schreier
2016-06-15, 05:09 PM
I was trying to make an NPC that specialized in the Kaorti resin (to make it available to players). One idea is to make a Planar Shepherd ... from reading the Kaorti entry, they are from the Far Realm (although they all now seem to be on the Prime Material?)
So ... first, would selecting Far Realm allow a character to Wild Shape into Kaorti? Second, if yes .... what would these traits do to a planar shepherd?
Seems like ... can fly ... have infinite time? Subject to wild magic? How do you figure out what monsters are available?
No Gravity: Entities of the Far Realm float in dark nothingness. The only type of movement is passage between layers, which requires only thought.
Flowing Time: A minute in the Far Realm equals no time on the Material Plane. The Far Realm is outside time, existing both before and after time's reign, if words like “before” and “after” have any meaning there.
Infinite Size: The Far Realm contains infinite layers, though the layers themselves are not infinite.
Highly Morphic: The layers continually evaporate, divide, spawn, and breathe at the behest of the alien entities that drift through them.
Sporadic Elemental and Energy Traits: Conditions are always in a state of flux in the Far Realm, and it's entirely possible that a given layer could burst aflame as it gains the fire-dominant trait. Usually, changes in the elemental and energy traits of a layer are seen far off, moving from layer to layer as a storm moves across the face of a normal world. Natives are subject to the everchanging conditions, but they know to flee or take shelter when they sense a storm coming.
No Alignment Trait: The Far Realm has nothing to do with morals or ethics.
Wild Magic: Casters must roll a level check (DC 15 + the level of the attempted spell). A failed check indicates a result on Table 1–1: Wild Magic Effects.
Maddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make will saves when they first enter the Far Realm and every hour thereafter.
FAR REALM INHABITANTS
Entities of the Far Realm defy ordered classification. Certainly, countless types crawl through the infinite layers. Some are like animals, others vaguely insectoid, many are sentient, and some are as powerful as deities (though whether every godlike entity of the Far Realm is sentient is difficult to assess). When confronted with Material Plane beings, or even creatures normally associated with the Inner and Outer Planes, a Far Realm entity often takes the form of a creature familiar to the viewer.
Thoughts?
So ... first, would selecting Far Realm allow a character to Wild Shape into Kaorti? Second, if yes .... what would these traits do to a planar shepherd?
Seems like ... can fly ... have infinite time? Subject to wild magic? How do you figure out what monsters are available?
No Gravity: Entities of the Far Realm float in dark nothingness. The only type of movement is passage between layers, which requires only thought.
Flowing Time: A minute in the Far Realm equals no time on the Material Plane. The Far Realm is outside time, existing both before and after time's reign, if words like “before” and “after” have any meaning there.
Infinite Size: The Far Realm contains infinite layers, though the layers themselves are not infinite.
Highly Morphic: The layers continually evaporate, divide, spawn, and breathe at the behest of the alien entities that drift through them.
Sporadic Elemental and Energy Traits: Conditions are always in a state of flux in the Far Realm, and it's entirely possible that a given layer could burst aflame as it gains the fire-dominant trait. Usually, changes in the elemental and energy traits of a layer are seen far off, moving from layer to layer as a storm moves across the face of a normal world. Natives are subject to the everchanging conditions, but they know to flee or take shelter when they sense a storm coming.
No Alignment Trait: The Far Realm has nothing to do with morals or ethics.
Wild Magic: Casters must roll a level check (DC 15 + the level of the attempted spell). A failed check indicates a result on Table 1–1: Wild Magic Effects.
Maddening: Moving through the Far Realm is to see, hear, and think in a way that mortal brains are not designed for. Travelers might sprout eyes on their palms, relive a hundred childhoods simultaneously wherein their parents were secretly Far Realm wights, or backward speaking begin. Entry into the Far Realm requires nonnatives to succeed at a Will save (DC 20) to stave off insanity (as the insanity spell). Visitors must make will saves when they first enter the Far Realm and every hour thereafter.
FAR REALM INHABITANTS
Entities of the Far Realm defy ordered classification. Certainly, countless types crawl through the infinite layers. Some are like animals, others vaguely insectoid, many are sentient, and some are as powerful as deities (though whether every godlike entity of the Far Realm is sentient is difficult to assess). When confronted with Material Plane beings, or even creatures normally associated with the Inner and Outer Planes, a Far Realm entity often takes the form of a creature familiar to the viewer.
Thoughts?