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    Default [LAYER] Outside and In Between

    The Interlayer Space

    All things considered, it was a quiet day on the Plane of Infinite Portals. A small group of nameless Dretches made their way across the dusty plains, traveling toward the iron fortress that reared up on the horizon. The group made their way in silence, looking around and over them constantly, hoping to avoid the attention of more powerful demons.

    They passed pit after pit, moving carefully around the deceptive edges of the portals to the lower layers of the Abyss. Falling through a portal was a sure way to earn the ire of their superiors. Suddenly, the ground around them began to tremble slightly, and the sky above them darkened. The temperature of the immediate are began to increase quickly, and the Dretches began to look around them frantically.

    Looking up into the air, they saw a strange and terrifying sight. About 20 feet above their heads, a ribbon of sky had become severed and fire was leaking through the breach. As they stood petrified with fear, the Dretches began to see small insect-like creatures gnawing on the edges of the ribbon, causing it to expand rapidly. After only a few moments, the breach became wide enough to see through, and the Dretches were stunned to catch glimpses of diabolical forms on the other side of the breach, arrayed in ordered columns, weapons drawn and claws bared. The tiny demons shrieked in fear as the devils poured through the widening gap, overwhelming their small group and slaughtering almost every one.

    After only a few seconds, only one demon remained alive (though barely conscious), laying prone amidst the pile of corpses of his former companions. As the diabolical army moved off to assault the nearby iron fortress, the tiny Dretch looked back toward the breach in the sky to see what looked like a human woman floating in the midst of the breach. Wordlessly, she turned her back on the Plane of Infinite Portals and gestured to the strange creatures attending her, who began to draw the edges of the sky back together, returning the abyssal sky back to normal in a matter of moments.


    The space between the planes is commonly called the Astral Plane. An endless sky, the Astral Plane is home to few and visited by many as they transfer from one plane to another. However, the Astral Plane isn't the only location filling the space between the planes. In between the Nine Hells of Baator and the infinite layers of the Abyss is another space, the Interlayer Space.

    The Interlayer Space is seldom visited. It is a harsh environment for anyone not native to it, a gravity-less vacuum in which bits of matter of many sizes float, providing a modicum of stability for its few denizens. However, as that which separates the Hells and the Abyss, the Interlayer Space is of tremendous (if almost always overlooked) strategic importance for the inter-layer war waged between the diabolic forces of Baator and the demonic forces of the Abyss.

    Until recently, the Interlayer Space was unknown to the denizens of the planes. However, a powerful evil wizard named Randaani stumbled upon the space while researching planar breaching. Almost killed by her initial contact with the vacuum of the Interlayer Space, Randaani became fascinated with her discovery, working feverishly to replicate the process that had allowed her to reach it in the first place. Eventually, armed with powerful items and magics to protect her in the vacuum, she re-entered the space and began to establish herself as the ruler of this completely empty void. She built a fortress on one of the larger rocks that float about in the void, and began her life anew as ruler of the Interlayer Space. Her advanced understanding of planar breaching allowed her to fashion servants specifically adapted to life in the void and interactions with the planar boundaries, and she began to gradually bring subjects to serve her.

    She quickly realized the importance of the Interlayer Space to the strategic calculations of generals in inter-planar wars. She carefully and subtly made the existence of the Interlayer Space known to powerful devils and demons, initiating a series of complex and ongoing negotiations with the wealthiest and most powerful lords of the outer planes. Her offer was simple: safe passage through the Interlayer Space and a guaranteed surprise attack on their foes. In return, she demanded fabulous wealth and power.

    The Interlayer Space – Planar Traits

    • No Gravity – The Interlayer Space has no natural gravity of its own. However, there are objects floating in the void that can provide gravity, especially the large, asteroid-like rocks that can occasionally be found. On these locations, conditions of light gravity prevail (+2 circumstance bonus to Balance, Climb, Jump, and Tumble checks, the maximum height and length of Jump checks are doubled, objects weigh half as much as the would on the material plane, falling damage dice are reduced to d4’s), and gravity pulls creatures and objects toward the center of the object providing the gravity.
    • Normal Time
    • Boundaries – The Interlayer Space is bounded on all sides by the planes. It consists of a bewildering series of tunnels and narrow passageways between the planes. Unless a portal or breach is present in a plane, a creature or object reaching the border on one side of a branch of the Interlayer Space finds itself on the opposite side.
    • Alterable Morphic
    • Impeded Magic – By and large, spells function in the Interlayer Space how they would on the Material Plane. However, spells that require atmosphere (Gust of Wind and the like) will not function in the vacuum of the Interlayer Space. In addition, spells of the Conjuration (teleportation) subschool do not function in the Interlayer Space.
    • Vacuum – The Interlayer Space is completely devoid of atmosphere. Unprotected creatures must immediately begin making Constitution checks to avoid suffocation and take 2d6 damage per round in the Interlayer Space as the pressure differences place enormous strain on their bodies. A successful DC 30 Fortitude Save halves this damage. A Necklace of Adaptation or similar spells will allow creatures to breathe in the airless void, but does not protect against this damage.
    • Creatures in the Interlayer Space count as two sizes smaller for the purpose of adjudicating wind effects.
    Last edited by Mephibosheth; 2007-08-09 at 03:33 PM.
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    Default Randaani - Lady of the Void

    Randaani - Lady of the Void

    Once merely one of many accomplished Grey Elven wizards, Randaani has become vastly more powerful since her discovery of the Interlayer Space. While she definitely poses a significant physical threat, her true power is built on her control of the Interlayer Space, her armies of Void Warriors, Air Breathers, and other soldiers, and the nearly limitless resources she has amassed in her bargains with the lords of the Hells and Abyss.

    Randaani is cold, calculating, precise, and subtle. Over time she has become easily the intellectual equal of any denizen of the Hells or the Abyss, and walks the thin line between them with aplomb. She knows that her position requires perfect impartiality, and is careful to avoid even the appearance of favoritism. She is constantly engaged in negotiations with the generals and lords on both sides of the Blood War, playing off both sides as she continually increases the price of passage through the Interlayer Space.

    After her discovery of the Interlayer Space and the establishment of her power there, Randaani approached Bel, lord of the first layer of Hell and entered into negotiations with his generals over the price of passage through the Interlayer Space. The culmination of these negotiations was a surprise attack on the Plane of Infinite Portals wherein the diabolic armies of the first layer passed through into the Abyss, emerging at several different locations and taking several iron fortresses before the forces inside could be rallied.

    After this devastating attack, forces on both sides of the war sent spies and investigators to find out how Bel was able to orchestrate this attack. Demons and Devils alike worried that he had somehow found a way to circumvent all the defenses of the layers and strike without warning. Eventually, Randaani allowed these various investigators to know of her existence and a few details about the Interlayer Space. She has since used her position to facilitate several major offensives by both sides of the war, solidly establishing herself as a major player in the conflict and amassing fabulous wealth.

    Randaani – Lady of the Void – Wizard 10/Breach Mage 10
    Medium Humanoid (Elf)
    Hit Dice: 10d4+10d6+60 (110 hp)
    Initiative: +7
    Speed: 30 ft (6 squares)
    Armor Class: (+7 Dex, +5 Armor)
    Base Attack/Grapple: +10/+11
    Attack: +1 Spellstoring Quarterstaff +12 melee (1d6+2) or Touch Spell melee +17 or ranged +17
    Full Attack: +1 Spellstoring Quarterstaff +12/+7 melee (1d6+2) or Touch Spell melee +17 or ranged +17
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spells
    Special Qualities: Elf traits, Spell Resistance 18, +2 enhancement bonus on checks to overcome spell resistance
    Saves: Fort +12, Ref +17, Will +19
    Abilities: Str 12, Dex 24, Con 16, Wis 12, Int 36, Cha 18
    Skills: Concentration +28, Decipher Script +36, Knowledge (Arcana) +36, Knowledge (History) +36, Knowledge (the planes) +36, Listen +13, Search +15, Spot +3, Spellcraft +36
    Feats: Spell Penetration, Weapon Finesse, Craft Wondrous Item (b), Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Heighten Spell (b), Greater Spell Penetration, Skill Focus (Concentration), Craft Wand
    Challenge Rating: 20
    Equipment: Headband of Intellect +6, Gloves of Dexterity +6, Tome of Clear Thought +5 (used), Robe of the Archmagi (black), +1 Spellstoring Quarterstaff, Wand of Know Planar Location
    Alignment: NE

    Typical Spells Prepared
    Level 0 – 4/day – Detect Magic, Mage Hand, Prestidigitation, Light
    Level 1 – 8/day – Shield (2), Comprehend Languages, Disguise Self, Ray of Enfeeblement, Charm Person (2), Protection from Evil
    Level 2 – 7/day – Lesser Planar Breach* (2), Touch of Idiocy, Gust of Wind, Hideous Laughter, Scorching Ray
    Level 3 – 7/day – Dispel Magic, Suggestion (2), Fly, Haste, Slow, Clairaudience/Clairvoyance
    Level 4 – 7/day – Lesser Globe of Invulnerability, Charm Monster (2), Crushing Despair, Mass Enlarge Person (2), Bestow Curse
    Level 5 – 7/day – Planar Breach, Repair Planar Breach (2), Dismissal, Prying Eyes, Telekinesis, Overland Flight
    Level 6 – 6/day – Mass Suggestion (2), Disintegrate, Flesh to Stone, Mass Bull’s Strength, Circle of
    Level 7 – 6/day – Power Word Blind (2), Forcecage, Spell Turning, Grasping Hand, Finger of
    Level 8 – 6/day – Mass Charm Monster (2), Irresistible Dance, Horrid Wilting, Greater Prying Eyes, Telekinetic Sphere
    Level 9 – 6/day – Precipitate Complete Breach (2), Imprisonment, Mass Hold Monster, Time Stop, Prismatic Sphere
    Last edited by Mephibosheth; 2007-08-09 at 03:35 PM.
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    Default Denizens of the Void

    The Denizens of the Void

    Breach Gnawer
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    Tiny Magical Beast
    Hit Dice: 5d10 (20 hp)
    Initiative: +2
    Speed: 20 ft (4 squares), fly 40 ft (good)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +5/+3
    Attack: Bite +9 (1d6-2)
    Full Attack: Bite +9 (1d6-2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Attach, Minor Planar Breach
    Special Qualities: Gnaw, Void Adapted
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 6, Dex 14, Con 11, Wis 12, Int 6, Cha 10
    Skills: Listen +7, Spot +7
    Feats: Weapon Finesse, Alertness, Improved Grapple [b]
    Environment: The Interlayer Space
    Organization: Solitary, Troop (2-5), Swarm (5+)
    Challenge Rating: 2
    Treasure: None
    Alignment: TN
    Advancement: --
    Level Adjustment: --

    Breach Gnawers look like large flies, their two pairs of translucent wings whirring above their “shoulders” and their oversized mandibles clicking incessantly. However, a closer observation reveals only four legs, a stunted abdomen, and a strange metallic quality about their jaws.

    Breach Gnawers were created by Randaani for the purpose of expanding the size of planar breaches, allowing for the passage of large numbers of creatures. They feed on the substance that makes up the wall between the planes and the Interlayer Space, and are almost always hungry. They are also extremely skittish, and will swarm unfamiliar creatures in their vicinity if not kept away, attacking en mass and attempting to bite and gnaw on their victims.

    Combat
    Attach (Ex): If a Breach Gnawer hits with a bite attack, it uses its powerful mandibles to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached Breach Gnawer loses its Dexterity bonus to Armor Class and has an AC of 13. An attached Breach Gnawer can be struck with a weapon or grappled itself. To remove an attached Breach Gnawer through grappling, the opponent must achieve a pin against the creature. Breach Gnawers have a +4 racial bonus on grapple checks.
    Minor Planar Breach (Ex): As a full-round action, a Breach Gnawer can weaken the fabric of a plane, causing part of the Interlayer Space to bleed through into whichever plane the Breach Gnawer occupies, affecting an area with a radius of 10d10 feet centered on the Breach Gnawer. All creatures within this radius that possess the Void Adapted special quality gain a +1 circumstance bonus to attack rolls, saves, and skill checks.
    Gnaw (Ex): As a full-round action, a Breach Gnawer can gnaw on the edges of a complete planar breach. For each full round that the Breach Gnawer gnaws, the radius of the breach increases by 1 foot. Up to 10 Breach Gnawers can work on the same breach, with each Breach Gnawer contributing 1 foot/round to the breach’s radius.
    Void Adapted: A Breach Gnawer does not need to breathe and is immune to the damage caused by being in the Interlayer Space (or any similar vacuum). Breach Gnawers possess all other characteristics of the Magical Beast type.


    Breach Gnawer Swarm
    Spoiler
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    Tiny Magical Beast (Swarm)
    Hit Dice: 11d10+3( 58hp)
    Initiative: +6
    Speed: 20 ft (4 squares), fly 40 ft (good)
    Armor Class: 16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
    Base Attack/Grapple: +5/--
    Attack: Swarm (2d6)
    Full Attack: Swarm (2d6)
    Space/Reach: 10 ft/0 ft
    Special Attacks: Distraction, Minor Planar Breach
    Special Qualities: Gnaw, Void Adapted
    Saves: Fort +7, Ref +9, Will +5
    Abilities: Str 6, Dex 14, Con 11, Wis 12, Int 6, Cha 10
    Skills: Listen +10, Spot +10
    Feats: Toughness, Alertness, Improved Initiative, Iron Will
    Environment: The Interlayer Space
    Organization: Solitary, Cloud (2-5 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: TN
    Advancement: --
    Level Adjustment: --

    Combat
    Minor Planar Breach (Ex): As a full-round action, a Breach Gnawer Swarm can weaken the fabric of a plane, causing part of the Interlayer Space to bleed through into whichever plane the Breach Gnawer Swarm occupies, affecting an area with a radius of 10d10 feet centered on the Breach Gnawer Swarm. All creatures within this radius that possess the Void Adapted special quality gain a +1 circumstance bonus to attack rolls, saves, and skill checks.
    Gnaw (Ex): As a full-round action, a Breach Gnawer Swarm can gnaw on the edges of a complete planar breach. For each full round that the Breach Gnawer Swarm gnaws, the radius of the breach increases by 10 feet.
    Void Adapted: A Breach Gnawer Swarm does not need to breathe and is immune to the damage caused by being in the Interlayer Space (or any similar vacuum). Breach Gnawer Swarms possess all other characteristics of the Magical Beast type.
    Distraction (Ex): Any living creature that begins its turn with a Breach Gnawer Swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


    Void Warrior
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    Large Outsider (Fire)
    Hit Dice: 15d8+75 (135 hp)
    Initiative: +11
    Speed: 30 ft (6 squares), fly 40 ft (perfect)
    Armor Class: 25 (-1 Size, +7 Dex, +4 Natural, +5 Chain Shirt +1), touch 16, flat-footed 18
    Base Attack/Grapple: +15/+24
    Attack: +1 Flaming Burst Guisarm +21 (2d6+1d6 fire+7) or Claw +20 (1d8+1d6 fire+5)
    Full Attack: +1 Flaming Burst Guisarm +21/+17/+12 (2d6+1d6 fire+7) or 2 Claws +20 (1d8+1d6 fire+5)
    Space/Reach: 5 ft/10 ft
    Special Attacks: Planar Breach, Spell-Like Abilities
    Special Qualities: Flaming Grip, Outsider traits, Void Adapted
    Saves: Fort +14, Ref +16, Will +10
    Abilities: Str 21, Dex 24, Con 20, Wis 12, Int 13, Cha 18
    Skills: Balance +27, Climb +23, Hide +25, Jump +25, Knowledge (the planes), Listen +19, Move Silently +25, Spot +19, Tumble +27
    Feats: Power Attack, Weapon Focus (Guisarm), Combat Expertise, Improved Trip, Combat Reflexes, Improved Initiative, Ability Focus (Hold Monster) [b]
    Environment: The Interlayer Space
    Organization: Solitary, Squad (2-5), Platoon (5-10), Regiment (10+)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: TN
    Advancement:
    Level Adjustment: --

    Randaani creates Void Warriors in large numbers to be the backbone of her army. They are the result of magical mutation of prisoners she’s captured from across the planes, adapted to the vacuum of the Interlayer Space, and gifted with the unique ability to affect the borders between planes. Hordes of Void Warriors accompany those passing through the Interlayer Space, ensuring that all visitors behave themselves.

    Void Warriors are roughly humanoid in form, though they have been mutated beyond all recognition. Clad in chain maile and wielding massive guisarms, they are formidable warriors. Their claws are long and sharp, glinting unnaturally in any light source. They are confident, taciturn warriors who coordinate well and obey Randaani unswervingly.

    Combat
    Planar Breach (Ex): As a standard action that does not provoke an attack of opportunity, a Void Warrior can lash out with it’s claws at the very fabric of the planes. This creates a minor planar breach, including all the associated effects. Once per day, a Void Warrior may take a full-round action and make the breach a severe breach. Void Warriors usually use this ability to make severe breaches (if possible) to fire dominated planes, enhancing their combat abilities and damaging their opponents.
    Spell-Like Abilities: At Will – Produce Flame, Heat Metal (Will DC 16) 3/day – Scorching Ray, Fireball (Ref DC 17), Hold Monster (Will DC 21)
    A Void Warrior's fire-based spell-like abilities grow more powerful when close to a planar breach. When within the radius of a planar breach, they ignore 5 points of fire resistance for every round near the breach. Creatures immune to fire count as having fire resistance 30 for the purpose of this effect.
    Flaming Grip (Ex): All natural attacks made by a Void Warrior deal an additional 1d6 fire damage.
    Void Adapted: A Void Warrior does not need to breathe and is immune to the damage caused by being in the Interlayer Space (or any similar vacuum). Void Warriors possess all other characteristics of the outsider type and the fire subtype.


    Air Breather
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    Medium Monstrous Humanoid
    Hit Dice: 7d8+28 (60 hp)
    Initiative: +3
    Speed: 30 ft (6 squares), fly 60 ft (good)
    Armor Class: 21 (+3 Dex, +4 Deflection, +4 Natural), Touch 17, Flat Footed 18
    Base Attack/Grapple: +7/+9
    Attack: +1 Rapier +11 melee (1d6+3) or Slam +10 melee (1d4+2)
    Full Attack: +1 Rapier +11/+6 melee (1d6+3) or 2 Slams +10 melee (1d4+2)
    Space/Reach: 5 ft/5 ft
    Special Attacks: Spell-Like Abilities
    Special Qualities: Atmosphere, Wind Shield, Void Adapted
    Saves: Fort +6, Ref +8, Will +7
    Abilities: Str 14, Dex 16, Con 18, Wis 10, Int 12, Cha 18
    Skills: Hide +13, Move Silently +13, Sense Motive +10
    Feats: Weapon Finesse, Ability Focus (Gust of Wind), Iron Will
    Environment: The Interlayer Space
    Organization: Solitary, Squad (2-5), Platoon (6-10), Regiment (10+)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: NE
    Advancement: 8-15 (Medium), 16-20 (Large)
    Level Adjustment: --

    Air Breathers have an almost zombie-like appearance, with their flesh pulled tight over their sinew and bones. Usually clad only in tattered rags, the most noticeable and startling feature of an Air Breather is its mouth. With the skin on it’s face tightened intensely, an Air Breather’s mouth is almost constantly open, its teeth and gums exposed. If you are unfortunate enough to be in the close vicinity of one, you can hear an almost constant rush of air from the creatures gaping maw.

    Randaani created Air Breathers to supply atmosphere to her fortress and to aid in shepherding large numbers through the Interlayer Space. Like the Void Warriors, they are well-organized, efficient, and totally subservient to Randaani. Normally peaceful, they can be powerful weapons should a situation turn violent, especially when they control the atmosphere that keeps the combatants alive.

    Combat
    Spell-Like Abilities: At Will – Gust of Wind (Fort DC 18) 3/day – Wind Wall (Ref DC 17), Control Winds (Fort DC 19) – Unlike most casters, Air Breathers are able to use Gust of Wind even in the vacuum of the Interlayer Space. They can also use Control Winds, but only within the radius of the atmosphere they create unless some other atmosphere is present.
    Atmosphere: Air Breathers’ gaping mouths constantly emit air. In the first round they use this ability, breathable atmosphere replaces vacuum for a radius of 20 ft. This radius increases by 5 ft for every additional round the Air Breather chooses to keep the ability active (a swift action) to a maximum radius of 60 ft. As a swift action, an Air Breather can close his/her mouth, ending this ability. The area of atmosphere disperses over the course of the round and is completely gone (subjecting unprotected creatures within the area to the effects of the vacuum) by the Air Breather’s next turn. Un-adapted creatures can survive within this radius without other protection.
    Wind Shield: Air Breathers are constantly surrounded by whirling wind currents, even when their Atmosphere ability is suppressed. This swirling layer of air grants them a deflection bonus to their armor class equal to their Charisma modifier.
    Void Adapted: An Air Breather does not need to breathe and is immune to the damage caused by being in the Interlayer Space (or any similar vacuum). Air Breathers possess all other characteristics of the Monstrous Humanoid type.
    Last edited by Mephibosheth; 2007-08-10 at 09:54 AM.
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    Default Character Options

    The Breach Mage

    Many powerful mages are able to travel the planes, using their magic to transport themselves from one planar location to another. There are spells that allow the mage and his or her companions to avoid the negative effects of hostile planes like the elemental plane of fire. Far fewer, however, are those mages who are able to manipulate the fabric of the planes itself and tear holes in the borders between planes. These mages are called Breach Mages.

    Hit Dice: d6
    Requirements:
    • Skills: Spellcraft 13 ranks, Knowledge (the planes) 6 ranks, Knowledge (arcane) 6 ranks
    • Spellcasting: Able to cast at least one evocation spell of 5th level or higher as an arcane or divine spell

    Class Skills: Concentration (int), Craft (int), Decipher Script (int), Knowledge (all skills, taken individually) (int), Listen (wis), Profession (wis), Speak Language (NA), Spellcraft (int)
    Skill Points at Each Level: 2 + Int modifier

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

    1st|+0|+0|+0|+2|Breach Spells|+1 level of existing class

    2nd|+1|+0|+0|+3|Lesser Planar Breach 1/day|+1 level of existing class

    3rd|+1|+1|+1|+3|Planar Adaptation|+1 level of existing class

    4th|+2|+1|+1|+4|Breach Casting +1|+1 level of existing class

    5th|+2|+1|+1|+4|--|+1 level of existing class

    6th|+3|+2|+2|+5|Lesser Planar Breach 2/day|+1 level of existing class

    7th|+3|+2|+2|+5|Breach Casting +2|+1 level of existing class

    8th|+4|+2|+2|+6|--|+1 level of existing class

    9th|+4|+3|+3|+6|--|+1 level of existing class

    10th|+5|+3|+3|+7|Lesser Planar Breach 3/day, Breach Casting +3|+1 level of existing class[/table]

    Class Features:
    Breach Spells – Beginning at 1st level, Lesser Planar Breach and Planar Breach are added to a Breach Mage’s class spell list. These spells can only be learned, prepared, and cast by Breach Mages. Additionally, if the Breach Mage casts spells from any spell list other than the Sorcerer/Wizard list, he/she adds the spell Precipitate Complete Breach (Planar Handbook) to his/her spell list.
    Lesser Planar Breach – Beginning at 2nd level, a Breach Mage can use Lesser Planar Breach as a spell-like ability once per day. He/she gains an additional daily use of this ability at 6th and 10th levels.
    Planar Adaptation – Beginning at 3rd level, a Breach Mage gains the ability to adapt to the conditions of a specific plane. When the Breach Mage prepares or renews his/her spells for the day, he/she may gain immunity to the detrimental effects of being on one plane, as the Avoid Planar Effects spell. This ability lasts 24 hours, and can only be suppressed by an anti-magic field. This ability does apply when the Breach Mage is within the radius of a planar breach to the selected plane but not on the plane itself. Beginning at 6th level, a Breach Mage can change his/her adaptation once per day as a full-round action. At 10th level, a Breach Mage can change his/her adaptation twice per day.
    Breach Casting: Beginning at 4th level, when a Breach Mage is within the radius of a planar breach, the Breach Mage’s caster level increases by one for all spells he/she casts that have the same descriptor as the planar breach. This caster level bonus increases to +2 at 7th level and +3 at 10th level.

    New Spells

    Lesser Planar Breach
    Evocation
    Level: Clr 3, Sor/Wiz 2
    Components: S, V
    Casting Time: 1 full-round action
    Range: 0 ft
    Effect: Planar Breach (see text)
    Duration: 1 rnd/level
    Saving Throw: see text
    Spell Resistance: No
    This spell creates a minor planar breach centered on the caster. The breach lasts the duration of the spell, at which time the magic of the spell ends and the breach reverts to its naturally-closed state. The breach opens over 1d4 rounds (as normal for a planar breach) and its effects begin when this onset time ends.

    Planar Breach
    Evocation
    Level: Clr 5, Sor/Wiz 5
    This spell functions like Lesser Planar Breach except that it creates a severe breach instead of a minor breach.

    *Note that, if these spells are used, they should replace Precipitate Breach from the Planar Handbook

    Repair Planar Breach
    Evocation
    Level: Clr 6, Sor/Wiz 5
    Components: S, V
    Casting Time: 1 full-round action
    Range: Short (25 ft + 5 ft/2 levels)
    Target: One planar breach
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    During the casting of this spell, the caster makes exaggerated arm motions, mimicking drawing the edges of a planar breach together. The spell closes a single planar breach of any level of severity, though it does not prevent another breach from being opened in the same location.

    If the breach was the result of random breaching, the spell is automatically successful. If the breach was created by a spellcaster using the Precipitate Breach, Precipitate Complete Breach, Lesser Planar Breach, or Planar Breach spells, the caster must succeed on an opposed caster level check with the creator of the breach. For every 5 ranks in Spellcraft a caster has, he/she gets a +1 bonus on this opposed caster level check.

    Know Planar Location
    Divination
    Level: Brd 2, Clr 2, Sor/Wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 rnd/level
    Saving Throw: None
    Spell Resistance: No
    This spell allows the caster to see across the boundaries of the planes and observe their corresponding location on another plane. The caster can choose the plane he/she sees. This spell does not allow the caster to affect the plane he/she sees, nor is the caster detectable on the other plane. The caster can view the other plane for 1 round per level, but cannot move from his/her position.
    Last edited by Mephibosheth; 2008-07-10 at 03:26 PM.
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    Bugbear in the Playground
     
    Mephibosheth's Avatar

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    Default Adaptation

    Adaptation

    Inserting the Interlayer Space into existing campaigns is relatively easy, and there are several factors working in the DM’s favor when it comes to adding the Interlayer Space to a pre-existing campaign setting. First is the obscurity of the space and the methods of finding it. Because teleportation spells and effects do not function in the Interlayer Space, the only way to find it is through planar breaching (found in the Planar Handbook). Spells that create planar breaches are relatively high level, limited in their scope, and available to only a few casters. Additionally, with the myriad of planes in existence, it is unlikely (though obviously not impossible) that the Interlayer Space would be found through a random breach. It might simply have been undiscovered until the PC’s stumble across it. Second, Randaani works hard to keep knowledge of the Interlayer Space out of the hands of the general public. Third, the Interlayer Space is an extremely harsh environment, and it is difficult to survive or leave once you arrive there. These factors make it easy to merely insert the Interlayer Space as a new facet of the Blood War.

    The Interlayer Space relies heavily on the rules for planar breaching found in the Planar Handbook. Not only is this the only method of entering or leaving the Interlayer Space, planar breaching affects the abilities of many of the unique creatures that live in the Interlayer Space.
    Last edited by Mephibosheth; 2007-08-09 at 03:48 PM.
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    Dwarf in the Playground
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    Default Re: [LAYER] Outside and In Between

    In first and 2nd edition, the astral was supposed to be the space between the outer planes, but since then, there's been a lot of indication of may other types of "outsides" to the planes, such as the far realm, and the void where vestiges are kept. I'll be interested in seeing how this turns out, it's a neat idea.

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    Bugbear in the Playground
     
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    Default Re: [LAYER] Outside and In Between

    Bump for completion! I might add more, especially to the adaptation section, but the core of the "layer" is finished. I'm still toying with ideas for how to adapt the Interlayer Space to campaigns run without the benefit of the Planar Handbook.

    I welcome/encourage comments!

    Mephibosheth
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