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<blockquote data-quote="Obly99" data-source="post: 9889542" data-attributes="member: 7035194"><p>While a demi-deity usually rule a layer in an Outer Plane, powerful kami rule planets on the Material Plane.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Earthbound Immortal</span></strong></p><p></p><p>As a demi-deity is a lord of a Layer of an Outer Plane, and a kami is manifestation and protector of a ward, an Earthbound Immortal is the manifestation and lord of a planet or another celestial body of the Material Plane.</p><p></p><p><strong>Divine Metamorphosis:</strong> Almost all of the Earthbound Immortals experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires (and their Portfolio). The designer should add abilities accordingly (see Prime Adaptation).</p><p></p><p style="text-align: center"><strong><span style="font-size: 22px">Creating an Earthbound Immortal</span></strong></p><p></p><p>“Earthbound Immortal” is a template that can be added to any creature with at least 30 HD native to the Material Plane.</p><p></p><p><strong>Size and Type:</strong> Type changes to Outsider unless construct or undead. The creature’s gains the native [native of the Material Plane] and kami subtypes. Recalculate BaB, saves, and skills for racial HD. Class based hit dice, saves, and skills are unaffected.</p><p></p><p><strong>Senses:</strong> The Earthbound Immortal gains darkvision 600 ft. (already increased with Divine Senses). It also gains Divine Senses.</p><p></p><p>• <em>Divine Senses (Ex): </em>The senses of an Earthbound Immortal are ten times superior to that of the base creature.</p><p></p><p>• <em>Greensight (Ex):</em> An Earthbound Immortal can see through thick plant matter as though it were transparent, with a range up to its normal line of sight. Leaves, vines, greenery, and undergrowth offer no concealment to an Earthbound Immortal’s sight, though solid wood still blocks its line of sight.</p><p></p><p>• <em>Sense the Land (Su):</em> As long as it is within its ward (either merged with it or in its physical form, see merge with ward of the kami subtype), an Earthbound Immortal can observe the world (with all its senses) from any point within its ward as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way.</p><p></p><p><strong>Armor Class:</strong></p><p></p><p>• <em>Deflection Bonus (Ex):</em> An Earthbound Immortal gains a deflection bonus to its armor class equal to its Charisma modifier.</p><p></p><p>• <em>Divine Bonus (Ex):</em> It also gains a +6 Divine Bonus to its armor class (see Divine Bonus special quality).</p><p></p><p>• <em>Insight Bonus (Ex):</em> It gains an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet Special quality).</p><p></p><p>• <em>Natural Armor Bonus (Ex):</em> It gains a natural armor bonus equal to ¼ its total Hit Dice/Levels (round any fractions down)</p><p></p><p><strong>Hit Dice: </strong>An Earthbound Immortal use d20’s for Hit Dice and has maximum hit points per die.</p><p></p><p><strong>Defensive Abilities:</strong> An Earthbound Immortal gains the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level. It gains <strong>resistance</strong> 40 to acid, cold, electricity, fire, and sonic and to Stellar Hazard. It gains <strong>DR</strong> 20/epic, and <strong>immunity</strong> to ability damage and drain, death effects, disease, energy drain, paralysis, poison, polymorphing, petrification or any other attack that alters its form, death from massive damage and Terrestrial Hazard plus all the kami immunities. It gains <strong>fast healing</strong> 30 (from the kami subtype) and <strong>regeneration</strong> equal to its HD (major artifacts or epic spells). It gains also the following ability.</p><p>• <em>Prime Resurrection (Ex): </em>Earthbound Immortals, as extension and intrinsic part of the Material Plane are almost impossible to destroy. If destroyed in combat while on its ward, an Earthbound Immortal regeneration become suppressed for 1 hour and automatically merges with its ward. It is completely intangible and cannot be harmed by any means while in this state. While forced in this state, the Earthbound Immortal cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy that can use for reach any creature that is within the exosphere of the planet. After an hour, it regains 1 hit point, reform in a place of the planet of its choice and its regeneration resume working. An Earthbound Immortal forced to merge with the planet is vulnerable while in this state: an <em>augmented mythic wish</em> spell or a direct divine intervention (the very powerful request version of the <em>miracle</em> spell worth 25,000 gp) of a deity hostile to the Earthbound Immortal can extract forcibly the creature, which reappears at a point on the planet chosen by the caster at –1 hit points, unconscious and with its regeneration still suppressed until the hour pass.</p><p>While in this state, its body must be cut in its principal parts (for a human-based Earthbound Immortal: Arm, Arm, Leg, Leg, Upper Torso, Lower Torso, Head; for a non-human the DM is the final judge for how many pieces must be separated). Each piece must be then placed in their own containers full of (un)holy water created by a cleric of a deity hostile to the Earthbound Immortal and made of a metal native of an Outer Plane (a Good or Neutral Earthbound Immortal require unholy water, an Evil Earthbound Immortal require holy water). While immersed, the regeneration of the Earthbound Immortal is suppressed and it’s unconscious.</p><p>If any of the part is removed from the (un)holy water, it start to regenerate again at a slow rate: after 10 rounds that the part is outside its container (even if not consecutive), the Earthbound Immortal regains 1 hit point, reforming from the fragment and its regeneration resume working.</p><p></p><p>The method to permanently destroy an Earthbound Immortal is unique to each of them, and should be created specifically for each different Earthbound Immortal by the GM.</p><p></p><p>• <em>Planet Bound (Ex):</em> Each Earthbound Immortal is bonded to a particular planet of similar celestial body, and serves as a metaphysical extension of the planet itself. That celestial body is also its ward. No specific rule governs how large the celestial body is, but it is generally no larger than Mega-Gargantuan. Earthbound Immortals cannot leave the boundaries of the celestial body to which they are bonded, even spells like <em>wish</em> or <em>miracle</em> fails (this apply even when cut and separated, see Prime Resurrection).</p><p></p><p>• <em>Unstoppable (Ex):</em> An Earthbound Immortal can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. An Earthbound Immortal can use this ability at the start of its turn even if a condition would prevent him from acting.</p><p></p><p><strong>Speed:</strong> All movement speeds tripled. An Earthbound Immortal can chose between grow up to 12 wings (in this case it gains a fly speed equal to the higher between its increased movement speeds (perfect) that is extraordinary in nature) or simple walk in the air (in this case it gains <em>air walk</em> as a constant spell-like ability) when this template is gained. If the wings are chosen, their design is discretion of the Earthbound Immortal.</p><p></p><p><strong>Attacks:</strong> An Earthbound Immortal gains a +6 Divine Bonus to Attacks (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Plane Special quality).</p><p></p><p><strong>Integrated Class Features (Var.):</strong> An Earthbound Immortal with racial Hit Dice (instead of Class Levels) gain class features of any class equal to half its Hit Dice. An Earthbound Immortal with both Hit Dice and Class Levels do not count its levels for the purposes of determining these integrated class features, only its Hit Dice. Caster Level for integrated spellcaster classes is always equal to the Earthbound Immortal’s total Hit Die + Divine Rank, it has nothing to do with the integrated levels.</p><p></p><p><strong>Special Attacks:</strong> An Earthbound Immortal gains several special attacks.</p><p></p><p>• <em>Alter Reality (Su):</em> An Earthbound Immortal is the absolute lord if its ward one ignores the reality. Once per hour, as a standard action, it can duplicate any spell of a level equal to 9 + number of automatic metamagic ability feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM's discretion.</p><p></p><p>• <em>Animate Plants (Su):</em> As long as it is within its ward (either merged with it or in its physical form, see merge with ward of the kami subtype), an Earthbound Immortal can animate and control a number of plants up to its HD + DR in any point it can perceive at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 ft. and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, leave the ward, or is incapacitated, it immediately takes root wherever it is and returns to its normal state.</p><p></p><p>• <em>Divine Aura (Su):</em> Medium range (100 ft. +10 ft. per Hit Dice/Level). The Earthbound Immortal can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the Earthbound Immortal’s Charisma modifier + the its Divine Rank.</p><ul> <li data-xf-list-type="ul">Daze: Those within the immortal’s aura must make a Will save or be unable to act, other than defend themselves, duration 1 round.</li> <li data-xf-list-type="ul">Fear: Those within the immortal’s aura must make a Will save or be shaken and suffer a –2 morale penalty on attack rolls, saves and checks.</li> <li data-xf-list-type="ul">Heroism: Allies within the immortal’s aura gain a +2 morale bonus on attack rolls, saves and skill checks.</li> </ul><p>• <em>Command Nature (Su): </em>An Earthbound Immortal can channel negative energy a number of times per day equal to 3 + its Charisma modifier, but only to affect creatures tied to the natural world (like druids, fey, clerics of a deity of nature, etc.; DM’s discretion) or native of its ward as if they were undead and it possessed the Command Undead feat, with a cleric level equal to its HD. Unlike the normal channel negative energy, the range of this ability is 120 ft. An Earthbound Immortal can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.</p><p></p><p>• <em>Frightful Presence (Su): </em>An Earthbound Immortal gains the frightful presence (duration 5d6 rounds). Unlike the normal frightful presence, the range is equal to its Divine Aura, the Earthbound Immortal can activate its frightful presence as a free action as part of any attack, special attack, or spell-like ability, or by speaking aloud and creatures with less HD of the Earthbound Immortal who fail the save are panicked for the duration.</p><p></p><p>• <em>Planetary Boundaries (Su): </em>An Earthbound Immortal can prevent the entry of extraplanar creatures. As a standard action, the Earthbound can activate a "planetary boundary" on its ward. Creatures with the extraplanar subtype must succeed on a Will save (DC 10 + ½ the immortal HD + its Charisma modifier + its DR) every round they are in the area or to enter the area (including with teleportation effects). If they fail, they are immediately banished to their home plane. This effect ignore non-mythic effects that block dimensional travel. If the extraplanar creature is under a mythic effect the barren dimensional travel, when this ability is activated and every round thereafter, it automatically make a caster level check (HD of the Earthbound Immortal + its DR) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check succeed, the creature must make the Will save that round. The Earthbound Immortal can deactivate this protection as a free action.</p><p></p><p>• <em>Wrath of the World (Su):</em> Once per round as a standard action, as long as it is within its ward, an Earthbound Immortal can invoke a nature power in any point of its wart that it can perceive, choosing one of the following effects:</p><ul> <li data-xf-list-type="ul"><em>Eruption:</em> No more than once every 4 rounds, the Earthbound cause an explosion of ash and magma. All creatures within 150 ft. of that point take 30d6 points of divine fire damage. Huge or smaller creatures in this area are knocked prone. With a successful Reflex save, creatures take half the damage and negate being knocked prone, but a creature that takes any damage from this eruption is subjected to a burn ability (6d6). In addition, the eruption creates a cloud of ash in the area of effect; this cloud of ash lingers in the area for 1 minute, obscuring vision as per <em>obscuring mist</em>.</li> <li data-xf-list-type="ul"><em>Flourishing Life:</em> All allies creatures within 120 ft. of that point gain regeneration 30 (acid or fire) for 1 minute.</li> <li data-xf-list-type="ul"><em>Root Trap:</em> Giant roots erupt from the ground, trapping all opponents within 120 ft. of that point, including flying creatures. They must make a Reflex save or be entangled (tethered to the roots). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the effect. The Earthbound Immortal must be within 120 ft. of the ground to use this ability.</li> <li data-xf-list-type="ul"><em>Wild Tempest:</em> A blast of wind and lightning strikes all opponents within 160 ft., dealing 30d6 points of divine electricity damage (Reflex half).</li> </ul><p>All the effect DCs are 10 + ½ the immortal HD + its Charisma modifier + its DR. An Earthbound Immortal may use this ability while merged with its territory.</p><p></p><p><strong>Spell-like Abilities (Sp):</strong></p><p><strong></strong></p><p><strong>Constant</strong>–<em>detect thoughts</em>, <em>discern lies</em>, <em>freedom of movement</em>, <em>mind blank</em>, <em>speak with animals</em>, <em>speak with plants</em>, <em>stone tell</em>, <em>true seeing</em></p><p></p><p><strong>At will</strong>–<em>breath of life</em>, <em>calm emotion</em>, <em>charm monster, commune</em>, <em>control weather</em> (any weather, cover the entire celestial body or a limited place, Earthbound Immortal’s discretion), <em>dimension door</em>, <em>dream</em>, <em>etherealness</em>, <em>geas/quest</em>, <em>greater dispel magic</em>,<em> greater invisibility</em>, <em>greater scrying</em>, <em>greater teleport</em>, <em>limited wish</em>, <em>magic jar</em>, <em>project image</em>, <em>raise dead</em>,<em> restoration</em>, <em>sending</em>, <em>suggestion</em>, <em>summon nature’s ally IX</em>, <em>tectonic communion</em> (cover the entire celestial body, give all the fact from the list presented in commune with nature, also cover communities, dungeons, and signs of civilization, finally give specific information on the fact from the list [like where specific minerals are found or who and where powerful unnatural creatures are presents])</p><p></p><p><strong>6/day</strong>–<em>wish</em></p><p></p><p><strong>3/day</strong>–<em>blade barrier</em>, <em>demand</em>, <em>destruction</em>, <em>dominate monster</em>, <em>feeblemind</em>, <em>force cage, globe of invulnerability</em>, <em>mass charm monster</em>, <em>mass suggestion</em>, <em>mindwipe</em>, <em>mislead</em>,<em> resurrection</em>, <em>sympathy</em></p><p></p><p><strong>1/day</strong>–<em>earthquake, energy drain</em>, <em>foresight</em>, <em>greater possession</em>, <em>greater restoration</em>,<em> imprisonment</em>, <em>mage’s disjunction</em>, <em>mass suffocation</em>, <em>meteor swarm</em>, <em>microcosm</em>,<em> polymorph any object</em>, <em>power word kill</em>, <em>prediction of failure</em>, <em>overwhelming presence</em>, <em>soul bind</em>, <em>time stop</em>, <em>tsunami</em>, <em>true resurrection</em>, <em>weird</em>, <em>verdigris tsunami</em></p><p></p><p>Caster Level equal to total Hit Dice/Levels + 6 (Divine Bonus).</p><p></p><p><strong>Special Qualities</strong>: An Earthbound Immortal maintain the special qualities of the base creature and gains the following.</p><p></p><p>• <em>Archetype (Ex):</em> An Earthbound Immortal is able to manipulate its own gravity. It can balance on any (liquid or solid) objects that could not naturally support its weight such as water or flimsy tree branches. The Earthbound Immortal can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that it must hang on, instead the wall or ceiling becomes its new gravity.</p><p></p><p>• <em>Aura of Wild Growth (Ex):</em> An Earthbound Immortal’s presence makes local vegetation more vibrant but more wild as well. Plants on its ward grow twice as fast and produce more the normal yield of crops, as affected by the enrichment version of the <em>plant growth</em> spell. All terrains outside civilization bounders on the planet are affected by the overgrowth version of the <em>plant growth</em> spell (usually resulting in dense forest). This is considered a natural effect (not enchanted or magically manipulated) by Woodland Stride and similar abilities.</p><p></p><p>• <em>Change Shape (Su):</em> As a standard action, an Earthbound Immortal can assume the shape of any kind of creature native to the Material Planet or with tie to the natural world. This ability otherwise functions as <em>aberrant form III</em> [Gothic Campaign Compendium of the Legendary Games], <em>fey form IV</em>, <em>magical beast shape</em>, <em>monstrous physique IV</em>, <em>ooze form III</em>, <em>shapechange</em>, and <em>vermin shape II</em>, except that the Earthbound Immortal does not adjust its ability scores and can remain in this form until it assumes another.</p><p></p><p>• <em>Divine Bonus (Ex):</em> An Earthbound Immortal gains +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.</p><p></p><p>• <em>Empathy Towards Denizens (Ex):</em> An Earthbound Immortal gains a druid’s wild empathy ability, save that it works only on creatures with Intelligence of 3 or less inside its territory or any creature native to its ward (in this case even outside its territory and regardless their Intelligence). An Earthbound Immortal consider its HD as its druid level for this ability. This empathic communication imparts upon mindless creature a modicum of implanted intelligence, allowing the Earthbound Immortal to train them and use them as guardians (though it does not grant them skills or feats). Creatures with Intelligence of 3 or less native to its ward or with ties to nature (DM’s discretion) have a starting attitude of friendly toward the Earthbound Immortal. Empathy towards denizens treats swarms of creatures native to its ward as if they were one creature possessing a single mind. The Earthbound Immortal can thus use this ability to influence and direct the actions of those swarms.</p><p></p><p>• <em>Grant Spells:</em> Earthbound Immortal can grant spells as if it was a deity. Each immortal has a favored weapon and grants the Animal and Plants domains, plus two other domains and four subdomains.</p><p></p><p>• <em>Godly Realm (Var.):</em> The godly realm of an Earthbound Immortal cover the entire celestial body to which is bound (see Planet Bound). Within its Godly Realm an Earthbound Immortal can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case –6. Penalty for fighting multiple Earthbound Immortals stack.</p><p></p><p>• <em>Immortality (Ex):</em> An Earthbound Immortal does not age, requires no air to breathe, no food or drink, nor sleep.</p><p></p><p>• <em>Manipulate Terrain (Su):</em> An Earthbound Immortal can help any number of creatures travel within its ward when it is inside of it. Creatures aided in this way receive a +40 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, an Earthbound Immortal can make terrain more difficult for any number of creatures to travel through, imparting a –40 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) An Earthbound Immortal can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its ward. An Earthbound Immortal may use this ability while merged with its territory.</p><p></p><p>• <em>Might (Ex):</em> An Earthbound Immortal deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p>• <em>Mythic (Ex):</em> An Earthbound Immortal has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. An Earthbound Immortal can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. While in its ward, it count as a 10th-rank Mythic creature and its Mythic Power increase to (10/day, surge +1d12).</p><p></p><p>• <em>Nature Stride (Ex):</em> An Earthbound Immortal can pass through difficult terrain of its ward and it cannot be tracked in such environment. An Earthbound Immortal may selectively ignore any nature-based effects it created.</p><p></p><p>• <em>Nature Protector (Su):</em> An Earthbound Immortal has an intrinsic bond with the nature it protects and of which it is a part. It can expend 1 use of mythic power to empower any spell that it cast that affects plants, animals, or the terrain to affect a radius of 1 mile per caster level.</p><p></p><p>• <em>One with Nature (Ex):</em> An Earthbound Immortal is respected or even feared by the plants and animals. No creature with the animal or plant type, that is plant-like or animal-like with an Intelligence of 2 or lower willingly attacks an Earthbound Immortal unless magically compelled to or if the Earthbound Immortal attacks it first. An Earthbound Immortal can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.</p><p></p><p>• <em>Prime Adaptation (Var.):</em> Each Earthbound Immortal typically gains one special ability or one special quality in keeping with its areas of interest and/or Portfolio; for every 10 HD possessed, the Immortal acquires an additional special ability or special quality. Many of these abilities are on par with a Divine Ability and are unique for every Earthbound Immortal.</p><p></p><p>• <em>Portfolios (Var.):</em> Each Earthbound Immortal gains two Portfolios as a demi-deity.</p><p></p><p>• <em>Power/Spell Resistance (Ex):</em> An Earthbound Immortal gain Power/Spell Resistance equal to its total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality).</p><p></p><p>• <em>Regrowth (Su):</em> An Earthbound Immortal can expend 2 uses of mythic power to restore a large devastated area as a full-round action. This effect functions as <em>resurrection</em> on all creatures and plants that died of non-divine causes within a 100-miles radius and remove all the pollution in the aura.</p><p></p><p>• <em>Will of the Planet (Ex):</em> An Earthbound Immortal gains an insight bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); initiative and saving throws equal to its highest mental modifier as long it’s on its ward.</p><p></p><p><strong>Saves (Ex):</strong> An Earthbound Immortal gains a +6 Divine Bonus to all Saves (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet special quality).</p><p></p><p><strong>Abilities (Ex):</strong> +12 to each Ability Score.</p><p></p><p><strong>Skills (Ex):</strong> An Earthbound Immortal gains a +6 Divine Bonus to all Skills (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet special quality). An Earthbound Immortal gains Craft, Heal, Intimidate, Knowledge (all), Profession, Sense Motive, Spellcraft, Stealth, and Use Magic Device as class skills.</p><p></p><p>• <strong>Maven (Ex):</strong> An Earthbound Immortal has its skill ranks raised to maximum for each class skill.</p><p></p><p><strong>Divine Abilities (Var.):</strong> An Earthbound Immortal gains 6 Divine Abilities.</p><p></p><p><strong>Languages:</strong> An Earthbound Immortal gains Aklo, Druidic, Terran, Sylvan, and Treant as a languages and telepathy 1,000 ft.</p><p></p><p><strong>Treasure:</strong> 4 Artifacts plus quadruple standard.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9889542, member: 7035194"] While a demi-deity usually rule a layer in an Outer Plane, powerful kami rule planets on the Material Plane. [CENTER][B][SIZE=7]Earthbound Immortal[/SIZE][/B][/CENTER] As a demi-deity is a lord of a Layer of an Outer Plane, and a kami is manifestation and protector of a ward, an Earthbound Immortal is the manifestation and lord of a planet or another celestial body of the Material Plane. [B]Divine Metamorphosis:[/B] Almost all of the Earthbound Immortals experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires (and their Portfolio). The designer should add abilities accordingly (see Prime Adaptation). [CENTER][B][SIZE=6]Creating an Earthbound Immortal[/SIZE][/B][/CENTER] “Earthbound Immortal” is a template that can be added to any creature with at least 30 HD native to the Material Plane. [B]Size and Type:[/B] Type changes to Outsider unless construct or undead. The creature’s gains the native [native of the Material Plane] and kami subtypes. Recalculate BaB, saves, and skills for racial HD. Class based hit dice, saves, and skills are unaffected. [B]Senses:[/B] The Earthbound Immortal gains darkvision 600 ft. (already increased with Divine Senses). It also gains Divine Senses. • [I]Divine Senses (Ex): [/I]The senses of an Earthbound Immortal are ten times superior to that of the base creature. • [I]Greensight (Ex):[/I] An Earthbound Immortal can see through thick plant matter as though it were transparent, with a range up to its normal line of sight. Leaves, vines, greenery, and undergrowth offer no concealment to an Earthbound Immortal’s sight, though solid wood still blocks its line of sight. • [I]Sense the Land (Su):[/I] As long as it is within its ward (either merged with it or in its physical form, see merge with ward of the kami subtype), an Earthbound Immortal can observe the world (with all its senses) from any point within its ward as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way. [B]Armor Class:[/B] • [I]Deflection Bonus (Ex):[/I] An Earthbound Immortal gains a deflection bonus to its armor class equal to its Charisma modifier. • [I]Divine Bonus (Ex):[/I] It also gains a +6 Divine Bonus to its armor class (see Divine Bonus special quality). • [I]Insight Bonus (Ex):[/I] It gains an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet Special quality). • [I]Natural Armor Bonus (Ex):[/I] It gains a natural armor bonus equal to ¼ its total Hit Dice/Levels (round any fractions down) [B]Hit Dice: [/B]An Earthbound Immortal use d20’s for Hit Dice and has maximum hit points per die. [B]Defensive Abilities:[/B] An Earthbound Immortal gains the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level. It gains [B]resistance[/B] 40 to acid, cold, electricity, fire, and sonic and to Stellar Hazard. It gains [B]DR[/B] 20/epic, and [B]immunity[/B] to ability damage and drain, death effects, disease, energy drain, paralysis, poison, polymorphing, petrification or any other attack that alters its form, death from massive damage and Terrestrial Hazard plus all the kami immunities. It gains [B]fast healing[/B] 30 (from the kami subtype) and [B]regeneration[/B] equal to its HD (major artifacts or epic spells). It gains also the following ability. • [I]Prime Resurrection (Ex): [/I]Earthbound Immortals, as extension and intrinsic part of the Material Plane are almost impossible to destroy. If destroyed in combat while on its ward, an Earthbound Immortal regeneration become suppressed for 1 hour and automatically merges with its ward. It is completely intangible and cannot be harmed by any means while in this state. While forced in this state, the Earthbound Immortal cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy that can use for reach any creature that is within the exosphere of the planet. After an hour, it regains 1 hit point, reform in a place of the planet of its choice and its regeneration resume working. An Earthbound Immortal forced to merge with the planet is vulnerable while in this state: an [I]augmented mythic wish[/I] spell or a direct divine intervention (the very powerful request version of the [I]miracle[/I] spell worth 25,000 gp) of a deity hostile to the Earthbound Immortal can extract forcibly the creature, which reappears at a point on the planet chosen by the caster at –1 hit points, unconscious and with its regeneration still suppressed until the hour pass. While in this state, its body must be cut in its principal parts (for a human-based Earthbound Immortal: Arm, Arm, Leg, Leg, Upper Torso, Lower Torso, Head; for a non-human the DM is the final judge for how many pieces must be separated). Each piece must be then placed in their own containers full of (un)holy water created by a cleric of a deity hostile to the Earthbound Immortal and made of a metal native of an Outer Plane (a Good or Neutral Earthbound Immortal require unholy water, an Evil Earthbound Immortal require holy water). While immersed, the regeneration of the Earthbound Immortal is suppressed and it’s unconscious. If any of the part is removed from the (un)holy water, it start to regenerate again at a slow rate: after 10 rounds that the part is outside its container (even if not consecutive), the Earthbound Immortal regains 1 hit point, reforming from the fragment and its regeneration resume working. The method to permanently destroy an Earthbound Immortal is unique to each of them, and should be created specifically for each different Earthbound Immortal by the GM. • [I]Planet Bound (Ex):[/I] Each Earthbound Immortal is bonded to a particular planet of similar celestial body, and serves as a metaphysical extension of the planet itself. That celestial body is also its ward. No specific rule governs how large the celestial body is, but it is generally no larger than Mega-Gargantuan. Earthbound Immortals cannot leave the boundaries of the celestial body to which they are bonded, even spells like [I]wish[/I] or [I]miracle[/I] fails (this apply even when cut and separated, see Prime Resurrection). • [I]Unstoppable (Ex):[/I] An Earthbound Immortal can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. An Earthbound Immortal can use this ability at the start of its turn even if a condition would prevent him from acting. [B]Speed:[/B] All movement speeds tripled. An Earthbound Immortal can chose between grow up to 12 wings (in this case it gains a fly speed equal to the higher between its increased movement speeds (perfect) that is extraordinary in nature) or simple walk in the air (in this case it gains [I]air walk[/I] as a constant spell-like ability) when this template is gained. If the wings are chosen, their design is discretion of the Earthbound Immortal. [B]Attacks:[/B] An Earthbound Immortal gains a +6 Divine Bonus to Attacks (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Plane Special quality). [B]Integrated Class Features (Var.):[/B] An Earthbound Immortal with racial Hit Dice (instead of Class Levels) gain class features of any class equal to half its Hit Dice. An Earthbound Immortal with both Hit Dice and Class Levels do not count its levels for the purposes of determining these integrated class features, only its Hit Dice. Caster Level for integrated spellcaster classes is always equal to the Earthbound Immortal’s total Hit Die + Divine Rank, it has nothing to do with the integrated levels. [B]Special Attacks:[/B] An Earthbound Immortal gains several special attacks. • [I]Alter Reality (Su):[/I] An Earthbound Immortal is the absolute lord if its ward one ignores the reality. Once per hour, as a standard action, it can duplicate any spell of a level equal to 9 + number of automatic metamagic ability feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to its spellcraft check +20. Other use of this ability are GM's discretion. • [I]Animate Plants (Su):[/I] As long as it is within its ward (either merged with it or in its physical form, see merge with ward of the kami subtype), an Earthbound Immortal can animate and control a number of plants up to its HD + DR in any point it can perceive at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 ft. and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, leave the ward, or is incapacitated, it immediately takes root wherever it is and returns to its normal state. • [I]Divine Aura (Su):[/I] Medium range (100 ft. +10 ft. per Hit Dice/Level). The Earthbound Immortal can choose from the following effects each round as a free action. The saving throw to resist effects has a DC of 10 + the Earthbound Immortal’s Charisma modifier + the its Divine Rank. [LIST] [*]Daze: Those within the immortal’s aura must make a Will save or be unable to act, other than defend themselves, duration 1 round. [*]Fear: Those within the immortal’s aura must make a Will save or be shaken and suffer a –2 morale penalty on attack rolls, saves and checks. [*]Heroism: Allies within the immortal’s aura gain a +2 morale bonus on attack rolls, saves and skill checks. [/LIST] • [I]Command Nature (Su): [/I]An Earthbound Immortal can channel negative energy a number of times per day equal to 3 + its Charisma modifier, but only to affect creatures tied to the natural world (like druids, fey, clerics of a deity of nature, etc.; DM’s discretion) or native of its ward as if they were undead and it possessed the Command Undead feat, with a cleric level equal to its HD. Unlike the normal channel negative energy, the range of this ability is 120 ft. An Earthbound Immortal can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. • [I]Frightful Presence (Su): [/I]An Earthbound Immortal gains the frightful presence (duration 5d6 rounds). Unlike the normal frightful presence, the range is equal to its Divine Aura, the Earthbound Immortal can activate its frightful presence as a free action as part of any attack, special attack, or spell-like ability, or by speaking aloud and creatures with less HD of the Earthbound Immortal who fail the save are panicked for the duration. • [I]Planetary Boundaries (Su): [/I]An Earthbound Immortal can prevent the entry of extraplanar creatures. As a standard action, the Earthbound can activate a "planetary boundary" on its ward. Creatures with the extraplanar subtype must succeed on a Will save (DC 10 + ½ the immortal HD + its Charisma modifier + its DR) every round they are in the area or to enter the area (including with teleportation effects). If they fail, they are immediately banished to their home plane. This effect ignore non-mythic effects that block dimensional travel. If the extraplanar creature is under a mythic effect the barren dimensional travel, when this ability is activated and every round thereafter, it automatically make a caster level check (HD of the Earthbound Immortal + its DR) against a DC of 11 + caster level of the effect that barren dimensional travel. If the check succeed, the creature must make the Will save that round. The Earthbound Immortal can deactivate this protection as a free action. • [I]Wrath of the World (Su):[/I] Once per round as a standard action, as long as it is within its ward, an Earthbound Immortal can invoke a nature power in any point of its wart that it can perceive, choosing one of the following effects: [LIST] [*][I]Eruption:[/I] No more than once every 4 rounds, the Earthbound cause an explosion of ash and magma. All creatures within 150 ft. of that point take 30d6 points of divine fire damage. Huge or smaller creatures in this area are knocked prone. With a successful Reflex save, creatures take half the damage and negate being knocked prone, but a creature that takes any damage from this eruption is subjected to a burn ability (6d6). In addition, the eruption creates a cloud of ash in the area of effect; this cloud of ash lingers in the area for 1 minute, obscuring vision as per [I]obscuring mist[/I]. [*][I]Flourishing Life:[/I] All allies creatures within 120 ft. of that point gain regeneration 30 (acid or fire) for 1 minute. [*][I]Root Trap:[/I] Giant roots erupt from the ground, trapping all opponents within 120 ft. of that point, including flying creatures. They must make a Reflex save or be entangled (tethered to the roots). Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the effect. The Earthbound Immortal must be within 120 ft. of the ground to use this ability. [*][I]Wild Tempest:[/I] A blast of wind and lightning strikes all opponents within 160 ft., dealing 30d6 points of divine electricity damage (Reflex half). [/LIST] All the effect DCs are 10 + ½ the immortal HD + its Charisma modifier + its DR. An Earthbound Immortal may use this ability while merged with its territory. [B]Spell-like Abilities (Sp): Constant[/B]–[I]detect thoughts[/I], [I]discern lies[/I], [I]freedom of movement[/I], [I]mind blank[/I], [I]speak with animals[/I], [I]speak with plants[/I], [I]stone tell[/I], [I]true seeing[/I] [B]At will[/B]–[I]breath of life[/I], [I]calm emotion[/I], [I]charm monster, commune[/I], [I]control weather[/I] (any weather, cover the entire celestial body or a limited place, Earthbound Immortal’s discretion), [I]dimension door[/I], [I]dream[/I], [I]etherealness[/I], [I]geas/quest[/I], [I]greater dispel magic[/I],[I] greater invisibility[/I], [I]greater scrying[/I], [I]greater teleport[/I], [I]limited wish[/I], [I]magic jar[/I], [I]project image[/I], [I]raise dead[/I],[I] restoration[/I], [I]sending[/I], [I]suggestion[/I], [I]summon nature’s ally IX[/I], [I]tectonic communion[/I] (cover the entire celestial body, give all the fact from the list presented in commune with nature, also cover communities, dungeons, and signs of civilization, finally give specific information on the fact from the list [like where specific minerals are found or who and where powerful unnatural creatures are presents]) [B]6/day[/B]–[I]wish[/I] [B]3/day[/B]–[I]blade barrier[/I], [I]demand[/I], [I]destruction[/I], [I]dominate monster[/I], [I]feeblemind[/I], [I]force cage, globe of invulnerability[/I], [I]mass charm monster[/I], [I]mass suggestion[/I], [I]mindwipe[/I], [I]mislead[/I],[I] resurrection[/I], [I]sympathy[/I] [B]1/day[/B]–[I]earthquake, energy drain[/I], [I]foresight[/I], [I]greater possession[/I], [I]greater restoration[/I],[I] imprisonment[/I], [I]mage’s disjunction[/I], [I]mass suffocation[/I], [I]meteor swarm[/I], [I]microcosm[/I],[I] polymorph any object[/I], [I]power word kill[/I], [I]prediction of failure[/I], [I]overwhelming presence[/I], [I]soul bind[/I], [I]time stop[/I], [I]tsunami[/I], [I]true resurrection[/I], [I]weird[/I], [I]verdigris tsunami[/I] Caster Level equal to total Hit Dice/Levels + 6 (Divine Bonus). [B]Special Qualities[/B]: An Earthbound Immortal maintain the special qualities of the base creature and gains the following. • [I]Archetype (Ex):[/I] An Earthbound Immortal is able to manipulate its own gravity. It can balance on any (liquid or solid) objects that could not naturally support its weight such as water or flimsy tree branches. The Earthbound Immortal can walk up walls or on ceilings as if they were floors. This is not climbing in the sense that it must hang on, instead the wall or ceiling becomes its new gravity. • [I]Aura of Wild Growth (Ex):[/I] An Earthbound Immortal’s presence makes local vegetation more vibrant but more wild as well. Plants on its ward grow twice as fast and produce more the normal yield of crops, as affected by the enrichment version of the [I]plant growth[/I] spell. All terrains outside civilization bounders on the planet are affected by the overgrowth version of the [I]plant growth[/I] spell (usually resulting in dense forest). This is considered a natural effect (not enchanted or magically manipulated) by Woodland Stride and similar abilities. • [I]Change Shape (Su):[/I] As a standard action, an Earthbound Immortal can assume the shape of any kind of creature native to the Material Planet or with tie to the natural world. This ability otherwise functions as [I]aberrant form III[/I] [Gothic Campaign Compendium of the Legendary Games], [I]fey form IV[/I], [I]magical beast shape[/I], [I]monstrous physique IV[/I], [I]ooze form III[/I], [I]shapechange[/I], and [I]vermin shape II[/I], except that the Earthbound Immortal does not adjust its ability scores and can remain in this form until it assumes another. • [I]Divine Bonus (Ex):[/I] An Earthbound Immortal gains +6 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. • [I]Empathy Towards Denizens (Ex):[/I] An Earthbound Immortal gains a druid’s wild empathy ability, save that it works only on creatures with Intelligence of 3 or less inside its territory or any creature native to its ward (in this case even outside its territory and regardless their Intelligence). An Earthbound Immortal consider its HD as its druid level for this ability. This empathic communication imparts upon mindless creature a modicum of implanted intelligence, allowing the Earthbound Immortal to train them and use them as guardians (though it does not grant them skills or feats). Creatures with Intelligence of 3 or less native to its ward or with ties to nature (DM’s discretion) have a starting attitude of friendly toward the Earthbound Immortal. Empathy towards denizens treats swarms of creatures native to its ward as if they were one creature possessing a single mind. The Earthbound Immortal can thus use this ability to influence and direct the actions of those swarms. • [I]Grant Spells:[/I] Earthbound Immortal can grant spells as if it was a deity. Each immortal has a favored weapon and grants the Animal and Plants domains, plus two other domains and four subdomains. • [I]Godly Realm (Var.):[/I] The godly realm of an Earthbound Immortal cover the entire celestial body to which is bound (see Planet Bound). Within its Godly Realm an Earthbound Immortal can impose a divine penalty to any or all characters (even more powerful deities) equal to its divine bonus. In this case –6. Penalty for fighting multiple Earthbound Immortals stack. • [I]Immortality (Ex):[/I] An Earthbound Immortal does not age, requires no air to breathe, no food or drink, nor sleep. • [I]Manipulate Terrain (Su):[/I] An Earthbound Immortal can help any number of creatures travel within its ward when it is inside of it. Creatures aided in this way receive a +40 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, an Earthbound Immortal can make terrain more difficult for any number of creatures to travel through, imparting a –40 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) An Earthbound Immortal can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its ward. An Earthbound Immortal may use this ability while merged with its territory. • [I]Might (Ex):[/I] An Earthbound Immortal deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD. • [I]Mythic (Ex):[/I] An Earthbound Immortal has Mythic Power (6/day, surge +1d8) and counts as a 6th-rank Mythic creature. An Earthbound Immortal can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. While in its ward, it count as a 10th-rank Mythic creature and its Mythic Power increase to (10/day, surge +1d12). • [I]Nature Stride (Ex):[/I] An Earthbound Immortal can pass through difficult terrain of its ward and it cannot be tracked in such environment. An Earthbound Immortal may selectively ignore any nature-based effects it created. • [I]Nature Protector (Su):[/I] An Earthbound Immortal has an intrinsic bond with the nature it protects and of which it is a part. It can expend 1 use of mythic power to empower any spell that it cast that affects plants, animals, or the terrain to affect a radius of 1 mile per caster level. • [I]One with Nature (Ex):[/I] An Earthbound Immortal is respected or even feared by the plants and animals. No creature with the animal or plant type, that is plant-like or animal-like with an Intelligence of 2 or lower willingly attacks an Earthbound Immortal unless magically compelled to or if the Earthbound Immortal attacks it first. An Earthbound Immortal can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect. • [I]Prime Adaptation (Var.):[/I] Each Earthbound Immortal typically gains one special ability or one special quality in keeping with its areas of interest and/or Portfolio; for every 10 HD possessed, the Immortal acquires an additional special ability or special quality. Many of these abilities are on par with a Divine Ability and are unique for every Earthbound Immortal. • [I]Portfolios (Var.):[/I] Each Earthbound Immortal gains two Portfolios as a demi-deity. • [I]Power/Spell Resistance (Ex):[/I] An Earthbound Immortal gain Power/Spell Resistance equal to its total Hit Dice/Levels +16 (10 + Divine Bonus Special Quality). • [I]Regrowth (Su):[/I] An Earthbound Immortal can expend 2 uses of mythic power to restore a large devastated area as a full-round action. This effect functions as [I]resurrection[/I] on all creatures and plants that died of non-divine causes within a 100-miles radius and remove all the pollution in the aura. • [I]Will of the Planet (Ex):[/I] An Earthbound Immortal gains an insight bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); initiative and saving throws equal to its highest mental modifier as long it’s on its ward. [B]Saves (Ex):[/B] An Earthbound Immortal gains a +6 Divine Bonus to all Saves (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet special quality). [B]Abilities (Ex):[/B] +12 to each Ability Score. [B]Skills (Ex):[/B] An Earthbound Immortal gains a +6 Divine Bonus to all Skills (see Divine Bonus special quality) and an insight bonus equal to its higher between its mental abilities modifiers (see Will of the Planet special quality). An Earthbound Immortal gains Craft, Heal, Intimidate, Knowledge (all), Profession, Sense Motive, Spellcraft, Stealth, and Use Magic Device as class skills. • [B]Maven (Ex):[/B] An Earthbound Immortal has its skill ranks raised to maximum for each class skill. [B]Divine Abilities (Var.):[/B] An Earthbound Immortal gains 6 Divine Abilities. [B]Languages:[/B] An Earthbound Immortal gains Aklo, Druidic, Terran, Sylvan, and Treant as a languages and telepathy 1,000 ft. [B]Treasure:[/B] 4 Artifacts plus quadruple standard. [/QUOTE]
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