Size: MediumPlanar wanderers driven to explore the Great Beyond.: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.: They have no need to eat or drink, which makes surviving in hostile planes easier.: All they seem to have is a mouth.: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.: Skeletally thin and all too willing to drag you to Hell and leave you there.: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.: Like many outsiders, they don't need to sleep.: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler.
Plane Shift Spell. Level Mystic 6 Technomancer 6. School conjuration (teleportation). Targets one creature, or up to eight willing or unconscious. You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination.
However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.: The can cast dimension door at will and act as normal after teleporting, which lends itself to a lot of quick repositioning. Alignment:.: Thanatotic titan sculptors created the demodands from the foul clay and waters of the Abyss.: Thanatotic titans spend much of their time fighting among themselves or against various demon lords.: Thanatotic titans see themselves as true icons worthy of worship. Some work to found personal cults among mortals, while others wage unending crusades against the followers of the gods.: When they grew jealous of the adulation the gods received from mortals, the thanatotic titans began a crusade to destroy mortal life.: Demodands serve the thanatotic titans as shock troops, generals and slavers.: The thanatotic titans waged war against the very gods who created them.: Thanatotic titans see the fight for survival between newborn demodand siblings as a necessity to make the race stronger.Hekatonkheires.
Alignment:.: The gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. Alignment:.: Certain danavas have, over the aeons, merged with the cruxes of the universe they oversee. New Alignment: Any EvilWhen the lucid bodies of dreamers are killed in certain corrupted areas of the Dimension of Dreams, their nightmarish final moments can drag their murdering creature into the Dimension of Dreams and strand them between the sleeping and waking worlds.
These creatures can physically manifest through the corpse of the dreamer they killed to create them and seek to bond to new corpses as the original body decays.////This template can be applied to any corporeal creature. The stats for this template can be found in The House on Hook Street or online. Size: LargeNightmares that persist after the waking of their dreamer.: Their appearance in someone's dreamscape turns it into one of these.: They have a Nightmare Aura that distorts the world around them with darkened shadows, subtle rot, and skewed perspective to all who view it, inflicting the shaken condition and preventing dreamers from accomplishing unrealistic feats.: Feargaunts have an incorporeal touch attack that deals high untyped damage, bypasses any damage resistance, and deals Charisma bleed if the target is suffering from a fear affect. All emotion goes somewhere.
Feelings lurch between places and congeal in the endless corners of time, particularly when creatures attempt to travel through time and stain the dimension with their full emotional history. When enough of these “emotional stains” accumulate at one point in space and time, a siktempora can form. Most siktemporas never leave the Dimension of Time, dwelling forever in their own isolated mindscape-like fugues, where they bask in the emotions that created them.: Of various emotions and base drives.: They can see slightly into the future, granting them a bonus to AC as they see attacks coming before they happen.: Their Temporal Jaunt ability lets them briefly vanish into the time stream. This functions like dimension door but they can only arrive at a location they could normally reach by walking, effectively letting them walk that distance instantly. This also has the benefit of not actually being a teleportation effect, and as such functions even in areas that bar teleportation.: All siktempora have fast healing.: All are immune to disease, poison, and mind-affecting effects, as well as one additional condition based on their originating emotion.: Sometimes deaths can stain time with the strongest emotion they were feeling, allowing thoughts and emotions unbound by physicality to congeal into a siktempora.Misery Siktempora. Size: LargeMisery siktemporas are personifications of silent suffering.
Size: MediumPredators from beyond the Outer Sphere.: Their constant air walk is implied to be them walking on surfaces that exist in metaphysically adjacent realities, giving them the appearance of walking on air.: Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically will be harmed by its otherworldly mind.: Of a sort. They're not protective of the Dimension of Time and its rightful flow but they do live in it, which means that screwing with it is a quick way to come to their attention as a meal.: A hound of Tindalos has a ripping gaze, which opens up massive gashes on a target just by looking at it.: Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature.: Wandering too far beyond the boundaries of the planes or the timestream is a good way to get one coming after you.: They can cast invisibility at will.: Their Angled Entry ability explicitly states they can only teleport or plane shift when their destination is a fixed angle. Size: HugeAlien entities from an unknown dimension common summoned by Thassilonian wizards as minions.: Scarlet walkers have a vulnerability to electricity.: Their primary sense is their Bloodsense, which lets them sense blood whether it's in veins, an undead creature's stomach, or spreading across the floor.: It's not just that they need to drink blood to live, they genuinely love it.
Im wondering how to stop a psion.normally, with a cleric or wizard, they would have to find the right fork to plane shift (since it is NOT in the spell component pouch, and the fork is required EVEN for the divine version (it's not a f/df spell, it's a 'f' spell)).but the psionic version of plane shift states that it works just like the spell 'except as noted here'. Now i know that powers dont tend to have material components, but i cant find any reference saying that 'none of them can/do'. And the wording of the spell 'plane shift' says that the size and type of fork dictates the plane traveled to. That means that the caster does NOT dictate the plane traveled to. And if the power works 'just like the spell, except as noted here' and 'here' doesnt say that the manifester dictates the plane traveled to, then i would say that the fork STILL dictates the plane, and therefore is STILL required. I would be happy if i was right, since i feel the planar forks should be a big deal (for example, sigil could give out 'hunting licenses' in the form of beastland forks), and why else would people in sigil fight over portal keys if they could just go buy (or make) amulets of plane shift (or amulets of planar travel?
Cant remember the exact name of it), or if they have plane shift as an sla, like gith or coatls? If someone had 'magic stone' as an sla, wouldnt they still need the pebbles? Then again, the pebbles are actually listed as the 'target' of the spell. Then again, simulcrum doesnt have a 'target' line in the spell description (does that mean that the piece of the creature to be duplicated is what dictates the creatured copied by the spell? You certainly can't have a piece of every creature in your scp (eschew materials wouldnt eliminate the need for this piece of the creature (although by raw it has no listed price, therefore it's assumed to be in the pouch, but then again, if there was in fact a piece of every creature in existence in your scp (how would that work when a baby was born on a different plane?
Does a piece of them automatically plane shift (without a fork) and teleport to your scp (and another piece to EVERYONE ELSE'S scp? Doubt it)), then why would the spell ask for a piece of them? Im pretty sure asking for a piece of the creature is basically a way of saying you cant use simulacrum on someone you've never found or somethin like that. I think spell components should be taken far more seriously than everyone else seems to think. I mean warriors need weapons, skill monkeys need tools, spell casters need spells.
All of these things have components. If someone took your arrows what good would your bow be? (and your martial weapon proficiency with it?) if someone took your rock climbing gear, what good would your skill be? I know you can still climb SOME stuff without a climber's kit, and you can still cast SOME spells without your scp. But there are different kits for different skills, and different things for different spells, and some of those things arent intended to be had by everyone. Do you really think the scp would only b 5 bucks if it had pieces of people in it?! Wow i got way off topic here.what's everyone think about psions or gith using plane shift without a fork?
Ya i wonder though because sla's work just like the spells they mimic, but they dont have verbal, somatic, or material components, they dont require foci, and they dont have xp costs.BUT, plane shift says that the plane traveled to is dictated by the size and type of fork, so, wouldnt that mean that no fork = no plane? And it would just fail? Like a druid casting magic stone when there arent pebbles to turn into grenades? I feel like maybe that's why they worded it differently: sla's dont HAVE v, s, m, or xp comps, sla's dont REQUIRE foci (in other words, the fact that it's an sla means u no longer are required to have a focus, but since it doesnt say they dont HAVE foci, that means that it COULD still use/depend/function/be dictated by one.
Of course, the problem then would be simulacrum, since it's a mat comp not a foci.lots of???????????????? From where im sittin.also, powers dont hav mat comps, but nowhere does it say that every single one must be like that. Psionic plane shift says it works just like the spell except where noted, and nowhere does it note that the manifester/caster - instead of the size and type of fork - dictates the plane traveled to.
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March 2023
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