 271
Guardinals 88, 179, 180 Nathri 10, 12, 38, 50, 56
Negative Energy Plane 5, 20, 116, 117, 195,
H 219, 240
Npc Qualities 140
Harmonium 4, 24, 25, 28, 38, 39, 40, 41, 80,
92, 107, 108, 113, 114, 117, 119, 121, O
122, 123, 131, 132, 137, 139, 156, 224,
261, 263, 264, 265, 266, 269 Opposition 4, 39, 40, 41, 43, 45, 81, 108,
Horn 8, 13, 16, 49, 82, 89, 114 128, 129, 262, 270
Order of the Planes-Militant 4, 39, 40, 41,
I 57, 80, 108, 128, 129, 267, 268, 270
Outer Planes 5, 8, 28, 51, 86, 91, 92, 118,
Incanterium 4, 40, 46, 53, 80, 108, 124, 261,
140, 170, 186, 209, 236, 244, 253,
262, 269, 270, 272
255, 258, 260, 267, 268, 269, 270,
Inner Planes 4, 8, 71, 87, 89, 92, 116, 141,
272
167, 177, 178, 199, 201, 236, 239, 244,
254, 255, 269, 270, 279 P
K Pandemonium 5, 59, 62, 67, 74, 82, 112,
153, 214, 217, 236, 237, 244, 251,
Karach 45, 46, 76, 77, 78
254, 259, 262, 265, 267, 268, 270,
278
L
Paraelemental Plane of Ice 5, 240
Lance 90 Paraelemental Plane of Magma 5, 241
Lens 90, 95 Paraelemental Plane of Ooze 5, 241
Paraelemental Plane of Smoke 5, 241
M Paths 4, 19, 20, 21, 22, 25, 26, 27, 30, 32,
34, 36, 54, 109, 110, 111, 112, 113,
Mace 83, 89, 141, 142, 203, 212, 213 114, 115, 116, 117, 118, 119, 120,
Magic Items 4, 79, 236 121, 122, 123, 124, 125, 126, 127,
Manacles 85, 94 128, 129, 130, 131, 132, 133, 134,

Chapter 1: Hero 281


135, 136, 137, 139, 236, 237 108, 133, 135, 261, 266, 272
Positive Energy Plane 5, 100, 117, 219, 241 spear 84, 88, 91, 209, 210
Prime Material Plane 5, 7, 92, 140, 141, 148, Spell Crystals 244
151, 153, 159, 160, 162, 170, 177, 178, spell key 82
196, 205, 206, 215, 216, 235, 238, 250, spellshadow 69
255, 258, 259, 264, 267, 271 Styx 72, 74, 147, 163, 220, 249, 254, 258,
prolonger 224 271, 278
Pseudoelementals 244 Sword 13, 16, 22, 84, 95, 99, 144, 145, 147,
166, 203, 213, 217, 222, 261, 275
Q
T
Quasielemental Plane of Ash 5, 242
Quasielemental Plane of Dust 5, 242 Tanar’ri 72, 206, 209, 273, 274, 275, 276,
Quasielemental Plane of Lightning 5, 242 277, 278
Quasielemental Plane of Mineral 5, 235, 242 Tattoo 95, 96, 97, 98, 264
Quasielemental Plane of Radiance 5, 70, 243 Templates 4, 140, 223
Quasielemental Plane of Salt 5, 243 Tiefling 11, 13, 49, 50, 53, 141, 215
Quasielemental Plane of Steam 5, 188, 243, Transcendent Order 4, 32, 39, 40, 42, 48,
262 55, 81, 108, 127, 136, 137, 261, 265,
Quasielemental Plane of Vacuum 5, 243 268, 272
Quasielementals 199 Transitive Planes 5, 255
Trident 87, 99, 149, 166, 178, 196
R
V
Renown 15, 16, 18, 20, 21, 24, 25, 29, 30, 32,
36, 80, 81, 107, 108, 122, 131 Verdant Guild 4, 40, 47, 54, 57, 80, 108,
Revolutionary League 4, 25, 26, 40, 44, 45, 137, 272
47, 48, 80, 81, 108, 121, 124, 125, 126,
130, 134, 260, 261, 265, 266, 267, 271 W
Rilmani 201, 202, 274, 275, 276, 277
Weapon Upgrades 77, 78
Ring 4, 38, 40, 44, 45, 47, 55, 57, 80, 87, 93,
94, 100, 108, 131, 179, 253, 267, 269,
X
271
Ring-givers 4, 38, 40, 44, 45, 55, 57, 80, 108, Xaositects 4, 19, 38, 40, 44, 54, 80, 81, 108,
131, 267, 271 121, 124, 125, 133, 137, 139, 154,
Rogue Modron 11, 12, 140 262, 266, 268, 272
Rogue Nethling 11, 13, 141
Rogue Templates 4, 140 Y
S Ysgard 5, 8, 110, 114, 119, 131, 160, 174,
184, 236, 247, 251, 254, 255, 261,
Scope 90, 93, 95 267, 270, 271, 272
Scythe 93, 94 Yugoloths 220
Sects 107
Sickle 94 Z
Sign of One 4, 33, 40, 41, 44, 48, 56, 80, 81,
108, 118, 126, 131, 132, 133, 261, 265, Zactars 4, 39, 40, 42, 46, 48, 54, 108, 139,
270, 271 272
Slaadi 204, 265
Society of Sensation 4, 31, 40, 47, 48, 56, 81,
108, 118, 126, 131, 132, 133, 134, 136,
236, 261, 271
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,

Planescraft (First PLAYTEST) 282


Chapter 1: Hero 283
Planescraft (First PLAYTEST) 284

Vous aimerez peut-être aussi