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Noctis Vigil
2012-01-28, 03:18 AM
The End Of Time
http://www.smashbros.com/en_us/gamemode/modea/images/modea17/modea17_080410k-l.jpg
Planar Spheres and a Knowledge Sprite drifting in the End Of Time

All men know of the existence of the planes. The elemental planes, the plane of shadow, the heavens, hells and abysses, the many material planes. Some even travel the planes. But somewhere beyond the edges of reality exists the plane, the endless cloud of space that contains every reality. This is the the End Of Time.

The End Of Time is a plane in its own right, however, it is also outside the realm of reality. It is in a constant flux, at the same time both existing and not existing. The rules of physics are ever-changing in the End Of Time. Gravity in the End Of Time is subjective; if you think of gravity as being one direction, then it will be for you. Time is also in a state of both existing and not existing in the End Of Time. As a result, people may move and exist as normal while there, but nothing from the known planes ages or grows older while residing there.

There are very few means of getting in and out of the End Of Time. Standard arcane spells to shift from plane to plane will not get you there, nor will divine magic, or even the direct intervention of the normal gods. There is only one known way to access the End Of Time without help from a native of the plane. One must cast both a Miracle and a Wish on an Orb of Annihilation; the next creature to touch it will be transported to the End Of Time.

The End Of Time is a strange place. The air has a bluish haze that impedes vision beyond a range of 120 feet. Floating in clouds all throughout the plane are orbs of varying sizes. These are the Planar Orbs, spheres of varying sizes that actually contain the planes of all realities. Any time a plane is created, at least one corresponding orb comes into existence in the End Of Time; likewise, when a plane is destroyed, all its orbs disappear, fading from existence as if they had never been. Planar Orbs cast white light as a torch. Upon closer inspection, these orbs actually act windows into the plane of reality contained within, and looking through them will reveal a random place inside the plane. A creature may touch the orb and focus on a specific place, person, creature or item to reveal it in the orb. This is not a magical effect or a scrying effect, just a natural part of the nature of the orbs, and as such is unaffected by abilities, spells or powers that block magical detection. This ability does not grant any form of magical sight, and thus does not reveal anything that can not be seen to the naked eye. Magical vision abilities such as true seeing do work through them, though. These orbs also have a secondary purpose: gates. By touching a Planar Orb and casting plane shift or gate, one can enter the plane contained within the orb. Plane shift gives you no control over your destination of arrival, whereas gate gives you total control over your destination. Planar Orbs are totally indestructible, save by eliminating the entire plane held within them from existence.

Also floating in the End Of Time are planetoids, small spheres of matter no larger than a city. These planetoids are somewhat uncommon, but are never too hard to find with a little searching. They may contain small pockets of almost any kind of world, from flaming balls of fire similar to the elemental plane of fire to miniature worlds like one would find in the material plane to spherical balls of water. These planetoids are home to many strange creatures and races native to the End Of Time.

Throughout the End Of Time also float forgotten powers, gods and horrors from many worlds and realities. These are the Vestiges. Some planes contain people known as Binders, who have the power to call upon these ancient beings for power. All these beings reside in the End Of Time, and indeed, can even be physically encountered should one go there.

Noctis Vigil
2012-01-28, 03:19 AM
Races

Timeless

Timeless are the primary race of the End Of Time. These calm and wise beings spend their countless years observing much that happens in countless planes of existence, amassing knowledge, magic and psionic power almost as easily as breathing. They live on the many floating planetoids in the End Of Time, spending their days in peace. Timeless tend to be loners, living alone. Even the more sociable of the Timeless live in small groups of no more than a few; a group of ten or more living together is almost unheard of, simply due to Timeless' strong wills and personalities clashing in large groups.

Timeless are tall, with skinny frames, slightly oversized heads with large eyes, four long skinny arms, and two slender legs. Their hands each have three fingers and a thumb; likewise, their feet have four toes. They are hairless, and their smooth skin can be any shade or pattern of whites, blacks and all the greys in between the two.

Timeless are a non-confrontational race. They will try their hardest to avoid fights, generally attempting any means possible to avoid trading blows or spells. They tend toward Neutral alignments, though many have Lawful and Good inclinations. Evil Timeless are uncommon, though they exist. Chaotic Timeless are almost nonexistent, though very rarely one will lean that way.

Racial Traits:
Ability Adjustments: Str -4, Dex -2, Con -6, Int +4, Wis +8, Cha +2; Timeless are physically weak, slow and frail, but mentally quick, and even though they are antisocial they have strong wills and personalities.
Type: Fey
Size: Medium; though tall, thin and wiry, Timeless aren't big enough to hit large size.
Speed: 20 feet, fly 10 feet (perfect maneuverability)
Low-Light Vision: Timeless see twice as far in low light compared to normal races.
Darkvision: Timeless have darkvision out to 90 feet.
Many Arms: Timeless have four arms.
Ageless: Born and raised outside of time, Timeless never physically age. They gain all the bonuses of aging at the same rate as elves, but never take any penalties from aging, and never die of old age.
Brilliant: Timeless have bright, quick minds that can master any subject. They gain a +1 bonus to all Knowledge checks per hit die they possess, and all Knowledge skills are always class skills for them.
Weak Frame: Timeless have elongated, skinny frames that are weak and brittle. They take double damage from bludgeoning and slashing attacks.
Natural Power: Timeless are filled with innate power that manifests itself in many ways depending on what they learn. Whenever they take a level in a caster class with limited spells known, they learn an additional spell of up to the highest level they can learn, and gain an additional spell slot of whatever level the additional spell was. Whenever they take a level in a caster class that knows all its spells, they gain an additional spell slot of the level of their choosing of up to the highest level spell they can cast (though they may not choose the same level of spell slot twice in a row). Whenever they take a level in a class that manifests psionic powers, they learn an additional power and gain enough power points to manifest it unaugmented once. Whenever they take a level of Sage, they gain one additional spell-like ability of up to the highest level they can learn.
Automatic Languages: Pick any 5. Bonus Languages: Any. Timeless are exposed to all languages through their extensive viewing of the innumerable planes.
Favored Class: Any casting or manifesting class. Timeless are likewise exposed to all the available classes through their extensive periods of time watching the planes, but they lean towards the magical classes.
Level Adjustment: +4



Knowledge Sprites

Knowledge Sprites are rare creatures that bond themselves to others. No one knows where Knowledge Sprites come from, and they themselves aren't telling. What is known is that they always have a specific partner in spirit that they are bonded to, and their life force is determined by this connection.

Knowledge Sprites exist to search for knowledge, both for themselves and for their spirit-partner. Knowledge Sprites are very small, appearing as tiny humans with wings. Knowledge Sprites can appear in any variety of skin, hair and wing colors, and their wings may be feathered like a bird's, insectoid like a dragonfly's, or insectoid like a butterfly's. Some also have moth-like antennae on their foreheads.

Knowledge Sprites tend to be peaceful, generally attempting to flee instead of fight, though they will fight fiercely if their spirit-partner is threatened. Knowledge Sprites lean towards Chaotic and Good alignments, though Lawful and Evil ones can very rarely be found.

Racial Traits:
Ability Adjustments: Str -6, Dex +6, Con -6, Int +6, Wis +4, Cha -2; Knowledge Sprites are weak and frail, but quick in body and thought, despite submissive personalities.
Type: Fey
Size: Diminutive; Knowledge Sprites are only 4-5 inches tall, with truly large ones being as big as 6 inches.
Speed: 10 feet, fly 50 feet (perfect maneuverability)
Low-Light Vision: Knowledge Sprites see twice as far in low light than normal races.
Darkvision: Knowledge Sprites have darkvision out to 60 feet.
Illuminating: Knowledge Sprites give off bright light out to 5 feet, and dim light out to 10 feet. This light is magical in nature, and shows up even in magical darkness. This light may be suppressed or resumed as a swift action.
Ageless: Born and raised outside of time, Knowledge Sprites never physically age. They gain all the bonuses of aging at the same rate as elves, but never take any penalties from aging, and never die of old age.
Brilliant: Knowledge Sprites have bright, quick minds that can master any subject. They gain a +1 bonus to all Knowledge checks per hit die they possess. Additionally, all Knowledge skills and Speak Language are always class skills for them.
Bonded Spirit: Every Knowledge Sprite has a spirit-partner, someone they are inseparably bound to. Knowledge Sprites seek out their partner from the moment of their birth, instinctively being drawn to the most suitable candidate on their plane. Once they meet them, they need only touch them and focus to create the bond. This bond has several benefits for both the Knowledge Sprite and the other creature. First, the Knowledge Sprite has acknowledged the creature as its master, and generally will do whatever it is told by the creature. Second, the creature gains access to the Knowledge Sprite's Brilliant racial ability. Third, the Knowledge Sprite no longer needs to eat, drink, sleep or breathe, drawing all sustenance from its spirit-partner. Finally, both creature's spirits are irrevocably bound; if one dies, so does the other. Likewise, if one is brought back from the dead, so is the other.
Automatic Languages: None. Instead, a Knowledge Sprite may communicate telepathically with any creature that has a language within a range of 100 feet + 10 feet per hit die they posses, or with its spirit-partner at any distance (even across planes). For the purpose of language derived prerequisites, this counts as every language. A Knowledge Sprite may learn to speak verbally and write, but must spend the skillpoints in Speak Language for each tongue they wish to learn.
Favored Class: Sage
Level Adjustment: +3

Noctis Vigil
2012-01-28, 03:20 AM
Creatures

Orb Tangler

Orb Tanglers are aberrations from the End Of Time. Visually, they appear as a loosely bound writhing mass of tentacles and tendrils that are mostly blue-grey in color, though they can change their color to hide themselves. Orb Tanglers are about 15 feet long, 15 feet wide, and 15 feet tall.

No one knows where Orb Tanglers come from or what their original purpose was, all that is known is that they are drawn to groups of Planar Orbs,. Once they find a suitable group, they coil themselves around them, wrapping the orbs in their innumerable tentacles and barring viewing or travel to the planes in the orbs they have chosen as they siphon off planar energy from the orbs to live off.

Orb Tanglers tend to be mostly harmless in nature, though over hundreds of years they can drain plains of too much energy, turning the orbs they siphon from into Dead Planes. While they can be negotiated with, they tend to dislike dealing with others, though with a little persuading it can sometimes be possible to negotiate with them to get to a specific orb without battle (though usually another orb suitable to their liking must be provided).

Though usually Neutral in alignment, Good and Evil Orb Tanglers do exist. Good Orb Tanglers will never willingly drain a Planar Orb until the plane inside is dead, whereas Neutral and Evil ones tend not to care, and indeed, Evil ones will even sometimes hoard Dead Planes as trophies of sorts.

Size/Type: Huge Aberration
Hit Dice: 14D8+56 (119HP)
Initiative: +7
Speed: 20 ft, fly 20 ft (average)
Armor Class: 22 (-2 size, +7 Dex, +7 natural), touch 15, flat-footed 15
Base Attack/Grapple: +10/+37
Attack: Tendril +19 melee (2D8+11) or Planar Ray +15 ranged touch (7D6)
Full Attack: Six Tendrils +19 (2D8+11)
Space/Reach: 15 feet/25 feet
Special Attacks: Strangle, Planar Energy
Special Qualities: Blind, Flight, Blindsight 60 feet, Body of Tendrils, DR7/Magic, Planar Body
Saves: Fort +8, Ref +11, Will +7
Abilities: Str 32, Dex 24, Con 18, Int 10, Wis 6, Cha 10
Skills: Listen +14, Hide +14, Intimidate +6, Knowledge (The Planes) +4, Survival +4
Feats: Combat Reflexes, Improved Critical (Natural Weapon), Point Blank Shot, Precise Shot, Power Attack
Environment: End Of Time
Organization: Solitary or in pairs
Challenge Rating:12
Treasure: always Dead Planes
Alignment: Usually Neutral
Advancement: 1-7 HD (Large), 8-14 HD (Huge), 15-22 HD (Gargantuan), 23-30 HD (Colossal)
Level Adjustment: --

Combat: Orb Tanglers will usually only attack if provoked, but are rather formidable when fighting. Unlike most creatures, Orb Tanglers actually grow more limbs as they grow, hatching at birth at large size with four combat tendrils, and growing a further two tendrils per size category they grow. The standard adult Orb Tangler is huge in size, and has six attack tendrils. These attack tendrils have blade-like teeth on the ends that deal piercing or slashing damage at the beast's choice.

Flight (Ex): Orb Tanglers flight is not from wings, but from physical release of the planar energy they absorb, resulting in slow and poorly controlled flight.

Blindsight (Ex): Orb Tanglers have no eyes, instead relying on a special sense that detects motion through the cloudy haze that composes the End Of Time. They can see anything within 60 feet of them, but nothing beyond this range.

Body of Tendrils (Ex): The body of an Orb Tangler is made of tendrils, with little to no actual form other than the snaky appendages. This has a few benefits, the first being that they have a reach 10 feet longer for their size category. Second, they get twice the normal size bonus to grapple checks. Finally, they tend to spread out and sway in motion, resulting in all ranged attacks having a 30% miss chance against them.

Planar Body (Ex): Orb Tanglers are tough, resilient creatures who live off of energy absorbed from a vast array of planes. This energy gives them many natural defenses. They gain a natural armor bonus to AC and DR/magic equal to half their hit dice. Their skin also absorbs some of the planar energy, allowing them to slightly alter their color to avoid being seen, granting them a +10 to Hide checks.

Strangle (Ex): An Orb Tangler deals automatic tendril damage on a successful grapple check done to any creature bound by two tendrils. For every two tendrils that hold a foe, this damage is doubled. Grapple checks made against held foes in this fashion count as part of the Orb Tangler's full attack routine (so two foes held by two tendrils each would take automatic damage each round, and the Orb Tangler would still have two tendrils to attack with).

Planar Energy (Su): Orb Tanglers can also use the planar energy they absorb as a weapon. As a standard action, they may fire a ray from a special tendril they possess at a foe, dealing 1D6 damage per two hit dice of one element of their choosing (chosen when the ray is fired) from the following list: fire, cold, electricity, force. The ray has a range of 60 feet. Any creature struck by this attack can make a Fortitude save for half damage (DC10+1/2HD+Constitution modifier).

Planar Guardian

Planar Guardians are benevolent outsiders who watch over a single chosen Planar Orb. They tend to gather together in small groups to guard their chosen orb in tandem with Plane Runners. They don't necessarily attack creatures attempting to use their chosen orb on sight, but they will make sure that anyone entering their chosen plane means no harm to the plane inside the orb before letting them enter or view the world. Planar Guardians are not violent in nature, but will use their full (and rather impressive) arsenal of attacks against anyone they deem a threat to their chosen Planar Orb.

Size/Type: Large Outsider
Hit Dice:
Initiative:
Speed: 40 ft, fly 80 feet (good)
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach: 10 ft/ 10 ft
Special Attacks: Planelock, Spellcasting
Special Qualities: Resistant
Saves:
Abilities: Str, Dex, Con, Int, Wis, Cha
Skills:
Feats:
Environment: End Of Time
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment: --

Planelock: Any time a creature is struck by a melee attack by a Planar Guardian, that creature is treated as if they were under the effects of a Dimensional Anchor spell cast by a 20th level Wizard, with the only difference being that the effect lasts for a number of rounds equal to the Planar Guardian's total number of hit dice. A successful Fortitude save resists this effect; the save DC is equal to the damage dealt by the attack.

Spellcasting: A Planar Guardian casts spells as a Cleric of a level equal to half his outsider hit dice. Should the Planar Guardian take levels of Cleric, his total levels stack for the purpose of determining his spellcasting, but no other abilities offered by the Cleric class.

Resistant: A Planar Guardian can take a great deal of abuse before succumbing. He has resistant 20 to fire, cold, acid, electricity, sonic, and force damage. In addition, he is immune to all forms of negative energy, be it straight hit point damage, ability damage or drain, or level loss. Furthermore, he has DR10/-.

Plane Runner

Plane Runners are small outsiders that are watched over by Planar Guardians along with their chosen Planar Orb. Should the Planar Guardians decide someone is a threat to their chosen Planar Orb, they will have a Plane Runner absorb the orb into their squid-like body and flee with it to keep it safe while the Planar Guardians deal with the threat. Plane Runners are not built for combat, though they can pose a minor threat if cornered.

Size/Type: Magical Beast/Vermin (to be decided)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities: Str, Dex, Con, Int, Wis, Cha
Skills:
Feats:
Environment: End Of Time
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment: --

Noctis Vigil
2012-01-28, 03:21 AM
Classes

The Sage
Many are smart. Many study magic. Many have innate magic. But none of them have quite the level of knowledge or power as the Sage.

Sages tend to be loners, secluding themselves alone at an early age to learn, although many like to pass what they've learned along to others as well. They tend to get along well with other studious classes or those seeking knowledge.

Religion: Sages tend not to pay too much heed to religion, though some of them do find solace in religious tomes or worshiping a deity of knowledge.

Alignment: Most Sages tend to be Lawful, though some are Neutral, with the very rare occurrence of a Chaotic Sage. Morally, Sages tend to be Neutral, though Good and Evil are not unheard of.

A Sage's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), Spot (Wis), Speak Language (None), and Spellcraft (Int).
Skill Points: 2+Int Mod (x4 at 1st level)(see also Knowledgeable class ability)
Hit Die: D4

{table=head]Level|BAB|Fort|Ref|Will|Special|Spell Level

1st|+0|+0|+0|+2|Lore, Knowledgeable|
1

2nd|+1|+0|+0|+3|Keeper of Knowledge|
1

3rd|+1|+1|+1|+3|Scribe Scroll|
1

4th|+2|+1|+1|+4|Piercing Power|
2

5th|+2|+1|+1|+4|Bonus Feat, Meta-Spell-Like Ability|
2

6th|+3|+2|+2|+5||
3

7th|+3|+2|+2|+5|Enhanced Meta-Spell-Like Ability|
3

8th|+4|+2|+2|+6|Meta-Spell-Like Ability|
4

9th|+4|+3|+3|+6||
4

10th|+5|+3|+3|+7|Bonus Feat, Greater Power I|
5

11th|+5|+3|+3|+7|Meta-Spell-Like Ability|
5

12th|+6/+1|+4|+4|+8|Greater Power II|
6

13th|+6/+1|+4|+4|+8|Enhanced Meta-Spell-Like Ability|
6

14th|+7/+2|+4|+4|+9|Meta-Spell-Like Ability, Greater Power III|
7

15th|+7/+2|+5|+5|+9|Bonus Feat|
7

16th|+8/+3|+5|+5|+10|Greater Power IV|
8

17th|+8/+3|+5|+5|+10|Meta-Spell-Like Ability|
8

18th|+9/+4|+6|+6|+11|Greater Power V|
9

19th|+9/+4|+6|+6|+11|Enhanced Meta-Spell-Like Ability|
9

20th|+10/+5|+6|+6|+12|Bonus Feat, Supreme Power|
9[/table]

Class Abilities: The following are the class abilities of the Sage.

Proficiencies: The Sage is proficient with the quarterstaff, dagger, and one simple or martial weapon of his choice. He is not proficient with any armor or shields.

Spell-Like Abilities: A Sage is filled with an innate mystical power. He gains a number of spell-like abilities to draw upon. At 1st level, he chooses 5 spells from any spell list and gains those spells as spell-like abilities useable once per day. At each level, he learns 3 more spell-like abilities. The highest level spell he can learn as a spell-like ability is listed on the table. He may choose to learn a spell more than once; doing so grants him an additional use of that spell per day.

In order to learn a spell as a spell-like ability, he must have a Wisdom score equal to 10+the spell's level. The DC for a saving throw against a Sage's spell-like abilities is 10+the spell level+the Sage's Wisdom modifier. A Sage does not gain additional spell-like abilities for a high Wisdom score. For the purpose of determining how strong your spell-like abilities are and what feats or items you may use, treat your Sage level as your caster level.

He may choose to learn a spell of lower level than his maximum. Doing so grants him extra uses of the ability. Choosing a spell one level lower than your maximum grants you two uses a day. Choosing a spell two levels lower grants you three uses per day. Choosing a spell three or more levels lower grants you five uses per day. This does not take effect retroactively; if you took a first level spell at 1st level, you must choose the ability again to get more uses of it.

When choosing spell, check what spell lists the spell is on. If a spell is on the list of a class with half casting (such as the Bard or Paladin lists) and a spell list of a full caster (such as the Cleric or Wizard lists), consider its spell level to be the level it appears as on the full caster list. If it shows up on multiple full caster lists, consider it the lower of the two spell levels.

If a spell learned by the Sage has verbal and somatic components, the spell-like ability likewise has them, and thus suffers spell failure chance when cast in armor. If a spell has a material component or focus worth less than 100 gold, you may ignore it to cast the spell-like ability. You must still provide any component worth more than 100 gold, or provide any EXP called for by the spell.

A Sage is considered to have all spells on his spell list for the purpose of using magical items. Likewise, he is eligible to take item creation feats to create magic items using spells he can cast as spell-like abilities.

When you take your first level of Sage, choose arcane or divine. When multiclassing into prestige classes, any class that grants "+1 level of spellcasting" can increase his spell-like casting, provided it grants additional casting for the type you chose. This is the only effect this choice has, and once made, this choice is permanent and cannot be changed.

Lore: A Sage has picked up lots of little pieces of knowledge in his studies. At 1st level, he gains the Lore ability. This functions exactly like Bardic Knowledge, except he uses his Sage level instead of his Bard level on the check.

Knowledgeable: A Sage gains 2 additional skill points at each level that must be spent on ranks in Speak Language or Knowledge skills of his choice. These bonus skill points are also multiplied by 4 at 1st level.

Keeper of Knowledge: A Sage has come across much in his studies. Starting at 2nd level, he gains a bonus to all Knowledge checks equal to his class level.

Scribe Scroll: A Sage gains Scribe Scroll as a bonus feat at 3rd level.

Piercing Power: A Sage's powers are all strong enough to pierce magical protections. At 4th level, he gains a +1 bonus to caster level checks to overcome spell resistance. This bonus increases to +2 at 8th level, and by an additional +1 at every 4th level after that, to a maximum of +5 at 20th level.

Meta-Spell-Like Ability: At 5th, 8th, 11th, 14th, and 17th level a Sage may take a Metamagic feat. A number of times per day equal to one quarter his class level rounded down plus his Wisdom modifier, he may choose to modify one use of one of his spell-like abilities with the metamagic feat. He may also opt to take additional metamagic feats as his bonus feat at each third level, granting him the same number of uses as normal. Any metamagic feat can be applied to any spell he knows, but he may not make the spell's total level equivalent bass his maximum spell level (so no applying every metamagic you know to one spell-like ability).

Bonus Feat: At 5th level, and every five levels thereafter, the Sage gains a bonus feat. This feat must be a Skill Focus (Knowledge) feat of the Sage's choice.

Enhanced Meta-Spell-Like Ability: At 7th level, the Sage is considered to be able to cast spells of one level higher for the sole purpose of applying metamagic to his spell-like abilities. Thus, a 7th level Sage could only learn any spell up to third level, but could apply metamagic to them to boost his spells up to fourth level.

This ability increases to two levels higher at 13th level, and again to three levels higher at 19th level.

Greater Power I: At 10th level, the Sage chooses either a first level spell or two zero level spells, and gains it/them as at-will spell-like abilities. Any spell chosen as an at-will power must have a casting time of one standard action or longer.

If the Sage had taken the chosen spell already through his normal spell-like abilities, he may reselect those spell-like abilities.

Greater Power II: At 12th level, the Sage chooses either a second level spell or two first level spells, and gains it/them as at-will spell-like abilities. Any spell chosen as an at-will power must have a casting time of one standard action or longer.

If the Sage had taken the chosen spell already through his normal spell-like abilities, he may reselect those spell-like abilities.

Greater Power III: At 14th level, the Sage chooses either a third level spell or two second level spells, and gains it/them as at-will spell-like abilities. Any spell chosen as an at-will power must have a casting time of one standard action or longer.

If the Sage had taken the chosen spell already through his normal spell-like abilities, he may reselect those spell-like abilities.

Greater Power IV: At 16th level, the Sage chooses either a fourth level spell or two third level spells, and gains it/them as at-will spell-like abilities. Any spell chosen as an at-will power must have a casting time of one standard action or longer.

If the Sage had taken the chosen spell already through his normal spell-like abilities, he may reselect those spell-like abilities.

Greater Power V: At 18th level, the Sage chooses either a fifth level spell or two fourth level spells, and gains it/them as at-will spell-like abilities. Any spell chosen as an at-will power must have a casting time of one standard action or longer.

If the Sage had taken the chosen spell already through his normal spell-like abilities, he may reselect those spell-like abilities.

Supreme Power: A Sage has mastered his internal power, and can overcome any obstacle. At 20th level a number of times per day equal to half his class level rounded down plus his Wisdom modifier, a Sage may choose to make one use of one of his spell-like abilities unaffected by antimagic fields, dispel magic attempts or spell resistance of any kind.

Epic Sages
{table=head]Level|Special|Spell Level

21st|Bonus Feat|
9

22nd||
9

23rd||
9

24th|Bonus Feat, Piercing Power+6|
9

25th|Skill Focus|
9

26th||
9

27th|Bonus Feat|
9

28th|Piercing Power +7|
9

29th||
9

30th|Bonus Feat, Skill Focus|
9[/table]

Spell-Like Abilities: A Sage continues to gain three spell-like abilities per level as normal after level 20. However, an Epic Sage may improve his spell like abilities.

An Epic Sage may take the epic feat Improved Spell Capacity, however it works slightly differently for them. Instead of spell slots, in increases the maximum level they can learn spell-like abilities of by one. So a 21st level Sage with Improved Spell Capacity could learn 10th level spells as spell-like abilities, and apply metamagic to boost them up to 13th level using Enhanced Meta-Spell-Like Abilities.

An Epic Sage may take Epic metamagic and epic feats to enhance his spell-like abilities (such as Epic Spell Penetration and Epic Spell Focus). He must still meat all prerequisites for these feats as normal.

An Epic Sage's spell-like abilities count as 9th level spellcasting, and can be used as a prerequisite for the feat Epic Spellcasting. His class bonus to Knowledge checks granted by the Keeper of Knowledge ability do not count as skill ranks for determining how many Epic spells he may cast.

Piercing Power: The Sage's Piercing Power progression continues to increase every 4th level.

Skill Focus: The Sage continues to gain bonus Skill Focus (Knowledge) feats every 5th level after 20th, though he may now choose to take an Epic Skill Focus (Knowledge) feat instead should he wish.

Bonus Feats: An Epic Sage gains a bonus feat at 21st level, and every three levels thereafter. This may be any feat they qualify for.


At least one PrC is planned; please stay tuned!

Templates

Outworlder

Outworlders are strange creatures. No one is quite sure what causes Outworlders to be born. All that is known is that a small portion of creatures born in the End Of Time have the traits of an Outworlder. These select few have an incredible innate gift, though what the gift is varies for each.

Outworlder Traits: Outworlder is an inherent template. A creature is either born with it, or never has it.

Size and Type: An Outworlder's size doesn't change. Outworlders always have the Extraplanar subtype, no matter what plane they travel to.

Hit Dice: An Outworlder's hit dice remain the same.

Speed: An Outworlder's base speed remains the same. In addition, they gain a magical fly speed of 10 feet with perfect maneuverability. This speed stacks with other forms of magical flight, and grants all forms of flight bestowed upon the Outworlder perfect maneuverability.

Innate Strength: Outworlders possess an innate power that flows through them, manifesting itself in the following ways. These may only be chosen once unless stated otherwise. Pick any three of these when the template is acquired:


Whenever they cast a spell or use a spell like ability, the save DC is increased by 5.

Whenever they manifest a psionic power, the save DC is increased by 5.

Whenever they take a level in a caster class with limited spells known, they learn an additional spell of up to the highest level they can learn, and gain an additional spell slot of whatever level the additional spell was.

Whenever they take a level in a caster class that knows all its spells, they gain an additional spell slot of the level of their choosing of up to the highest level spell they can cast (though they may not choose the same level of spell slot twice in a row).

Whenever they take a level in a class that manifests psionic powers, they learn an additional power and gain enough power points to manifest it unaugmented once.

Whenever they take a level of Sage, they gain one additional spell-like ability of up to the highest level they can learn.

Treat the BAB of the Outworlder as 5 higher than it actually is. This increase cannot be used to qualify for any feats, classes or abilities, but does grant an extra iterative to attacks (thus, full BAB classes would have attacks of 25/20/15/10/5 at level 20 instead of 20/15/10/5).

The Outworlder gains an additional +3 HP every level. This may be chosen more than once.

Pick one save progression. That save is always treated as good, no matter what class the Outworlder takes. This may be chosen more than once; apply the bonus to a different save each time.

Pick a bonus feat for which you meet all the prerequisites. This may be chosen more than once.


Ability Scores: Most Outworlders are born very gifted in some areas, and somewhat lacking in others. Outworlders get a +10 bonus to one ability score. If they choose a mental score, all their physical scores are reduced by -4 points, and if they choose a physical score, all mental scores are reduced by -4.

Advancement: By character class.

Level Adjustment: Same as base creature plus 6.

Noctis Vigil
2012-01-28, 03:22 AM
Feats

Brilliant Radiance (Racial)
Prerequisites: Must be a Knowledge Sprite
Benefit: The light you shed improves to a brilliant aura of illumination. Instead of your normal small glow, you give off light as the Daylight spell. This light may be suppressed or reactivated as a swift action.

Spells

Removal From Time
Conjuration (Teleportation) (Creation)
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 feet plus 5 feet/2 levels)/Touch (see text)
Target: Onyx sphere, one creature per caster level (see text)
Duration: (see text)
Saving Throw: None
Spell Resistance: No

You take the onyx in your hand and focus your power into it. The onyx seems to pull light out of the air around it when you are finished. Once the casting is finished, treat the onyx as a Sphere of Annihilation that has had a miracle and a wish cast on it to send someone to the End Of Time. This effect lasts until one person per caster level has touched it, at which point the onyx turns into an actual Sphere of Annihilation.

Material Component: One onyx sphere worth at least 10,000 gold.

Bound Out Of Time
Conjuration (Teleportation)
Level: Clr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One creature touched
Duration: Instantaneous (see text)
Saving Throw: Will, Fort (see text)
Spell Resistance: Yes

You touch a creature, and the power unleashes into it, permanently banishing it from all realities. The creature touched must make a Will save or be cast out of reality and into the End Of Time. Any creature that fails its will save must immediately make a Fortitude save, or be bound forever in the End Of Time, unable to leave that plane by any means, including any form of teleportation or summoning. Any creature that fails its Fortitude save must immediately make a second Will save, or become undetectable by all forms of divination spells; any divination cast with the bound creature as the target automatically fails. This divination blocking effect lasts for as long as the creature is bound to the End Of Time.

The spell Freedom will unbind a creature from the End Of Time, but it cannot be cast by the bound creature; any attempt by the bound creature to prepare said spell automatically fails. Further, the spell must be cast on the bound creature in person, meaning the caster must first make it to the End Of Time and then physically locate the bound creature.

Material Component: Mixed powder of diamonds, rubies, emeralds, sapphires, pearls, topaz, garnet and onyx worth 5000 gold. The powder must be scattered upon the spell's target creature during casting.

Annihilate Annihilation
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: One Orb of Annihilation touched
Duration: Instantaneous (see text)
Saving Throw: None
Spell Resistance: No

You channel the power of the spell into the special gauntlet on your hand, and with a touch, transfer the power of the gauntlet into an Orb of Annihilation. This spell transforms one touched Orb of Annihilation into an equal size orb of onyx, which is perfectly safe to handle, move, and transport. This sphere is also a perfect component for later use with the spell Removal From Time.

Material Component: A gauntlet crafted entirely from onyx, which is consumed upon finishing the spell.

Items

Dead Plane (WIP)

Dead Plane is a rare material found only in the End Of Time. It is the end result of something destroying a plane, yet somehow leaving the Planar Orb in tact. While not indestructible as they once were, they are still incredibly hard and durable, and because it is truly impossible to totally drain a plane without destroying it, powerful as well.

Dead Plane can be worked into an armor or weapon as a part of it, though it handles more like glass than metal until fully and properly treated. Using Dead Plane in a weapon or armor increases the craft DC to create the piece by 20, and the check to create the item must be a Craft (Dead Plane) check. Pieces made of Dead Plane must be masterwork quality.

(to be finished)

Gem of Stray Knowledge (WIP)

These small star-like crystals come in many colors, and can be found floating though the endless cloud of the End Of Time. By themselves, they don't do anything, but they have several effects and uses depending on the color obtained.

When used as an added material component, the spell gains an added effect based on the color of the gem.
Black: Increase the save DC by 4.
Red: The spell is Empowered as per the metamagic feat.
Orange: The spell is Enlarged as per the metamagic feat.
Yellow: The spell is Widened as per the metamagic feat.
Green: The spell is Maximized as per the metamagic feat.
Blue:
Purple:
Violet:
White:

Additionally, these gems may be alchemically altered to create elixirs, granting knowledge of many things depending on color or color combo used. Creating an elixir out of a single Gem of Stray Knowledge requires a DC20 Craft (Alchemy) check. Greater and more powerful unique elixirs can be crafted out of more than one gem as well. Increase the Craft (Alchemy) DC by 5 for every gem added to the mix after the first one.
Elixir of Necromantic Knowledge: Crafted from a black gem, this elixir grants the drinker knowledge of one Necromancy spell upon their next level up.
Elixir of Evocation Knowledge: Crafted from a red gem, this elixir grants the drinker knowledge of one Evocation spell upon their next level up.
Elixir of Transmutation Knowledge: Crafted from an orange gem, this elixir grants the drinker knowledge of one Transmutation spell upon their next level up.
Elixir of Divination Knowledge: Crafted from a yellow gem, this elixir grants the drinker knowledge of one Divination spell upon their next level up.
Elixir of Abjuration Knowledge: Crafted from a green gem, this elixir grants the drinker knowledge of one Abjuration spell upon their next level up.
Elixir of Illusion Knowledge: Crafted from a blue gem, this elixir grants the drinker knowledge of one Illusion spell upon their next level up.
Elixir of Conjuration Knowledge: Crafted from a purple gem, this elixir grants the drinker knowledge of one Conjuration spell upon their next level up.
Elixir of Enchantment Knowledge: Crafted from a violet gem, this elixir grants the drinker knowledge of one Enchantment spell upon their next level up.
Elixir of Universal Knowledge: Crafted from a white gem, this elixir grants the drinker knowledge of one Universal spell upon their next level up.
Elixir of All Knowledge: Crafted from a gem of every color, this elixir grants the drinker great knowledge of many things deep in their subconscious mind, giving them an immediate 10,000EXP.

Artifacts

Major Artifact: Pendant of Planar Domination

This artifact looks like a large spherical pearl almost an inch in diameter, hanging from a silver chain. It was created by the All Knowing, the god of the Timeless, as a gift to his most powerful Cleric. Once per day, the wielder of the pendant may activate the pearl as a free action to create a gate in the air in front of him, granting him access to an exact location he knows in any plane, including the End Of Time. The gate remains open until either 8 hours have passed, or the wielder of the pendant wills it closed as a free action, and cannot be dispelled or closed by any means other than that.

Furthermore, the wielder may use the spell Commune to ask the All Knowing a question once day as a full round action with no material or EXP cost, using the pendant as a focus.

Major Artifact: Orb of Magic Perfected

This artifact was created by the All Knowing, a gift to his mightiest Wizard servant. Roughly the size of an apple, this pure white stone unknown material is entirely unbreakable. Those in possession of the stone gain access to powerful magic. Contained within the stone are the memories of every spell ever created; the wielder of the stone may prepare arcane spells each day as if he had a spellbook containing every spell.

Staff of the Moving Planes

This artifact was created by a group of the most powerful Timeless working together. This black, four pronged claw-like object slips easily over any Planar Orb and clamps down on it, holding it in place on the end of a a black staff.

If there is no orb in the staff, the one in possession of the staff may cast the spell Gate once per week as a full-round action. If an orb is in the staff, they may still cast the spell Gate once per week as a full-round action, but they may also freely send any creature or object of up to colossal size into or out of the Planar Orb at will as a swift action. When putting something into the orb, the user of the staff has complete control over the end destination where the creature arrives. Anything brought out of the orb comes into being anywhere within 50 feet of the user of the staff, at the choice of the staff's bearer. Any creature who is put into or taken out of the Planar Orb in this fashion is allowed a Will save (DC30) to avoid being pulled into or out of the orb.

The wielder of the orb also obtains a great deal of knowledge. Any knowledge check pertaining to anything contained in the Planar Orb on the staff automatically succeeds at the highest DC for the check in question.

Noctis Vigil
2012-01-28, 03:23 AM
Deities

The All Knowing

The All Knowing is a greater deity worshiped by Timeless and Knowledge Sprites. He is a creature of supreme knowledge and wisdom whose magical power is unsurpassed by any. It is said that he knows everything that has ever occurred in the history of all the planes.

The All Knowing was the very first creature to ever make it to the End Of Time, and he did so back when there were very few plains and the multiverse was still young. His age far surpasses that of all but the most ancient of deities. As his time in the depths of the End Of Time grew longer, he yearned for companionship, and after much study and expenditure of power, he created the Timeless race. Thus, for thousands of years the Timeless have bred and spread across the End Of Time, revering the All Knowing as their maker and beloved forefather. As time passed, his name became obscured by the mists of time, known to only the most dedicated of his Clerics.

Rank: Greater Deity
Alignment: Lawful Neutral
Domains: Magic, Knowledge, Oracle, Travel

Ancient Powers From the End Of Time
By popular demand...

There exists out there a horror, a terrible power so monstrous that nothing has ever survived its onslaught. Heroes have been torn from reality by it. Villains have been used, broken and destroyed by it. Worlds have shattered beneath its onslaught. Gods have fallen in defeat at its hands.

When the End Of Time was void, and no planes had yet come to be, there existed but one entity, Light. To ease its loneliness, Light brought forth worlds, casting out his power and sundering the very depths of reality. In a scattering of brilliance, the planes were born, filling the void of the End Of Time with countless Planar Orbs. Such power took its toll on Light, however, and he was divided into two beings, Dawn and Dusk.

Dawn reveled in the creation of the new planes, filled with the wonder, joy and innocence of a small child. In his childlike wonder, he sent himself out into the planes, leaving the End Of Time to its own devices as he flew through the planes and filled them with good things. It is said he still exists somewhere in the planes, creating new wonders and worlds.

Dusk reviled the creation of the new planes, filled with all the hatred, sorrow and malcontent of a disillusioned child. In his fury, he lashed out at the worlds he entered, ravaging them and filling them with horrors and destruction. When that failed to be enough, he searched out worlds filled with the good things Dawn had created, and in his rage cast out his power and absorbed them. More than destroying them, he broke their realities, removing them from existence as if they never were to begin with.

And so the brothers struggle continues to this day, as Dawn creates worlds and fills them with new things, and Dusk destroys worlds, ending them completely.

(these may be moved to "Creatures", but I felt they fit here for now. I intend to fully stat both Dawn and Dusk out at some point, for use as ultimate foes in both good and evil campaigns.)

Vestiges

Stay Tuned

Noctis Vigil
2012-01-28, 03:25 AM
The Crystal City

Origins

In the End Of Time, there lies a planetoid, one of the largest ever discovered there. It is a giant, floating in the vast cloudy void, nearly twenty miles in diameter. Upon descent to its surface, one will discover that the planetoid is not as it seems, as there are many channels to the inside of the planetoid. Once inside, many will gaze in wonder at what they see, for the entire massive lump of stone is a giant geode, with smooth arms of crystal extending to a central core hanging in the center of the crystal chamber. This core emits a magical light, filling the whole crystal structure with a dazzling display of a myriad of rainbows in a naturally occurring light show.

For some reason that is still unfathomable to learned men, most creatures who travel to the End Of Time appear near this massive wonder. As such, it has developed a strange and wondrous population as people from almost every plane decided to make a home for themselves until such a time as they could return to their own planes. Over countless years, many these creatures made lives for themselves, had children, and in general settled down to a new life in the End Of Time, using their now limitless years to learn and travel the planes. Thus, the City of Lost Souls was born.

Initially, people lived solely on the surface of the planetoid. However, not everyone was content to live on the surface, and some migrated to the inner layer of gemstone to build their houses in. In time, one intrepid soul migrated to the stalks of gem connecting to the heart of the structure, and finally to the heart itself. Over time, the people in these different areas began viewing the people of the other locales differently. Thus, the city's hierarchy was born. The ones who preside over the city in council live upon the surface of Gemheart, the planetoid's core. The ones who live lives of comfort and ease live along the great channels of gemstone connecting the Gemheart to the outer layers; these channels of gemstone became known as the Gemtowers. The inner and outer layers of the geode are settled upon by the working class and scholars who study the gems and the surrounding Planar Orbs that drift in orbit around the great planetoid. The inner layer of the geode came to be called Gemtown. The outer layer to be called the Planar Walkway, as those who live there are usually newcomers who still travel the planes searching for their homes, or scholars who search the planes for knowledge. The people of the planetoid called themselves as a whole the Crystal City.

The planetoid was given another name by a Timeless traveler seeking knowledge of the planes. During his travels, he came into a strange area where the haze from the End Of Time faltered and ended, and inside this giant bubble of clear air floated a planetoid the size of which he had never seen. From upon its surface, he saw specks of light, and as he drifted closer, he realized that it was inhabited by beings from other planes. He came to greet them, and learned of them, and in time settled down among them to live, dubbing the small strange world "A city where the lost souls are lost no more." His words spread among the people of the planetoid, and in time the it became known as the City of Lost Souls.

The City

Crystal City is divided into four castes of people, as stated above. These casts are: the Council, the Nobles, the Commoners and the Walkers. Each of these groups of people lives in a specific area of the city, and tends to be fairly radically different from the others.

The Council is made up of the people who live on and in Gemheart, and is a small selection of people from almost every imaginable race and culture who coexist in peace to preside over the city and see that laws are followed. The Council gets along as well as any political body can be expected to. The Council exists of elected officials, put into place by the people of Crystal City to preside over them. A new Council member is elected only when an old one dies or resigns; this can be a very long term indeed in the never-flowing time of the End Of Time.

Gemheart itself has been burrowed into to create their palace, though none dares burrow deep enough to find out what the massive magical force that emits light in the center of Gemheart is. Gemheart Palace is where people go to petition grievances, help, medical aid or other major issues, and access into the palace can be found by following Gemtower Road.

The Nobles are semipolitical figures who have achieved their places by wealth and political maneuvering. As non-elected figures, they have fairly free reign within the city, although none will contest the Council overmuch, as even the Nobles are expected to follow the law. Most the Nobles are fairly unsavory people, dealing ruthlessly with rivals in their political game.

The Gemtowers that the Nobles live in have been hollowed out down the center to create roads up and into Gemheart Palace. The houses of the nobles are build around this hollow center, and tend to be expressive in their overly ostentatious grandeur. Of the roads down the massive pillars, travel is fairly common, and people regularly set up small stalls and shops all up and down the inside of the pillars. Prospective town merchants all get their start selling their wares on the Gemtower Roads.

Commoners live in Gemtown, and all manner of folk can be found there, from standard races like elves and humans to displaced Solars to dragons. Most the folks living here have decided to settle down in Crystal City permanently. The city is divided into notable areas travel around, but the most common sights in the city are residential areas and marketplaces. Most who live in these areas are just commoners, though their are some people with true callings. Indeed, there are craft and mage guilds in the city that specialize in stoneshaping to form houses out of the gems.

Gemtown is also home to the local guard, called the Crystal Shields. One can find guard houses scatted throughout the city, and never more than a street or two away. The people in Crystal City take the law very seriously, simply for their own protection amongst such a huge and mixed set of people, races and creeds; thus, lawbreakers are dealt with quickly, and repeat offenders will find their sentences harsh.

Gemtown itself is a sweeping view of massive crystal spires, out of which houses have been dug, carved and magically molded. The parts of the inner layer of the geode that aren't populated are common spots for loners, beggars and homeless to claim, though some sections of the geode are still truly silent and uninhabited.

The Planar Walkway is lived upon by Walkers, as well as by some of the quieter inhabitants of the city. Besides those people who just want to find their homes, there are several mage guilds studying the planes there, as well as farmers who grow crops on the surface of the geode and a special section of the guard to help newcomers get adjusted to the city.

There is also a special mage guild working in conjunction with the guard to catalog all the planes in orbit around Crystal City, and a special contingent of mages of all kinds who travel the End Of Time and locate planes. They use specially crafted spells to mark the planes they find, and a full catalog of known planes can be accessed with special permission in Gemheart Palace. The Council is usually willing to help those who want to return to their home planes do so, provided the plane is in the catalog.

The city as a whole is filled with magic. Almost everyone knows some form of spellcasting, even young children, and sorcerous blood is fairly common. Many believe that the massive magical lightsource in Gemheart grants magic upon those it spreads its light on. Some even revere the light as its own god. Whatever the source, magic is an everyday part of life in Crystal City, and even major spells are considered a mundane fact of life for the most part.

Noctis Vigil
2012-01-28, 03:28 AM
You may now comment freely. Any thoughts, suggestions, comments, or hugs or beating will be happily accepted.

al'raith
2012-01-28, 03:45 AM
It sound pretty cool and I especially like the only way to get there is a orb of annihilation. It would make for great plot hooks

Noctis Vigil
2012-01-28, 05:00 AM
Thanks! I intend to add a few more ways to get there, but they all come from the End Of Time itself, so they can't be accessed unless you get there once on your own or meet a creature from there.

Speaking of which, two races have been added! I think they need a little polish, so please PEACH.

Noctis Vigil
2012-01-28, 05:46 AM
Added a link to my Sage class under Classes, and posted a new spell and Artifact.

I'm also open to suggestions for this if you feel like creating a feat/spell/item/artifact/race/class/creature. I'd love any input people give. :smallsmile:

Larkas
2012-01-28, 11:49 AM
WOW! This is coming along very nicely, Noctis! Full of flavor, plot hooks, and space for development!

I don't know if this was inspired by Chrono Trigger or not, but maybe there could be some kind of multiplanar threat a la Lavos, the Time Devourer. It doesn't have to be anything like said creature, but maybe something endagering the very fabric of space could be a nice plot hook for epic adventures?

SamBurke
2012-01-28, 11:59 AM
Me gusta.

I like this a lot, and it will make for a cool campaign end (the world gets unravelled long after the game finishes, I end the campaign on this plane.)!

Noctis Vigil
2012-01-28, 06:08 PM
I'm glad you both like it! It's been in the works for a while now.

@Larkas: Some of this is Chrono Trigger inspired, yes (after all, it was the best SNES game ever), some parts were inspired by SSBB (the Planar Orbs; my original concept was actually an endless world of doorways), and some parts were just spawned from the insanity in the back of my mind.

@SamBurke: The End Of Time is an amazing place to have a campaign. Just wait till you see some of the creatures you'll have to face off against there, your players should love it.

EDIT: Added the spell Bound Out Of Time.

Yitzi
2012-01-28, 06:44 PM
All men know of the existence of the planes. The elemental planes, the plane of shadow, the heavens, hells and abysses, the many material planes. Some even travel the planes. But somewhere beyond the edges of reality exists the plane, the endless cloud of space that contains every reality.

I thought that was the idea behind the Astral Plane...it's the space that all the other planes are contained in.

Noctis Vigil
2012-01-28, 06:48 PM
I thought that was the idea behind the Astral Plane...it's the space that all the other planes are contained in.

Is it? I always thought of it (and used it as) the home of a sort of purified essence of reality. It's where summoned creatures come from, and where the most pure archetype of every form of creation can be found. All planes derive their forms from their connection to it, but are not actually physically housed there. That is the purpose of the End Of Time. Does that make sense?

Also, three creature descriptions are up, though I have yet to make stats for them.

Amechra
2012-01-29, 12:20 AM
So...

Are the Planar Orbs indestructible? What would happen if one got... ravaged a bit?

Noctis Vigil
2012-01-29, 12:39 AM
Already covered that one:


Planar Orbs are totally indestructible, save by eliminating the entire plane held within them from existence.

Of course, I do intend to add an exception or two to this later. :smallwink:

Noctis Vigil
2012-01-29, 02:36 AM
Added the Outworlder Template in the same post as classes, the Orb of Magic Perfected to the current list of artifacts, and the Gems of Stray Knowledge to the items list. I have not yet completed Gems of Stray Knowledge, as at the very least I need to finish adding metamagic effects for each color when you add it as a bonus component to a spell. I will probably be editing that one on and off as well, since I'd also like a complete list of all possible combinations to make elixirs out of for them (yes, I know that's a ridiculous number of elixirs, let me live in my little dream world :smalltongue: ).

As usual, any suggestions or PEACH is welcome.

Larkas
2012-01-29, 10:30 AM
Noctis, this is coming along VERY nicely! A few inputs:

1 - Interesting creatures! I was about to ask if the orbs can be moved, but I guess that answers my question :smallsmile:

2 - Wow, this template is nice but VERY powerful. LA +6 is about right, I guess, but maybe it could be 7~8? By the way: uber powerful villain = LE Outworlder Timeless :smallamused:

3 - About the Orb of Magic Perfected (also about the Pendant of Planar Domination), they are VERY nice. Major artifacts are always fun! Wouldn't let those fall into players' hands that easily, though :smallbiggrin:

4 - On the Gems of Stray Knowledge, those are very strong too. I reckon they must be very hard to find? Anyways, it would be nice if one or a few of them had VERY powerful effects, at the price of simultaneous crippling effects (i.e.: Tainted Elixir of Evocation Power: upon drinking this Elixir, the user loses access to one spell slot of every level available to him. In exchange for that, all Evocation spells cast by the user are Empowered and Maximized as per the metamagic feats.). Of course, some kind of antidote would also be needed :smallsmile:

And that's it! Keep up the great work!

Oh, before I forget, on the Astral Plane: it doesn't really contain all the other planes, it just CONNECTS to all the other planes. It contains all the planes as much as a highway contains all the cities and towns it connects. That stands true even if you use the Planescape/AD&D cosmology (a favorite of mine): in it, the Astral Plane doesn't connect to the Inner Planes: the Ethereal Plane does that. Think of a cross-section drawing of the Earth: the core would be the Inner Planes, the mantle would be the Ethereal Plane, the crust would be the Material Plane, the atmosphere would be the Astral Plane and the space would be the Outer Planes. But here is the thing: rumors abound on a third transitive plane linking the Outer Planes to the Inner Planes (which would also obey the "Rule of Threes" of the Multiverse: everything always come in threes), meaning that no plane truly "contains" the other, it only connects to the layer "above" and "below" itself. Eh, that may have come out WAY more complicated than what I wanted XD Bottomline: the Astral doesn't contain everything, it just connects everything.

Noctis Vigil
2012-01-29, 03:48 PM
Noctis, this is coming along VERY nicely! A few inputs:

1 - Interesting creatures! I was about to ask if the orbs can be moved, but I guess that answers my question :smallsmile:

2 - Wow, this template is nice but VERY powerful. LA +6 is about right, I guess, but maybe it could be 7~8? By the way: uber powerful villain = LE Outworlder Timeless :smallamused:

3 - About the Orb of Magic Perfected (also about the Pendant of Planar Domination), they are VERY nice. Major artifacts are always fun! Wouldn't let those fall into players' hands that easily, though :smallbiggrin:

4 - On the Gems of Stray Knowledge, those are very strong too. I reckon they must be very hard to find? Anyways, it would be nice if one or a few of them had VERY powerful effects, at the price of simultaneous crippling effects (i.e.: Tainted Elixir of Evocation Power: upon drinking this Elixir, the user loses access to one spell slot of every level available to him. In exchange for that, all Evocation spells cast by the user are Empowered and Maximized as per the metamagic feats.). Of course, some kind of antidote would also be needed :smallsmile:

And that's it! Keep up the great work!

Oh, before I forget, on the Astral Plane: it doesn't really contain all the other planes, it just CONNECTS to all the other planes. It contains all the planes as much as a highway contains all the cities and towns it connects. That stands true even if you use the Planescape/AD&D cosmology (a favorite of mine): in it, the Astral Plane doesn't connect to the Inner Planes: the Ethereal Plane does that. Think of a cross-section drawing of the Earth: the core would be the Inner Planes, the mantle would be the Ethereal Plane, the crust would be the Material Plane, the atmosphere would be the Astral Plane and the space would be the Outer Planes. But here is the thing: rumors abound on a third transitive plane linking the Outer Planes to the Inner Planes (which would also obey the "Rule of Threes" of the Multiverse: everything always come in threes), meaning that no plane truly "contains" the other, it only connects to the layer "above" and "below" itself. Eh, that may have come out WAY more complicated than what I wanted XD Bottomline: the Astral doesn't contain everything, it just connects everything.

1.) Planar Orbs can be moved, but cannot be taken out of the End Of Time (yet :smallamused: ). As for the creatures, I'm still working on them. I've never made creatures before, and it's harder than I thought it would be.

2.) The template is supposed to be really powerful. The end goal was a template that could kick ass no matter what class was applied to it. I think +6LA is accurate, but then, I'm no expert; someone who knows more about LA would have to poke their nose in here to judge that. Likewise with the racial LAs. (And yes, an Outworlder Timeless would be an incredibly powerful caster, provided you don't mind the +10LA; for extra fun, give it the +5 to save DC, the +1 spell-like ability per level of Sage, the +3HP a level to increase durability, and apply the +10 bonus to Wisdom. Voila, ubercaster who gets 5 SLAs a level, all of which have a save DC of 15+spell level+Wis mod of at least 8 assuming a Wis of 10.)

3.) Major artifacts are very powerful and should be huge quests to obtain. These are no different. I'm glad you like them. I do have at least one more artifact planned for those who want to use some of this stuff but don't want to wait until 9th level spells are available to access the End Of Time.

4.) Ah, Gems of Stray Knowledge. Out of a total of 511 possible combinations (assuming I don't use the same color twice in any given elixir), I have created 10. I think I can squeeze some powerful effects in there for you that will suit your desires. Keep in mind that this is a big undertaking in and of itself, and I start school in two days, so I have no idea when it will get finished.

Thank you so much for the PEACH! It's great to hear what people think of this stuff. :smallbiggrin:

Noctis Vigil
2012-01-29, 11:04 PM
The Ancient Powers From The End Of Time have been added, though I have yet to stat them out. These will most likely end up as ludicrously epic, my goal being CR150; after all, these are the beings that created the gods themselves.

Larkas
2012-01-30, 06:19 AM
Hmmm, interesting... I suppose they will be overgods? If so, they surely deserve a section of their own. Really, I see no point in statting them over the basics, since they would be essentially unbeatable, but if you want that, go for it! Who knows, if Dawn lends enough divine ranks, you just might stand a chance of defeating Dusk! :smallsmile:

By the way, have you reserved the 7th post for any reason? If not, it might be a good idea to just paste the Sage class there :)

Noctis Vigil
2012-01-30, 08:23 AM
The 7th post is reserve (and technically the 8th as well) because I fully intend to hit the 50,000 character limit on at least a couple of these posts, and I don't want to run out of space to put stuff. My goal is a pretty much a homebrew splatbook containing enough stuff that a GM could pick it up and create a whole extended campaign out of it. I will probably be adding some of my other creations to it and making it a .pdf file at some point. But yeah, I can add the Sage in, I guess.

Dusk is indeed supposed to actually be beatable by a high level team. A Lavos-esque type creature was requested, and I had him planned already. I could always make them over-gods, but the end plan was never really divinity, I just figured the creator of the multiverse should be put by the gods. If you think they should be gods, I can do that, and just create another world-ender (perhaps created by Dusk).

I'm glad you're enjoying these creations. I had hoped for more comments on this stuff. Do you know anything about monster creation? It's giving me some difficulties. I did PM a couple folks, but no dice on that end yet.

Larkas
2012-01-30, 09:57 AM
D'OH! NOW I understand, don't know how I missed the Lavos flavor. Don't worry about divinity then, just make them absurdly strong and they're all set.

About monster creation, I've messed with that a few times in past campaigns, but I really don't know how to quantify a CR that big. I.e.: I don't know how many CRs are between a creature with 120 Str and a similar creature with 150 Str. The numbers are too big to even start measuring game-wise. On the other "smaller" creatures, though, see if this thread (http://www.giantitp.com/forums/showthread.php?t=43009) is of any use for you. You already got the flavor right, fitting the right rules should be somewhat easy. Also, check this (http://www.giantitp.com/forums/showthread.php?t=10313) out. Anyways, try your hand at the one you deem easiest and start from there. It only gets easier with practice :smallsmile:

And don't worry, if you PMed them, they will eventually check this out! :smallsmile:

Noctis Vigil
2012-01-31, 03:53 AM
Brilliant Radiance racial feat added, as well as the Staff of Moving Planes artifact.

Thanks for those links, Larkas, they'll be a huge help making creatures. I will hopefully have more up soon, though I do start school tomorrow, so my time to work on this will be limited.

Noctis Vigil
2012-01-31, 04:51 AM
Epic Sage progression added.

Debihuman
2012-02-01, 05:35 AM
Orb Tangler

While I kinda see where you are going with this, you have made a few mistakes.

First, you need to clearly define this creature. Anyone should be able to picture it from your description. Length, height, weight, color, how it moves, what it eats, what it likes and dislikes etc.

You forgot its hit point total.

BAB is based on a creatures Type. Aberrations have 3/4 BAB like clerics so for 14 HD, it has Base Attack of 10 not 20. Grapple is BAB (10) Strength Modifier (11) plus special size modifier (+8) PLUS +8 because it has Body of Tendrils for a total of 37 to its Grapple

Since it has extra reach (50% more), I noted it as 25 feet in the stat block. That is a little more than 50% but reach should be in 5 foot increments. You should probably fix the text in Body of Tendrils to make it a +10 foot reach. It is clearer and the DM has less math to do on his own.


Does it move slowly because it is blind? Originally, I thought perhaps you should add Blind but since the Grimlock doesn't have it, you don't need it. Blindsense 60 ft should be sufficient.

How much damage per round does strangulation do? I am not sure if you want all tentacles to attack simultaneously on one target or if it can make separate attacks with its tentacles.

Generally, creatures gain a size category when they double their HD. So I've fixed the creature's advancement.

It should have 5 feats.

It has skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. It has 0 for its Int modifier so it has 8 skill points for its first HD and and 2 more for each additional HD for a total of 34 skill points.

Special Abilities should always have a designator for Ex, Su or Sp.

Here are my corrections in red so far barring any changes that you make to this creature. Note some are strictly consistency changes too for example changing feet to ft. adding commas, adding hyphenation, etc.

Size/Type: Huge Aberration
Hit Dice: 14d8+56 (119 hp)
Initiative: +7
Speed: 20 ft. Fly 20 ft. (Average)
Armor Class: 22 (-2 size, +7 Dex, +7 natural), touch 15, flat-footed 15
Base Attack/Grapple: +10/+37
Attack:
Full Attack:
Space/Reach: 15 ft./15 ft. (25 ft. with tentacles)
Special Attacks: Strangle
Special Qualities: Blindsight 60 ft., Body of Tendrils, DR 7/magic, Tough Body
Saves:
Abilities: Str 32, Dex 24, Con 18, Int 10, Wis 6, Cha 10
Skills:
Feats:
Environment: End Of Time
Organization: Solitary or in pairs
Challenge Rating:
Treasure:
Alignment: Usually Neutral
Advancement: 15-28 HD (Gargantuan), 29-42 HD (Colossal)
Level Adjustment: --

Blindsight (Ex): Orb tanglers have no sight, instead relying on a special sense that detects motion through the cloudy vapors that composes the End Of Time. They can see anything within 60 feet of them, but nothing beyond this range.

Body of Tendrils (Ex): The body of an orb tangler is made of tendrils, with little to no actual form other than the snaky appendages. This has a few benefits, the first being that they have a reach 10 feet longer for their size category. Second, they get twice the normal size bonus to grapple checks (already included in the stat block). Finally, they tend to spread out and sway in motion, resulting in all ranged attacks having a 30% miss chance against them.

Strangle (Ex): needs description.

Tough Body (Ex): Orb tanglers are tough, resilient creatures. They gain a natural armor bonus to AC and DR/magic equal to half their hit dice.

Debby

Noctis Vigil
2012-02-01, 03:42 PM
Wow, Debihuman, that is some very helpful stuff there. I will be doing work on these creatures tonight when I get home and have access to the MMs. Thanks so much for your help!

Noctis Vigil
2012-02-02, 03:43 AM
OK, been putting some effort into the Orb Tangler. Current conclusion: people who make monsters regularly are gifted with a creativity I shall never possess.

Debihuman, when picking skills for monsters, what counts as a class skill and what counts as cross-class?

TuggyNE
2012-02-02, 05:27 AM
OK, been putting some effort into the Orb Tangler. Current conclusion: people who make monsters regularly are gifted with a creativity I shall never possess.

Heh, so true. I haven't yet done any homebrewing of my own, mostly because it seems like a whole lot of work! :smallwink:


Debihuman, when picking skills for monsters, what counts as a class skill and what counts as cross-class?

Any that are listed in the entry (http://www.d20srd.org/srd/monsters/intro.htm#skills) (in other words, pick some reasonable ones and put those in).

All listed skills [in a creature's monster entry] are class skills, unless the creature has a character class (noted in the entry).

Oh, and so far this 'brew is looking pretty good, and very interesting. :smallsmile:

Debihuman
2012-02-02, 10:26 AM
Wow, Debihuman, that is some very helpful stuff there. I will be doing work on these creatures tonight when I get home and have access to the MMs. Thanks so much for your help!

You should also bookmark the online SRD: It is hyperlinked and so the rules are a lot easier to find. Go to: http://www.d20srd.org

It takes a while to get familiar with the layout but I find it is an invaluable resource while working online.

Really don't get so discouraged with this. It's your first time and it does take a bit of work. On the other hand, we're all here to help out. I like the changes you've made so far.

With skills and feats, let the creature's ecology give you some hints. For example, your creature is blind so Spot probably isn't a good skill for it. On the other hand, it probably can hear so maximizing its Listen skill makes sense. If it isn't collecting treasure or using money, then it doesn't need Appraise.

Creatures that are new (not advanced versions or ones with templates) don't need Improved Natural Attack. You simply get to decide what attack is "reasonable" for the creature. I recommend you swap this feat out for something else.

Multiattack is also a wasted feat since 6 tentacles are only one type of attack. It can make as many primary attacks with its tentacles as it has tentacles. If it also had a bite attack, then the bite would be a secondary attack for which multiattack would be useful.

Natural weapons have different rules from manufactured weapons. See the Giant Octopus as an example for this.

Here is a good place to start when looking at monsters: http://www.d20srd.org/srd/monsters/intro.htm

Planar Energy is interesting but I think it needs to be revised a bit. See the following information on ray attacks:


All ray attacks require the attacker to make a successful ranged touch attack against the target. Rays have varying ranges, which are simple maximums. A ray’s attack roll never takes a range penalty. Even if a ray hits, it usually allows the target to make a saving throw (Fortitude or Will). Rays never allow a Reflex saving throw, but if a character’s Dexterity bonus to AC is high, it might be hard to hit her with the ray in the first place. Since it only has blindsense the range should be no more than 30 feet (or it would probably miss its target as it would be firing blind). Supernatural abilities are usually charisma based so the DC for a Fortitude save would be 10 + 1/2 HD + Charisma modifier (10 +7 +0) 17. A ranged touch attack is BAB + Dex + size modifier (10 +7 -2).


Planar Energy (Su): Orb tanglers can also use the planar energy they absorb as a weapon. As a standard action, they may fire a ray from a special tendril they possess at a foe, dealing 1d6 points of damage per two hit dice of one element of their choosing (chosen when the ray is fired) from the following list: cold, electricity, fire force. The ray has a range of 30 feet. Creatures that are hit by the ray may make a Fortitude save (DC 17) to take half damage. The save is charisma based.

Here is how your stat block looks with the Polar attack in the stat block

Attack: Tendril +19 melee (3d8+11) or planar ray +15 ranged touch (7d6 energy)
Full Attack: 6 Tendrils +19 melee (3d8+11) or planar ray +15 ranged touch (7d6 energy)

By the way, your creature should probably have the Extraplanar Subtype since they all come from The End of Time.

Yep, it's a lot of number crunching but look at how much better your creature is getting! :smallbiggrin:

Debby

Noctis Vigil
2012-02-02, 07:00 PM
Alright, after much work, I am declaring the Orb Tangler tentatively finished!

I also added the beginnings of Dead Planes under items, though it isn't finished.

I think I shall take a short break from creatures next, and work on the End Of Time's largest city, The City of Lost Souls!

Noctis Vigil
2012-02-02, 09:31 PM
The spell Annihilate Annihilation has been added.

Noctis Vigil
2012-02-03, 01:14 AM
The origins of Crystal City have been added! There is now a definite place for you to host a campaign from in the End Of Time!

Noctis Vigil
2012-02-05, 04:52 AM
Update ahoy! Crystal City has been greatly expanded upon, giving you far more depth to work with.

Noctis Vigil
2012-02-05, 04:54 AM
Update ahoy! Crystal City has been greatly expanded upon, giving you far more depth to work with.

rweird
2012-02-10, 08:47 PM
About the Orb Tangler, I don't think it deserves CR 12, it is helpless against foes beyond 80 ft. A wizard could easily at that level kill it before it even knows there are enemies. I know the wizard could probably do that anyways though it has no defense against Invisibility, Silence and the like. It can hurt anyone that gets close though it doesn't have anything to make people get close.

On another note, does the Astral Plane coexist with The End of Time?

Noctis Vigil
2012-02-11, 02:31 AM
1.) I wasn't sure. I pulled CR12 out of my ear.

2.) Yes, it does. I stated how I treat the Astral Plane in a post on the first page when Yitzi asked about it. I suppose I should move those statements to the original post.

Sorry I'm not updating this much; life beat me over the head with the busy stick.

Noctis Vigil
2012-02-13, 08:47 PM
Made some important updates to the Greater Power chain of Sage class abilities.

Noctis Vigil
2012-03-04, 11:36 PM
Updated a couple small things in the Sage class. Added several abilities to the Planar Guardian creature.

Sorry I'm not working on this more, folks. I really am trying to keep up on this, but real life comes first.