Planar Creatures

Checks and HP: Based on Creature type planar manifests as on the upper planes. Limitless stamina and 0 physical checks in spectral form, while HP is the same in both forms. The act of planes walking itself uses no stamina.

Information:
Planar creatures manifest in many forms and arise by living creatures getting trapped in the spectral realm, or by being born in the spectral realm. Spectral entrapment can occur when they travel to the spectral plane by gate or planar walking, or when a temporal rift swallows them and spits them out in the spectral realm. Planar creatures can be humanoid or animal and they can reproduce with planars of the same species, these offspring born as planars themselves. The spectral plane is also inhabited by spirits of any true neutral, or good alignment, some of them very powerful. Planars have the same abilities, traits, and powers of their born with form but with several major differences. If mortally wounded, or killed, they sink into the spectral realm and cannot return to the upper plane for ten days, and can only be killed permanently within the spectral realm. When inactive they sink into the spectral realm where they often have a haven within this ether plane of sureality. They cannot survive long outside of the spectral realm (+1 hour per level) before they sink back into the spectral ether, where they must remain for at least five days before venturing outside the spectral plane again.

Planars depend on the spirit energies inherent in the spectral plane to maintain their form. They rely also on whatever food their species needs to maintain their health, thus they travel outside of the spectral plane to eat, and return to the spectral plane to reconstitute their form as it begins to fade or weaken. If they are a Planar Vampire, they must venture out to feed on blood. If they are a Planar Lion, they must venture out to hunt.

Ways of Death: Obliteration of Spirit on any plane. Complete Annihilation of their bodies while they are in the spectral realm.

Planar: They can leave the Spectral Plane (their home plane) for up to 1 hour per level. When this time expires they sink back into the Spectral Plane for a period of no less than five days before they can planes walk to the upper worlds and other planes again. Planars can sustain their physical form longer on the material planes by devouring spirits for up to +1 hour per five levels of creature devoured. Planars take no damage in spectral form from normal weapons.

The Spectral Plane: This plane mirrors the worlds these creatures and spirits come from in a soft, enchanting light. There are forests, mountains, deserts, seas, lakes, rivers, deserts, castles, cities, etc, only in the spectral plane all is cast in an ethereal glow of soft light during the day and soft shadows like a moonlit night during the dusk hours. It is a pleasant place which is welcoming to those which dwell there, and that is inviting to those who visit. Some who get trapped do so by merely overstaying their visit there accidentally, others choose to stay and become planars. One must get caught in the spectral plane for a period of 16 months or more to become a planar. There are certain areas which are inaccessible to the outter planes, and one must know where the planar gateways are to enter and leave the spectral plane. Gateways can also be opened in any haven a creature builds there by sheer will and imagery of the quantum path they develope in this realm.

Paths: Quantum, and race or species related paths.




Contents by JD and Sparky © Copyright 2008