The Vorpal Tribble
2008-07-09, 09:32 AM
Alien Variant
With creatures originating not of this multiverse, but beyond, before, or after, the forces of good or evil, law or order, is not an inherent factor of their makeup; physical, mental, or spiritual. They are as far removed from good and evil as men are from their incomprehensive thought processes. Though they may do deeds that can be considered good or evil, their actions are far removed from these considerations.
This variant is to be used to give an edge to aberrations and their incomprehensible ways. They are not like us, in any way, shape or form. They are truly and maddeningly alien.
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Alien Alignment
The 'Alien' alignment should be given to any abberation whose origins originate outside the standardly accepted multiverse. Such candidates include Aboleths, Illithids, and Pseudonatural creatures, just to name a few. Those that are originally of the natural realm, but have been removed from it in some way, do not apply for this alignment. Such beings include Elans, Tsochar, Umber Hulks, and similar. Those whose origins are suspect or unknown are at the DM's discretion.
Creatures with the Alien alignment are immune to all holy and unholy energies and spells that affect beings based on alignment. Even those that may affect Neutral beings have no consequence to an Alien creature. They are immune to taint as well as the exalted. Any damage reduction that evil or good bypasses becomes damage reduction/natural
However, weapons and energies that specifically target the Alien alignment may be introduced, with examples given below.
Weapon Enhancements
Natural: A natural weapon is imbued with power of the fundamental order of the multiverse. This power makes the weapon natural aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of alien alignment. It bestows one negative level on any alien creature attempting to wield it. The negative level remains as long as the weapon is in hand and disapears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the natural power upon their ammunition.
Moderate evocation [natural]; CL 7th; Craft Magic arms and Armor, *nature's purity, creature must be natural; Price +2 bonus.
* From Lords of Madness
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Alien Outsiders
Alien outsiders are just that in the strictest sense. They do not belong here, never have and never will. Though alien aberrations may have adjusted or been somewhat altered by the natural environments in some form, alien outsiders are pure in their separation from our reality.
Alien outsiders lose their extraplanar subtype but gain the Far subtype.
Far Subtype: This subtype is applied to any Alien Outsider while within the standard Multiverse. This subtype is also applied to non-alien aberrations that go outside their multiverse, such as to the Far Realm. There is a 1d20 chance each time a spell without the [natural] descriptor is directed at a Far creature that it is changed and warped as the Wild Magic trait (http://dndsrd.net/planes.html#wild-magic).
Information on an Alien creature cannot be learned with a Knowledge (dungeoneering) check like most aberrations. Instead it requires the Knowledge (forbidden lore) (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedSanity.html#knowledge-forbidden-lore) skill.
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Alien Mindset
Alien creatures are immune to mind-affecting effects from a non-aberration source. Those even attempting to use one upon them, including natural telepathy, must succeed on a Will save (DC = 10 + half alien creature's HD + Int or Cha modifier, whichever is higher) or be rendered Confused for 1 round and the ability ends.
Oddthink [Abberant]
Through frequent association with aberration and training to alter your thought processes you have learned to make mental contact with alien creatures.
Prerequisite: Int 13
Benefit: You may use mind-affecting spells, powers, or abilities on alien creatures as long as they otherwise qualify for the effect.
Special: You take a -4 penalty to saves against Confusion.
With creatures originating not of this multiverse, but beyond, before, or after, the forces of good or evil, law or order, is not an inherent factor of their makeup; physical, mental, or spiritual. They are as far removed from good and evil as men are from their incomprehensive thought processes. Though they may do deeds that can be considered good or evil, their actions are far removed from these considerations.
This variant is to be used to give an edge to aberrations and their incomprehensible ways. They are not like us, in any way, shape or form. They are truly and maddeningly alien.
-=-=-=-=-
Alien Alignment
The 'Alien' alignment should be given to any abberation whose origins originate outside the standardly accepted multiverse. Such candidates include Aboleths, Illithids, and Pseudonatural creatures, just to name a few. Those that are originally of the natural realm, but have been removed from it in some way, do not apply for this alignment. Such beings include Elans, Tsochar, Umber Hulks, and similar. Those whose origins are suspect or unknown are at the DM's discretion.
Creatures with the Alien alignment are immune to all holy and unholy energies and spells that affect beings based on alignment. Even those that may affect Neutral beings have no consequence to an Alien creature. They are immune to taint as well as the exalted. Any damage reduction that evil or good bypasses becomes damage reduction/natural
However, weapons and energies that specifically target the Alien alignment may be introduced, with examples given below.
Weapon Enhancements
Natural: A natural weapon is imbued with power of the fundamental order of the multiverse. This power makes the weapon natural aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of alien alignment. It bestows one negative level on any alien creature attempting to wield it. The negative level remains as long as the weapon is in hand and disapears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the natural power upon their ammunition.
Moderate evocation [natural]; CL 7th; Craft Magic arms and Armor, *nature's purity, creature must be natural; Price +2 bonus.
* From Lords of Madness
-=-=-=-=-
Alien Outsiders
Alien outsiders are just that in the strictest sense. They do not belong here, never have and never will. Though alien aberrations may have adjusted or been somewhat altered by the natural environments in some form, alien outsiders are pure in their separation from our reality.
Alien outsiders lose their extraplanar subtype but gain the Far subtype.
Far Subtype: This subtype is applied to any Alien Outsider while within the standard Multiverse. This subtype is also applied to non-alien aberrations that go outside their multiverse, such as to the Far Realm. There is a 1d20 chance each time a spell without the [natural] descriptor is directed at a Far creature that it is changed and warped as the Wild Magic trait (http://dndsrd.net/planes.html#wild-magic).
Information on an Alien creature cannot be learned with a Knowledge (dungeoneering) check like most aberrations. Instead it requires the Knowledge (forbidden lore) (http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedSanity.html#knowledge-forbidden-lore) skill.
-=-=-=-=-
Alien Mindset
Alien creatures are immune to mind-affecting effects from a non-aberration source. Those even attempting to use one upon them, including natural telepathy, must succeed on a Will save (DC = 10 + half alien creature's HD + Int or Cha modifier, whichever is higher) or be rendered Confused for 1 round and the ability ends.
Oddthink [Abberant]
Through frequent association with aberration and training to alter your thought processes you have learned to make mental contact with alien creatures.
Prerequisite: Int 13
Benefit: You may use mind-affecting spells, powers, or abilities on alien creatures as long as they otherwise qualify for the effect.
Special: You take a -4 penalty to saves against Confusion.