d20 Ronin Arts A Dozen Planar Traits.pdf
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A Dozen Planar Traits
A Dozen
Planar Traits
by Michael Hammes
Requires the use of the Dungeons & Dragons
®
Player’s Handbook
Introduction
While working on another plane-related
projected, I found myself frequently refer-
encing the SRD section on planes. Truth be
told, I found that section to be less than
inspiring. After all, the planes are the home to
countless strange and mysterious realms; to
have the possibilities reduced to what was in
the text really didn’t mesh with that idea. So,
I did what I always do in such a situation: I
wrote a PDF.
This PDF features a dozen planar traits
that a GM can use to give a little more per-
sonality to the various planes and help distin-
guish one light gravity, normal time, finite
shape, sentient, water dominant, neutral-
aligned, wild magic plane from another. As
such, these traits are designed to be added on
top of, and used in conjunction with, those
found within the SRD.
As always, if you find something in here
that doesn’t mesh with your idea, feel free to
change it to better suit your needs; it’s your
campaign and only you know how to run it.
R
OLE
-P
LAY
A
LERT
One of the great things about venturing out among the planes and demiplanes is that it
gives the DM a chance to really stretch his or her imagination; it’s an excuse to really do
something unusual since planes can have any kind of conditions, from sentient fiery hells
with heavy gravity to a giant room with light gravity where normal characters are the size
of fleas.
Once you’ve determined the conditions, however, it is helpful to give some thought as to
what, if anything, lives on the plane and what form that life and any civilization would take;
life on a heavy gravity world will be much different than on a subjective directional gravi-
ty world even if every other aspect is the same.
More importantly, because sooner or later there will be conflict, it is important to ascer-
tain which creatures have great advantages in such a plane. While it is obvious that on fire
planes creatures immune to fire damage are naturally at an advantage over those that are not
immune to fire damage (and would be much more likely to visit or even live there and estab-
lish a civilization), other advantages are a bit more subtle. In fact, as you read through the
twelve planar traits in this PDF, you will find that undead and constructs would have sig-
nificant advantages on a number of them because they do not breathe, eat, suffer from poi-
son, or are affected by mind-affecting magics. So, by putting the right monsters in favorable
planar environments, the GM automatically increases the difficulty of combating them and
put a fresh twist on the idea of “yet another horde of skeletons”.
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A Dozen Planar Traits
C
ORROSIVE
A corrosive plane has an acidic environ-
ment. Pools of acid, some as large as Material
Plane oceans, are everywhere on such planes
and the very air is acidic and poisonous in the
extreme. Such planes are among the most
hostile in existence to Material Plane crea-
tures and objects, and those without resist-
ance or immunity to acid are soon eaten to
nothing.
Unprotected objects and creatures take
2d10 points of acid damage every round they
are on a corrosive plane. Any object or crea-
ture unfortunate enough to become sub-
merged in an acid pool takes 10d6 points of
acid damage per round. Even if the acid itself
is protected against, the very air is poisonous
and a living creature must succeed at a
Fortitude save (DC 13) every round it is on
this plane or take 1 point of Constitution
damage.
miss chance in combat (all opponents have
total concealment), loses any Dexterity
bonus to AC, takes a –2 penalty to AC, moves
at half speed, and takes a –4 penalty on
Search checks and most Strength and
Dexterity-based skill checks.
Darkness-dominant:
Not only is such a
plane completely dark, but the plane’s nature
actually works to reduce the effectiveness of
light sources, whether magical or mundane.
The two kinds of darkness-dominant traits
are minor darkness-dominant and major
darkness-dominant.
A minor darkness-dominant plane reduces
the radius that a light source illuminates to
one-half its normal effectiveness (rounded
down).
Example:
A candle would shed no light at
all while a common lamp would shed bright
light in a 5 ft. radius and shadowy illumina-
tion in a 15 ft. radius, and a
continual flame
spell would cast bright illumination out to 10
feet and shadowy illumination to 20 feet
beyond.
A major darkness-dominant plane reduces
the radius that a light source illuminates even
more. Any given light source becomes inca-
pable of shedding bright light and sheds only
shadowy illumination out to one-half its nor-
mal bright illumination radius.
Example:
A candle would shed no light at
all while a common lamp would shed shad-
owy light in a 5 ft. radius, and a
continual
flame
spell would cast shadowy illumination
out to 10 feet.
D
ARK
A dark plane has no existing planar source
of light and is under a state of constant dark-
ness. The types of darkness that are possible
on the various planes are detailed below:
Twilight
: Light conditions are akin to dusk
or dawn on a Material Plane. In effect, a
shadowy illumination exists. This is usually
the result of bleed-over from a nearby plane
or other phenomena. Under these conditions,
all objects and creatures are considered to
have concealment (attacks have a 20% miss
chance), as only shadowy shapes are visible
unless artificial light sources are available.
Note that because there is no natural
source of light, low-light vision does not
allow a creature to see further on a twilit
plane (although low-light vision still pro-
vides the usual benefits for artificial light
sources). Also, because it is not completely
dark, darkvision is completely ineffective.
Darkness:
This plane is completely with-
out light. On such plane, creatures without
darkvision are effectively blinded without
external light sources. In addition to the obvi-
ous effects, a blinded creature has a 50%
D
ENSE
A
TMOSPHERE
The atmosphere of such a plane is a pal-
pable force, affecting everyone and every-
thing within the area. Movement through
such a plane is difficult as the very air resists
any such attempt.
As a result, all creatures can take only a
single move action or standard action each
turn, but not both; full-round actions are not
possible. In addition, creatures take a -2
penalty on all attack rolls, AC, and Reflex
saves. Furhtermore, all ranged attacks have
their range increments reduced to one-half.
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A Dozen Planar Traits
Finally, all creatures move at half normal
speed (round down to the next 5-foot incre-
ment).
The only advantage to the dense atmos-
phere is falling. Creatures that fall do so at
half speed and take 1d6 points of damage for
every 20 feet fallen (10d6 maximum).
take penalties in bright light, such as those
with light blindness, suffer them throughout
this plane. Note that because this is not true
sunlight, at the DM’s option creatures that are
damaged or destroyed by bright light are not
affected by this light.
Dazzling:
This is an amount of light equiv-
alent to looking directly at a bright source of
light. All creatures are dazzled (–1 penalty on
attack rolls, Search checks, and Spot checks)
while creatures that are particularly sensitive
to light, such as those with light blindness, are
blinded (50% miss chance in combat, lose
Dexterity bonus to AC, –2 penalty to AC,
move at half speed, –4 penalty on Search
checks and most Strength and Dexterity-
based skill checks). Note that because this is
not true sunlight, at the DM’s option creatures
that are damaged or destroyed by bright light
are not affected by this light.
Blinding
: This is an amount of light equiv-
alent to looking directly at the sun. All crea-
tures are blinded (50% miss chance in com-
bat, lose Dexterity bonus to AC, –2 penalty to
AC, move at half speed, –4 penalty on Search
checks and most Strength and Dexterity-
based skill checks). Creatures that are partic-
ularly sensitive to light, such as those with
light blindness, are also blinded and must suc-
ceed at a Fortitude save (DC 15 +1 for every
hour of exposure) or be permanently blinded.
Note that because this is not true sunlight, at
the DM’s option creatures that are damaged
or destroyed by bright light are not affected
by this light.
Light -dominant:
Not only is such a plane
either dazzling or blinding, but the plane’s
nature actually works to reduce the effective-
ness of
darkness
magic. The two kinds of
light-dominant traits are minor light-domi-
nant and major light-dominant.
A minor light-dominant plane reduces the
radius of
darkness
magic to one-half its nor-
mal effectiveness (rounded down).
Example:
A
darkness
spell casts shadowy
illumination out to a 10-foot radius and a
deeper darkness
spell casts shadowy illumi-
nation out to a 30-foot radius.
F
OGGY
A perpetual and all-encompassing fog per-
vades the entire plane hampering vision. The
fog obscures all sight, including darkvision,
beyond 5 feet. A creature within 5 feet has
concealment (attacks have a 20% miss
chance). Creatures farther away have total
concealment (50% miss chance, and the
attacker can’t use sight to locate the target).
I
NVISIBLE
The entire plane is covered by a powerful
effect that renders every creature, every fea-
ture, and every object (attended or unattend-
ed) upon the plane invisible at all times; spell
resistance does not negate the invisibility
caused by such a plane.
Visitors to the plane find that both they
and their equipment also become invisible; a
visitor can see neither its own hands, nor its
own equipment, much less any other crea-
tures or features. As with the spell
invisibili-
ty,
light itself does not become invisible,
although its source does.
L
IGHT
A light plane has an existing planar source
of light. But this source is not a sun or other
specific source. Rather, it is a condition of the
plane itself (the very air is charged with light,
every natural object sheds light, etc.). This
condition provides a constant level of light
throughout the plane. This means that there
are no shadows or other areas of darkness
(whether this extends to any below-ground
areas is up to the DM).
The types of light that are possible on the
various planes are detailed below:
Daylight:
This is an amount of light equiv-
alent to a bright summer’s day. Creatures that
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A Dozen Planar Traits
A major light-dominant plane is always
blinding and reduces the radius of
darkness
magic to one-quarter its normal effectiveness
(rounded down).
Example:
A
darkness
spell casts shadowy
illumination out to a 5-foot radius and a
deep-
er darkness
spell casts shadowy illumination
out to a 15-foot radius.
Although more rare, there are poisonous
planes where the material that the plane is
composed of is toxic. In this case the plane’s
environment constantly secretes a potent
contact poison. This is always noticeable as a
fine film or ooze that covers everything upon
the plane. Creatures coming in contact with
the poison must succeed at a Fortitude save
(DC 13) or take 1 point of Constitution dam-
age as initial damage. Another Fortitude save
(DC 13) is required on minute later or the
unfortunate takes and 1d4 points of
Constitution damage as secondary damage.
N
OXIOUS
A noxious plane is pervaded by a smell
found to be unpleasant. The smell can be
anything, from sulfur vents to decaying bod-
ies to the wastes of another plane. The vari-
ous types of noxious planes are detailed
below.
Unpleasant:
This plane smells bad, but
beyond this has no effect on game play.
Offensive:
Upon first entering the plane a
creature must succeed at a Fortitude save
(DC 15) or be sickened (–2 penalty on all
attack rolls, weapon damage rolls, saving
throws, skill checks, and ability checks)
throughout its stay. Creatures with a particu-
larly keen sense of smell, such as those with
the scent ability, receive a -4 penalty to the
Fortitude save. Creatures that succeed at their
save are unaffected.
Foul:
Upon first entering the plane, a
creature must succeed at a Fortitude save
(DC 20) or be nauseated (unable to attack,
cast spells, concentrate on spells, or do any-
thing else requiring attention; the only action
is a single move action per turn) for the dura-
tion of its stay. Even creatures that succeed at
the Fortitude save are sickened throughout
their stay. Creatures with a particularly keen
sense of smell, such as those with the scent
ability, receive a -4 penalty to the Fortitude
save.
S
ILENT
Complete silence prevails on the entire
plane; all sound is stopped. Conversation is
impossible, spells with verbal components
cannot be cast, magic items with spell trig-
gers or command words cannot be activated
and those that emit sound do not function; no
noise whatsoever issues from, enters, or pass-
es through the plane.
Obviously, Listen checks are impossible
on such a plane.
T
HIN
A
TMOSPHERE
Though breathable, the air is very thin on
such a plane making it difficult for living
creatures to draw breath.
A creature may walk (or swim or fly if
those are its normal modes of movement) for
1 hour without a problem. For every addi-
tional consecutive hour of normal movement
thereafter a creature must succeed at a
Constitution check (DC 10 + 1 for every
additional hour) or become fatigued (see
below). Taking an hour to rest after every
hour of walking negates the need for a
Constitution check.
If the fatigued creature continues normal
movement, it must continue to make
Constitution checks with subsequent failure
rendering the creature exhausted (see below).
If an exhausted creature continues to
move, it continues to make Constitution
checks with its next failure resulting in it
becoming unconscious (see below) from the
exertion.
P
OISONOUS
The very air of a poisonous plane is toxic
to living creatures. Any living creature on
such a plane must succeed at a Fortitude save
(DC 15) every round they breathe or take 1
point of Constitution damage.
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A Dozen Planar Traits
T
RANQUIL
Although extremely rare, a tranquil plane
is one where the plane actively seeks to sup-
press emotions. Such planes are usually
beautiful in the extreme, often featuring
bucolic landscapes with blue skies and white,
fluffy clouds.
A tranquil plane exerts a constant
calm
emotion
effect as cast by a 20th level caster.
Anyone wishing to avoid or counter this
effect must succeed at a Will save (DC 20)
every round while they are on this plane.
Note that after failing the check, most crea-
tures find they lack the desire to resist the
plane’s tranquility.
The plane buffers any extreme emotions;
it stops angry creatures from fighting or joy-
ous ones from reveling. The plane automati-
cally suppresses (but does not dispel) any
morale bonuses granted by spells such as
bless, good hope,
and
rage,
as well as negat-
ing a bard’s ability to inspire courage or a
barbarian’s rage ability. It also suppresses
any fear effects and removes the
confused
condition from all targets
.
On this plane, a
suppressed spell or effect has no effect. If a
creature leaves the tranquil plane, any
remaining spell or effect takes hold of the
creature again, provided that its duration has
not expired in the meantime.
Creatures under the tranquility effect of
the plane cannot take violent actions
(although they can defend themselves) or do
anything destructive. Any aggressive action
against or damage dealt to a tranquil creature
usually causes it to attempt another save.
Note that creatures defending themselves
while in a tranquil state will do so as effec-
tively, and efficiently, as possible all while
remaining perfectly calm.
Creatures immune to mind-affecting
effects are immune to the tranquility effect of
such a plane.
Fatigued
:
A fatigued creature can neither
run nor charge and takes a –2 penalty to
Strength and Dexterity. Doing anything that
would normally cause fatigue causes the
fatigued creature to become exhausted. It
takes 16 hours of complete rest to rid a crea-
ture of fatigue on a thin atmosphere plane.
Exhausted:
An exhausted creature moves
at half speed and takes a –6 penalty to
Strength and Dexterity. It takes 2 hours of
complete rest to rid a creature of exhaustion
on a thin atmosphere plane; the creature is
still fatigued.
Unconscious
:
Knocked out and helpless.
A creature unconscious due to fatigue
remains so for 1 hour on a thin atmosphere
plane, at which time it awakens and is
exhausted.
Engaging in strenuous activity, such as
combat, lifting heavy objects, running, etc.
speeds up the fatiguing process tremendous-
ly and requires a Constitution check at the
end of every round after the first.
Example:
Jim the fighter gets into combat
with group of skeletons on a thin atmosphere
plane. Starting with the first round of combat,
Jim must make a Constitution check every
round after the first. He makes the first two
checks at DC 10 and DC 11, but is unlucky
the third time and fails the DC 12 check. Jim
is now fatigued and suffers the appropriate
penalties. Unfortunately, there are still skele-
tons remaining and so Jim has to fight on.
He succeeds at the next three checks (DC
13, 14, and 15), but fails the next one at DC
16 and is now exhausted. Desperately, Jim
launches one final attack and manages to slay
the last skeleton. But he must still succeed at
his next Constitution check (DC 17) or he
will pass out from the exertion. Fortunately,
Jim makes it and drops to the ground, still
exhausted. Just as he is about to grab some
rest, he spots yet more skeletons coming for
him.
At the DM’s option, creatures that spend
enough time on the plane (usually one
month) have their bodies adapt to the thin
atmosphere conditions and no longer suffer
these penalties.
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