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Xuldarinar
2015-04-22, 04:04 AM
ABYSSAL LAYER א
-Far beyond the realm of demons lies a place so impossibly distant that what defines reality begins to crumble. The borders between layers crumble and the 'rules' that defined the abyss find themselves in a constant state of flux. True horrors lie in this place, beings so impossibly vast and twisted that their existence is nothing short of a perversion of reality itself. Unspeakable sights lie here, the least of which being qlippoth far stranger and more powerful than anything seen by mortal and demon alike. A region standing at the very edge of the 'Outside' of the outer sphere, infinitely more vast than the depths that came before it yet, this is the abyssal layer Aleph.

-This region is broken up into five separate subregions, each in their own right massive. At times one could travel for thousands millennia without crossing between these, while others one need only pass between one or two of the drifting layers that characterize the realm, or even find that they skip over a subregion. Distance, direction, and the perceptions of both are fluid, at times making traveling to a destination impossible. Even reaching this realm is a feat achieved typically either by accident in traveling through the abyss, or by incredible feat of magic.

LAYER א1א
-When those who dare delve into the final layers of the abyss reach their destination, they find a place more diverse than any other. Should they enter from saner layers, they would find that now that gravity no longer cared for direction, entirely subjective to the mortal's whims. Vast twisting landscapes, some faintly familiar to denizens of a mortal plane or even any given place within the sphere, others being entirely alien. All is possible if it can be imagined in this place and even some things that cannot. The 'sky above', assuming one is standing with the sphere 'below' them reveals layer after layer, some impossibly slim while others miles thick. Many crashing into each other, spawning new layers with differing rules and environments, cast off chunks of matter changing form and moving in random directions. In one place might offer a clear view while others may be obscured by vast layers or clouds. Creatures only faintly familiar may spawn spontaneously from pools or even the cast off bit from collisions between layers. This place is the most hospitable and the most familiar of the places within this section of the layer, and as with the abyss it is infinitely vast.

NOTABLE LOCATION: THE THUSKCHOON SEA
-On one of the more massive layers towards the beginning of what is known as Layer Aleph lies a massive dense ocean. What is in essence a vast ooze, the Thuskchoon sea reaches out to consume any prey that comes too close to it. Only creatures of titanic proportions, and those more than likely overconfident in their abilities, brave this environment. Given its name by a mortal scholar long ago, it is unknown if this sea has any ties to the qlippoth lord for which it is named or that it is simply named in their honor. Word has it among his notes there lies a spell that allows one to reliably cast a creature from the material plane to a place above the Thuskchoon sea, whether it does as it is said, let alone if spell exists at all, is unknown.


LAYER א2א
-Moving further, travelers who managed to make it this far would find the gaps between the layers grow and environments grow increasingly alien. The pull of gravity still is bound to the mind of those that visit this place, though even those that perceived things in the first section as one way, they find their minds by this point try to pull them back towards the sphere, the gravity not only favoring towards the sphere but seeming stronger. This is thinnest region of this abyssal realm, and more or less serves as a border between what lies closer to the sphere and what madness lies in store.

NOTABLE LOCATION: The Umbral Glacier
-A vast sheet of ice cloaked in darkness drifts among the layers. It is a place of bitter cold and darkness that refuses to be pierced by any magic. Spells of light do not function, and the ice does not melt but in fact hardens and grows when exposed to light and heat, while spells of darkness are empowered. Snow often falls upon the surface of this glacier, at times only a few flakes while others a blizzard. A latticework of tunnels have been made throughout, inhabited by vile crystalline creatures. It is believed long ago this mass had a master, but where it now resides is a mystery.


LAYER א3א
-Further still, travelers would find that what little comfort of familiarity leaves their environment. The gaps growing between layers, vast such one can see far and through things, their minds unable to comprehend what madness lies in store. Layers seldom crashing into each other, now instead melting and flowing into, apart, and through one another. Things impossible in nature take shape as contradictions become common place. Layers of simultaneous searing heat and bitter cold exist, howling winds that would shred a block of adamantine but leave a sheet of damp parchment unmoved, regions of simultaneous blinding light and deep darkness. A step in one direction may mean the difference in the strength and subjective direction of gravity, the composition of air or even the presence or absence of air all together. Even materials brought to, and spells cast in, this realm begin to betray their natures. A struck sunrod may absorb light, a tinder twig struck may begin to pour ice water or ichor, and a cure spell might shatter bone. All things are subject to whatever rules the layer they stand upon wishes to follow at that instant. In the flowing of these layers, weather is often spawned. Downpours of what more often than not manifests as a thick fluid falls down, or any direction for that matter, upon denizen and traveler alike. This fluid coats many surfaces, and is often either absorbed into the layer it falls upon or form into creatures, most being analogous to slimes but even swarms of what might be confused for insect may burst from the droplets of other layers.

NOTABLE LOCATION: The Pyrefrost Wasteland
-One of the countless layers found flowing through this region of layer aleph, the pyrefrost wasteland is one of many places of contradiction. Snow and ash coats everything in sight. Both blizzards and black blizzards often sweep across the rugged landscape, and temperatures stand simultaneously around -25 and 145 degrees fahrenheit (incurring the negative effects of both extreme heat and extreme cold). In some more hospitable regions, temperatures can get as safe as -4 and 114 (only incurring the negative effects of severe heat and severe cold), and even where layers flow into each other temperatures can grow closer together still though other problems plague such regions. Spells and effects used here that deal fire damage deal half of their damage as cold damage and gain the cold descriptor, and spells and effects that deal cold damage deal half their damage as fire damage and again the fire descriptor.


LAYER א4א
-Towards the 'edge' of this vast realm comes a region where the layers become so distant and even few that the truth lies above. Where layers do not stand in one's view lies a darkness eternal. This place is one more erratic than those closer. Nothingness flows through these sparse yet still infinite layers, twisting these flowing places and whisking away visitors and denizens alike. Landscapes are no longer simply so much as they are abstractions, creatures and places taking on geometries so abhorrent that may shatter a mortal's mind with only a glance. Only deific beings find their stay here a lasting one, both native to the sphere in only the loosest sense and creatures hailing from even further beyond.

NOTABLE LOCATION: ???


LAYER א5א
-When creatures speak of having looked beyond the outer sphere, it was here that they traveled. Not so much a region of this realm but a border, the layers far below flow together in their image, a passing glance in most places only revealing the impossibly large sphere itself and little more.
Beyond lies vast expanses of nothingness, at least to those fortunate travelers who have teleported themselves here, not having had to suffered what lies below nor what preys upon those that linger too long are appear in the wrong place, never to return. Some are changed while there, the most common form of which returning possessing a madness never to be cured, and a hunger for the very thing that promises every mortal an eternity.

NOTABLE LOCATION: (NAME NOT FOUND)
-A rare site among those that have reported back their findings of this outermost region, drifting among the darkness is a massive structure, a building of stone that is structured as if built around something rather than simply up from the surface it is upon. From what has been seen, it is believed that it is built utilizing the subjectivity of gravity (or the builders of it were simply insane), and likely it was constructed to aid in researching the abyss below and the nothingness above. None that have returned have mentioned anything more than seeing the structure.


SIN AND ABYSSAL LAYER א
-Though creatures recognizable as qlippoth may be a relative minority, more typically found in the first subregion of layer aleph, this realm responds near universally to those stained by sin. Predators of the realm are drawn closer, creatures both vast and tiny seem to abhor any touched by sin, be them mortal or demon. Even layers seem to move more violently in their presence, more prone to meet around where such beings reside. Creatures that consume souls are relative common place here, denying the return of any creature who dies here passage to the shallows of the abyss let alone to any other plane of existance. By no means though does that this makes this realm remotely hospitable to any creature free of this, only that a pure soul is less likely to draw as massive and swift a welcome.


PLAYER TOOLS
-This section is intended for content available to players relating to this realm and its inhabitants, such as the qlippoth and devourers.



Sin Slayer (Antipaladin)
Link (http://www.giantitp.com/forums/showthread.php?375617-Archetype-Sin-Slayer-(Antipaladin))




Sorcerer Bloodline (Devourer)
Class Skill: Knowledge (planes).
Bonus Spells: ray of enfeeblement (3rd), ghoul touch (5th), vampiric touch (7th), animate dead (9th), slay living (11th), true seeing (13th), control undead (15th), trap the soul (17th), soul bind (19th)
Bonus Feats: blind-fight, cleave, combat casting, combat expertise, improved initiative, improved sunder, power attack, skill focus (knowledge [planes]), spell focus
Bloodline Arcana: Whenever you cast a spell that kills one or more creatures possessing a soul, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.
Bloodline Powers:
Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage on a successful hit as negative energy damage. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Part from the ground (Su): At 3rd level, you can hover off the ground, flying for a number of minutes per day equal to your sorcerer level, with a speed of 20 feet and perfect maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Draining Critical (Su): At 9th level, whenever you confirm a critical hit against a creature, you also inflict upon them a single negative level as if by means of energy drain. If the creature is immune to energy drain, they do not acquire a negative level and you do not gain 5 temporary hit points as a result.
Resistance to Magic (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.
Devour Soul (Su): Your ribcage distends and becomes jagged, and your skin becomes dry and taut. Whenever you slay a creature using slay living, the creature slain becomes trapped within you. This creature cannot be brought back to life until you have been slain or their soul has been removed by another means. You may only hold one soul in this way at a time. The trapped soul, be it within yourself or trapped by other means such as trap the soul or soul bind, supplies you with 5 essence points for each Hit Die possessed by the soul. When casting a spell you may expend essence points equal to the spell's level in place of expending spell slots. For every 5 essence used up the soul gains one permanent negative level, which remain if the creature is brought back to life. A soul that is completely consumed may be returned only by means of a miracle or wish. If you are targeted by one of the following effects and it pierces your spell resistance and you have a soul trapped within you, the effect is directed to the soul. If the caster succeeds on a DC 25 caster level check the soul is released; banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion.


Sorcerer Bloodline (Qlippoth)
Class Skill: Knowledge (planes).
Bonus Spells: cause fear (3rd), vomit swarm (5th), excruciating deformation (7th), dimension door (9th), nightmare (11th), eyebite (13th), insanity (15th), cloak of chaos (17th), power word kill (19th)
Bonus Feats: Augment Summoning, Critical Focus, Improved Bull Rush, Lightning Reflexes, Power Attack, Quicken Spell, Skill Focus (Knowledge [planes]), Vital Strike.
Bloodline Arcana: Whenever you cast a spell the afflicts a condition, such as shaken or sickened, increase the duration by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline Powers:
Horrific Appearance (Sp): At 1st level, you can draw upon your qlippoth ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Qlippoth Resistances (Ex): At 3rd level, you gain resist cold 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to cold increases to 10 and your bonus on poison saving throws increases to +4.
Agility of the Depths (Ex): At 9th level, you gain a +2 inherent bonus to your Dexterity. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Shatter Mind (Sp): At 15th level, your caster level is increased by 3 when casting spells of the fear sub school. In addition, once per day when you magically inflict the shaken, frightened, or panicked condition on a creature, you may also inflict 1d4 points of Wisdom damage to the target of the effect. If it effects multiple targets, you must select one of them to inflict the Wisdom damage to.
Qlippothic Embrace (Su): At 20th level, the power of the true natives of the Abyss forever changes you. You gain immunity to cold and poison. You also gain resistance to acid 10, electricity 10, and fire 10, and gain telepathy out to a range of 60 feet.



Cast Into The Thuskchoon Sea
School conjuration (teleportation);Level sorcerer/wizard 7, summoner 6, witch 7
-CASTING
Casting Time 1 standard action
Components V, S
-EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Instantaneous
Saving Throw Will partial
Resistance Yes
-DESCRIPTION
-With a gesture that roughly traces the shape of your target, you attempt to push the target towards the very reaches of reality, dropping them above the Thuskchoon Sea. For most creatures, this means death, as they are digested into their new environment (either quickly and violently, or slowly and painfully). The target is entitled to a Will save to resist being forced from where they stand. If the save is successful, the creature instead takes 5d6 points of damage from the energy released from the rapid opening and collapse of the portal centered upon them. If the target is sucked through, it is not a clean and sufficient residue of the victim remains behind to serve as the foundation of a resurrection spell.



A work in progress project, functioning more as a point of flavor than a point of mechanics. In time I intend to draw up things to give order to the possibilities, tables that one can roll upon to determine what is encountered in any of these places. Perhaps also specific locations among each of these, or atleast some of these sections. I hope you like it and please, if you've anything to contribute, I'd love to hear it.

MrStabby
2015-04-22, 10:25 AM
Heh, I like it.

Maybe we need some kind of continuum hypothesis to see if it is possible to get anything between these layers?

spikeof2010
2015-04-22, 11:17 AM
I'd like to write some stuff up for this, seems interesting.

Xuldarinar
2015-04-22, 02:04 PM
Im glad it is liked. I'll certainly be expanding upon it on my own, but any and all contributions will be more than welcome.

I may, or may not make notable locations for all of the regions within the abyssal layer, not for lack of space but because ultimately as you get further out things become less stable. Something that might endure for life times may only last moments further out. Sure, collisions become less common place between individual layers further out, but they become more erratic, more prone to change in of themselves. I wouldn't mind if people developed some of their own. Considering the surface area of the outside of the outersphere is essentially infinite, any and all creations could be found there.



If one wants a brief description of this Abyssal Layer, it is very much... far-realm meets the abyss. The closer to reality, the more sane and recognizable things are, the further out the less.. but you really do not want to find yourself in any of it.. ever. Unlike one of it's inspirations, it is malign throughout, yet violently opposed to the stain evil leaves upon the soul. It is a place in the abyss that demons -really- do not want to go.

MercantileOtter
2015-04-23, 03:39 AM
I'm curious, is there a reason why the different layers are named after cardinalities of infinity? Is it just the fact that the planes are infinite? Does the infinity of the planes correlate to the cardinality described?

Xuldarinar
2015-04-23, 04:59 AM
I'm curious, is there a reason why the different layers are named after cardinalities of infinity? Is it just the fact that the planes are infinite? Does the infinity of the planes correlate to the cardinality described?

Ah, im glad you asked. The short answer being, yes.


Abyssal Layer Aleph in of itself is what could be described as the final layer (or layers really) of the Infinite Layers of the Abyss. Given that the abyss is truly infinite, the surface area of the outer sphere in of itself would be infinite. Each of the five layers of Layer Aleph would be infinite along two axis while their depth would be perceived as being in a perpetual state of flux, perhaps being infinite but in traveling vertically one may slip between the layers, the 'thinner' layers simply being ones you are more prone to slip from into another. The first layer is infinite. The second layer is stretched around an infinitely wide area that is stretched around an infinitely large sphere, thus being wider than the previous layer though described as typically thinner. The third layer is stretched around the second, and so on.

Could I devise a specific name for each rather than designate by cardinality? Yes. I wouldn't mind doing so, but I feel this is suitable for the moment.







By the way, I know there is a a redundancy in terminology but allow me to clarify something.

Abyssal Layer Aleph: This describes all five cardinalities discussed above. The entire region from the outside of the infinite layers, while being a part of it, to where the outer sphere ends and travelers that are powerful and curious have looked, the fortunate returning to report back only darkness, the unfortunate never to return (as they left anyways).

Layer א1א: This refers to the first of the five layers that Abyssal Layer Aleph (or simply layer aleph) is composed of. A change in the number referring to a different such layer. These could be considered to be loosely analogous to the layers in a planet's atmosphere.

Layers (in the text): This refers to regions large and small, floating masses of land, fluid, air, ect. that are found in countless numbers and in countless variations throughout each of the five layers of abyssal layer aleph. These very widely in surface area, environment, thickness, position, angle, mailability, composition, and so on. Imagine a sheet of material, wrapped in its atmosphere, each governed by rules perhaps set only to it as well as the rules of the abyss and layer aleph. In the lower layers they interact loosely as solid masses in their collisions, the upper layers (2nd definition) the layers (3rd definition) are more comparable to liquid or gaseous pockets colliding or things one might see out of an abstract painting.

Xuldarinar
2015-04-24, 04:21 PM
Just an update, I am adding content that is usable by players. A spell and two bloodlines so far, but more to come. If anyone wants to supply anything, or critique anything already there, by all means do so. Consider it all PEACH.

Xuldarinar
2016-05-22, 03:36 AM
Im reviving this project with two goals in mind;

Further fleshing out the layers in of themselves, and populating them. To this end, I need your help. If you have any creatures, or have some ideas for things that might dwell at this point in the abyss; Please, share them.



If you want to convert far realm denizens to pathfinder or draw inspiration from them, and want a place to stick them, this is one such potential place.

nikkoli
2016-05-22, 10:57 AM
This sub plane looks really interesting, and is basically exactly what I needed for my players who wanted to go harass some Qlippoth.
But how do you pronounce the name of the layer? Is it just the letter x shaped funny or have I missed some cosmic lettering scheme.

Jormengand
2016-05-22, 12:16 PM
This sub plane looks really interesting, and is basically exactly what I needed for my players who wanted to go harass some Qlippoth.
But how do you pronounce the name of the layer? Is it just the letter x shaped funny or have I missed some cosmic lettering scheme.

It's the Hebrew letter Aleph.

nikkoli
2016-05-22, 12:41 PM
It's the Hebrew letter Aleph.

Thank you.