Xenotheurgy
Xenotheurgy
XENOTHEURGY
What is everything? However you try to answer this riddle, you can't truly account for all
that you don't know.
Apart from a few cerebrotic spells, xenotheurgy is the only form of magic that have been
derived from the If it otherwise incomprehensible Far Realms. However, xenotheurgy is a
highly risky source of power and often finds unwilling practitioners, making most
xenotheurgists more akin to lycanthropes than to conventional spellcasters.
The mechanics of xenotheurgy are tricky and hard to pin down. What is known is that
xenotheurgy, put simply, is an invasion of this world by the far realms. The far realms are
kept connected to the multiverse through the simple knowledge of its existence. In some
cases, bits of essence seep into the minds that keep this knowledge, strengthening the link
and starting the path of the xenotheurgist. From then on, every display of magic lets in
more energy, slowly flooding the multiverse and threatening its stability. is wisdom to know
of one's own
Though many practitioners are unwilling (called afflicted xenotheurgists), some beings go
out of their way to expose themselves to unnatural energies, hoping to acquire a free
burst of strength (called blessed ignorance, xenotheurgists). Even rarer are the few beings
who study xenotheurgy to a great extent, mastering its ways (to the extent that energies
from the far realms can be mastered). These beings are called True Xenotheurgists.
then it must be madness to seek true enlightenment. From your own perspective, a random
person that you've
of water in exchange for inherently meaningless chunks of metal. Due to the farmer's folly,
he is unable to
provide the nourishment of other dead beings to the flesh sacks he possesses romantic and
genetic ties with,
Components of Xenotheurgy
Xenotheurgy is composed of four separate components: murmurs, disturbances, breaches,
and incursions. Any xenotheurgist has access to at least one example of each. Descriptions
of each can be found below.
Murmurs:
Murmurs are the representation of a xenotheurgists link to the far realms. In their weakest
form, they rarely extend beyond a xenotheurgists mind. As a murmurs level increases, the
link strengthens and warps the xenotheurgist in both mind and body. At the peak of a
murmurs strength, the xenotheurgist is completely overwhelmed by the link and lets loose
a flood of unearthly energy upon the world around them.
In game terms, murmurs superficially resemble a clerics domains. Each one has some
abilities in its own right and grants access to a series of breaches (the xenotheurgy
equivalent of spells, as detailed below). That is where the similarity ends.
Murmur Levels: Unlike a domains granted ability, murmurs possess 7 levels. At 1st level,
the effects are minor, so much so that they have no real game effect (though they can be
role-played). At 2nd through 6th level, each murmur grants a couple of bonuses and
penalties, the size of which depends on the level. At 7th level, the xenotheurgist is rendered
nearly or completely useless as they release all of their active incursions simultaneously
(see below).
Murmur levels are raised by using murmurs or by refusing to use incursions. On the other
hand, reducing their level is difficult. At the end of each week (or each day for a true
xenotheurgist), a xenotheurgist can descrease the level of a single active murmur by 1. A
casting of limited wish, wish, or miracle can decrease the level of a single murmur by 1 (no
saving throw). No murmur can be reduced below 1st level.
Active and Inactive Murmurs: Even if a character gains access to more than one murmur,
they can only have one murmur active at a time. Characters with the Sanity Forsaken feat
(below) may have two active murmurs and true xenotheurgists may have three (four if they
have taken the Sanity Forsaken feat). A character may only gains the effects of their active
murmurs and can only use incursions and breaches gained from through their active
murmur(s). Once per week, a character can replace a 1st-level murmur with another after
receiving 10 hours of sleep and/or rest (true xenotheurgists may do so as often as once per
day).
Identifying Murmurs: Although a murmur is usually internalized, peculiarities of character
and certain personality traits have been linked with each murmur. A DC 20 Sense motive
check against a xenotheurgist reveals that something is odd. After succeeding on this check,
a DC (32- murmur level x 2) Knowledge (the planes) check is needed to identify a specific
murmur. One such check is made against each active murmur.
Disturbances
Whereas murmurs are internalized changes, disturbances are environmental changes in
response to the xenotheurgists presence. A xenotheurgist gains one disturbance for each
murmur that they possess.
Unlike murmurs, disturbances are weak and have no in-game effect, beyond being
unsettling and being recognizable. The effects of a disturbance generally spread no further
than 60 feet away from the xenotheurgist.
As a standard action, a xenotheurgist may suppress or reactivate any number of
disturbances. However, suppressing disturbances traps more of the energy within the
xenotheurgists head. For each suppressed disturbance, the xenotheurgist takes a 1
penalty to Will saves.
Identifying a xenotheurgist by their disturbances is difficult as they arent being visibly
emanated from them. However, for each active disturbance, it becomes clearer that the
xenotheurgist stands at the center of the effects. Identifying the xenotheurgist as the
source of one or more disturbances requires a DC (36 2 x number of active and
observable disturbances) Spot check.
At whim of the DM, disturbances may be rolled for at random on the table below or be
hand-selected. For abilities that say one thing or another happens (such as something
becoming hotter or colder), the xenotheurgist chooses one.
100 Possible Disturbances
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1: the air in the area seems a few degrees warmer or cooler than it should.
2: items in the area seem a few degrees warmer or cooler than they should.
3: all natural portals (doors, windows, etc.) seem to stick for a moment before opening.
4: a barely audible whisper constantly fills the area.
5. all voices seem to gain an echo in the area.
6: all sounds see a few octaves higher or lower than they should.
7: dust, soil, and sand constantly blow along the floor as if kicked up by wind.
8: reflective surfaces seem to show completely different images for a brief moment when
seen in ones peripheral vision.
9: the ground always seems to be slightly shaking within the area.
10: something about people in the area doesnt seem quite right.
11: the peripheral vision of people in the area extends a bit further than it should.
12: every speaking person in the area hears a whispered version of their voice muttering
something else.
13: ambient sounds in the area other than intelligible speech seem somehow muted or
amplified in the area.
14: anyone entering or leaving the area momentarily forgets what they are doing.
15: sleeping creatures in the area toss and turn in their sleep.
16: diminutive and smaller vermin not in swarms wake up and leave whatever hiding places
they occupy but take no further action, even to defend themselves.
17: all objects seem to be a little bit heavier or lighter within the area.
18: all sources of light seem a bit brighter or dimmer in the area.
19: animals seem a bit excited or calm while in the area.
20: plants start leaning towards or away from the nearest living thing in the area.
21: all creatures feel a bit happier or more depressed within the area.
22: all creatures feel a bit more or less healthy in the area.
23: glass starts to frost or fog over a bit within the area.
24: the taste of food seems a bit strange within the area.
25: creatures find the volume of their voice increased or decreased within the area
26: creatures within the area feel as though they are being watched
27: creatures in the area looking up at the sky see a slightly different image from those on
the outside.
28: perception of time seems to slow down or speed up a bit within the area.
29: mundane examples of good or bad luck become more common within the area.
30: creatures within the area get small headaches.
31: scents become slightly stronger or weaker within the area.
32: all creatures entering or leaving the area cough, sneeze, or hiccup.
33: the fingers and toes of those within the area become a bit longer or shorter.
34: the hair and clothes of those in the area are tossed about as if by some unseen wind.
35: creatures in the area always seem to be walking uphill or downhill.
36: small plants seem dead and brown while within the area.
37: creatures in the area start losing their hair, if any.
38: shadows seem slightly different from the objects casting them within the area.
39: all creatures seem a couple inches taller or shorter within the area.
40: all creatures seem to weigh 10% more or less within the area.
41: objects within the area are more prone to become dirty.
42: dead plants seem more vibrant and alive within the area.
43: the ground seems more slippery within the area.
44: a general sense of danger and foreboding hangs in the air.
45: all things looked tinged a particular color within the area.
46: all creatures in the area can see slight resemblances to themselves in all other
creatures.
47: all creatures in the area have a brilliant idea that is stuck on the tip of their tongues.
48: creatures look more inconspicuous or more suspicious in the area.
49: all creatures in the area experience a constant feeling of dj vu
50: the clouds always seem more ominous from within the area.
51: all objects seem a bit more damp or dry within the area
52: all creatures in the area feel a bit of homesickness, even if they are home.
53: every now and then, a creature feels a quick and sharp pain.
54: small bits of blood appear anywhere and everywhere throughout the area.
55: a barely audible alien melody plays through the area.
56: creatures within range seem to breathe at twice the normal rate. This does not penalize
holding ones breath.
57: bits of dust, rubble, leaves, and similar detritus finds its way into places where it
shouldnt within range, such as within sealed containers.
58: creatures within the area seem to smile or frown more often than normal.
59: creatures within range crave a particular (and likely disgusting) form of food or drink
60: shadows within the area seem longer and more threatening.
61: creatures within range tend to overestimate or underestimate their abilities.
62: all creatures within range have an approximate idea of the time (within 1d4 hours),
even without visual cues
63: creatures within range feel a constant but minor pain.
64: creatures within range shudder whenever their name is mentioned by another creature
within range
65: footprints and tracks seem more or less deep within the area
66: If left unattended and unwatched for any period of time, small bites disappear from
food in the area.
67: everything outside of the area looks dangerous and foreboding to those within the area.
68: the dreams of those within range are disturbing and strange but are thankfully quickly
forgotten.
69: rain or snow precipitates very lightly throughout the area.
70: at random time intervals each day, laughter or crying can be heard coming from the
area.
71: creatures injured within range bleed greenish sludge instead of blood.
72: the eye or hair color of those within the area changes to a specific color.
73: whenever two creatures within range make contact with each other, both can hear a
heartbeat (even if neither creature possesses a pulse).
74: even the most innocuous of actions somehow seems more sinister within range.
75: all objects in the area appear to have alien symbols faintly drawn upon them, only
noticeable with close examination
76: ranged weapons used in the area seem to follow alien arcs as they fly through the sky.
77: creatures within range find themselves dragging their feet along the ground or nearly
skipping as they walk.
78: creatures in the area become sleepier or more energetic
79: the teeth of all creatures in the area seem unusually pointed, even needlelike.
80: all creatures within range look very familiar to all other creatures within range, but only
for a brief moment.
81: the thoughts of all creatures in the area keep returning back to a single word or
phrase.
82: any creature within range who uses a divination effect or the Sense Motive skill briefly
sees an image of a disturbing silhouette.
83: creatures within range feel more or less talkative than normal.
84: magical effects begin to fizzle for a moment upon entering the area before resuming as
though nothing had gone wrong.
85: creatures within range can sometimes feel something moving around inside their
stomachs.
86: all colors within range seem washed out or more vibrant.
87: all creatures feel a sense of impending doom for a moment when entering the area.
88: all objects and creatures in the area seem to fall a bit slower or faster than normal.
89: stitches and healed wounds appear on all creatures within range, as if they had recently
gone through a surgery.
90: creatures in the area feel more or less hungry than normal.
91: creatures in the area can sometimes see their reflection in unreflective surfaces.
92: within the area, small buzzing insects like flies and mosquitoes always seem to be
buzzing around peoples ears.
93: all creatures in the area seem to be chained to the ground by illusory iron chains, ropes,
or similar bindings.
94: occasional shadows appear in the area that have no source. When the source of the
shadow is looked for, the shadow vanishes.
95: creatures within range seem cleaner or dirtier than normal.
96: creatures within the area never need to blink and sleep with their eyes open.
97: emotion is drained from the voices of those within range.
98: small furry creatures seem to run about, seen in the corners of the eye. They cannot be
caught and disappear if investigated
99: the blood of creatures in the area doesnt clot. It continues flowing through a wound
until it simply resumes its proper flow.
100: the world within range seems a bit like a shattered mirror. Though it is possible to see
where you are going, all angles and lines are disconnected and broken.
Breaches:
Each murmur grants access to a number of breaches, supernatural abilities that can be used
at will. Breaches are the closest approximation that a xenotheurgist has to spells, being split
into 6 breach levels as spells are split into 9 spell levels.
Breach Requirements: The maximum level of breach that a xenotheurgist can access is
dependant on their xenotheurgy level (see below), as are the effects of several breaches. A
xenotheurgists xenotheurgy level equals their Hit Dice (including racial Hit Dice).
To use a breach, the level of the murmur granting it must equal or surpass its breach level,
reflective of how more energy is needed to fuel such powers.
Using the Breach: Whenever a breach is used, the xenotheurgist must make a Will Save
against its save DC (see below). If they succeed, they gain a single warp point. If they fail,
the level of the murmur granting that breach increases by one immediately after using the
breach. A natural 1 on this saving throw always fails, even if a special ability, feat, spell, or
magic item would prevent this.
Breaches are usable at will and take a standard action to use. The Save DC of the Breach is
10 + Breach Level + 1/2 the level of the murmur granting the breach.
Warp Points: The strain of using breaches can wear down even the hardiest of minds over
time, represented here by warp points. Though this instability increases the potency of
breaches, it reduces the control that a xenotheurgist has over them. For every two Warp
Points that a xenotheurgist possesses, increase the Save DCs of their breaches by +1. This
bonus to the DC may not exceed the ability modifier that you add to Will saves (the Wisdom
modifier of most afflicted xenotheurges). If you acquire a warp point by using a breach, do
not add this bonus to the save DC of that breach. Unless otherwise noted, Warp points last
until the xenotheurgist recieives a full ten hours or sleep (or relaxation if sleep is not
needed for their race).
Distortions: Apart from meta-breach feats that some xenotheurgists have learned to use,
there are two primary means of distorting breaches that all xenotheurgists can use. Using
either of these means automatically grants the xenotheurgist 4 warp points immediately
after the breach is used and all decisions for it are made (or only 2 if they are a true
xenotheurgist). A xenotheurgist may only apply a single alteration to a single breach each
round.
Incursions
The final ability that each murmur grants is a single incursion, a massive wave of aberrant
energy using the xenotheurgist as a catalyst. This massive way of energy always fights to
break free, using any opportunity it can get.
Learning Incursions: Whenever a xenotheurgist gains access to a murmur, they select any
incursion. That incursion is now assigned to that murmur. A single incursion may not be
chosen more than once in this way. The incursions belonging to active murmurs are called
active incursions.
Using Incursions: Using an incursion is a full-round action. All incursions last for 24 hours.
Though they cant be ended prematurely, the effects of one incursion replace those of the
last. While an incursion is in use, the xenotheurgists senses and personality are pushes
aside by the waves of energy, imposing a penalty to all Wisdom- and Charisma-based skill
checks and ability checks equal to their Hit Dice.
Effects of Incursions: Though each incursion has different effects, all of them function in a
similar manner. They are large emanations centered on the xenotheurgist. Like a cerebrotic
blot, each incursion has a small marrow area and a larger periphery area (which includes
the marrow area). The power of an incursion depends on the highest level of breach that
the xenotheurgist can access.
The Fight for Release: Although a xenotheurgist can simply choose to not use incursions,
doing so can drive them insane. At the end of each day in which a xenotheurgist has not
used any incursion, they must make a will save (DC 15 + highest level among active
murmurs) or have the level of all active murmurs increase by 1. For each consecutive day in
which this save is made, increase the DC by +1.
Incursions have other ways to break out as well. While a xenotheurgist is reduced below 0
hit points (but is alive), is insane (via depravity, unearthed arcana rules, or the insanity
spell), or has a seventh level murmur, they constantly emit all active incursions. These
incursions end as soon as none of these conditions are met any longer.
Identifying an Incursion: a DC 15 Wisdom check reveals to a creature that they have
entered the periphery or marrow of the incursion. Similarly, a DC 15 Wisdom check made
while possessing a line of sight with the xenotheurgist reveals them to be the source.
TRUE XENOTHEURGIST
I still dont see why you stand in my way. This multiverse is so small and fragile that it
could break at any moment. How could you oppose the painless death I offer it?
-Teria Gerdrew, True Xenotheurgist
Between the stars and beyond reality lies the unfathomable space known as the far realms
of insanity. Our multiverse is as nothing before the power and size of what lies beyond. As if
alive, the far realms seeks to corrupt and destroy our multiverse, using all means at its
disposal.
As irony would have it, one of the greatest tools at the far realms disposal happens to be
us. The very tether keeping the far realms linked to us, after all, is the knowledge of its
existence. Carefully leaked forbidden lore and large-scale invasions by those living in that
realm keep the knowledge alive and circulating.
Those who dive a bit too deep, however, become even more useful. Whether they like it or
not, they are filled with otherworldly powers, becoming a champion for all that seeks to
unravel our world. Some try to suppress this power, others embrace it fully, and a few set
forth to master it, to take control of the power that seeks control of them. These few people
are the true xenotheurgists. They may be our demiseor our last hope.
Class Skills
The True Xenotheurgist's class skills (and the key ability for each skill) are Bluff (Cha), Craft
(Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate
(Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge
(the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft
(Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) X 4
Skills Points at Each Additional Level: 4 + Int modifier
Hit Dice: d6
1st|
+0
|
+0
|
+0
|
+2
|Disturbance, Pull from Beyond, Unearthly Will|
3
2nd|
+1
|
+0
|
+0
|
+3
|Disturbance, Subverted Insanity 1/day|
4
3rd|
+2
|
+1
|
+1
|
+3
|Lesser Harbingers Mark, Never the Same|
4
4th|
+3
|
+1
|
+1
|
+4
|Disturbance, Subverted Insanity 2/day|
5
5th|
+3
|
+1
|
+1
|
+4
|Lesser Harbingers Mark, Never the Same|
5
6th|
+4
|
+2
|
+2
|
+5
|Bonus Feat, Disturbance|
6
7th|
+5
|
+2
|
+2
|
+5
|Lesser Harbingers Mark, Never the Same|
6
8th|
+6/+1
|
+2
|
+2
|
+6
|Disturbance, Subverted Insanity 3/day|
7
9th|
+6/+1
|
+3
|
+3
|
+6
|Harbingers Mark, Never the Same|
7
10th|
+7/+2
|
+3
|
+3
|
+7
|Bonus Feat, Disturbance|
8
11th|
+8/+3
|
+3
|
+3
|
+7
|Harbingers Mark, Never the Same|
8
12th|
+9/+4
|
+4
|
+4
|
+8
|Disturbance, Subverted Insanity 4/day|
9
13th|
+9/+4
|
+4
|
+4
|
+8
|Harbingers Mark, Never the Same|
9
14th|
+10/+5
|
+4
|
+4
|
+9
|Bonus Feat, Disturbance|
10
15th|
+11/+6/+1
|
+5
|
+5
|
+9
|Greater Harbingers Mark, Never the Same|
10
16th|
+12/+7/+2
|
+5
|
+5
|
+10
|Disturbance, Subverted Insanity 5/day|
11
17th|
+12/+7/+2
|
+5
|
+5
|
+10
|Greater Harbingers Mark, Never the Same|
11
18th|
+13/+8/+3
|
+6
|
+6
|
+11
|Bonus Feat, Disturbance|
12
19th|
+14/+9/+4
|
+6
|
+6
|
+11
|Greater Harbingers Mark, Never the Same|
12
20th|
+15/+10/+5
|
+6
|
+6
|
+12
|Disturbance, Otherworldly, Subverted Insanity 6/day|
13
[/table]
CLASS FEATURES
As a true xenotheurgist, your role is to use judgment in using your breaches. Your role in
the party may be determined by your murmur, the breaches it grants, or the incursions that
you risk using. As you level up, you gain access to more murmurs, can use some of your
powers with little to no risk, and slowly transform into an alien being.
Weapon Proficiencies: As a true xenotheurgist, you gain proficiency with all simple
weapons and with light armor but not with shields.
Murmurs (Su): You have access to three or more murmurs, tenuous connections to the far
realms made by causal knowledge of its existence and contents. All murmurs are
supernatural abilities with seven levels of power. The first level is insufficient to grant any
game effects and the seventh overpowers the senses, rendering you all but useless.
Otherwise, all murmurs grant a static penalty and penalty, the size of which depends on the
murmurs level. Furthermore, each murmur grants access to a small list of breaches and to
a single incursion of your choice (no incursion may be learned more than once).
The number of murmurs that you have access to is given on the table above. At any given
time, you may only have three active murmurs. Up to once per day, after 10 hours of rest
and/or sleep, you may exchange a single first level active murmur for an inactive one.
At the end of each day, you may reduce the level of a single active murmur you possess by
1 (to a minimum of 1). A limited wish, wish, or miracle can also forcibly decrease the level
of a murmur by 1 (no saving throw).
You pay a steep price for the power that they wield, however. You requires two extra hours
of sleep or meditation each night. Furthermore, you cannot be brought back from the dead
by any means, including divine intervention.
Breaches (Su): Each murmur grants access to a number of supernatural abilities called
breaches. Breaches are split into breach levels that behave like spell levels. Your
xenotheurgy level dictates the highest level of breach that you can access, as given on the
table below. Furthermore, to use a breach, the level of the murmur granting it must equal
or surpass its breach level.
Whenever you use a breach, make a Will Save against its save DC (DC 12 + Breach Level +
Murmur level of the murmur granting the breach). If you succeed, you gain a warp point. If
you fail, the level of the murmur is increased by one immediately after using the breach. A
natural 1 on this saving throw always fails, even if a special ability, feat, spell, or magic
item would prevent this.
Breaches are usable at will and take a standard action to use. As mentioned in the above
post, however, they can be distorted in a way that empowers them or that allows them to
be used as a move action.
Incursions (Ex): Each murmur grants access to a single incursion, a wave of aberrant
energy that endlessly tries to force itself into the world through you. Incursions are
extraordinary abilities and allow no saving throw. All incursions are large emanations
centered on you. Much like a cerebrotic blot, each incursion has a large periphery area and
a smaller marrow area. They last for 24 hours. Incursions cannot be ended prematurely but
the effects of one incursion replace those of the last. Using an incursion requires a full-
round action. The power of an incursion depends on the highest level of breach available
(regardless of whether your murmurs are of high enough level to use such breaches).
Even if you dont wish to use an incursion, failing to use one can drive you insane. At the
end of each day that you do not use any incursions, they must make a will save (15 +
highest level among active murmurs) or have the level of all of your active murmurs
increased by one. For each consecutive day in which this save is made, increase the DC by
+1.
Failing that, incursions can sometimes force their way out. While you are reduced below 0
hit points (but is alive), is insane (via depravity, unearthed arcana rules, or the insanity
spell), or has a seventh level murmur, they constantly emit all incursions that they have
access to.
While using an incursion, your senses and personality are pushed aside by the waves of
aberrant energy, imposing a penalty to all wisdom and charisma-based skill checks and
ability checks equal to your xenotheurgy level.
Pull from Beyond (Su): As you gain power, energies from the far realms start keeping
you alive. You remain alive until your hit points reach 10 5 hit points/breach level you
have access to (to a maximum of 40 hit points when you can access 6th level breaches). If
you have access to abilities that keep you conscious under 0 hit points, they stop
functioning at 10 hit points.
Unearthly Will (Ex): You gain Unnatural Will (see below) as a bonus feat. If you add your
Charisma modifier to modify Will saves, double the bonus that your warp points add to the
save DC of your breaches. If you add your Intelligence modifier to Will saves, halve that
bonus instead (round up).
Subverted Insanity: As you grow in power, you develop a deep reservoir of mental energy
that you can call upon to keep yourself sane. Starting at 2nd level, a number of times per
week equal to your class level, you may gain a +5 bonus to the will save you make for
using a breach.
Furthermore, once per day plus once per every 4 class levels they possess, you may use a
single breach without risk of increasing your murmur level.
Never the Same (Ex): As time goes on, you gradually transform into something more
than what you once were. At 3rd level and every odd level afterwards, choose a single skill
in which you have at least 1 rank. You gain a +1 bonus in skill checks using that skill as
your body deforms in some way. You decide the precise nature of the deformity (or
improvement) but it should be related with the selected skill. These bonuses stack with each
other, making the deformity more pronounced each time.
Lesser Harbingers Mark: In addition to warping your body, energies from the far realms
grant you a bit of strength as well, strength that can manifest in a variety of ways. At 3rd
level, and again at 5th and 7th level, choose one of the abilities listen below. None of these
abilities may be taken more than once.
Mental Acuity (Ex): Your mind is stronger than most. You gain a +1 bonus to Will saves and
whenever you may a successful will save against an effect that would affect you partially on
a success, you instead ignore that effect altogether.
Extra Subverted Insanity: You gain an extra daily use of your subverted insanity class
feature.
Martial Training: To lower your reliance on breaches in combat, you have taught yourself
some more martial skills. You gain proficiency with martial weaponry, medium armor, and
shields (but not with tower shields).
A Bit of Luck (Su): Using the conflicting energies within your head, you can alter probability
in your favor. Twice per day, you may reroll any unsuccessful saving throw. You must take
the result of the reroll, even if it is worse than the original.
Suppress the Voices (Ex): For a total number of rounds per day equal to your class level,
you may reduce the level of a single murmur by 1. This time need not be continuous.
Starting this ability, changing which murmur is affected, or ending this ability is a swift
action.
Control the Flow (Ex): By concentrating, you can increase or decrease the flow of energy
through your body. As a swift action, you may grant yourself up to two warp points or
ignore up to two warp points for a number of rounds equal to your xenotheurgy level. Using
this ability a second time ends the duration of the first application.
Improved Suppression: You can suppress disturbances with less mental disruption. You take
a penalty to Will saves equal to half of the disturbances suppressed (rounded up).
True Alteration: Your form warps a bit as you command it to, increasing your abilities.
Increase a single ability score of your choice by 1.
Canny Xenotheurgist: The whispering voices in your head are granting you insights into the
world around you. Starting at the level when this ability is chosen, each class level of true
xenotheurgist grants you an additional 2 skill points. Furthermore, add two skills of your
choice to the skill list of the true xenotheurgist.
Bonus Feats: At 6th level and every 4 levels afterwards, you gain a bonus feat, chosen
from feats in the following post
Harbingers Mark: As you become stronger, the power that you siphon form the far realms
increases as well. At 9th, 11th, and 13th level, choose one of the abilities listed below or
from the list of Lesser Mark of the Harbinger abilities that you have not already selected.
These abilities may not be selected more than once.
Slippery Mind (Ex): The flow of energy through your head makes it harder for outside
sources to control your thoughts. If you are affected by an enchantment spell or effect and
fail your saving throw, you may attempt it again 1 round later at the same DC. You gain
only this one extra chance to succeed on the saving throw.
Subvert More Insanity: You gain an extra daily use and an extra weekly use of your
subverted insanity class feature.
Mad Skill Mastery (Ex): The murmurs flowing through your mind grant you a bit more talent
with your skills. You may take 10 when making any skill check that at least one of your
active murmurs grants a bonus to, even if stress or distraction would normally prevent this.
Ignore the Voices (Ex)): Requires Suppress the Voices: for a total number of rounds per day
equal to your class level, you may completely ignore the effects of an active murmur (this
does not prevent you from using breaches). This time need not be continuous. Starting this
ability, changing which murmur is affected, or ending this ability is a swift action. These
rounds stack with those gained from Suppress the Voices.
Abundance of Luck (Su): Requires A Bit of Luck: Your good fortune with resistance effects
and controlling your breaches is magnified. You gain an additional number of rerolls per day
equal to the ability modifier that is added to your Will save.
Conscious Incursion: Your senses and personality still rise to the surface even while using
an incursion. The penalty to ability checks and skill checks while using incursions is reduced
by an amount equal to half of your xenotheurgy level (rounded down).
Incursions Protection (Ex): While you are insane, are under 0 hit points (but are alive), or
possess a 7th level murmur, the energies that you are forced to release help to defend you.
You gain Damage Reduction 5/- and Energy Resistance 5 against acid, cold, electricity, fire,
and sonic damage while in such a state.
True Transformation: Your body warps a bit as you command it to, increasing your abilities.
Increase a single ability score of your choice by 1.
Emulate Magic (Su): Although true magic isnt what a xenotheurgist does, xenotheurgy
comes close enough to emulate magic at times. You may use spell trigger and spell
completion items as a spellcaster of your effective xenotheurgy level. For this purpose, you
are treated as having access to every spell list and as being every type of caster (wizard,
cleric, bard, etc.)
Greater Harbingers Mark: As you reach the pinnacle of your strength, your skill with
xenotheurgy seems nearly as unearthly as the magic itself. At 15th, 17th, and 19th level,
choose one of the abilities listed below or from the list of Lesser Harbingers Mark or
Harbingers mark abilities that you have not already selected. These abilities may not be
selected more than once.
Hold off Insanity: You gain one extra daily use and two extra weekly uses of your Subverted
Insanity class feature.
Eyes Unclouded (Su): You see the world as it truly is, as if under the perpetual effects of
a true seeing spell.
Hidden Anathema (Su): You are concealed from all forms of divination. Spells that would
detect your presence, read your thoughts or emotions, find information about you, or
discern your location fail. Divinations peering into the future do not take you into account
and scrying effects are unable to detect you (though they can display the scene around you
as if you werent there). Even epic or divine uses of divination meet with this failure.
Unhindered Incursion: Requires Conscious Incursion: you take no penalty to ability checks
and skill checks while using an incursion.
Gift of the Far Realms (Su): Requires xenotheurgy level 17 or higher: once per week, you
may either call upon beings from the far realms and entreat a miracle effect or force your
control upon the energies in your head and make a wish effect. Either way, this ability
requires the normal XP cost and raises the level of all active murmurs by one.
Wings of Heresy (Ex): You grow tainted and warped wings, granting you a fly speed of
double your land speed (perfect maneuverability).
Pass on the Blessing/Curse (Su): By spending one week with another creature talking about
the far realms and engaging in no more than light activity, you can ensure that they gain
xenotheurgy. You may elect to give them access to one of the murmurs that you possess or
you may decide randomly (as on the table above).
True Ascension: Your entire form is altered, increasing your capabilities. Increase a single
ability score of your choice by 1.
Quick Alteration: You can change the abilities you have available with great haste may
exchange active murmurs above 1st level. When doing so, switch the levels of the newly
active murmur and the newly inactive murmur.
Otherworldly (Ex): Like it or not, a true xenotheurgist is changed by the far realms. At
20th level, they become a being almost completely of its design. Your creature type
changes to outsider (do not recalculate hit points, skill points, base attack bonus, or saving
throws) and gain darkvision out to 60 feet. You gain a +2 bonus to the ability score whose
modifier is added to your Will saves.
Example 1: John is a level 1 true xenotheurgist who just reached 1,000 XP. If John chooses
to take a level in rogue (or any class other than true xenotheurgist), John takes a
permanent -1 penalty to all will saves. After taking that level in rogue, John can take any
number of levels in either true xenotheurgist or rogue without more of a penalty but taking
levels in a third class, whether a base class or prestige class, would increase the penalty to -
2.
Example 2: Dave is a level 1 Rogue (afflicted xenotheurge). As Dave has levels in only one
class, Dave doesn't take any will save penalty. If Dave takes a level in any other class,
however (even true xenotheurge), they take a -1 penalty (or more if they take levels in
more than one other class).
Example 3: Jennifer is a level 1 Cleric/level 1 Rogue who became an afflicted xenotheurge
since they last gained a level. Even though she hasn't selected any new classes since
becoming a xenotheurge, Jennifer takes a -1 penalty to will saves for possessing levels in 2
classes.
RELIGION:
Strangely, xenotheurgy and religion dont clash as much as most would expect. Some
xenotheurgists gain divine aid from their god as a paladin or cleric. Even the forces of
nature that lend power to a druid seem unable to discern that something is amiss if they
gain xenotheurgy.
Some of the darker xenotheurgists worship dark gods of madness and corruption, such as
Thurizdun. Others choose to worship gods as it helps give them faith, although they are
disheartened by the fact that they arent bound for any afterlife (if they are aware of this
particular fact).
Religious organizations dont have any particular hatred for xenotheurgy (beyond the
intense hatred that all sane beings have for it) but are organized structures capable of
quickly arming a response against discovered xenotheurgists.
OTHER CLASSES:
Most sane beings are quick to hate xenotheurgy once they understand what it is and how it
works. A true xenotheurgist, however, can truthfully say that they have more control over
their powers than most practitioners. So long as they are diligent and dont hold their
compatriots back, any true xenotheurgist can win the grudging toleration (if not respect) of
those that they travel with.
COMBAT:
Although some true xenotheurgists train themselves in the art of warfare, most are
relatively inept at combat, fighting about as well as clerics without proficiency in shields or
medium and heavy armor. Though largely unable to account for this weakness, most
xenotheurgists dont expect to fight in the front-lines.
A true xenotheurgist gains the breaches of three murmurs at a time. In this way, you may
be able to help in multiple facets of combat or be unable to meaningfully help at all,
depending on the murmurs and the situation. However, in most cases, there will be at least
something for you to do.
A true xenotheurgist only gains a certain number of safe breaches that they can use each
day. It is your job in combat to use these breaches carefully and to think of whether
additional breaches are worth the risk.
In extreme situations, it may be helpful foryou to use an incursion, though you should
remember that it will be active for the next day.
ADVANCEMENT:
At first glance, the opportunity for multiclassing is astounding. So long as you possess at
least one level in true xenotheurgist, your murmurs gain all benefits of being on (rather
than being an afflicted/blessed xenotheurgist). Furthermore, taking levels in other classes
increases the maximum level of breach that you can use.
However, this may not be as beneficial as it first appears. Taking levels in true
xenotheurgist grants you more breaches per day and per week that can be used in at least
relative safety. Also, since higher level breaches require higher-level murmurs, save DCs
raise quickly for more powerful breaches, making them riskier to use without such safety
nets.
Bluff|
4
|
Cha
|
--
Craft|
4
|
Int
|
--
Disguise|
4
|
Cha
|
--
Escape Artist|
4
|
Dex
|
-1
Intimidate|
4
|
Cha
|
--
Knowledge (arcane)|
4
|
Int
|
--
Knowledge (history)|
4
|
Int
|
--
Sense Motive|
4
|
Wis
|
--
Spellcraft|
4
|
Int
|
--
True Xenotheurgists put dark and terrible secrets into the hands of players, pitting them in
a battle against themselves and those who would kill them. At the same time, the energies
that they use are not evil and the True xenotheurgist can very well play the part of the
tragic herowhen they arent busy arguing with voices only they can hear.
DAILY LIFE:
The daily life of a true xenotheurgist widely varies. Unlike users of mystical powers, she
doesnt need to spend any time at all replenishing their power each day. Even so, many
develop a series of habits that they superstitiously believe helps improve their control (or
improve their raw power). If they feel as though an incursion will soon break out, they
normally venture away from society and use one with a smaller range
True xenotheurgists generally avoid followers and positions of leadership as it is hard to
keep their powers secret while in a position of prominence. Even so, some more zealous
xenotheurgists manage to accumulate a rough cult of followers
NOTABLES:
Most true xenotheurgists have a hard time avoiding notoriety, largely in part due to
involuntary incursions, their appearance, or their disturbances. That said, most true
xenotheurgists are hunted down and killed before they can gain any real power. However,
the few who do gain power are often remembered. Alas, even those who accomplished good
deeds are often remembered in the same way as one may remember a terrible giant or
fearsome dragon. After enough time passes, most such xenotheurgists are forgotten or are
incorrectly remembered as wizards or similar casters.
ORGANIZATIONS:
True xenotheurgists generally dont meet in person when they can avoid it. Having even two
in the same city doubles the odds that one of them will release an incursion and raise
suspicions towards everyone. Furthermore, it is hard to make a gathering of people who all
use energy that is slowly unraveling the multiverse not seem a little bit suspicious.
Still, a couple cabals still appear now and again, either in greatly isolated areas or in towns
that they have emptied out through the use of their incursions and breaches. These cabals
attract wayward true xenotheurgists and even afflicted and blessed xenotheurgists seeking
safety from the rest of the world that seeks to destroy them..s.
NPC REACTIONS
True xenotheurges are feared and hated. More than rogues, binders, hexblades, warlocks,
and even dread necromancers, xenotheurgists are feared and hated. All who see them feel
a momentary bit of aggression, even if they cannot tell who it is towards. This hatred, which
creatures also experience while witnessing breaches, is a natural reaction of the multiverse
seeking to fight off the far realms.
To make things worse, the true xenotheurgists body is altered as they grow more powerful,
their murmurs slightly alter their personality, and their disturbances can be, well,
disturbing.
When it is revealed how a xenotheurge gains their power, all but a few nihilistic cults are
likely to become unfriendly, if not downright hostile, towards the true xenotheurge. Whether
or not they control themselves, they are releasing energy that threatens the stability of all
existence as we know it. This is a fact that wizard towers, churches, evil necromancers alike
can agree is bad.
Perhaps the worst thing that they have going for them is their incursions. Incursions can
destroy entire towns, ruin trade lines, and make life generally miserable for everyone in the
area. Even the risk of something like that occurring in the center of town is something few
people would like to risk if other options are available.
Adaptation
It is very easy to change the origin of a xenotheurgists power. Rather than hailing from the
far realms, it could easily come from another unstable plane such as Limbo. Alternately, this
power may be a variant of psionics, a form of insanity reflected in the world around its
practitioner. In classic comic book tradition, xenotheurgy could even be caused by
radioactive rays or meteorites.
If the idea that the far realms is taking action against our world doesnt seem quite right to
you, it is quite possible that a specific entity (likely an elder evil) is granting this power. In
fact, as incursions resemble signs of the apocalypse, a true xenotheurgist makes a fine ally
to a coming elder evil.
SAMPLE ENCOUNTER
A true xenotheurgist can function as either an unusual ally or a memorable villain. In a
social setting, she is likely to hold back a bit, fearing that she might draw attention. A true
xenotheurgist may take great pride stalking PCs through the wilderness with an active
incursion, occasionally lashing out with a breach. PCs may be surprised if they think a
xenotheurgist is out of power but they keep using breaches when backed into a corner.
EL 5: Teria Gerdrew has been slightly insane since her birth. Her best friend in childhood
was Kriktep, a floating one-eyed being only she could see. Her dreams were filled with
monstrous scenes and insane towns but she knew not to be afraid. These dreams were the
only ones that she had ever known. The problems only began when Kriktep ordered Teria to
harm her mother one day. For the first time, she argued with her best friend. The argument
grew heated and fierce until the world around her seemed to break a little bit. One minute,
everything was burning down. The next minute, all of the water was freezing. The people
from her hamlet quickly fled and Teria was separated from her mother. Since then, Teria
has been on her own, mastering her powers and doing as she pleases. Nowyoung woman,
she still refuses to talk to Kriktep but is starting to believe that lies that she is fed, that this
entire multiverse is truly better off dead.
PCs may encounter Teria as she walks through a town, doing nothing wrong but keeping her
incursions and disturbance active. Alternately, PCs may encounter her on one of the many
errands that Kriktep tricks Teria into performing. Teria runs away if possible, using
[I]cerebral mist[I] and sanctuary outside. In combat, she protects herself with unraveling of
form and face and fights alongside Kriktep, the heresy elemental summoned via essence of
heresy. If she encounters heavy resistance, she uses visions of emptiness to keep a foe
busy and runs off, leaving Kriktep to hold off foes, if just for a few moments.
Teria Gerdrew
NE Female Human True Xenotheurgist 5
Init +6, Senses: Listen +5, Spot +6
Aura: choose five disturbances
Languages Common, Dwarven
------------------------------------------------
AC 17, touch 12, flat-footed 15
hp 25 (5 HD)
Fort +4, Ref +5, Will +12 (+14 against Charm effects, +8 against Teleportation effects)
------------------------------------------------
Speed 20 ft. ( squares)
Melee +1 Sickle +5 (1d6+2)
Melee mwk dagger +5 (1d4+1/19-20)
Base Atk +3, Grp +4
Atk Options A Bit of Luck 2/day, Subverted Insanity 3/day
Combat Gear 3 potions of cure moderate wounds
Murmurs
Waking Dream 2 (active):
2 less hours of sleep needed, +2 to saves against Charm effects. -4 spot and listen checks,
-10 speed.
Called from Nothing 2 (active):
2/day conjure mundane equipment worth up to 1 gp, 2/day grant ally flanking benefits for 1
attack as immediate action. 4 to saves against Teleportation effects, outsiders and
elementals start one category closer to hostile.
Path of Entropy 2 (active):
attacks ignore 2 hardness and Fort DC of coup de grace increased by +2. Amount of food
needed is tripled, healing received is reduced by 4 points.
Insidious Pact 1 (inactive)
Sinister Persuasion 1 (inactive)
Breaches
Waking Dream
1: Echoes of the Abyss, Foe Without a Face
2: Figment of the Dreamscape, Unraveling of Form and Face
Called From Nothing
1: Call from Beyond, Cerebral Mist
2: Essence of Heresy, Invocation of Hatred
Path of Entropy
1: Battered by Entropy, Visions of Emptiness
2: Sanctuary Outside, Unravel Dweomer
Incursions
Waking Dream
Frozen Heart
Called from Nothing
Land on Fire
Path of Entropy
Veil of Misfortune
-----------------------------------------------
Abilities Str 12, Dex 14, Con 12, Int 14, Wis 13, Cha 16
SQ Pull from Beyond (Die at 20), Unearthly Will, Never the Same (+1 Spot checks, +1
Hide checks)
Feats Unnatural Will, Iron Will, Improved Initiative, Heightened Empowerment
Skills Escape Artist +9, Hide +10, Intimidate +11, Knowledge (the planes) +10, Listen +5,
Move Silently +9, Spot +6
Possessions combat gear plus +1 Chain Shirt, +1 Sickle, Masterwork Dagger, +2 Cloak of
Resistance, 92 gp
Xenotheurgy Feats:
Displace Incursion
You may move an incursion around to a certain extent
Prerequisites: ability to use incursions
Benefits: Each round, you may move the area of an active incursion you are using by 5
feet as a move action, so long as they are still within the marrow. This ability may only be
used if you are conscious and capable of using breaches.
Unnatural Will
Your willpower is stronger than most.
Prerequisites: access to at least one murmur
Benefits: You use the highest of your mental ability score modifiers to your Will save in
place of your Wisdom modifier. Furthermore, you gain a +1 bonus to Will saves.
Resist Incursion
You can resist the pull of incursions longer than most.
Prerequisites: ability to use incursions
Benefits: You gain a +4 bonus to Will saves made for having not used an incursion within
the past day.
Dilate Incursion
Your incursions reach further than normal
Prerequisites: ability to use incursions
Benefit: the area of your incursions are doubled. This increases both the area of periphery
and of the marrow.
Incite Anger
Your breaches incite rage in those nearby
Prerequisites: ability to use breaches
Benefit: Whenever you use a breach, all creatures within 30 feet of you who have a line of
sight with you gain a +1 bonus to their next attack roll, so long as it is made within the next
round.
Incite Rage
Your breaches incite greater anger in those who can see you.
Prerequisites: ability to use breaches, Incite Anger
Benefit: Whenever you use a breach, all creatures within 30 feet of you who have a line of
sight with you gain a +1 bonus to their next damage roll, so long as it is made within the
next round.
Sanity Forsaken
You can have more active murmurs than normal.
Prerequisites: Access to at least two murmurs
Benefit: You may possess one more active murmur than normal at any given time. If you
are an afflicted or blessed xenotheurgist, you take a 2 penalty to all Will saves. If you are
a True Xenotheurgist, you instead take a 4 penalty to all Will saves.
Mental Cacophony
Your mind becomes polluted with more murmurs.
Prerequisites: Access to at least one murmur
Benefits: You gain access to an additional murmur, gaining a disturbance (rolled for
randomly or chosen) and an Incursion to go with it. You take a 1 penalty to all Will saves.
Special: This feat may be taken multiple times but you may never possess more than 20
incursions. The penalty stacks.
Formulas:
Breach Save DC: 12 + Breach Level + the level of the murmur granting the breach.
Lack of Incursion Save: 15 + highest murmur level among all active murmurs + days
without incursion.
That should summarize everything but let me expand upon it to make everything crystal
clear and to make sure that you have written up everything properly. Thus, below are
written the 10 simple steps to this system.
1. Next to xenotheurgy level, replace the (#) with the sum of all hit dice you possess,
including racial hit dice.
2. Next to highest level of breach accessible, replace (#) with 1/3 of your xenotheurgy
level, rounded up.
3. Next to days without incursion, replace (#) with the appropriate number, resetting it to 0
whenever an Incursion is used for any reason.
4. Next to warp points, replace (#) with the number of warp points you possess. You lose all
warp points after recieiving a full ten hours or sleep (or relaxation if sleep is not needed for
your race).
5. Write the name of your murmur and next to it replace (#) with its level (which may often
change).
6. Under the name, write the a list of all breaches granted by that murmur and their breach
levels for convenience. Include breaches that you cannot access.
7. Repeat steps 3 and 4 for each breach you have access to.
8. write a list of disturbances when prompted. While a disturbance is suppressed, put a
checkmark next to it. You take a penalty to will saves equal to the number of such
checkmarks.
9. Circle your active murmurs to mark them as being such. When switching active murmurs,
erase the circle and make a new one.
10. Each day, reduce the (#) next to the name of a murmur by 1 if you wish.
Murmurs, part I
Abomination of Nature (not made)
Fortunately, links from the far realms into our world are few and far between. The few
natural portals, called cerebrotic blots, are quickly healed over by the natural world, a
world that rejects the far realms utterly and completely.
-Codex Vesania, Planar Links
Abilities and Drawbacks:
Code:
Level Effects
1 You perceive all animals as giving angry glares in his your direction and
sees
plants as slightly threatening beings.
2-6 You gain a touch attack that damages nature. All inanimate plants touched by
you
take damage equal to the murmurs level. All living creatures touched by you
are
sickened for a number of rounds equal to the murmurs level.
This murmur completely divorces you from nature. For every two murmur levels
(rounded up), animals, fey, magical beasts, and plants start one category
closer to
hostile towards you. You take a penalty equal to twice the murmurs level to
all
Survival checks.
7 Nature banishes much of your vitality deep within yourself, leaving a
conscious
but desiccated body with Strength and Dexterity scores of 1. the you may not
use
breaches in this state.
Granted Powers
1st-Level Breaches
Nature Cannot React: animals are dazed in you presence.
Arboreal Pathway: plants bend out of your way to let you pass.
2nd-Level Breaches
Swarm of Madness: create a horrid swarm that can teleport through space.
Arboreal Puppet: animate a plant and give a single command.
3rd-Level Breaches
The Ground Shudders: create an earthquake
Surge from Below: surging plant growth entangles and damages enemies.
4th-Level Breaches
Death to the Custodians: destroy elementals, fey, magical beasts, and plants.
Warp Nature: warp nature into odd shapes and configurations
5th-Level Breaches
Infuse with the Unnatural: transform one animal into a larger pseudonatural version of
itself.
Barring of Nature: create area that natural creatures have a hard time entering.
6th-Level Breaches
Displace Natures Rage: curse one creature with the full wrath of nature
Natures Last Defense: nature chokes off a small portion of itself.
Blasphemous Avenger
is yet hope at fighting the creatures that come through. After all, such creatures entering
our world are formed of flesh and blood, or at least crude facsimiles. Though the war may
be lost, our battles may yet wage for millennia
-Codex Vesania, Bestiary Introduction
Abilities and Drawbacks:
Code:
Level Effects
1 Tiny voices in your head urge you into combat whenever an
opportunity presents itself.
2-6 The tiny voices in your head provide useful insights in combat. You add the
murmurs level as a bonus to initiative checks and threat confirmation
rolls.
However, these voices twist your thoughts and alter your tactics. You take a
penalty equal to twice the murmurs level to the damage rolls of your
breaches,
spells, and similar abilities. They also take a penalty equal to twice the
murmurs
level to saving throws made against emotion-altering effects.
7 Your thoughts are locked away, transforming you into a being of pure self-
preservation. Other than sleeping and feeding yourself, you will take no
other
action than to attack a random adjacent creature each round with whatever
means
are at your disposal, even if doing so would be dangerous. If not armed with
weapons, you will used unarmed strikes. You may not utilize feats or skills
to aid
your attacks (such as power attack or weapon focus) or use advanced tactics
(such
as fighting with two weapons).
Granted Powers
1st-Level Breaches
Mastery of Brutal Combat: gain weapon proficiency, bonus to damage rolls, and possibly
bonus when using special maneuvers.
Enigmatic Strike: make melee attacks from a long distance.
2nd-Level Breaches
Blood-Seeking Strike: grant the keep property to a weapon and possibly grant it the
wounding property.
Battlefield Jinx: a small curse that hinders the opponents ability to fight in combat.
3rd-Level Breaches
Reactive Form: assume a new form with increased reflexes and that can make more
attacks of opportunity.
Defenses Annulled: all attacks made become touch attacks.
4th-Level Breaches
Browbeat Destiny: Next critical hit is automatically confirmed
Fire from the Wound: Small burst of energy harms those who harm you
5th-Level Breaches
Essence of the Outsider: gain base attack bonus equal to your Hit Dice.
Affliction of Ineptitude: target becomes terribly inept at the art of warfare.
6th-Level Breaches
Realization of All Futures: Make twenty attacks with all possible results.
Suppress Battlefield Magic: Suppress magic items, healing, and teleportation.
Granted Powers
1st-Level Breaches
Call from Beyond: call a weak psuedonatural animal.
Cerebral Mist: create a mind-warping mist
2nd-Level Breaches
Essence of Heresy: call a small heresy elemental to act like a familiar.
Invocation of Hatred: summon an enemy into a nearby square and possibly stop them
from using extradimensional movement for awhile.
3rd-Level Breaches
Eerie Creation: create temporary inorganic item that seems somehow off.
Assault from Beyond: create invisible force to attack nearby foes
4th-Level Breaches
Invocation of Friendship: conjure an ally from far away.
Koartic Mist: create mist through which unseen beings attack.
5th-Level Breaches
Conjure Flesh of Zurguth: create vast quantities of fleshy mass that can be molded into
nearly any form.
Tirade of Heresy: call powerful heresy elementals for fight on your behalf.
6th-Level Breaches
Reawaken the Vast Gate: conjure a small bit of the amoebic sea
Summon Duplicate: create a copy of yourself.
Distant Presence
Some beings beyond the stars, known as elder evils, can afflict our world without leaving
their home. Each movement that they make is a plague to the multiverse, a shockwave felt
an infinite distance away
-Codex Vesania, Elder Evils
Abilities and Drawbacks:
Code:
Level Effects
1 You sometimes underestimates the distance between yourself and an object,
person, or place.
2-6 Your senses are detached from your body, letting you ignore pain and extend
your senses. The maximum range of your sight is increased by 10% (minimum 5
feet)/murmur level. This doesnt extend the range of low-light vision,
darkvision,
or similar senses. You gains a bonus equal to twice the murmurs level to
saving
throws against effects that create or manipulate pain.
These detached senses make you unusually unaware of your bodys condition.
You
arent automatically aware of being injured (and thus arent awakened by
injury)
unless the injury deals at least 3 damage/murmur level. You take a penalty
equal to
twice the murmurs level against paralysis and stunning effects.
7 Your mind is cleaved from your body. Though you area able to see the area
around you, you are unable to react upon your observations at all.
Granted Powers
1st-Level Breaches
Reach from Beyond: Move an object without touching it.
From Vantages Impossible: Peer around nearby corners.
2nd-Level Breaches
Extension of Presence: flank creatures as if in multiple squares.
Driving Force: make ranged bull rush attempts
3rd-Level Breaches
Impossible Strike: next attack catches opponent off-guard.
Senses Beyond the Self: create a long-lasting scrying sensor that moves quickly
4th-Level Breaches
Grasp from Afar: make grapple attempts from a distance.
Sustained Manipulation: telekinetically move objects or willing creatures.
5th-Level Breaches
Senses Beyond Existence: create slow-moving scrying sensor with superior senses.
Up into the Sky: thrust enemies a far distance up into the sky.
6th-Level Breaches
Crush into Nothingness: telekinetically crush an opponent into pulp.
Army of One: fight with a large amount of weapons that attack on your own.
Endless Evolution
Not all creatures related to the far realms hail from this realm. In fact, the vast majority of
creatures weve seen result from mutations that the far realms causes in other creatures. If
these mutations could be controlled, the possibilities would be endless.
-Codex Vesania, Bestiary
Abilities and Drawbacks:
Code:
Level Effects
1 You always feel that you are missing something but can never quite tell what
it is.
They sometimes feel pain coming from phantom limbs that they have never
possessed
2-6 Your body can shift a bit to make life more convenient for you. At the start
of
each day, you chooses a skill in which they possess at least one rank. You
add half
of the murmurs level (rounded up) as a bonus to skill checks using that
skill. You
also add half of the murmurs level (rounded up) to your natural armor.
Unfortunately, your shifting form can make some tasks difficult. Your
carrying
capacity is calculated as though your strength was penalized by the murmurs
level.
You take a penalty equal to twice the murmurs level to saving throws made
against form-altering effects.
7 You writhe in the ground in pain, often scratching at your own skin if not
restrained.
Granted Powers
1st-Level Breaches
Enrichment of the Flesh: gain a +2 enhancement bonus to three ability scores.
Weapon of Twisted Flesh: gain a natural weapon of choice.
2nd-Level Breaches
Acquisition of Aberrant Senses: gain access to new sensory abilities
Flesh that Melts and Roils: deform an enemys body, dealing Charisma damage and
more.
3rd-Level Breaches
Alter Scale and Size: increase or decrease the size category of the target.
Enrichment of the Being: gain a +4 enhancement bonus to two ability scores.
4th-Level Breaches
Form that Bends and Buckles: terribly warp an opponents body in a painful manner.
Rite of True Rebirth: change the targets race after one week of rest in a fleshy cocoon.
5th-Level Breaches
Enrichment from Beyond: gain a +6 enhancement bonus to one ability score.
Gift from the Outside: grant the pseudonatural template to the target.
6th-Level Breaches
Abhorrent Imperfection of Form: warp enemy into a form that isnt capable of sustaining
itself for long.
Assumption of Perfect Likeness: temporarily become a creature of a different race.
Eternal Anathema
Heroes and sages view the far realms in a different light. Heroes view it as they a dragon,
an enemy to face or obstacle to overcome. Sages view it as they view death, inevitable and
nearly impossible to overcome. The far realms are eternal. We cannot win.
-Codex Vesania, Introduction
Abilities and Drawbacks:
Code:
Level Effects
1 You are filled with confidence and hubris, occasionally bordering on
the suicidal.
2-6 Your body is infused with power to keep yourself alive. You add twice the
murmurs level to your maximum hit points. They add the murmurs level to
all
Constitution checks.
Though toughened, you have problems avoiding danger while so empowered. You
take a penalty equal to the murmurs level to your AC and Reflex saves.
7 You are unable to move or think properly, though you can feed yourself or
crawl
along the floor. Use of thought detection detects a single message playing
over and
over in your heads.
[Size="5"]Granted Powers
1st-Level Breaches
Immovable Bulwark: target becomes difficult to move but has restricted movement.
Toughened Skin: gain or grant +2 or higher natural armor.
2nd-Level Breaches
Abandon Bodily Disarray: gain or grant immunity to disease.
Until the Last Breath: target can continue acting while at negative hit points.
3rd-Level Breaches
Refusal of Bodily Harm: gain or grant damage reduction 2/- or greater.
Skin that Sews and Patches: gain or grant fast healing.
4th-Level Breaches
Resolve to Resist Injury: reduce damage with a Will save.
Unnatural Metabolism: gain or grant immunity to poison.
5th-Level Breaches
Break Probability: reroll a failed saving throw.
Without Death: do not die regardless of damage dealt
6th-Level Breaches
Eternal Rejuvenation: gain or grant regeneration ability.
Will to Deny Reality: ignore the next spell or attack that would deal damage.
Fading whispers
There will be a time when this multiverse fades back into the chaos of the far realms. The
stars will wink out, sound and sight will mix, and meaning will lose all meaning.
-Codex Vesania, The End Times
Abilities and Drawbacks:
Code:
Level Effects
1 Every now and then, all of your senses seem to fail them for a moment or two
before suddenly returning.
2-6 You can make your own senses fade and fade from the senses of others. A
number of times per encounter equal to half of the murmurs level (rounded
up),
you may grant themselves concealment for 1 round as a move action. You gains
a
bonus equal to the murmurs level to saving throws against language-
dependant
and pattern effects.
Your failing senses of weaken you, however. You gain a miss chance with your
attacks equal to 10%/murmur level. You are completely deaf in relation to
everything beyond 100 feet 10 feet/murmur level.
7 You are rendered blind, deaf, mute, numb, and incapable of smell or taste.
Any
special senses you may possess also fail to function. Staying upright is a
great
challenge for you and combat is nearly impossible. You may not use breaches
in
this state.
Granted Powers
1st-Level Breaches
Fading Perceptions: Target takes penalty on Spot, Listen, and Sense Motive checks.
Hidden in the Folds: Items hidden on your person via Sleight of Hand simply vanish until
retrieved.
2nd-Level Breaches
Denial of Senses: render the target blind or deaf.
Walk Unnoticed: turn yourself invisible.
3rd-Level Breaches
Harrowing Numbness: render a creature completely numb.
Ignored Presence: if unarmed, make an opponent ignore your presence for one round.
4th-Level Breaches
Screams so Silent: target is incapable of making any sound.
Nothing Left to See: become invisible as greater invisibility
5th-Level Breaches
Deprived of Senses: deprive targets of all senses.
They All Fade Away: you and allies all turn invisible.
6th-Level Breaches
Form of Naught: become invisible as superior invisibility
Perfect Perceptions of Naught: place and opponent into a long stupor.
Generous Madness
Surprisingly, the far realms isnt devoid of power to draw upon by those few desperate or
depraved enough to call upon it. Perhaps this is the reason that you read this accursed
codex. If you are willing to stare into the abyss, I will be more than happy to guide you
towards such madness
-Codex Vesania, Xenotheurgy Introduction
Abilities and Drawbacks:
Code:
Level Effects
1 Whenever you witness an ally suffer injury, you feel a sharp, stinging pain.
2-6 You are better able to understand and aid your allies. Whenever you use the
aid
another action, the bonus granted is increased by half of the murmurs level
(rounded up). A number of times per day equal to the murmurs level, you
may
spend a swift action to grant a willing touched ally the benefits and
drawbacks of
one of your active murmurs for 1 round (you do not grant access to breaches,
disturbances, or incursions).
Alas, you become dependant upon your allies for power and leak energy that
enemies may utilize. Adjacent enemies gain a bonus equal to half of the
murmurs
level (rounded up) to attack rolls, saving throws, and skill checks. While
not within
10 feet of any allies, you take a penalty equal to your murmurs level to
all attack
rolls, saving throws, and skill checks.
7 Though you remain ambulatory, you are partially trapped within your own
mind.
All movement speeds you possess are halved, you take a 10 penalty to all
d20
rolls, and you cannot use breaches or make other offensive actions
Granted Powers
1st-Level Breaches
Distracting Aid: grant allies bonus on attack rolls and will saves but penalty to
concentration checks
Channel Prowess: grant target the use of one of your skills.
2nd-Level Breaches
Maddening Rage: willing allies fly into a fit of rage
Stitch in Time and Space: grant allies a move action
3rd-Level Breaches
Hubristic Morale: grant all allies large morale bonuses
Channel Training: grant target the use of one feat you possess.
4th-Level Breaches
Sympathetic Healing: allies can take damage to heal each other.
Resistance of the Hivemind: All allies make saving throws against mind-affecting effects
and take the highest result.
5th-Level Breaches
Tear in Time and Space: grant allies a standard action
Synergistic Empowerment: grant all allies a couple temporary Hit Dice.
6th-Level Breaches
Anathemic Pariah: suffer from the effect of a failed saving throw in place of an ally.
Hivemind of Madness: all allies are joined together in a telepathic and sensory link.
Half-Heard Secrets
Rest assured, madness will soon be the only path left for you. Even if you can resist the
temptation to overuse your powers, the knowledge that you will soon possess will slowly
drive you mad, as it is doing to me. There is simply no way to stop it.
-Codex Vesania, Xenotheurgy Introduction
Abilities and Drawbacks:
Code:
Level Effects
1 You dream of alien libraries filled with empty tomes.
2-6 You are gifted with vast quantities of knowledge on various subjects. You
gain a
bonus equal to the murmurs level to all knowledge check. A number of times
per
day equal to the murmurs level, you may reroll a knowledge check and use
the
highest of the two rolls.
The price for this knowledge is a copious amount of forbidden lore that
clouds the
mind and creates disturbing mental images. At the start of an encounter, you
are
staggered for a number of rounds equal to half of the murmurs level
(rounded up).
You take a penalty equal to twice the murmurs level to saving throws
against
phantasm effects.
7 You are lost in your own mind as you start shouting out random facts,
figures, and theories that you know. You seems to regain bodily control
while in a
place of knowledge such as a library but may take no other actions other
than light
activity directly relating to research.
Granted Powers
1st-Level Breaches
Mad Pronouncement: announce a minor secret of the multiverse to hinder nearby
creatures.
A Thousand Searching Eyes: locate one nearby object.
2nd-Level Breaches
Eyes to the Future: see a short distance into the future.
Recall Legends: learn all legends told about nearby persons, places, and things
3rd-Level Breaches
Elucidate Function: Identify the magical properties of a single item.
They Cannot Hide: locate one nearby creature.
4th-Level Breaches
Gaze into Tomorrow: see far into the future but with little detail.
Monstrous Mythos: learn about a single creature in sight
5th-Level Breaches
Inescapable Eyes: discover the current location of any person, place, or thing
Dread Whispers: whisper a dreaded secret of the multiverse to greatly hinder one foe.
6th-Level Breaches
Acquisition of Truth: gain the answer to a single yes or no question.
Of Things Yet to Come: constantly see a few moments into the future.
Insidious Pact
Let no mistakes be made. A blessed xenotheurgist has struck a deal with forces beyond
their understanding. Their willingness to accept the far realms is just as much a deal as any
vestiges pact or infernal contract. Many discover far too late just how binding their
agreement is.
-Codex Vesania, Xenotheurgy
Abilities and Drawbacks:
Code:
Level Effects
1 Whenever you fail a saving throw, you can hear a distant voice quietly
offering you a deal but the offer is always interrupted by the effect.
2-6 You are granted great skill and protection by your otherworldly
contacts. You gain a bonus equal to twice the murmurs level to Forgery
checks.
At the start of an encounter, all damage dealt to you are converted to
nonlethal
damage for one round per two murmur levels (rounded up). If you are immune
to
nonlethal damage, this has no effect.
These otherworldly deals penalize you for combat and make you vulnerable to
magical control. Once a battle begins, you takes a penalty equal to the
murmurs
level to all attack rolls for one round two per murmur levels (rounded up).
You take
a penalty equal to twice the murmurs level to saving throws made against
compulsion effects.
7 You are controlled by one of the entities that you have dealt with, becoming
a true
neutral NPC with an attitude of unfriendly towards your allies.
Granted Powers
1st-Level Breaches
Exchange with the Ether: sacrifice health in exchange for a boon.
Bind to Truth: extraplanar creatures affected cannot lie or deceive.
2nd-Level Breaches
Unbreakable Compact: create a contract that neither party is capable of breaking.
Sacrifice to the Beyond: offer a sacrifice to dark masters in exchange for a magical boon.
3rd-Level Breaches
Tethered from Outside: bind a creature from the far realms to bargain with it.
Binding of the Soul: bind a single vestige to your soul.
4th-Level Breaches
Mark of Ultimatum: target must refrain from course of action or risk corporeal instability.
Dread Knowledge: become trusted with great knowledge but risk insanity each round it is
used.
5th-Level Breaches
Bound from Outside: bind a greater creature from the far realms creature to bargain with
it.
Anathemic Gateway: grant a window into the world for an otherworldly being in exchange
for a bit of power.
6th-Level Breaches
Reshaped by the Master: temporarily become a half-farspawn creature.
Eternal Contract: return from death so long as the commands of an unseen master are
completed.
Path of Entropy
Elder evils will likely be the beings to end us. They are stronger than the gods and seem to
seek nothing less than our oblivion, if theyve even noticed us at all. They cannot be
reasoned with or fought. They are as entropy, harmful, eternal, and inescapable.
-Codex Vesania, Elder Evils
Abilities and Drawbacks:
Code:
Level Effects
1 You feel some small desire to kill every creature you meet, deface any place
you
go, and destroy any object you see.
2-6 You are blessed with the power of entropy. All of your attacks ignore one
point of
hardness per murmur level. When you make a coup de grace, the Fortitude DC
is
increased by an amount equal to the murmurs level.
The power of entropy tries to consume you from the inside out. The amount of
food that you require is doubled per murmur level (as normal, two doublings
equal
a tripling and so on). Any healing that you receive is reduced by 2 points
per
murmur level.
7 You lose all interest in the world around you, becoming utterly apathetic.
You can
still walk if led around and perform simple tasks if aided but have no
initiative of
your own.
Granted Powers
1st-Level Breaches
Battered by Entropy: damage an object and reduce its toughness
Visions of Emptiness: stun and damage target with visions of emptiness
2nd-Level Breaches
Unravel Dweomer: dispel magical effects.
Sanctuary Outside: temporarily take refuge beyond the multiverse.
3rd-Level Breaches
Destroyed by Entropy: Obliterate inanimate object.
Touch of Ages: age touched humanoid or monstrous humanoid.
4th-Level Breaches
Airless Void: remove all air from an area, making those in the area hold their breaths or
suffocate.
Entropic Backlash: damage all weapons that strike at you.
5th-Level Breaches
All Things Must End: disintegrate as the spell.
Unravel the Unnatural: Dispel supernatural abilities
6th-Level Breaches
Expelled from Existence: send target into the far realms.
Hide Beyond Eternity: hide indefinitely within the far realms.
Reflection of Nightmare
Beyond this mere irony rests a single question that I find myself unable to answer. If
brief contact with the far realms breeds our dreams, how must nightmares form?
-Codex Vesania, Planar Links
Abilities and Drawbacks:
Code:
Level Effects
1 whenever creatures show fear towards you, you hear silent voices
congratulating
you and urging you onwards.
2-6 You become a very imposing figure, capable of commanding respect through the
use of fear. You gain a bonus equal to twice the murmurs level to
intimidate
checks. Also, creatures rendered friendly through the use of the intimidate
skill
remain so for an additional 10 minutes/murmur level after leaving your
presence.
You have a hard time communicating using methods other than intimidation and
are rendered fearful by the own energies they channel. You take a penalty
equal to
half of the murmurs level (rounded up) to all charisma-based skill checks
other
than use magic device and intimidate. You also take a penalty equal to twice
the
murmurs level to saving throws made against fear effects.
7 You fall into nightmare-filled dreams where creatures from beyond the stars
feast
upon you.
Granted Powers
1st-Level Breaches
Air of the Unnatural: cause unease in nearby targets
Imposing Presence: gain bonus to intimidate checks and intimidated creatures may act as
if they were helpful
2nd-Level Breaches
No Rest for the Frightful: Target cant sleep for one full day.
Burst of Formless Terror: Frighten many weak creatures.
3rd-Level Breaches
Unhinging Nightmares: a terrible nightmare damage the targets sanity.
Implant Insidious Fears: Instill a phobia of one person, place, or thing.
4th-Level Breaches
Stream of Cosmic Horror: frighten almost any creature in existence.
Flow of Adrenaline: target gains benefits while under the effects of a fear affect.
5th-Level Breaches
Truest Nightmare: As the nightmare spell, with a few modifications.
Piercing Fright from Beyond: Frighten even those who are immune to fear affects.
6th-Level Breaches
Stop what Makes them Tick: Stop enemys heart through use of fear.
Obedience through Fear: Turn target into a fearful thrall.
Rewoven Elements
All elements and energies that we know come from the far realms. However, we are
fortunate enough to have stable elements. Out there, positive energy is unrelated to life as
fire is unrelated to heat. Seeing the implications of this, I have been sure to
-Codex Vesania, The Far Realms
Abilities and Drawbacks:
Code:
Level Effects
1 You no longer consciously notices the temperature around you (though you
suffer
the effects of your environment normally).
2-6 You gains a certain degree of elemental protection. At the start of each
day, you
choose one form of elemental damage. You gain energy resistance against that
element equal to twice the murmurs level. Against effects with that
elements
descriptor, you gain a bonus equal to the murmurs level to saving throws.
Against other elements, you are rendered vulnerable. Other forms of
elemental
damage deal extra damage to you equal to the murmurs level. Against effects
with
the descriptors of other elements, you take a penalty equal to half of the
murmurs
level to saving throws.
7 You fall unconscious and are wrapped in a cocoon formed from the natural
elements around you. The cocoon has 10 hardness and 100 hit points but
reforms
1d4 rounds after being destroyed.
Granted Powers
1st-Level Breaches
Distill Element: create a harmless and permanent representation of an element.
Touch of Reweaving: deal elemental damage with a touch attack.
2nd-Level Breaches
Elemental Alchemy: Transform one substance into another of lesser value.
Heighten Energy Resistance: increase resistance against energy damage and possibly
change the element to which the resistance applies.
3rd-Level Breaches
Destabilize Elements: Destabilize elements in the area to make an area attack.
Form in Flux: Gain a few elemental traits.
4th-Level Breaches
Threshold of Instability: Open temporary portal to inner plane
Called from Stability: create elementals from surroundings.
5th-Level Breaches
Terrible Reweaving: damage a single target with an onslaught of elemental might.
Ward of Heatless Flames: gain energy immunity to resisted element and possibly change
the element to which the resistance applies.
6th-Level Breaches
Truest Alchemy: Temporarily transmute one substance into another of greater value.
World In Flux: Alter the presence of elements within range as on Limbo.
Road to Nowhere
The important thing to realize is that there is no escape. Running from the beings that eye
our world is fruitless. You must understand, the entire multiverse is connected to their
realm and they can see through all of it. Ironically, the one place where one might escape
their eyes is within the far realms itself.
-Codex Vesania, The Endoom Times
Abilities and Drawbacks:
Code:
Level Effects
1 You feel uncomfortable when required to stay in one place for an extended
period
of time, often fidgeting or pacing when possible.
2-6 You are able to keep traveling long after others had surrendered to fatigue.
You
add twice the murmurs level as a bonus to Constitution checks made to keep
running. You may ignore the penalties of the exhausted condition for a
number of
hours equal to the murmurs level. You suffer the penalties for fatigue
during this
time.
You become bad at staying still and worse at staying hidden while on the
move.
You take a penalty equal to the murmurs level to attack rolls if you
havent
already moved at least 10 feet in that round. You take a penalty equal to
twice the
murmurs level on Hide and Move Silently checks whenever you move at least 5
feet.
7 Your consciousness fades away but you remain ambulatory, moving at a speed
of 5 feet in a straight line if not restrained. You will do nothing to avoid
obstacles
or to get up if knocked prone.
Granted Powers
1st-Level Breaches
Road of Lengthened Strides: increases movement speed by +10 feet or more.
The Road Less Traveled: you and allies ignore the effects of difficult terrain and may
create difficult terrain.
2nd-Level Breaches
Canniness of the Traveler: gain bonuses with movement skills.
Long and Winding Roads: slow down an opponent.
3rd-Level Breaches
The Unseen Path: can walk on water, semisolids, and weak substances.
Uncanny Trailblazer: target no longer provokes attacks of opportunity for movement.
4th-Level Breaches
Discover the Path: learn the location of nearby roads, canals, trails, and paths.
Lost and Alone: target is locked in place and may see images from the far realms.
5th-Level Breaches
Path of the Skybleeder: walk on air as the air walk spell.
Trailblazers Assault: target can move and make full attack.
6th-Level Breaches
Guardian of the Road: target is forever bound to a single road or trail.
Stepping Stones to Eternity: gain one or more free rounds of action.
Sinister Persuasion
When I started down this path, I thought that I would remain in control. Time and time
again, however, I found the temptation of my powers too great to resist. As I sit at the
brink of insanity, I know fully well the charms possessed by power.
-Codex Vesania, Introduction
Abilities and Drawbacks:
Code:
Level Effects
1 As you speak, you hear echoes of your voice saying slightly different
messages.
2-6 You become talented with words as your speech more closely resembles the
echoes. When you make a rushed Diplomacy check, the penalty to the check is
reduced by the murmurs level. When making an unbelievable bluff, the bonus
to
opposed Sense Motive checks is reduced by twice the murmurs level (minimum
+0).
This murmur makes you a considerably bad judge of character and changes your
mindset to disdain (or at least not favor) combat. You take a penalty equal
to twice
the murmurs level to Sense Motive checks. In an encounter, you may not take
aggressive actions until they have been damaged by an enemy or a number of
rounds have past equal to half of the murmurs level (rounded up).
7 You are driven insane, as the insanity spell. Whenever you would be able to
act normally, they cannot make standard or full-round actions.
Granted Powers
1st-Level Breaches
Web of Lies: bonus to Bluff checks and successful bluffs add bonus to later bluffs.
Entrancing Presence: fascinate a crowd of spectators.
2nd-Level Breaches
Deception of Perfection: charm a creature so that it cant perceive your faults.
Battered resolve: opponent loses the will to fight
3rd-Level Breaches
Misplaced Hostility: targets attitude towards two creatures are switched.
Denial of Truth: confuse the target.
4th-Level Breaches
Implant Temptation: compel a target to take an action and make them believe it was
their own idea.
Rewrite Morality: alter the alignment of the target.
5th-Level Breaches
Trial of Damnation: Bind a single creature to a quest of some sort.
Deception of Sanctuary: target must make Will save in order to attack you.
6th-Level Breaches
Acceptance of Truth: drive one creature permanently insane.
Thralldom: turn one creature into a permanent thrall.
Murmurs, Part II
Soothing Insanity
If the truths that you have learned bring you only pain, do not forget that I have warned
you from the start. If you find inner peace within these dark truths, know that you are
fortunate. When the world ends, you alone will not quake in fear
-Codex Vesania, Conclusion
Abilities and Drawbacks:
Code:
Level Effects
1 whenever you witness a disease or malady, a half dozen homeopathic remedies
and nonsensical concoctions spring to mind.
2-6 You gain an aura that heals the wounds and numbs the mind of those nearby.
This
is a double-edged sword, however, as it heals enemies and weakens the will
of
allies. All creatures within 30 feet of you gain fast healing equal to the
murmurs
level and take a penalty of equal size to Will saves while at or below half
of their
total hit points. This fast healing only heals nonlethal damage and this
aura may not be suppressed.
7 Regardless of the situation, you are content to sit on the ground and grin,
suffering
from inner peace and several dissociative disorders. He or she will
undertake no
other actions.
Granted Powers
1st-Level Breaches
Balm of Madness: addle the targets mind to aid in bedrest
Conduit of Twisted Recovery: cure vast quantities of health in a huge number of
increments.
2nd-Level Breaches
Remove Affliction: cure ability damage to the target.
Parasitic Healing: parasites cause slight problems but remove disease.
3rd-Level Breaches
Conduit of Tainted Resurgence: cure huge quantities of health in many increments.
Channel into the Beyond: open channel causes mental risks but cures poison
4th-Level Breaches
Remedy Bane: cure ability damage and drain to the target
Mind-Clearing Mania: use insanity to cure the target of a mind-affecting effect.
5th-Level Breaches
Conduit of Aberrant Rejuvenation: cure large quantities of health in a few increments.
Severance of Nerves: target is incapable of feeling pain.
6th-Level Breaches
Alleviate Infirmity: cure ability damage and drain and negative levels to the target
Death that Never Was: return to life target that was slain within the past round.
Granted Powers
1st-Level Breaches
Dimensional Hiccup: teleport touched creature a short distance
Into the Ether: see and attack ethereal creatures
2nd-Level Breaches
Astral Pathway: travel a short distance each round
Disable Portal: disable a magical portal or possibly a mundane portal.
3rd-Level Breaches
Creation of Space: create small extradimensional space.
Baleful Teleportation: teleport small parts of an opponent away
4th-Level Breaches
Door Through Space: teleport a good distance.
Dimensional Mooring: prevent target form using extradimensional travel and possibly
dampen such effects around them.
5th-Level Breaches
Space Beyond All Planes: create larger extradimensional space.
Momentary Jaunt: teleport enemy away for a few rounds.
6th-Level Breaches
Harrowing Travel: travel far distance over a long period of time.
Breaking the Gates: Travel from one plane of existence to another.
Granted Powers
1st-Level Breaches
Master of Ciphered Tongues: speak any language but it is difficult to discern your
meaning.
Connection Beyond Speech: connect empathically with another creature
2nd-Level Breaches
Empathic Interrogation: Learn the answers to questions asked to the target through
emotional responses.
Hold Thy Tongue: target cannot speak about a specific topic.
3rd-Level Breaches
Breathless Words: have a telepathic exchange with a target creature.
Curse of Muteness: target becomes unable to speak or communicate at all.
4th-Level Breaches
Empathic Torture: empathically connect enemy with creature from far realms to rattle
them.
Speak to the Speechless: communicate with creatures that do not speak your language
or that speak any language at all.
5th-Level Breaches
No Whisper Soft Enough: become aware of any speech on a specific target (or of any
speech at all) within a large area.
Talk Through the Outside: Send a message to a target anywhere, even on other planes.
6th-Level Breaches
Empathic Protection: target takes all damage that you would take in your place.
Telepathic Web: communicate with all nearby creatures telepathically and grant such
creatures telepathy.
Unbalanced Scales
In regards to creatures living beyond the planes, death and life have very little meaning. I
have heard of creatures born through the mutilation of their own body and seemingly living
beings whose lives are perpetual deaths. Beyond the planes, life and death mean little.
There are only things that can fight and things that cant.
-Codex Vesania, Beastiary.
Abilities and Drawbacks:
Code:
Level Effects
1 You hear the wails of those you have slain, always pleading to be
allowed another chance at life.
2-6 Energies from the far realms grant you limited control over the balance
of life and death. You gain a touch attack that heals or damages (your
choice)
any creature by an amount equal to the murmurs level. No creature may be
affected by this touch more than once per day. Furthermore, you may ignore a
number of negative levels at any time up to the murmurs level.
At the same time, this control drags you closer to death. You take a penalty
to all Fortitude saves equal to twice the murmurs level. Also, each round
that you
are below 0 health and are not stabilized, you suffer damage equal the
murmurs
level (this replaces the normal 1 damage per round).
7 You alternate between a deathlike coma and debilitating fits of hysterical
laughter.
Granted Powers
1st-Level Breaches
Reserves of Twisted Resilience: grant temporary hit points
Waning Tides of Life: fatigue or exhaust an enemy.
2nd-Level Breaches
Rejection of Death: save target from death with a ward.
Souls to Silence Screams: slay the dying to maintain sanity
3rd-Level Breaches
Craft of the Damned: make temporary pseudonatural undead.
Obscure the Veil: grant protection from death effects and similar sources of death.
4th-Level Breaches
Affliction of Life: grant vulnerabilities of the living to the undead.
Cutting the Tethers: weaken or possibly slay a single creature.
5th-Level Breaches
Dust to Dust: terribly damage nearby undead.
Singularity of Souls: release a huge burst of energy at the cost of own life force.
6th-Level Breaches
Back from Beyond: Temporarily return a target from the dead.
The Final Destination: Slay weakened creatures and send their souls to the far realms.
Waking Dream
It is odd how the far realms are linked to the dreams of others. Whenever elder evils toss
and turn, beings across the planes see gruesome nightmares. At the source of all dreams is
the dream heart, the source of all worldly desires and madness. The source of the dream
heart, I suspect, is a link to the far realms. That the dreams we consider so normal may be
linked to something so unearthly is a crowning irony
-Codex Vesania, Planar Links
Abilities and Drawbacks:
Code:
Level Effects
1 The world occasionally seems dreamlike and unreal for you, if only
for moments at a time.
2-6 The waking dreams rejuvenate you and protect your mind.
You can forego a number of hours of sleep each night equal to the murmurs
level.
You also add the murmurs level to Will saves made against charm effects.
At the same time, the dreams ruin your senses and coordination. You take
a penalty to their speed equal to 5 feet/murmur level, to a minimum of 5
feet.
You also take a penalty to spot and listen checks equal to twice the
murmurs level.
7 You fall to the ground in and enters a nightmare-filled coma. Your
eyes are open and constantly flicker about, sometimes rolling into your
head.
Granted Powers
1st-Level Breaches
Echoes of the Abyss: create disembodied voice to follow one target.
Foe Without a Face: cause acute paranoia in a single target.
2nd-Level Breaches
Figment of the Dreamscape: create a basic but long-lasting figment.
Unraveling of Form and Face: grant concealment or disguise oneself.
3rd-Level Breaches
Dreams Made Manifest: reveal a targets deepest desire.
Twilight Tidings: contact a creature within their dreams.
4th-Level Breaches
Nighttime Walker: remain mostly active while asleep.
Phantom of the Dreamscape: create a figment that is hard to detect.
5th-Level Breaches
Loss of Face and Form: grant self total concealment or convincing disguise.
Puppetry of Nightmares: compel a sleeping creature to sleepwalk and aid you.
6th-Level Breaches
Glimpse of the Beyond: drive foe insane with impossible sensations and sights.
Nightmarish Heart of the Dreamscape: create a figment with some real essence behind
it.
BREACHES, PART I
NOTE ON EMPOWERMENT:
With many breaches, empowerment may change the target, range, duration, saving throw,
or other aspect of the breach itself. In such cases, a second version of the range, duration,
etc. is written below empowerment in italics. A xenotheurgist with empowerment may not
choose to forego the benefits of empowerment, even if it may put them at a
disadvantage.
The far realms are in contact with all parts of the multiverse. Sending your consciousness
into that realm of madness, you peer back in from hundreds of different angles at once,
seeking the object of your desire.
You can locate a clearly visualized object within range. You can search for general items, in
which case you locate the nearest one of its kind if more than one is within range.
Attempting to find a specific item requires a specific and accurate mental image; if the
image is not close enough to the actual object, the spell fails. You cannot specify a unique
item unless you have observed that particular item in the past (whether firsthand or
through divination).
This spell is not blocked by lead, as similar effects are. Creatures cannot be found by this
breach. Polymorph any object fools it.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Relying on the absolute knowledge of the far realms, you may search for a items that you
cannot clearly visualize, including general items such as traps or secret doors as well as
specific items you have never observed before. Doing so only has a 50% chance of
functioning + 1% per level (maximum 70%). If it fails to function, this breach simply fails to
indicate anything, as if nothing had been found.
Abandon Bodily Disarray
Eternal Anathema 2
Range:Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Most forms of illness rely on weakness of a mortal body. You flush your body with
otherworldly energy, wiping out most forms of disease.
You gains immunity to all mundane diseases. When you use this breach, you are cured of
any mundane disease(s) you may be suffering from.
Empowerment:
Range: Touch
Target: Living creature touched
Saving Throw: Fortitude negates (harmless)
You instead grant the target immunity to disease and cure all of their mundane disease(s),
if any.
If you target yourself, you are cured of any supernatural diseases you may be suffering and
gain immunity against supernatural diseases.
You decide to let the far realms warp the target nearly beyond recognition. Their new forms
are horrid and unstable, unable to sustain itself for very long.
The target gains a 4 penalty to two physical ability scores (minimum 1) of your choice and
a +2 bonus to the third. The target gains a 50% chance to ignore extra damage from critical
hits and sneak attack.
Alas, the form is not one that is capable of sustaining itself, leading to lengthy and painful
death. Each day, the targets Constitution score is reduced by 1 (no saving throw). When
the target dies, they quickly dissolve into a pool of organs and pus.
Only a limited wish, wish, or miracle can undo the effects of this breach.
Empowerment:
The target instead gains a 6 penalty to two physical ability scores (minimum 1) and a +4
bonus to the third. Their form is so warped that they ignore extra damage from critical hits
and sneak attacks.
However, the targets Constitution score is reduced by 1 every hour instead of every day as
their warped frame quickly collapsed upon itself.
Acceptance of Truth
Insidious Persuasion 6 (Compulsion) [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
You reveal the shocking truths of the multiverse to your target. All of them, simultaneously.
If the target fails their saving throw, they are affected as if by the Insanity spell with a
couple exceptions. First, if the target would be able to act normally or would be unable to
take its decided action, they instead spend their round falling prone, writhing and screaming
in pain. Also, being attacked no longer permits the target to attack the attacker during their
next round.
Empowerment
This effect can no longer be removed by greater restoration or heal spells.
Furthermore, if the target is successfully healed, they must make an additional Will save at
the same DC. If failed, the targets mind collapses as it finally comprehends the truths it has
been shown, instantaneously lowering the targets Intelligence, Wisdom, and Charisma
scores to 1.
There are infinite ways to perceive the world around you. Utilizing powers best left
forgotten, you can tap into a fraction of this spectrum of perception.
You gain either low-light vision, darkvision out to 60 feet, scent, blindsense out to 30 feet,
or blindsight out to 10 feet (your choice).
Empowerment:
Range: Touch
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Instead, the target gains superior low-light vision, darkvision out to 120 feet, scent and the
benefit of the track feat, blindsense out of 60 feet, or blindsight out to 30 feet (targets
choice).
Acquisition of Truth
Half-Heard Secrets 6
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will partial
You channel all of reality through your mind, allowing its myriad secrets and truths to file
through your head. Although the process is harrowing, you can find the answer to nearly
any question.
You gain the answer to any single yes or no question, answered by the universe. However,
there are a couple of limitations. Subjective questions (such as will I like what happens if I
pass through that door? or Is this the best offer I can hope to get) are not answered.
Questions dealing with abstractions of reality (such as does that creature have more Hit
Dice than me? or Will my luck be good today) also go unanswered.
Whether the question is answered or not, you fall unconscious for 8 hours if you fail your
Will save and can be awakened by no means during this time.
The answer that you receive, however, is only accurate 70% of the time. Reading the
patterns of all existence is far from a perfect art, after all.
Empowerment
If you fail your saving throw, you can only take a single move or standard action each round
for the next 8 hours (this replaces the normal unconsciousness).
Furthermore, you gain accurate answers 85% of the time.
Affliction of Ineptitude
Blasphemous Avenger 5
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates
You fill your opponents mint with dark whispers, keeping them from coordinating its efforts
in combat properly.
If the target fails their Will save, they take a 4 penalty on bull rush, disarm, grapple
overrun, sunder, and trip attempts. The target may no longer make full attacks.
Furthermore, they lose any proficiency with heavy armor or with martial or exotic weapons
that they may have possessed. Lastly, they may not benefit from flanking or provide
flanking to an ally.
Empowerment
In addition to this breachs normal effects, if the target fails their saving throw, they take a
penalty to attack rolls equal to their base attack bonus.
Affliction of Life
Unbalanced Scales 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature
Duration: 1 min./level
Saving Throw: Will negates
Your unearthly magic can create life where none is intended to exist, such as within an
undead being. With but a moments thought, you forcefully drag such a being back into the
natural world.
The target loses its immunity to effects that require a Fortitude save, ability damage, ability
drain, critical hits, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting
spells and abilities, nonlethal damage, paralysis poison, sleep effects, stunning, and death
from massive damage. While under the effects of this breach, the undead is neither healed
nor harmed by positive and negative energy.
Unintelligent undead retain their immunity to mind-affecting spells and abilities, however.
Empowerment:
Duration: 1 min./level or permanent (see text)
Saving Throw: Will negates and Fortitude Partial
At the end of this breachs duration, the target makes a Fortitude save. If they fail, the
effect becomes permanent. Furthermore, such a creatures remains may be revived from
the dead as an undead creature when slain (through raise dead and resurrection effects)
and the creature needs to breath, eat, and sleep.
You send small wave of fear through the area, enough to cause unease in the unprepared.
All targets who fail their saving throw are filled with unease, taking a 2 penalty to their
Dexterity scores and a 2 penalty to Concentration, Spot, and Listen checks.
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 minute/level
In addition to this breachs normal effects, animals within 5 feet of an affected target are
also unnerved, becoming shaken and doing anything in their power to stay out of range of
such creatures (such as running away or bucking off would-be riders).
Alleviate Infirmity
Soothing Insanity 6 (Healing)
Range: Close (25 + 5 ft./level)
Target: One willing living creature
Duration: Instantaneous
Saving Throw: None
You quietly wipe all infirmities of the body and mind out of the targets body, pushing their
weakness into the far realms.
The target is healed of all ability damage and ability drain and is healed of all negative
levels afflicting the healed creature. This breach also reverses level drains by a force or
creature, restoring the creature to the highest level it had previously attained, regardless of
time has elapsed since the target lost their level(s).
This breach does not restore levels or Constitution points lost due to death.
Empowerment
Range: Close (25 ft. + 5 ft/2 levels)
Targets: Up to one willing living creature/level
Instead of affecting a single touched creature, you choose up to one creature per
xenotheurgy level within range. All targets gain the full benefit of this breach.
Just as you can change a creatures form, so too can you change their size. With a simple
touch, the target can be enlarged or shrunk as you desire
You enlarge or reduce the targets size category by one (your choice).
Enlarge:If the target is increased in size, their dimensions are doubled and their weight is
multiplied by 8. The target gains a +2 size bonus to Strength, a 2 size penalty to
Dexterity, and a 1 penalty on attack rolls and AC.
If insufficient room is available for the desired growth, the creature attains the maximum
possible size and may make a Strength check (using their increased strength) to burst any
enclosures in the process. If it fails, the target is constrained without harm by the materials
enclosing it.
Reduce: If the target is decreased in size, their dimensions are halved and their weight is
divided by 8. The target gains a +2 size bonus to Dexterity, a 2 size penalty to Strength,
and a +1 bonus on attack rolls and AC.
Regardless of whether the targets size is increased or decreased, their space and natural
reach is altered as normal for creatures of their type and new size. This breach does not
alter the targets speed.
Also, all equipment carries by the creature is changed in size along with the creature. Other
magical properties are not affected by this breach. Any item that leaves the targets
possession instantly returns to normal size.
Multiple magical effects that increase or reduce size do not stack but one function of this
breach can dispel the other function.
Empowerment:
You may instead enlarge or reduce the size of a touched creature by up to two size
categories.
Enlarge:If the target is enlarged two size categories, their dimensions are quadrupled and
their weight is multiplied by 64. The target gains a +4 size bonus to Strength, a 4 Size
penalty to Dexterity, and a 2 penalty on attack rolls and AC.
Reduce:If the target is reduced two size categories, their dimensions are divided by 4 and
their weight is divided by 64. The target gains a +4 size bonus to Dexterity, a 4 size
penalty to Strength, and a +2 bonus on attack rolls and AC.
Anathemic Pariah
Generous Madness 6
Range: Unlimited
Target: One willing creature
Duration: Until expended
Saving Throw: None
You intertwine your soul with that of an ally, wherever they may be. The next time that they
would be in danger, you take the hit instead.
The next time that the target would fail a saving throw, you take all damage and other
penalties from having failed the saving throw in their place. In situations where this would
not make any sense (such as failing a Reflex save to avoid being engulfed by an ooze), this
breach does not activate.
Empowerment
Until the breach is expended, whenever the target would take damage, you take half of that
damage in their place. This damage ignores any damage reduction and regeneration that
you may possess (although regeneration heals any nonlethal damage you accumulate in this
way).
The material plane is dangerous for most far realms creatures for anything longer than a
quick excursion. You bring a few of them out into the world just long enough to attack and
vanish.
When you use this breach and at the start of each round thereafter, choose a single
opponent within range of this breach. Make an attack roll against that target using your
xenotheurgy level in place of your Base Attack Bonus and adding your Dexterity modifier to
the roll. The attack is also made as if by an invisible creature, denying the foe their
Dexterity bonus to AC and granting a +2 bonus to the attack roll. Upon a success, the
target feels sharp claws rend their flesh, taking 4d6 slashing damage. Immediately after the
attack, the target catches a quick glimpse of a creature covered in claws, eyes, and
pseudopods. The creature quickly walks through them and vanishes once more.
Empowerment
Effect: One creature + one additional creature/4 levels each round
Each round, you select up to one additional creature per four xenotheurgy levels to be
attacked. Each invisible force looks slightly different than all others. One creature may not
be attacked multiple times in a single round.
You cause your form to ripple and morph, transforming yourself into the perfect likeness of
another creature. Though your mind is your own, your body is completely that of the
desired form.
You temporarily becomes a copy of a single creature whose Hit Dice dont exceed half of
your xenotheurgy level (rounded up). You retains your mental ability scores but gains the
physical ability scores, base attack bonus, saving throws, skill bonuses, feats, size, hit
points, special attacks, and special qualities of the chosen creature. Will save bonuses,
bonuses to skills, and save DCs are determined according to your mental ability scores.
However, you loses access to all racial traits, feats, class features, and skills that they
possessed in their normal form and cant use breaches. All magic items that cannot be
equipped to the new form meld into your body and become nonfunctional.
Regardless of how damaged you was when they used this ability, the new form always
starts with full hit points. When the breach ends, however, you takes damage equal to half
of your chosen forms full hit points. Templates and class levels can not be imitated through
this breach.
Empowerment:
Duration: One hour (D)
You may copy forms with Hit Dice up to three-fourths of your xenotheurgy level.
Reaching into the outer planes, you create a tether to connect a dead creatures soul with
their body. Though not permanently, the creatures body stirs to life.
This breach brings back to life a creature who has died. For this breach to work, the target
mustve been dead for no longer than one hour. In addition, the targets soul must be free
and willing to return.
The target does not lose a level or any constitution or any prepared spells or spell slots. The
creature returns from the dead with hit points equal to their Hit Dice. Any ability scores
damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of
raising the subject, but magical diseases and curses are not undone. The body must be
whole in order to use this effect.
Unfortunately, this revival is not permanent. At the end of this breachs duration, the target
drops dead again. A single creature may be targeted by this breach multiple times.
As normal, this breach cannot bring back a creature who has died of old age.
back from beyond is treated as the resurrection spell when determining whether or not a
creature can be brought back to life by this murmur.
Empowerment:
Saving Throw: Will negates (see text)
This breach may pull back souls that should not be able to return. Creatures who do not
wish to return can be forced back to life if they fail their saving throw (using the Will save
that they had in life). Once a creature has saved against this breach, they cannot be
targeted by this mystery for a year and a day. Furthermore, those who have died of old age
may be revived through the use of this power.
back from beyond is treated as a miracle spell when determining whether or not a creature
can be brought back to life by this murmur.
Balm of Madness
Soothing Insanity 1 (Healing)
Range: Touch
Target: One willing creature
Duration: 8 hours
Saving Throw: None
You fill targets body with a bit of restorative energy. This power may wreak havoc on the
targets mind but their body will quickly recover.
If the target of this mystery gains 8 consecutive hours of rest or sleep, they cure health
equal to their character level x 4. However, while they are recovering, the target may not
take any standard, move, or full round actions and automatically fails all Will saves.
Empowerment
Range: Close (25 ft. + 5 ft/2 levels)
Targets: Up to 1 willing creature/level
Up to one willing creature per level within range is subjected to this effect instead of one
touched creature. All of them suffer the penalty of this breach but heal health equal to their
character level x 5 after 8 consecutive hours of rest or sleep.
Battered Resolve
Sinister Persuasion 2 (Compulsion) [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute; see text
Saving Throw: Will negates
Regardless of the current flow of battle, your foe is filled with doubt and desperation. If
given the chance, this combat can stop.
If the target fails their saving throw, they spend the next 1 minute trying to escape combat
by any means. They may try retreating, diplomacy, empty threats, deception, or any other
nonviolent method of leaving combat. They have no compunctions about sending others to
do combat, however.
If the target manages to escape combat within 1 minute, it does not seek to rejoin combat
except as a last resort. If still in combat after one minute or if damaged during this breachs
duration, the creature breaks free of this effect.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Targets: Up to 1 creature/level
Duration: 5 minutes; see text
Except as noted above, this breach functions normally.
Battlefield Jinx
Blasphemous Avenger 2
Range: Close (25 ft. + 5 ft/2 levels
Target: One creature
Duration: see text
Saving Throw: Will partial
You tamper a bit with probability, making sure that your opponent is unlucky. Few can fully
resist your jinx.
If the target fails their saving throw, they take a 2 penalty to all attack rolls, saving
throws, skill checks, ability checks, and weapon damage rolls until the end of the encounter
(or for 2 minutes if not in an encounter). If the target succeeds on their saving throw, they
take a 1 penalty instead. The effects of multiple battlefield jinxes overlap. Regardless of
success or failure on the saving throw, the target is unaware that anything has transpired.
Any effect that can remove a curse can remove a battlefield jinx.
Empowerment
Duration: see text
Saving Throw: Will partial and Will negates
the target now takes a 4 penalty with a failed saving throw and a 2 penalty with a
successful saving throw.
At the end of the encounter (or after 2 minutes if not in an encounter), the target makes
another Will save. If successful, the effect ends as normal. If the target fails, however, the
battlefield jinx continues until removed. Regarldess of success or failure on the saving
throw, the target is unaware that anything has transpired.
Blood-Seeking Strike
Blasphemous Avenger 2
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Powers of entropy fill your blade, allowing it to deal more devastating strikes.
You double the threat range of any weapon that you wield. This effect does not stack with
others that increase the threat range of a weapon.
Empowerment
The doubling of your threat range now stacks with other effects that increase the threat
range of a weapon (two doublings equal a tripling as normal). Furthermore, any weapon
you wield gains the wounding property.
Break Probability
Eternal Anathema 5
Range: Personal
Target: You
Duration: 1 round/level or until expended
Saving Throw: None
You warp probability in your favor, contorting it until it agrees with your agenda. That done,
many attacks are suddenly easier to resist.
The next time that you would make a saving throw, they roll 2d20 and take the better
result. If either roll is a natural 1, the other roll gains a +5 bonus. After making such a
saving throw, this breach is expended.
Empowerment:
For the purpose of the affected saving throw, both 19 and 20 are automatic successes.
Note: you makes the saving throw to avoid increasing your murmur level as the breach is
cast, meaning that the effects of break probability arent wasted on itself.
Browbeat Destiny
Blasphemous Avenger 4
Range: Personal
Target: You
Duration: 1 hour or until expended
Saving Throw: None
You tie up threads of fate until only the ones that you desire remain available. Fate declares
that the path before you be covered in blood.
The next time that you would threaten a critical hit within this breachs duration, you
automatically confirm it. Confirming a critical hit in this way expends this breach.
Empowerment
In addition to this breachs normal effects, any critical hit that this breach confirms
automatically does maximum damage.
You accumulate formless terror and madness within your body. Then, you release that
energy with a single burst, scaring all nearby
All targeted creatures who fail on their Will saves are frightened for the breachs duration.
Creatures with HD equal to or greater than half of your xenotheurgy level (rounded up) +3
are immune to this ability.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Targets: Up to 4 living creatures/level
Other than the above exceptions, this breach functions completely normally.
Opening a small portal into the great beyond, you call forth a weak pseudonatural animal.
This breach conjures a single corporeal psuedonatural animal with under 1 Hit Dice of the
xenothuergists choice. This creature remains indefinitely but is under no compulsion to
server you.
Empowerment:
Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will partial
Duration: Instantaneous and 10 minutes
You can now summon pseudonatural animals with up to 2 Hit Dice can be conjured in this
way. Furthermore, upon summoning the creature, you may mentally suggest a course of
action. If the pseudonatural creature fails its saving throw, it tries to take that course of
action to the best of its ability for 10 minutes or until the course of action is completed
(such as killing something they were ordered to kill). The creature may be given harmful or
even suicidal actions to perform in this way.
As you instill otherworldly energy into your target, they start seeing the world in a different
light. Whenever they start to lose control of their movements, the world seems to shift with
them, granting them more leeway in their actions.
The target gains a +2 competence bonus to balance, climb, jump, tumble, and swim
checks. These bonuses increase by +1 for every four xenotheurgy levels that you possess.
Empowerment:
the target also gains special bonuses with their traveling skills. The target can move at full
speed with no penalties when making balance, climb, tumble, and swim checks.
Furthermore, the bonus that this breach grants to jump checks is quadrupled when making
vertical jumps.
Cerebral Mist
Called from Nothing 1 (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Fog spreads in 10-foot radius, 10 ft. high
Duration: 1 min./level
Saving Throw: None
Reaching into the deepest realms of insanity, you let loose a constant stream of madness,
filling the air and even obscuring sight like mist.
A cloud of mist spreads outwards from the point that you designates. The fog is thin but
manages to obscures sight, including darkvision, a little bit. A creature within 5 feet can be
attacked normally but those farther away have concealment. Furthermore, all creatures
within range take a 2 penalty to Will saves.
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round.
This breach does not function underwater.
Empowerment:
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
The mist now resists wind actively, refusing to simply disperse. Instead, a strong or
stronger wind moves the effect 10 feet per round in the direction of the wind. Also, this
breach may be used underwater, creating an area of mind-warping muck.
You channel essence of the far realms through the targets blood, eliminated toxins but
damaging the blood flow to their brain.
The target is dazed for 1 minute if they fail their Will save but is instantly cured of all
poisons that are affecting them.
Empowerment
The target is also cured of any ability damage or drain they have taken from poison within
the last 5 minutes.
Channel Prowess
Generous Madness 1 [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1d4+1 rounds
Saving Throw: None
You siphon a small part of your mind through the far realms and into the mind of an ally,
granting them some of your canniness.
When using this breach, choose one skill in which you posses at least one rank. The target
may use your modifier for that skill in place of their own. If the skill cannot be used
untrained and the target lacks ranks in the skill, they may use that skill as if trained. You
retain your own bonus to the skill even while lending it to an ally.
You take a 2 penalty to your Intelligence, Wisdom, and Charisma while this breach is in
effect. This penalty stacks with itself if you use this ability again while a previous use is in
effect. Furthermore, you may only lend talent with any given skill to a single creature at any
given time.
Empowerment
Duration: 1 round/level
you may lend your talent with a single skill to a number of creatures up to half of the ranks
that you possess in that skill (rounded down) at any given time.
Notes: The Speak Language skill may not be shared through this breach. When lending a
target your modifier in a Knowledge skill, they may not make a Knowledge check with that
skill that you have already failed. This breach does not actually lend skill ranks to an ally
(and thus cant grant synergy bonuses in other skills).
Channel Training
Generous Madness 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1d4+1 rounds
Saving Throw: None
You siphon a few of your past experiences into the mind of an ally via the far realms. They
know how to handle the rest
When using this breach, choose one feat you possess. If the target meets all of that feats
prerequisites, they gain the benefits of that feat. If the target already possesses that feat,
they can only be lent this feat if it can be taken multiple times. You retain the benefits of
the feat even while lending it to an ally.
You take a 2 penalty to all attack rolls, saving throws, and skill checks while this breach is
in effect. This penalty stacks with itself if you use this ability again while a previous use is in
effect. Furthermore, you can lend talent with any given feat to a single creature at any
given time and cant lend a single feat to a creature multiple times unless you have taken
that feat at least as many times.
Empowerment
Duration: 1 round/level
You may lend the benefits of a single feat to a number of creatures up to one third of your
xenotherugy level (rounded up) at any given time.
You fill your being with curative power, power that you can force into others with a touch.
You are adept at forcing vast quantities into your targets.
You a pool of points that you can use to heal touched creatures. This pool equals the ability
modifier added to your Will save x your xenotheurgy level x 2. Each touch attack heals up
to 80 hit points. No creature can be healed by this breach more than once per day, even if it
is cast multiple times.
This breach negates the effects of any Conduit of Twisted Recovery or Conduit of Tainted
Resurgence effect you have active on your person.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures (see text)
You can heal any target within range as a standard action without need for a touch attack.
Also, you can heal a creature for up to 160 hit points at a time.
You are filled with an abundance of positive energy, energy that you can pass onto others
with a touch. Creatures can only bear so much of this energy at once, however
You a pool of points that you can use to heal touched creatures. This pool equals the ability
modifier added to your Will save x your xenotheurgy level x 5. Each touch attack heals up
to 20 hit points. No creature can be healed by this breach more than once per day, even if it
is cast multiple times.
This breach negates the effects of any Conduit of Twisted Recovery or Conduit of Aberrant
Regeneration effect you have active on your person.
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Targets: Living creatures (see text)
You can heal any target within range as a standard action without need for a touch attack.
Also, you can heal a creature for up to 40 hit points at a time.
You fill yourself with new life, life that flows through your hands and into your targets. Alas,
no single creature can bear too much of this energy at a given time
You a pool of points that you can use to heal touched creatures. This pool equals the ability
modifier added to your Will save x your xenotheurgy level x 10. Each touch attack heals up
to 5 hit points. No creature can be healed by this breach more than once per day, even if it
is cast multiple times.
This breach negates the effects of any Conduit of Tainted Resurgence or Conduit of Aberrant
Regeneration effect you have active on your person.
Empowerment
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Living creatures (see text)
You can heal any target within range as a standard action without need for a touch attack.
Also, you can heal a creature for up to 10 hit points at a time.
The far realms is in many sense like a primordial sea, a shapeless mass of infinite
possibilities. You call a tangible manifestation of the far realms nature into the multiverse.
You create a fleshy mass that takes up 10 cubic feet per xenotheurgy level. The flesh is
malleable like clay but hardens if repetitively pounded, even taking on a metallic hardness if
desired. The flesh can be shaped into nearly any form desired. To determine the quality of
the desired item, make a proper craft skill. Regardless of skill, however, the flesh cannot be
turned into masterwork items, cannot be made into living things, cannot create liquids or
gases, and cannot create items with complicated moving parts.
The fleshy mass created never rots or grows mold. It also never dries out or hardens before
it has been purposefully shaped and hardened.
Any creature who has ever seen a Koarti is shaken while within 5 feet of an object crafted
from this flesh. This flesh may be used in place of resin to protect a Koarti or even an entire
enclave of the beings.
Empowerment
Effect: highly morphic fleshy mass, 50 cu. ft./level
You now create 50 cubic feet of the fleshy mass per xenotheurgy level. Pustules filled with
potable fluids and breathable vapors trapped in the skin provide the ability to work with
liquids of gases, changing the precise fluid or gas by adding trace amounts of ground solid
flesh to the mix. Furthermore, you can now create masterwork items and items with
complicated moving parts.
You create tendrils of energy into the selected bodies, bringing them back into the realms of
the livingor something eerily close to it.
This breach temporarily turns the bones or bodies of dead creatures into pseudonatural
zombies or skeletons that follow your commands. The undead can follow you or can be left
behind to guard an area (although the short duration is prohibitive). They remain animated
for the duration of this breach or until destroyed. In either case, the creature is reduced to a
pile of dust the blows away in the gentlest of breezes.
Regardless of the type of undead created through this breach, you cannot create more than
HD of psuedonatural undead than your xenotheurgy level with a single use of this breach.
The undead created remain under your control throughout their brief existences, no matter
how many you may animate. Unlike most pseudonatural creatures, the created creatures
retain their creature type and Intelligence score (or lack there-of). Furthermore, the undead
are immune to both positive and negative energy, meaning among other things that they
are unaffected by consecrate and desecrate spells and cant be turned or rebuked..
Empowerment:
You may animate any form of corporeal pseudonatural undead but creatures other than
zombies and skeletons are treated as having twice as many HD if you can create them and
how many you can create.
You open several links in the far realms within the targets body, trying to force the targets
soul through, cleaving it from the body.
The touched target must make three Fortitude saves. For each save that it fails, the target
gains one negative level. 24 hours after receiving the negative levels, the target must make
a Fortitude save for each one (DC = Cutting the Tether breachs DC) to prevent having a
level permanently drained.
If the target fails all three Fortitude saves, they are instead slain. The cut between their soul
and body is so clean that a raise dead or reincarnation spell only has a 50% chance of
functioning on the target. If this is not the case, only a resurrection, true resurrection, wish,
or miracle can bring the target back.
Empowerment:
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
The target must instead make five Fortitude saves. They are slain if they fail at least three
of those saving throws.
BREACHES, PART II
Death that Never Was
Soothing Insanity 6 (Healing)
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Ignoring the boundaries of life and death, you reach beyond the veil of death and reclaim a
recently dead soul.
You restore life to a deceased creature that has been dead for no longer than 1 round. The
subjects soul must be free and willing to return. The breach automatically fails if the soul is
unwilling to return.
The subject does not lose a level or Constitution for returning to life and loses no spells or
spell slots. Normal diseases and poison are cured in the process but magical diseases and
curses are not undone. A creature returns with however many hit points it had at the start
of its last round of life. If this places the target under 0 hit points, it is automatically
stabilized. The targets body need not be whole to return to life, so long as even a bit of
dust is left behind to recreate the body. The targets equipment and possessions are put
back the way they were before at the start of the targets last round of life, even if the way
in which the target died destroyed the equipment as well.
A creature who has been turned into an undead since their death is still returned to life (no
saving throw) if the soul is willing to return. This breach cannot bring back a creature who
has died of old age.
This breach is treated as a miracle spell for the purpose of determining whether a target can
be revived by this breach.
Empowerment
The target returns from the dead with however many hit point it had at the start of its last
round of life or with half of its maximum hit points, whichever is more. Furthermore, all
magical diseases and curses that could be removed with a miracle spell are removed as the
target returns to life.
This breach is treated as direct divine intervention for the purpose of determining whether a
target can be revived by this breach.
Deception of Perfection
Sinister Persuasion 2 (Charm) [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature of your type
Duration: 10 minutes/level
Saving Throw: Will negates
Clouding your targets mind with madness, they are unable to see you as being anything
other than perfect.
If the target fails their saving throw, they come to see you as an embodiment of perfection.
They are treated as being helpful towards you for the duration of this breach. Furthermore,
they perceive all that you say and do in the best possible light. If you insult them, you must
be joking. If your ally attacks them, it is not of your doing. Taking aggressive actions
against the target yourself, however, ends the effect instantly.
This breach cannot be used to make the target take actions against its nature or to take
self-destructive actions but it can be used to make actions seem more palatable (That
charging dragon is just an illusion. See for yourself.)
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level
Even if you take an aggressive action against the target, they must make another Will save
in order to break free of this breach, otherwise judging that there must have been a good
reason.
Deception of Sanctuary
Insidious Persuasion 5 [Mind-Affecting]
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None and Will negates
As you tighten your vise on the targets mind, they become incapable of even considering
combat against you.
Whenever the target tries to attack you (whether using weapons or spells, melee or
ranged), they must first make a successful Will save. Making multiple attacks (such as with
a full attack) requires multiple saving throws. On a failed Will save, the target cannot attack
you until the start of its next round.
The target is free, however, to target you with spells or abilities that do not require attack
rolls, even aggressive abilities.
Empowerment
Range: 400 ft. + 40 ft./level
Area: (400 ft. + 40 ft./level)-radius emanation, centered on you
All creatures within rang are now affected by this breach. Furthermore, all aggressive
actions against you now require a Will save, whether or not they require attack rolls.
Defenses Annuled
Blasphemous Avenger 3
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Your weapons stop existing in the traditional sense of the word, continuing on as mere
extensions of your will. Traditional defenses do little to defend your foes
Denial of Truth
Sinister Persuasion 3 (Compulsion) [Mind-Affecting]
Range: Long (400 ft. + 40 ft./level)
Targets: All creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: Will negates
You expose your targets to a small sliver of absolute truth, just enough to send their minds
recoiling back into themselves.
This breach functions as the confusion spell with the above exceptions.
Empowerment
Targets: All creatures within a 30-ft. radius burst
If an affected target would be able to act normally or would be unable to take their decided
action, they instead fall prone, writhing and screaming in pain.
Also, being attacked no longer permits targets to attack the attacker during their next
round.
You learns the location of all roads, hiking or hunting trails, rivers and canals, tunnels,
airways, alleys, hallways, and similar paths that are used or intended for travel within 1
mile (regardless of how rarely they may be used). You also gain a general idea of how busy
each path is at the moment of casting.
This breach operates in a radius of 1 mile per level.
Empowerment:
Duration: Instantaneous and concentration
You also learn the location of each structure built along any path in range and learn the
major locations that each such path leads to in either direction (even if these structures or
locations arent within range). Lastly, you gain an approximate idea of how powerful the
strongest creature on that road is (relative to you).
For as long as you concentrate, you are constantly updated on any changes and learn of
new paths that you move within range of.
This breach now operates in a radius of 5 miles per level.
NOTE: This breach have many implications that should be taken into consideration by both
the player and DM. First of all, this breach effectively grants a target a very large and very
detailed travel map of the area to work with. However, using this ability often and
demanding a map each time is overwhelming for a DM (even though it may be nice on
occasion such as when planning a heist or rescue).
More often, a good solution is for the player to ask the DM questions as they play based on
what they saw before, such as, do I remember anything strong being in the next hallway?
or do I remember any way out of this room?. Likewise, DMs may want to remind the
player of something that they had seen using this breach.
Also, this breach can effectively create a somewhat effective map for a dungeon, mapping
out hallways and hidden corridors but oddly not including the rooms and chambers of the
dungeon.
Distracting Aid
Generous Madness 1
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing creature plus up to one living creature/2 levels
Duration: 1 round/level
Saving Throw: None
You bolster your allies with energies from the far realms. Although they are empowered,
however, the energies ruin concentration.
All targeted allies gain a +1 bonus to attack rolls and Will saves and a 4 penalty to
Concentration checks. For every three xenotheurgy levels you possess, increase these
bonuses by +1 and the penalty by 1.
Empowerment
Targets: One willing creature plus up to one living creature/level
Duration: 1 minute/level
The bonus granted by this breach is increased by +1 and is also extended to weapon
damage rolls.
Dread Whispers
Half-Heard Secrets 5 [Language-Dependant, Mind-Affecting]
Range: 10 ft.
Area: 10-ft.-radius burst, centered on yourself
Duration: 1d4 rounds and 1 hour/level
Saving Throw: Will negates
You allow your mind to briefly hold one of the darkest secrets of the multiverse and the void
beyond. Softly pronouncing this word, you muddle the minds of all those around you
All creatures within range who fail their saving throws are dazed for 1d4 rounds. Afterwards,
such creatures take a morale penalty equal to half of your level on all attack rolls, skill
checks, and saving throws.
Empowerment
Range: 5 ft.
Area: 5-ft.-radius burst, centered on yourself
Targets who fail their saving throw are stunned instead of daze. Afterwards, in addition to
the morale penalty, all affected creatures can take only one standard action or move action
each round.
Reaching into your opponents mind, you tear forth their hopes, dreams, and aspirations
and put them on display for all to see within a matrix of illusion.
The single greatest desire of the target when this breach is used is displayed in the form of
a visual figment. Depending on the desire, it may be revealed in strange and abstract ways.
Any creature may make a DC 20 Sense Motive check to discern the meaning of abstract
displays. Furthermore, the alignment of the target can be discerned with a DC 25 Sense
Motive check. For particularly mundane or indicative desires, this DC may be increased or
decreased accordingly (DMs discretion).
Dreams Made Manifest is treated for all purposes as an illusion.
Empowerment:
Saving Throw: Will disbelief (if interacted with) and Will partial
The figment now includes audio and olfactory elements, granting a +5 bonus too all Sense
Motive checks made using this breach.
Furthermore, the figment is entrancing, dazing the target for 1d4 rounds if they fail a Will
save as they see their greatest desire dangled in front of them like food before a starving
man.
Dust to Dust
Unbalanced Scales 5
Range: 0 ft.
Area: 60-foot emanation, centered on you
Duration: Instantaneous plus 1 round
Saving Throw: Will partial
As you focus on the border of life and death, you force this border to become more distinct.
There are the living and the dead. As far as you are concerned, other categories simply fail
to exist.
All undead and constructs within the area take 1d6 damage/level (Maximum 20d6). If they
fail on a Will save, they may only take a single move or standard action on their next round.
Empowerment:
Duration: Instantaneous plus 1 round/level
Any creature who fails their saving throw is instead reduced to dust that fill their own
square(s) and all squares adjacent to them. For 1 round/level, all nonliving creatures treat
squares with such dust in them as difficult terrain.
You open a small rift upon the targets person, too small for anything physical to pass
through but large enough for your voice as you send it through the far realms.
You may make your voice (or any sound that you can normally make vocally) seem to issue
from someplace else within 30 feet of the target, such as behind a door, around a corner,
etc. You may speak in any language you know. If the target moves, this effect moves with
them as long as they remain within range of you. With respect to such voices and sounds,
anyone who hears the sound an rolls a successful save recognizes is as illusory (but still
hears it).
Echoes of the Abyss is treated for all purposes as an illusion.
Empowerment:
Range: Long (400 ft. + 40 ft./level)
Duration: 1 hour/level
Saving Throw: Will disbelief (see text)
The target is not granted a save against this affect (though anyone else hearing the effect
is). You may elect for only the target or only the creatures around them to hear part or all
of the illusion. Lastly, the illusion may cover a complete audio array of possible sounds
rather than those that you can make vocally (such as imitating the targets voice), within
the limits of a major image spell.
Eerie Creation
Called from Nothing 3 (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Unattended, nonnmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: None
Searching through the far realms with your mind, you find some item similar in nature to
what you currently need. The chaotic energies in your mind imitate this object in the sane
world
Elucidate Function
Half-Heard Secrets 3
Range: Touch
Target: Item touched
Duration: Instantaneous
Saving Throw: None
You peer into the structure of the item before you, connecting its magical essence to your
mind via a steam of madness. All of its mysteries are quickly unraveled.
You become instantly aware of whether or not the touched item is magical or not. If the
item is magical, you become aware of all abilities, learn how to activate them, learn of any
curses that the item may possess (even if such curses normally fool such detection), and
learn whether or not the target is sentient.
This ability has no effect against artifacts and constructs, which it detects as being
nonmagical.
Empowerment
Duration: Instantaneous and 1 minute
For one minute after using this breach, you automatically succeed on all Use Magic device
checks to use the targeted item and may make such checks (for the purpose of using that
item only) untrained.
Enigmatic Strike
Blasphemous Avenger 1
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Ignoring the normal limitations of space, you can cause injury even from a long distance
away.
You may make melee attacks against foes up to 50 feet away. For every 10 feet away they
are beyond your reach, you take a 1 penalty to the attack roll.
Empowerment
You may now make melee attacks against foes up to 100 feet away and take no penalty to
attack rolls for attacking distant foes in this way.
You pour vast quantities of energy into yourself, precisely controlling its flow. Though you
can control how it changes you, these energies resent this control you exert, not lasting
nearly as long
You force large quantities of energy to surge with you under your limited guidance. Though
you can better control how you benefit, the energy rebels against your control and does not
last as long as normal.
You gains a +4 enhancement bonus to two mental ability scores or to two physical ability
scores of your choice.
Empowerment:
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Instead, the target gains the enhancement bonus to two mental ability score or to two
physical ability scores of their choice.
You pour chaotic energies into your body, allowing them to alter your form. Although you
cant control the energies, you can vaguely steer it to enhance your body or mind.
You gain a +2 enhancement bonus to all three mental ability scores or all three physical
ability scores (your choice).
Empowerment:
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Instead, the target receives the ability bonuses and chooses whether their mental or
physical abilities are targeted.
Entrancing Presence
Sinister Persuasion 1 [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Targets: All other creatures
Duration: Concentration
Saving Throw: Will negates; see text
You exude a bit of energy from the far realms, not enough to cause actual change but
enough to make people feel that something is slightly off. This sense of oddness attracts the
attention of those around you.
All creatures who can see you are spellbound by your presence. All creatures in range who
fail their saving throw and who can see you cant take any action but to stare and watch
you, a vacant look in their eyes. In this state, they are unaware of their surroundings and
are effectively blind and deaf to everything other than you. If you take any action but to
maintain this breach, however, the creatures are freed from their reverie. Any aggressive
action taken against an affected creature also ends the effect, breaking the web of
influence. Any creature that enters within range must make a saving throw to resist falling
under this breachs effects.
You may concentrate on this breach for up to 1 round/level + 2 rounds.
Empowerment
Targets: Any number of creatures
Duration: Concentration + 5 rounds
You may take a single move action each round without ending this breach. If this action is
threatening (such as drawing a weapon), the breach ends. Creatures no longer risk falling
under this breachs effects by approaching you.
Essence of Heresy
Called from Nothing 2 (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elemental
Duration: 24 hours
Saving Throw: None
Mentally reciting a series of horrid blasphemies and awful truths, you assemble your
thoughts into a horrid amalgam. This amalgam slips out of your head through your ears,
nose, and eyes, ready to serve.
Using this breach, you call forth a single small heresy elemental to serve you for the
duration. The heresy elemental loses its haunting secret ability but gains improved evasion
and the ability to deliver touch attacks on your behalf. The small heresy elemental is
completely under your control.
At any given time, you may only possess one heresy elemental. Using this breach again
simply replaces your previous heresy elemental.
Empowerment
Duration: 24 hours (see text)
The heresy elemental now possesses a hit point total equal to its normal amount or equal to
half of your maximum hit points, whichever is more. Furthermore, for the purpose of spells
and ability, the heresy elementals Hit Dice equals your own. The heresy elemental gains a
+2 bonus on attack rolls, saving throws, and skill checks.
Lastly, the heresy elemental retains the haunting secret ability. When the heresy elemental
uses this ability, the breach ends but the heresy elemental continues to exist, perhaps
coming back to life through the haunting secret ability. If and when it returns, it is a typical
free-willed small heresy elemental with none of the benefits of this breach.
elemental gains +2 to attack rolls, saving throws, and skill checks. Retains haunting secret
ability and allows more to be summoned.
You fill your mind and body with otherworldly energies, gaining great power on the
battlefield
For the duration of this breach, your base attack bonus equals your xenotheurgy level.
Empowerment
In addition to this breachs normal effects, you gain darkvision out to 60 feet, your base
saving throws equal half of your xenotheurgy level +2 (unless they are already superior),
and you become immune to all effects that specifically target creatures of your type.
Eternal Rejuvenation
Eternal Anathema 6 (Healing)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Your body simply refuses to stay wounded. As you string energy through your body, it
keeps returning to its original, undamaged form.
You gain regeneration 1 for every six xenotheurgy levels you possess, which can only be
overcome by damage of one energy type, as dictated by you when you use this breach. If
you have or gain immunity to this energy, you immediately choose another. If you have
immunity to all forms of energy damage, you does not benefit from this breach.
You may not use this breach while already affected by it.
Empowerment:
Range: Touch
Target: Living creature touched
Saving Throw: Fortitude negates (harmless)
Instead, the target gains the regenerature and chooses which form of energy damage
overcomes it. If the target has or gains immunity to the form of energy, they immediately
choose another. If the target has or gains immunity to all forms of energy damage, the
target does not benefit from this breach.
If you use this breach and target yourself, increase the value of the regeneration by 2.
You may use this breach while affected by it but cannot target a creature already benefit
from it.
The far realms connect to the past, present, and future of the multiverse simultaneously.
Using this property of the ameobic sea, you take a quick peak into your future.
You gaze into a conglomeration of all possible futures in which a specific action is taken. As
such, you learn the general results of that action being taken going as far as 1 minute into
the future. However, as your view of the future is blurry at best, you only gain a vague idea
of what is to happen.
For example, if the action in question was opening a door, one possibly response you might
receive is safe passage while another may be fight with orcs. However, as you gaze into
a conglomeration of all possible futures, it is more than possible to be led astray. This
breach only functions 70% of the time +1% per level (maximum 90%). If the breach fails
to function, you instead focus on a misleading version of the future. Likewise, if you take
actions to prevent the future that you see, you have retroactively focused upon the wrong
future.
Empowerment
This breach sees 5 minutes into the future and is 10% more likely to function than normal
(maximum 100%). If multiple things are likely to happen within that time period, you
receive more thorough visions (such as fight with orcs and then one goblin and then find
pile of gold).
You reach into the plane of dreams and draw forth perception. Like a vivid dream, an
illusion of your design rests before you.
This breach creates the visual illusion of an object, creature, or force, as visualize by you.
The illusion does not create sound, smell, texture, or temperature. When the illusion would
be damaged, the effect ends unless you makes it react accordingly. As a standard action,
you can gain control over your illusion for one round, moving it within the limits of the
effect.
Figment of the Dreamscape is treated for all purposes as an illusion.
Empowerment:
The illusion includes sound (including intelligible speech, smell, texture, and temperature).
Furthermore, you may control the breach as a move action.
You open small rifts to the far realms within your opponents body, tearing apart their soul
and sending it beyond the stars. There is nothing left of them to bring back.
If the target is at 50 hit points or less, they are instantly slain (no saving throw). After being
slain, the target makes a single Will save. If the save succeeds, they travel onto their final
rewards or punishment as normal. If the save fails, their soul is instead ejected into the far
realms to be consumed. Raise dead and reincarnate spells cannot restore the creature
while resurrection and true resurrection have a 50% chance of being unable to revive the
target. Wish and miracle spells can return the target to life.
Empowerment:
Range: Long (400 ft. + 40 ft./level)
This breach now functions against creatures with up to 100 hit points. Furthermore, if they
fail their saving throw, resurrection and true resurrection spells automatically fail against
the target and even wish and miracle spells have a 50% chance of failing. If they fail, no
mortal magic can return the creature to life.
You fill your blood with volatile energy. Upon exposure to the air, it explodes outwards,
likely damaging your attacker
Whenever you are damaged, a burst of energy fills a 15-foot cone in a direction of your
choice, dealing 4d8 damage or half that with a successful Reflex save. Despite the name of
this breach, this damage is of no particular element.
Empowerment
Duration: 10 minutes/level
The burst of energy instead deals 6d8 damage, or half that with a successful Reflex save.
Just as you reshape the flesh of allies, so too can you contort the form of your enemies.
Your touch disfigures the body of your foe in an excruciating manner.
The target takes 2d6 points of Charisma damage and are stunned for 1 round if they fail
their saving throw. Even they succeed, they take 1d4 points of Charisma damage and are
not stunned.
Empowerment:
In addition to the above affects, the target takes 2d4 points of Dexterity damage if they fail
their saving throw. If they succeed, they only take 1d4 points of Dexterity damage and are
fatigued for one round from having fought off the transformation.
Flow of Adrenaline
Reflection of Nightmare 4 [Mind-Affecting]
Range: Touch
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Using a bit of madness, you rewire your targets brain. When they should feel fear, all that
they feel is a rush of endorphins and adrenaline.
The target no longer suffers penalties from the shaken, frightened, or panicked conditions.
They do not gain immunity to such conditions, however. Instead, the target gains a +2
bonus to their Strength and Dexterity score whenever they are shaken. This bonus
increases to +4 while frightened and +6 while panicked.
Empowerment
Range: Close (25 ft. + 5 ft/2 levels)
Targets: up to one creature/level
The benefits of this breach are instead extended to all targeted creatures.
Within the far realms are infinite images of this world. There are images of worlds that have
never happened: some of which are filled with corruption, deception ,and treachery. You let
these images filter into the thoughts of your target.
The target always feels as though they are being followed and that someone is ready to
stab them in the back, possibly a close friend or ally. The target takes a 2 penalty to
Wisdom-based skill checks and an additional 2 penalty to Sense Motive checks. If the
target fails a sense motive check by 5 or more, they perceive a creature to be one category
closer to hostile towards them than they are truly acting (regardless of their actual attitude
towards the target). Lastly, in combat, the target is always considered flanked unless they
have the improved uncanny dodge ability.
Empowerment:
Duration: 24 hours
Saving Throw: Will negates (see text)
This breach grows worse as time goes on. Each hour, the target must make an additional
Will save. If they fail, the penalty to Wisdom based skills increases by an additional 1 and
the penalty to Sense Motive checks worsens by an additional 1.
Lastly, for every 5 points by which they fail a sense motive check, the target perceives a
target to be one category close to hostile towards them than they are truly acting
(regardless of their actual attitude towards the target).
You force the targets form to reshape itself. Bones crack and twist, skin rips and tears, and
tendons pop as the targets physiology is assaulted.
If the target fails their saving throw, they take 2d6 points of Dexterity and Strength damage
and is nauseated for 1 round/level. Furthermore, until all of this ability damage has been
healed, the target is treated as being one size category larger or smaller, whichever is less
beneficial for them for a given purpose.
If the target succeeds on their saving throw, they still take 1d4 points of Dexterity and
Strength damage.
Empowerment:
The extreme pain of the transformation also halves the targets speed and deals the target
5d6 damage with a failed saving throw.
If the target succeeds on their saving throw, they are sickened for 1 round/level after their
effort their body put forth to resist the effect.
You extend your gaze far into the future, catching only quick glances at each individual
moment. When you awaken from your reverie, you gain a general idea of what the future
holds
This breach lets you catch a quick glance of the next 24 hours. However, your view is so
fast that many details are left out. First, you gain a general idea of how dangerous the next
day is going to be (safe, hazardous, dangerous, or lethal). Next, you catch a quick glance of
all creatures you are likely to see within the next day, allowing for related Knowledge checks
to identify each. Lastly, you gain a brief one sentence summary of the next day. The odds of
this breach properly functioning are 60% + 1% per level (maximum 80%). Otherwise, you
are mislead by the shadow of another possible future.
Empowerment
Duration:Instantaneous and 24 hours
The odds of this breach properly functioning increase by 10% (maximum 90%).
Furthermore, if this breach functions properly, you add your level as a bonus to all Listen,
Search, Spot, and Sense motive checks made for 24 hours, reflecting your general
readiness for the world to come.
You fully embrace the energies from beyond, allowing them to transform you into something
moresomething alien.
You gain the pseudonatural template for the duration of this breach. While it is active, you
gain immunity to Wisdom damage, Wisdom drain, confusion, and insanity effects. No matter
how many times this breach is used in one day, you may only use the true strike ability
once per day.
Empowerment:
Range: Touch
Target: Willing corporeal creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
In addition to the benefits listed above, all damage reduction and energy resistances
granted to the target by the template are increased by 5 and the morale penalty given by
alternate form increases to 2.
No matter how many times a target is given the benefits of this breach in one day, a target
may only use the true strike ability once per day.
You beset your foe with a rush of impossible images, alien sounds, and other sensations
that sane beings arent intended to bear. Even if they do fight off insanity, they may yet be
rattled.
If the target fails their saving throw, they are rendered permanently insane, as
the insanity spell. Only a miracle or wish can cure the creature of their insanity.
Even if they resist insanity, however, the target may be far from well. If they succeed on
their saving throw by 5 or less, the target takes 1d6 points of ability damage to their
Intelligence, Wisdom, and Charisma scores.
Empowerment:
If the target fails on their saving throw, whenever the roll of the d% indicates that the
target would be able to act normally for a round, reroll that dice.
If the target succeeds on their saving throw by 10 or less, the target takes 1d6 points of
ability damage to their Intelligence, Wisdom, and Charisma scores.
If the target succeeds on their saving throw by 5 or less, the target instead takes 2d6 points
of ability damage to their Intelligence, Wisdom, and Charisma scores.
Infinite pathways intersect the worlds, a web of travel ensnared by the far realms. With a
wave of energy, you ensnare your victim in this web, perhaps never releasing them.
This breach magically restrains a creature to a single road. The target gets an initial saving
throw only if its Hit Dice equal at least one-half your xenotheurgy level.
You can specify triggering conditions that end the breach and release the creature whenever
they occur. They can be simple or elaborate but the DM must agree that the condition is
reasonable and has a likelihood of coming to pass. The conditions can be based on a
creatures name, identity, or alignment but must otherwise be based on observable actions
or qualities. The condition cannot be changed later on. Setting a release condition increases
the save DC (if one is allowed) by 2.
If the target fails their saving throw (or is not permitted one), they are compelled to find the
nearest road, canal, path, rail, corridor, etc. and guard it obediently. They drop whatever
they were doing to do so (such as combat) but continue defending themselves as they
wander to their new post.
Once they have reached a suitable location, they cannot travel further than 1,000 feet from
it. The target becomes indifferent towards all creatures they have not met before. If they
witness an altercation or theft on the road, they become hostile towards the party most
responsible (in the eyes of the target). Likewise, the target becomes hostile towards any
creature posing a threat to their road or path.
The target does not eat, drink, or age while bound to a path in this way. If the path is
completely destroyed, the target is freed of this breach.
Empowerment:
Duration: Permanent or until ended (D)
The target may not voluntarily leave their path at all (even flying above or burrowing
below it). At the start of each round, if they are not on their path (such as if they are bull
rushed), the target takes 1d6 damage.
Hivemind of Madness
Generous Madness 6 [Mind-Affecting]
Range: 1,600 ft. + 160 ft./level
Target: Any number of willing creature
Duration: 10 min./level
Saving Throw: None
You link the minds of many creatures together, letting them fight as a single entity.
All targets of this breach are telepathically linked to each other and gain complete sensory
input from one another. Furthermore, all targets gain a +1 competence bonus to attack rolls
and to AC for each other target adjacent to them and any creature adjacent to two or more
targets is considered flanked. As with most hive-minds, no target is considered flat-footed
unless they all are and no target is flanked unless all are. Whenever a target is slain,
however, all other targets are confused, as the spell, for 1 round.
Empowerment
Range: 1 mile/level
Duration: 1 hour/level
Whenever a target is slain, all other targets are staggered for 1 round rather than
being confused.
Hubristic Morale
Generous Madness 3 [Mind-Affecting]
Range: Personal
Area: 100-foot-radius emanation, centered on you
Duration: 1d4+1 rounds
Saving Throw: None
You silence all thoughts of failure and doubt in the minds of your allies while inflating their
egos and self-esteem. With each blow they take, however, allies are brought back down to
reality.
All allies are granted a +2 morale bonus to all attack rolls, saving throws, and skill checks.
For every 2 xenotheurgy levels you possess, increase these bonuses by +1.
However, whenever an affected ally takes damage, the bonus granted by this breach is
reduced by 2, to a minimum of +0.
Empowerment
Area: 200-foot-radius emanation, centered on you.
Duration: 1 round/level
The bonus is now only reduced by 1 whenever an ally takes damage.
You relentlessly latch onto your surroundings, hanging onto air and ground alike. The end
effect is that you are nearly immovable, perfectly suspended in space.
You gain immunity to trip, bulrush, and overrun attempts. Furthermore, you fall at a rate of
5 feet per round and take no falling damage. However, you cannot move more than 5 feet
on any given round.
Empowerment:
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Instead, the target of this breach gains its benefits. Furthermore, the target now falls at a
rate of 20 feet per round and takes no fall damage. The target can also move up to 20 feet
on any given round.
You instill a bit of fear in your opponent. Rather than general fear, however, you direct it
towards an object of your choice.
The target is given a phobia towards one person, place, or thing as named by you. The
target refuses to willingly come within 20 feet of the named person, place, or object. If
forced within this distance, the target is shaken and actively seeks to leave the area and is
shaken. A fear of an person extends to the dead remains of such a person.
A target cannot be given a fear of a type of creature (such as fear of spiders or gnolls) or a
fear of anything that is not tangible (such as fear of open spaces or religion). If given a fear
of an object ubiquitous to the environment in which this breach is used (such as air and
water in most planes or sand on a desert island), the target only feels a slight bit of
uneasiness around it, not manifesting as any tangible hindrance.
Empowerment
The target is frightened for as long as it suspects itself to be within 20 feet of the named
person, place, or object and is shaken if it can see that person place or object. Such a
target actively seeks to escape such conditions that would render them frightened or
shaken.
Implant Temptation
Insidious Persuasion 4 (Compulsion) [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 24 hours or until completed
Saving Throw: Will negates
You extend tendrils of influence into the targets mind, letting you give them one single
direction. Theyll never know that you were involved.
You influence the actions of the creature by mentally suggesting a course of action. The
desired temptation must be capable of being worded within a couple of sentences.
Obviously harmful or unreasonable temptations cannot be planted in this way.
The implanted course of activity can continue for the entire duration. If the activity can be
completed in a shorter time, the breach ends when the subject completes it. A very
reasonable temptation causes the save to be made with a penalty.
Regardless of whether the target succeeds or fails on their saving throw, they do not know
that their mind has been tampered with.
Empowerment
Targets: One creature + one additional creature/4 levels
If a target completes their temptation and time remains in this breachs duration, that
target must make a Will save with a +4 bonus or receive another temptation, chosen at that
moment. If they manage to complete that task as well, the duration of this ability ends. You
need not give the same temptation to all targets of this breach.
Imposing Presence
Reflection of Nightmare 1 [Fear, Mind-Affecting]
Range: Personal
Target: You
Duration: 10 min./level
Saving Throw: None
You send a wave of energy throughout your being, making all of your features seem
somehow off-kilter and frightening
You add half of your xenotheurgy level (rounded up) to Intimidate skill checks.
Furthermore, whenever you use the Intimidate skill to change someones attitude towards
you, they seem to be helpful instead of friendly. This effect lasts for as long as the attitude
would be changed or until this breach ends, whichever comes first.
Empowerment
Duration: 1 hour/level
You now add your full xenotheurgy level as a bonus to Intimidate skill checks.
Inescapable Eyes
Half-Heard Secrets 5
Range: Unlimited
Target: One person, place, or thing
Duration: 1 hour or less, see text
Saving Throw: None
Sending your perceptions through endless networks in the far realms, you peer through all
of existence simultaneously, looking for what you desire.
Using this unparalleled feat of insight, you find any single person, place, or thing. However,
this information is revealed slowly over the course of an hour or so. You narrow down its
location every 10 minutes.
10 minutes: You learn what plane of existence the target is on. If the target is a plane of
existence or demiplane, this breach continues onwards, leading you to the nearest portal to
the desired location (whether active or not).
20 minutes: You learn what continent the target is on. If the target is a continent, you learn
the direction and distance to its nearest border and this breach ends.
30 minutes: You learn what country the target is in. If the target is a country, you learn
where it is within its continent or where it is in relation to the nearest continent (for islands)
and the breach ends.
40 minutes: You learn what county (or similar political division) the target is in. If the target
is such a political division, you learn where it is within its country and this breach ends.
50 minutes: You learn what community the target is in. If the target is a community, you
learn where it is within its county (or similar political division) and this breach ends.
60 minutes: You learn the location of the target (place, name, business name, building
name, or the like). If the target is a specific place, you learn where it is within its
community.
This breach cannot be stopped by any means unless you enter an antimagic field or dead
magic zone during its duration, in which case the breach is cancelled. Also, you may only
have one inescapable eyes effect active at a single time. Using it again cancels the first
use.
To find a person, place, or thing, you must have an accurate depiction, detailed account,
good description, or you must have seen it (or at least part of it in the case of places).
This breach only reveals where the target is at the moment that you start using this breach,
not revealing any movements that the target may take.
Empowerment
Duration: 30 minutes or less
You gain information from this breach every 5 minutes rather than every 10 minutes.
Invocation of Friendship
Called from Nothing 4 (Teleportation)
Range: Long (400 ft. + 40 ft./level)
Target: One willing creature
Duration: Instantaneous
Saving Throw: None
You extend your consciousness into the world, searching for a familiar essence. Finding it,
you drag it back to you through dimensional tears.
Invocation of Hatred
Called from Nothing 2 (Teleportation)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
As the old saying goes, keep your friends close and your enemies closer. You open a hole in
space to act upon this old adage.
The target is teleported into any unoccupied square of your choice that is adjacent to you. If
there is something in that square that would prevent this teleportation (such as an invisible
creature or dimensional lock effect), the breach fails.
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates or none
If the target is within 30 feet of yourself, they are no longer entitled to a saving throw to
resist. Furthermore, this effect rips the opponent directly through space rather than through
dimensions, allowing you to move creatures under the effect of a dimensional anchor spell
or to move them into a dimensional anchor effect.
Koartic Mist
Called from Nothing 4 (Creation)
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: Reflex half
You cause a crack in the barrier between the multiverse and the far realms, causing
madness to rush into our world in a nearly tangible form. Other creatures rush for the exit
but they cannot seem to fully fit through the cracks.
A sickly yellow fog billows out from the point you designate. The *** obscures all sight,
including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures
further away have total concealment. Furthermore, there are dark beings residing in the
fog, if only for seconds at a time. Each round that a creature remains in the fog, they take
6d6 slashing, piercing, and bludgeoning damage. With a successful Reflex save, the damage
is halved for that round.
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round. If the wind ceases before the end of the breachs duration,
however, it restores itself over the course of 1d4 rounds, during which time sight is not
obscured and creatures do not take damage.
This breach does not function underwater.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Effect: Fog spreads in 40-ft. radius, 40 ft. high
Saving Throw: Reflex half; Will partial
Each round, creatures within the mist must make a Will save or else they become dazed for
1 round by half-seen alien images and glimpses of horrid creatures. Other than this and the
effect noted above, this breach functions normally.
You reach out with your alien powers and warp the space around an enemy. No matter how
hard they endeavor to move, they only seem to cover half of the desired distance.
The target has all of their movement speeds halved (round down to the next 5-foot
increment) for 1 minute/level. If they succeed on their saving throw, they are still affected
for 1 round.
Empowerment:
Range: Long (400 ft. + 40 ft./level)
Target: Up to one creature/level
In addition to all normal effects, for as long as the breach lasts, the target may only take a
single move or standard action each round, but not both (nor may it take a full-round
action).
As far as those around can tell, you have simple obscured the limits of the targets form.
Although they have not physically changed, energies from the far realms deflect light
around the target.
If you target yourself, your outline utterly vanishes, leaving others to wonder where you
begin and end. You are granted a 50% miss chance against all attacks. By concentrating as
a standard action, you can force your essence into almost any appearance, removing the
miss chance but granting them a +20 bonus to disguise checks, even letting them imitate
specific individuals.
You target another, they gain a 20% miss change. They may forego this miss change at any
time to gain a +10 bonus to disguise checks for as long as they concentrate. The target
may not use disguise checks to imitate specific individuals, while targeted by this breach,
however.
Loss of Face and Form is treated for all purposes as an illusion.
Empowerment:
Saving Throw: Will partial (see text)
No matter who is targeted by this breach, the target gains a 50% miss chance against
attacks and may concentrated to grant a +20 bonus to disguise checks, letting them imitate
specific individuals.
If you target yourself, your form seems to lose its boundaries as it seems to extend. All
adjacent squares to you seem to be filled with bits and pieces of you (though these are
illusory and dont hinder movement). Whenever you are attacked, the attacker must make a
Will save or else the attack is aimed where you do not truly exist, missing you.
You trap your target between the multiverse and reality, granting them quick glimpses of
the world beyond and trapping them in place.
If the target fails their Fortitude save, the target cannot move no matter how much they
walk, run, charge, crawl, fall, jump, swim, climb, fly, burrow, etc. They do not lose their
Dexterity bonus to their AC and can still defend themselves.
Empowerment:
Range: Medium (100 ft. + 10 ft./level)
Saving Throws: Fortitude and Will negate
In addition to the breachs normal effects, if the target fails their Will save, their vision is
entirely replaced by horrific views of the far realms, rendering them blind and shaken for
the breachs duration.
Maddening Rage
Generous Madness 2 [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one willing creature/level
Duration: See text
Saving Throw: None
You fill the target with an empowering madness, driving them to insanity but greatly
increasing their power in combat.
You fill your mind with mad anger, your soul with forbidden energies, and your ears with
dark secrets. Between all of this, you greatly empower your ability to fight.
You gain proficiency with martial weapons and a +2 insight bonus to damage rolls. For
every 3 xenotheurgy levels you possess, increase this insight bonus by +1.
Empowerment
Duration: 1 hour/level
You gain an insight bonus to bull rush, disarm, grapple overrun, sunder, and trip attempts
equal to your insight bonus to damage rolls.
Mind-Clearing Mania
Soothing Insanity 4 (Healing) [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous and 1 round/2 levels
Saving Throw: Will negates
You send a chaotic surge of madness through the targets mind, driving them crazy but
freeing them of outside influence
If the target fails their Will save, they are confused, as the spell. All mind-affecting abilities
currently affecting them end immediately if they fail their saving throw.
Empowerment
The target will not attack you or its other allies while confused by this ability.
Furthermore, a target who has suffered from a mindrape spell or effect immediately regains
their old personality, memories, and abilities if they fail their saving throw.
Misplaced Hostility
Sinister Persuasion 3 (Compulsion) [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
You rewire your targets mind, replacing empathy and friendship with burning rage and
contempt.
If the target fails their saving throw, they begin fighting their former allies to the best of
their abilities for this breachs duration. It fights such allies in preference to other foes
except in self defense.
Empowerment
Area: 10-foot-radius burst
Duration: 1 round/level or see text
All creatures in the area must make a saving throw to resist this effect. Furthermore, this
breach lasts until either 1 round/level has past or until only one affected target remains
alive, whichever takes longer.
Monstrous Mythos
Half-Heard Secrets 4
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
You wrack your mind and those of other xenotheurges trapped in the far realms, searching
for some information on a monstrous foe.
You learn about a specific creature in your line of sight as if you had rolled an relevant
Knowledge check and received a result of 20. Add no bonuses or penalties to this result for
any reason.
If you have a depiction of a creature or a detailed description, you instead learn as if you
had received a 15 instead.
You may not use this breach with any sketchier information about a creature. This breach
may not be used to learn about a general category of creature (such as demon or dinosaur).
Empowerment
Duration: Instantaneous and 24 hours.
You learn about a creature as if you had rolled a relevant Knowledge check and received a
result of 25 (if you have a line of sight with the creature) or 20 (if you have a depiction or
description.
For 24 hours after using this breach, you add half of your level as an insight bonus to attack
and damage rolls against that type of creature. You only gain this benefit the first time that
you learn about a specific kind of creature.
Nightmarish Heart of the Dreamscape
Waking Dream 6 (Figment)
Range: Long (400 ft. + 40 ft./level)
Effect: Figment that cannot extend beyond 10-ft. cubes + one 10-ft. cube/level (S).
Duration: 1 round/level
Saving Throw: Will disbelief (if interacted with)
Reaching into the deepest realms of dreams, you seize the link at the center of the dream
heart, a link leading straight to the far realms. Through a combination of madness and
concentrated dreamstuff, you create the most realistic illusion possible.
This breach is used to create the illusion of an object, creature, or force, as visualize by you.
Visual, audio, sound, olfactory, tactile, and thermal components are included within this
illusion. As a swift action, you may gain control over your illusion for round, moving it within
the limits of the breach.
In addition, any divination used on the created object, creature, or force reveals it to be
what it is supposed to resemble. Pointing out the true nature of the illusion doesnt grant
allies a +4 bonus to saves made to disbelieve it and even incontrovertible proof of its
unreality doesnt let someone automatically disbelieve the illusion, though it does grant a
+4 bonus on future saves.
If you wish, you may provide a script for the illusion to follow when first created, though the
illusion may break from the script if controlled by you.
Nightmarish Heart of the Dreamscape is treated for all purposes as an illusion.
Empowerment:
Saving Throw: Will partial (if interacted with, see text).
The illusion created by this breach gains actual substance behind it. Although it cant deal
actual damage, creatures cannot simply walk through an illusion (unless it is of an
incorporeal creature or an insubstantial force). Illusions created in this way cant be lifted or
moved but can be damaged. If it is reduced to 0 hp, the substance behind the image
disappears (but the image remains). Each illusion possesses AC equal to 10+ its size
modifier and has 1 hp/xenotheurgy level. If an illusion is disbelieved, it can be seen through
but still seems to exist.
Nighttime Walker
Waking Dream 4
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
You fill your subconscious with disturbing and vivid nightmares, nightmares designed to
keep you moving while you sleep. Though not particularly graceful, anything is better than
being a sleeping duck.
The next time that you fall asleep within the duration of this breach, you seem to awaken
and can move around, although your mobility is limited. You take a 4 penalty to Strength-
and Dexterity-based skill checks, a 10 penalty to spot checks, and cant take any action
that requires conscious concentration or thought (such as casting spells, forming complete
sentences, using intelligence- or charisma-based skill checks, or using wisdom-based skill
checks other than spot and listen). Also, you are flat-footed, have your speed halved for all
movement speeds, and take a 4 penalty to attack rolls. Though you cannot concentrate,
basic details of your memory (such where your gear is kept and who your friends are) are
left intact.
While in this state, you are immune to fatigue and exhaustion. Furthermore, time spent in
this state counts towards time spend sleeping. You remain in this state until the duration
ends or you have acquired your nightly allotment of sleep for the day, at which point you
wake up.
Empowerment:
You function more or less as you would if you were awake. You take only a 2 penalty to
Strength- and Dexterity-based skill checks, a 5 penalty to spot and listen checks, and can
speak normally. You remain flat-footed but only take a 2 penalty to attack rolls when using
melee weapons.
Lastly, you can use breaches and incursions in this state.
You channel terrible images into the unconscious mind of your opponent, scaring them into
consciousness whenever they try to fall asleep.
The touched creature cannot sleep for the breachs duration. Creatures that do not need to
sleep, like elves, are immune to this ability. As normal, only a refreshed spellcaster can
regain their spell slots or prepare new spells.
The target also gains immunity to magical sleep effects for the duration of this breach.
Empowerment
Duration: 1 day/level
Whenever the target is exhausted, bits of their subconscious nightmares travel into their
conscious mind. As long as the target is exhausted, it is also shaken.
You flood your opponents mind with fearful images, leaving no room left for sane thought.
The only way to avoid the worst of the fear is to do exactly as you say.
If the target fails their saving throw, they become a fearful thrall to you. The target is
perpetually shaken and will never approach within 10 feet of you or take an aggressive
action against you unless ordered to (even if protected by a protection from evil or similar
effect). Furthermore, you can give them verbal orders that the target is compelled to obey.
Whenever you given an order, the target is allowed an additional Will saving throw to resist.
If they succeed, they must make a second Will save with a 5 penalty or cower in fear for
1d4+1 rounds as they are punished for their disobedience. The target gains no special
bonus to saving throws made to resist orders against its nature or that are self-destructive.
Similarly, a creature will attempt to complete the task to the exclusion of all other activities
until dealt damage from lack of food, water, or sleep (and even then they resume their task
after attending to the problem). A DC 10 Sense Motive check detects that something is
amiss.
Empowerment
If the target succeeds on a saving throw meant to resist an order, they automatically cower
in fear for 1d4+1 rounds (no longer getting a second Will save) and the target takes a
stacking 1 penalty to all future Will saves made before the end of this breachs duration.
Whenever you fail a saving throw against a death effect, you fall to the ground dead before
immediately returning to life with full hp, no lost levels, and spells still prepared.
Furthermore, you heal ability damage at a rate of one per ability score per minute and
ability drain at a rate of one per ability score per hour.
Empowerment:
Range: Touch
Target: Willing living creature touched
The target instead heals ability damage at a rate of one per ability score per round, ability
drain at a rate of one per ability score per minute, and negative levels at a rate of one per
ability score per hour.
The resistance against death effects granted by this breach remains unaltered.
You maintain a small but constant link between your mind and the world a few seconds into
the future. Though acting on this link may drive you mad, it also lets you avoid harm.
You are never flat-footed and can always act in a surprise round. Furthermore, you gain a
+2 insight bonus to Initiative checks, Reflex Saves, and to AC. As an immediate action, you
may increase these bonuses to half of your level (rounded down) for 1 round by granting
yourself 2 warp points.
Empowerment
The insight bonus extends to all saving throws rather than just to Reflex saves.
Furthermore, you may increase the bonuses to your level for 1 round by granting yourself 4
warp points.
Parasitic Healing
Soothing Insanity 2 (Healing)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: Instantaneous and 1 minute
Saving Throw: Fortitude partial
You release a swarm of microbes native to the far realms through the targets blood.
Although they cause some trouble as they work, their lives are short and they eat almost all
other microbes
The target is Nauseated for 1 minute if it fails its Fortitude save but is cured of all mundane
diseases that they may be suffering from regardless of success or failure on the saving
throw.
Empowerment
The target is also cured of any magical or supernatural diseases that they may be suffering
from.
You gently guide the footsteps of your allies into place. From the perspective of those
affected, tangling roots and unstable stones simply dont exist.
You and all targeted creatures ignore the effects of difficult terrain
Empowerment:
Duration: 10 min./level and 1 round (see text)
In addition to this breach's normal effects, as targets move around, distortions are left in
the air behind them. As a result, all squares passed through by targets of this breach
become difficult terrain for 1 round. Such difficult terrain can even exist in water or in
midair, depending on how the target is moving (a creature that burrows without leaving a
path, like a xorn, could even leave difficult terrain for another burrowing creature).
You feel small pockets of gas form just below your skin, making your every step seem
somehow lighter. Suddenly, you start seeing paths all around you, even through the air and
sky.
Through the use of this breach, you can treat on air as if walking on solid ground. This
functions as the Air Walk spell.
Furthermore, you gain immunity to altitude sickness.
Empowerment:
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
The target no longer takes a penalty to speed when using this breach and strong winds fail
to move or affect them at all (except for the purposes of senses and ranged weaponry),
even in the middle of hurricane-force winds or stronger.
Essence from the plane of dreams seeps out from your mind, taking whatever form you may
have in mind. In fact, if you didnt know better, you may think that the illusion was real.
This breach creates the illusion of an object, creature, or force, as visualize by you. Visual,
audio, sound, olfactory, tactile, and thermal components are included within this illusion. As
a move action, you may gain control over your illusion for round, moving it within the limits
of the breach.
Furthermore, if you wish, you may provide a script for the illusion to follow when first
created, though the illusion may break from the script if controlled by you.
Phantom of the Dreamscape is treated for all purposes as an illusion.
Empowerment:
The illusion created by this breach fools divinations. Any divination effect used on the
created object, creature, or force reveals it to be what it is supposed to resemble.
Furthermore, pointing out the true nature of the illusion no longer grants others a +4 bonus
to disbelieve it.
Certain fears are shared by all things, even if they are unaware of it. You open a small tear
into the far realms, revealing to the target one such fear
If the target fails their saving throw, they are frightened for the breachs duration. This fear
affects the creature regardless of their Hit Dice and can even affect creatures normally
immune to fear.
Empowerment
Saving Throw: Will partial
If the target succeeds on their saving throw, they are still shaken for the breachs duration.
Creatures normally immune to fear are subjected to this ability.
Puppetry of Nightmares
Waking Dream 5 (Phantasm) [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: Sleeping creature
Duration: 1 hour/level
Saving Throw: Will negates
You fill the targets dream with terrors strong enough to drive their body into action. You
use these nighttime visions to control the creature, even if they arent really awake.
You implants stressful nightmares in the mind of your target, granting them somnambulism
(sleep-walking) and controlling them through their nightmares. The target must be asleep
and capable of dreaming.
Upon use, the target rises up from the prone condition (if prone) and obeys simple orders
telepathically communicated by you. However, the target takes a 4 penalty to Strength-
and Dexterity-based skill checks, a 10 penalty to spot checks, and cant take any action
that requires conscious concentration or thought (such as casting spells, forming complete
sentences, using intelligence- or charisma-based skill checks, or using wisdom-based skill
checks other than spot and listen). Furthermore, the target is flat-footed, has their speed
halved for all movement speeds, and takes a 4 penalty to attack rolls. Due to occasional
grunts, moans, yawns, and snores, the target cant use the move silently skill and the listen
DC to hear the target is 0 before being modified for distance. Though they cannot
concentrate, basic details of their memory (such as the password to pass a gate or where
an item is kept) are left intact. Furthermore, they will commit acts that they normally
wouldnt even consider under the influence of this breach (no additional saving throw is
granted). Actions committed in this way do not violate the targets code of conduct or alter
their alignment.
Loud noises have no risk of awaking the target and they will not wake up on their own
before the duration ends but any lethal damage dealt to the target awakens them, ending
the effect and rendering them dazed for 1 round.
Time spent in this state does not count towards the normal requirements of sleep that a
creature requires.
Empowerment:
The target now functions more or less as they would if they were awake, inspired to do so
by more vivid and unusual dreams. The target takes only a 2 penalty to Strength- and
Dexterity-based skill checks, a 5 penalty to spot and listen checks, and can speak
normally. The target remains flat-footed but only takes a 2 penalty to attack rolls when
using melee weapons. The target is silent if requested to be and can use the move silently
skill.
Lastly, whenever the target is dealt lethal damage, they are no longer automatically freed
from the effect, though they may make an additional Will save to break free. If they break
free in this way, they awaken and are dazed for 1 round.
Reactive Form
Blasphemous Avenger 3
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
You overlap several thousand copies of yourself within reality, one waiting to respond to any
possible attack. As time goes by, you switch yourself out for whichever copy is most useful
at the moment
Whenever you are attacked, you may make an attack of opportunity against the opponent.
You are still limited by the number of attacks of opportunity you can make each round.
Empowerment
In addition to this breachs normal effects, you may make a number of additional attacks of
opportunity each round equal to half of your xenotheurgy level.
You look into all possible futures of your attack, including both futures in which you hit and
miss. You then condense all of these possible futures into a single attack
Before the end of the next round, you can spend a full-round action to make an attack and
gain every possible result. In effect, you make 20 attacks, making one attack with each
possible result on the d20 (one attack with which you roll 1, one with which you roll 2, etc.).
For the purpose of this attack, you cannot gain critical hits or critical fumbles (if using
critical fumbles). Furthermore, a natural 20 is not an automatic hit and a natural 1 is not an
automatic miss. Only attack rolls that hit deal damage to the target.
Empowerment
It is now possible to score critical hits using this breach (but not critical fumbles) and the
natural 20 is an automatic hit. Also, each missed attack still deals 1d4 damage to the
target.
You completely break the barrier between the sane multiverse and the far realms, letting
the far realms rush in to fill a small area. All who are within it risk being driven mad.
Essence of the far realms fills the area. The area gains the wild magic trait and any creature
in the area or who enter it later on must make a Will save or become permanently insane,
as the insanity spell. This saving throw must be made whenever a creature enters the area,
even if they leave and later return.
Only one layer of the far realms in called through the breach but all creatures may move the
area in all three dimensions using their highest movement speed. The timeless trait of the
far realms does not apply in this area and the elemental and energy traits do not differ from
that of the surrounding area. With each use of this breach, there is a 1% chance that
creatures from the far realms can use this breach as a portal into the multiverse.
Empowerment
Area: 2 10-foot cubes per level (S)
Saving Throw: Will partial and Reflex half
All creatures within the area take 5d6 acid damage each round (Reflex half) as the amoebic
sea rips them bodily apart. In addition, any creature in the area may spend a full-round
action to transport themselves to the far realms. This spell does not provide a way back into
the multiverse, however.
Recall Legends
Half-Heard Secrets 2
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Your mind accumulates and quickly sifts through endless volumes of forgotten lore,
searching for some sort of relevant information.
You learn any legends about a specific person, place, or thing as if you had made a relevant
Knowledge check and received a result of 15. Add no bonuses or penalties to this result for
any reason.
Alternately, if you know the name of a legend or myth but not what it is about, you may use
this breach to gain such knowledge (once again as if rolling a 15 on a relevant Knowledge
skill).
Empowerment
You instead gain knowledge as if having received a result of 20 on your Knowledge check.
Furthermore, you may use this ability to learn recent gossip or stories in the area as if
having received a result of 20 on a Gather Information check.
Essence from the far realms lines every surface of your body, allowing it to shrug off injuries
as if they had never even happened..
You gain damage reduction 2/-. For every five xenotheurgy levels that you possess,
increase the value of this damage reduction by 1.
Empowerment:
Range: Touch
Target: Willing creature touched
Duration: 1 min./level
Instead, the target recieves the damage reduction.
When targeting yourself, increase the value of the damage reduction by 2.
Rejection of Death
Unbalance Scales 2 (Healing)
Range: Touch
Target: Living creature
Duration: 10 min./level or until expended
Saving Throw: None
The line between life and death is often thin and indistinct. With a small burst of energy,
you can make sure that your target stays on the proper side of that blurred line.
The next time that the target would be knocked to 10 hit points or fewer, they are
stabilized at 9 hit points. Use of this ability ends the effects of this breach.
Empowerment:
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level or until expended.
The next time that the target would be reduced to 10 hit points or fewer, they are restored
to 0 hit points and the breach ends.
The next time that the target would fail a saving throw against a death effect, they are
reduced to 0 hit points, ignore that effect, and the breach ends.
Remedy Bane
Soothing Insanity 4 (Healing)
Range: Close (25 + 5 ft./level)
Target: One willing living creature
Duration: Instantaneous
Saving Throw: None
You send of wave of aberrant energy through your allys body, removing most forms of
affliction from their body in the process.
The target is cured of all temporary ability damage and of all ability drain dealt to one ability
score of your choice.
This ability does not restore Constitution points lost due to death
Empowerment
The target is also cured of 2d4 points of ability drain to each of the targets other drained
ability scores.
Remove Affliction
Soothing Insanity 2 (Healing)
Range: Close (25 + 5 ft./level)
Target: One willing living creature
Duration: Instantaneous
Saving Throw: None
You fill a target with a wave of energy, wiping away their afflictions as if they had never
been there to begin with.
The target is completely cured of temporary ability damage to one ability score of your
choice.
Empowerment
The target is also cured of 2d4 points of temporary ability damage to each of the targets
other damaged ability scores.
You bolster the target with dark and alien powers, protecting them against harm. Of course,
this deathlessness comes with a price.
The target gains temporary hit points equal to twice your xenotheurgy level. As long as at
least one temporary hit point lasts, the target is immune to any effect that analyzes their
life force (such as status or deathwatch) and takes a 2 penalty to both Will and Fortitude
Saves.
Empowerment:
Range: Close (25 ft. + 5 ft./2 levels)
Duration:10 min./level
The target instead gains temporary hit points equal to four times your xenotheurgy level. So
long as at least one temporary hit point lasts, however, the target takes a 4 penalty to
both Will and Fortitude saves (this replaces the normal 2 penalty).
You roughly connect the psyches of your allies within the area, determined to make sure
that none shall be influenced by outside forces.
Whenever a mind-affecting effect targets one or more of this breachs targets, all targets of
this breach roll a Will save and the highest result is used. A natural 20 is not considered an
automatic success for this purpose. If all saving throws fail, only the creature(s) originally
targeted by the effect are affected at all.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Targets: Any number of willing creatures
Other than the above exceptions, this breach functions normally.
As your will grows strong, the world around you no longer seems to matter. You can deny
injury through sheer force of will, wiping it from existence.
The next time that you would take damage, they may make a Will save against a DC of the
damage dealt. If successful, halve the damage dealt to you (round up) and the breach is
expended.
Empowerment:
Duration: 1 hour or until expended
You instead subtract the result of your Will save from the damage dealt. The damage cannot
be lowered below 0 in this way. The breach is still expended after making this Will save.
Rewrite Morality
Insidious Persuasion 4 (Charm) [Mind-Affecting]
Range: Touch
Target: One Sentient Creature
Duration: 10 minutes/level
Saving Throw: Will Negates
In the far realms, morality is meaningless. Using a bit of its energy, you warp your targets
views of right and wrong.
If the target fails their saving throw, you may alter its alignment by one step on either the
good-evil axis or the lawful-chaotic axis. It behaves according to its new alignment.
Although the target remembers its allies and enemies, how it reacts to such creatures now
depends on its new alignment. For example, a Chaotic Neutral character turned Chaotic Evil
probably wont start killing allies for no reason but is more inclined to turn against friends if
doing so is convenient.
Empowerment
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level
Saving Throw: Will Negates
You may change the targets alignment to the alignment of your choice. Furthermore, you
may give the target one specific urge or viewpoint that matches their new alignment. For
example, if given a Chaotic Evil alignment, you could give them the opinion that murder is
simpler than diplomacy or that Thurizdun is a good god to support.
You weave a cocoon of amorphous flesh around your target, filled with pulsing veins and
bulging pustules. The target inside will be reshaped soon enough. They will emerge in a far
more desirable form.
The targets body is concealed within a cocoon of flesh just large enough to fit into. The
cocoon affixes itself to the nearest surface and does not let go. While in the cocoon, the
target does not need food, water, or air. If the target successfully rests in the cocoon for
one uninterrupted week, the cocoon disappears and reveals the target to be of a different
race. The target cannot take any actions during this time, even purely mental ones. The
target of breach chooses which race they will become but the sum of the new race's racial
Hit Dice and level adjustment must equal the same sum for the target's original race.
The cocoon has 10 hardness and 10 hit points/xenotheurgy level of damage. Once it falls to
half of its maximum hit points, the cocoon is knocked free from its anchor, making it
portable. If the cocoon is broken or enters an antimagic zone, the breach is cancelled.
Empowerment:
Though its appearance remains unchanged, the cocoon is now made of force instead of
twisted flesh. The cocoon is therefore immune to most damage but a disintegrate effect can
break it or knock it free from its anchor, making it portable.
Space around you seems shorter, as if each step could cover twice the distance or more. As
you start moving, this observation proves accurate.
Your speed for all movement speeds receives a +10 feet enhancement bonus. This
enhancement bonus increases by another +10 feet for every five xenotheurgy levels that
you possess.
Empowerment:
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature.
Instead, the target gains the enhancement bonus to speed. Furthermore, increase the
enhancement bonus by +20 feet.
BREACHES, PART IV
Severance of Nerves
Soothing Insanity 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
The targets nerves become utterly numb, making it impossible for them to feel pain and
hard for them to function at all
If the target fails their Fortitude save, it becomes entirely numb against pain. If the target is
damaged by an attack while flat-footed, it is not immediately aware of the wound unless it
is pointed out to them or they happen to see it. Similarly, a sleeping target is not awoken
by damage (although the loud sounds of combat can still awaken it). However, the target
has immunity to all effects that function by creating or manipulating pain (DMs discretion)
and need not make concentration checks if damaged while climbing, balancing, or
spellcasting.
Empowerment
In addition to the effects listed above, a target who fails its Fortitude save is altogether
numb, taking a 4 penalty to Balance, Climb, Disable Device, Heal, Open Lock, Ride,
Search, and Tumble checks. Furthermore, the targets movement is halved for all
movement speeds.
Singularity of Souls
Unbalanced Scales 5
Range: 0 ft.
Area: 10-foot emanation, centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
To lure power from the far realms to flow through you, you use your soul as bait. With a bit
of focus, you can pour the souls of nearby creatures through this link. Doing so is dangerous
but danger isnt anything new to you.
All living creatures within the area take 2d6 damage/xenotheurgy level (maximum 40d6), or
half that with a successful Fortitude save. However, using this effect has its price. Your
current hit points are halved and you gain two negative levels.
Empowerment:
Area: 30-foot emanation, centered on you.
You may now exclude a number of creatures from this effect up to one fourth of your
xenotheurgy level (rounded up). Also, after using this breach, you only gain one negative
level.
You weave otherworldly energies into your flesh, causing it to ripple and flow. Whenever
you are harmed, the flesh quickly patches itself back together.
You gain fast healing 1. For every five xenotheurgy levels that you possess, increase the
value of this fast healing by 1.
Empowerment:
Range: Touch
Target: Living creature touched
Saving Throw: Will negates (harmless)
Instead, the target of this breach gains the fast healing.
When you target yourself, increase the value of this fast healing by 1 for each six
xenotheurgy levels that you possess.
Though you cannot rid yourself of the voices in your head, it is possible to silence them, at
least for awhile. A newly sundered soul can do the trick quite nicely.
As you use this breach, you touch a creature with 1 or fewer hit points. If the target fails
their saving throw, they must make a Fortitude save or die instantly. If the target is slain by
this breach, all of your murmurs are lowered by one level for 1 hour (to a minimum of 1st-
level).
If you use a breach within this time, you gain a +2 bonus to all Will saves for 1 round
(including the save to keep your murmurs level from increasing). Using a breach in this
way ends this breachs duration.
Empowerment:
Area: 30-foot spread
Duration: See text
As you use this breach, all creatures within the area with 1 hit points or fewer must make
a saving throw or die instantly. For each target slain by this breach, your murmurs are
lowered by one level for 1 hour or for 10 minutes/hit dice of the target slain with the most
hit dice (whichever is higher).
If you use a breach within this time, you instead gain a bonus to Will saves equal to twice
the number of creatures slain by this breach for 1 round (including the save to keep your
mumurs level from increasing). Using a breach in this way ends this breach's duration.
As you speed up to an incredible degree, you discover one last path that you have not
traveled. You travel down a road perpendicular to time, letting you move while the world
stands still.
This breach functions as the Timestop spell except that it only lasts for one apparent round
of actions.
Empowerment:
Duration: 1d4 rounds (apparent time)
Except as noted above, this breach functions normally.
You crack reality a small bit, just enough to give your allies a bit of a head start. When the
crack is repaired, they are already in place for their next attack.
All affected targets may immediately take a move action. This action may be used to do
nothing other than move. Attacks of opportunity are provoked by movement as normal.
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing creature plus up to one willing creature/2 levels
The targets may immediately take any move action (such as moving, drawing weapons, or
readying another move action).
You send a burst of infinite fear into your targets body. The only way for the body to cope
is to shut itself down.
If the target fails their saving throw, they are automatically slain by the burst of fear as
their heart and brain fully shut down. If they succeed on their saving throw, the targets
body only shuts down momentarily, knocking the target prone and dazing them for 1 round
but otherwise leaving them unharmed
Empowerment
Targets: Up to one living creature/level
All targets of this breach are subjected equally to its effects. Furthermore, each target who
succeeds on their saving throw takes 1d6 points of Constitution damage as their momentary
death damages their body.
You momentarily open a channel between you and the far realms, allowing nameless
horrors into the minds of those nearby.
Each target who fails their Will save is frightened for the breachs duration. Creatures with
HD greater than your xenotheurgy level + 4 are immune to this breach.
Empowerment
Range: Medium (100 ft. + 10 ft./levels)
Saving Throw: Will negates or none
If a targets HD is equal to or less than half of your xenotheurgy level, they are not given a
saving throw to resist this ability.
Summon Duplicate
Called from Nothing 6 (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Temporary copy of yourself
Duration: 1 round/2 levels
Saving Throw: None
You reach your mind through past the multiverse, past the far realms, and into an alternate
multiverse. From that realm, you grab a copy of yourself and bring them here to fight.
You create a temporary copy of yourself. The copy is equipped with masterwork copies of
your magical gear (the magic of different multiverse works slightly differently). The copy
acts on your round but is disoriented and may only take one standard or move action per
round. Furthermore, the copy cannot use breaches, spells, psionics, or similar abilities
(although it does benefit and suffer from active murmurs).
You and the copy can communicate telepathically, possess the same alignment, and
generally agree on most matters instantaneously. Whenever either you or your copy is dealt
damage, subtract the damage from your hit point total. Whenever the level of one of your
murmurs increases, the same thing occurs for your copy.
At the end of this breachs duration (or when the copy is slain), it returns to its own
multiverse where it doesnt remember any of what occurred and no time has past. The
levels of their murmurs are returned to normal and all injuries are gone. There is a 1%
chance with each use, however, that some sign of its battle (such as a scratch, a bad
dream, or a knick in their blade) remains.
Empowerment
Duration: 1 round/level
The duplicate is less disoriented than normal. It may take a full round of actions each round
and can use breaches. Whenever the level of a copys murmur increases, yours does as
well.
All magic items within the area cease to function. Furthermore, spells and abilities of the
healing and teleportation subschools cease to function in the area.
Empowerment
Area: 60-foot-radius emanation, centered on you
Duration: 1 round/level
This breach functions normally with the above exceptions
Sympathetic Healing
Generous Madness 4 (Healing)
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one willing creature/level
Duration: 1 round/level
Saving Throw: None
You blur and intermingle the life forces of all allies, allowing one to feed their life force
directly into the body of another.
All targets of this breach can automatically identify other targets so long as they can
observe them with at least one sense. Furthermore, any targeted creature can touch
another as a standard action and take any amount of damage to cure the touched target of
an equal amount of health. This damage automatically overcomes all forms of damage
reduction and regeneration and cannot reduce a creatures health below 10. A creature
who reduces their health below 0 is automatically stabilized.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Targets: Any number of willing creatures
Duration: 1 min./level
Other than the above alterations, this breach functions normally.
Synergistic Empowerment
Generous Madness 5
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature/3 levels
Duration: 1d4+1 rounds
Saving Throw: None
You send a wave of power into your allies to bolster their strength. Other breaches active on
their person magnify this power even further.
Each target gains a number of temporary hit points equal to 2d10 + (2 x targets Con
modifier). For each breach active on a target that you have used, the target gains an
additional 1d10 + (the targets Con modifier) temporary hit points.
Empowerment
Range: Medium (100 ft. + 10 ft./2 levels)
Targets: Up to one willing creature/2 levels
Other than the above alterations, this breach functions normally.
You rip a tear in reality, letting allies take advantage of anomalies created in space and
time. When the tear is sealed, your allies are ready to press on the fight
All affected targets may immediately take a standard action. This action may be used to do
nothing other than make a single melee or ranged weapon attack. Attacks of opportunity
are provoked by ranged attacks as normal.
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing creature plus up to one willing creature/2 levels
The targets may immediately take any standard action (make an attack, cast a spell, ready
another standard action, etc.).
Reaching your mind through the far realms, you peer into the world from every direction.
Your prey cannot escape your sight, no matter where they may be.
You can locate a clearly visualized creature within range. You can search for a specific kind
of creature, in which case you locate the nearest one of its kind if more than one is within
range. Alternately, you may detect the location of a specific individual.
To locate a kind of creature, you must have seen one (or an accurate depiction of one) in
the past. To locate an individual, you must have seen them before.
If no desired creature is within range at the time that this breach is used, this breach simply
fails to function.
This spell is not blocked by running water, as similar effects are. Objects cannot be found by
this breach. It can be fooled by mislead, nondetection, and polymorph spells.
Empowerment
You are always capable of seeing the creature, regardless of obstacles in your path. This
lets you see through invisibility, mundane disguises, solid objects, magical and mundane
darkness, hide checks, magical and mundane fog, and other weather effects that may
hinder sight. As a result, you always know what square the target is in and what they are
doing for the duration of this breach, so long as they remain in range. This ability does not
help you hear opponents.
Thralldom
Insidious Persuasion 6 (Compulsion) [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
You eject your targets mind into the far realms. All that is left is the targets body, a puppet
of madness ready to do your bidding
If the target fails their Will save, you control their every action through a telepathic link with
their mind.
Regardless of whether you share a language with the target, you may give the target
commands of any complexity. However, tasks that would require the use of Intelligence-,
Wisdom-, or Charisma-based checks other than Spot and Listen are simply beyond them as
their conscious mind is gone.
Dominated creatures possess no initiative of their own, refusing to defend themselves or
even engage acts related to day-to-day survival (such as eating and sleeping) unless
ordered to do so. Due to this single-mindedness, it only requires a DC 5 Sense Motive check
against your Thralls to know that their behavior is being influenced.
Changing your instructions or giving a thrall a new command is a move action.
You constantly receive full sensory input as interpreted by the minds of each thrall you
possess, though thralls cant communicate with you in this way. You cant actually see
through the thralls eyes, so its not as good as being there yourself, but you still get a good
idea of whats going on.
Although the subjects mind is gone, a strong echo of it remains in place. Thralls cannot be
made to take obviously self-destructive orders or orders against its nature. Once control is
established, it can be exercised at any distance as long as both you and the thrall are on the
same plane. You need not be able to see the thrall to command it.
Protection from evil or a similar spell renders thralls comatose for the spells duration but
does not stop creatures from becoming thralls nor do they dispel this breach.
At any given time, you may possess a number of thralls equal to twice the murmur level of
your Sinister Persuasion murmur. If you would bypass this limit for any reason (such as a
murmur level decrease or using this breach while at your maximum, you free an appropriate
number of thralls to put you at your maximum.
Empowerment
Your thrall retains a stronger shadow of its former self, making it a bit more autonomous.
The thrall acts as it did before becoming a thrall, with the singular exception of being bound
to your every whim. As such, it requires a DC 25 Sense Motive check to sense something is
wrong. Furthermore, the target defends themselves and takes care of day-to-day survival
unless ordered not to. Lastly, the target can make use of all Intelligence-, Wisdom-, and
Charisma-based skills that they could otherwise use.
Although this echo is stronger, however, it is bent more entirely to your will. The thrall can
be made to undertake actions that are self-destructive or contrary to its nature. It receives
no extra saving throw to resist these orders.
Tirade of Heresy
Called from Nothing 5 (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart.
Duration: 1 minute/level
Saving Throw: No
An endless stream or horrific factoids and forbidden truths form in your mind. Rising forth
from these heresies, a few creatures pass forth from your body to take their place on the
battlefield
You create 2d4 Large Heresy Elementals anywhere within range. They act immediately after
your turn and are under your telepathic control. They lose their haunting secret ability but
otherwise function normally
Empowerment
Range: Medium (100 ft. + 10 ft./level)
Duration: 10 minutes/level
10 minutes after using this breach, 1d4 additional Huge Heresy Elementals appear, also
under your telepathic control.
Toughened Skin
Eternal Anathema 1
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: None
Your flesh thickens and toughens itself with an array of unearthly tumors. Weapons will
have a harder time piercing your skin, allowing you to avoid injury.
You gain a +2 bonus to your natural armor. For every four xenotheurgy levels you possess,
increase this bonus by +1.
Empowerment:
Range: Touch
Target: Will creature touched
Duration: 10 min./level
Instead, the target of this breach gains the natural armor bonus.
When targeting yourself, increase the natural armor bonus by +3.
Trailblazer Assault
Road to Nowhere 5
Range: Touch
Target: Willing creature touched
Duration: 1 round/level
Saving Throw: None
The targets attacks seem somehow rushed beyond normal speed. Even as they walk about,
they can become a terrific flurry of blades.
The target can make a single attack or a full attack as a standard action. Furthermore, the
target may make a full attack when charging (as if they possessed the pounce ability).
Empowerment:
The target may also make attacks from their full attack at any point during their move
action. For example, they may move 10 feet, make an attack, move 20 more feet, and
make two more attacks against another foe. The target provokes attacks of opportunity for
this movement, even if it is broken into 5-foot increments.
Trial of Damnation
Insidious Persuasion 5 [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text
Saving Throw: Will Negates
You put your targets mind in a vise of madness, threatening to crush their mind unless they
fulfill the trial that you put before them.
If the target fails their saving throw, they are mentally given a single task to undertake.
While this breach cannot make a target commit suicide or perform acts that would result in
certain death, almost any other course of activity is acceptable.
The targeted creature knows the task that is given to them and knows that there are great
consequences for failure. However, the target is under no compulsion to complete the task.
This effect remains until the subject completes the task, has spent 1 day/level obeying the
task (if it is open ended and cannot be completed through their actions), or until they are
driven insane.
Each day that the target fails to work towards the completion of their task (whether by
choice or force), they must make another Will save or be driven Insane for 1 day/level. This
insanity acts as and can be cured as the Insanity spell. If the target fails to complete the
task (such as failing to protect an object from theft), they must make such a saving throw
with a -5 penalty and the breach ends, whether they fail or succeed.
Empowerment
Open ended tasks now continue for up to 1 week/level. Furthermore, so long as the target
continues working towards the completion of the task, they need not eat, drink, breathe, or
sleep. Lastly, you may send a single mental message to the creature each day, up to 1
word/level in length, so long as it relates to the targets task.
Truest Nightmare
Reflection of Nightmare 5 [Fear, Mind-Affecting]
Range: Unlimited
Target: One living creature
Duration: Until triggered and then instantaneous
Saving Throw: Will negates
The worst of what the far realms has to offer cant be fully accepted by the conscious mind.
You implant some of these horrors into your opponents subconscious, giving the a
nightmare.
When the target next falls asleep, they must make a will save or experience hideous and
unsettling nightmares. This breach prevents restful sleep and causes 1d10 points of
damage. Furthermore, the nightmare is jarring enough to break concentration and even
prevent meaningful meditation. The target is left exhausted and unable to regain arcane or
divine spells for the next 24 hours. If you know the subject well, they take a 2 penalty to
their saving throw. Creatures who dont sleep (such as elves) or dream are immune to this
breach.
Empowerment
If the target fails their saving throw, they also take 1d10 points of Wisdom damage and
take a 10 penalty t concentration checks for the next 24 hours upon waking.
Twilight Tidings
Waking Dream 3 (Phantasm) [Mind-Affecting]
Range: Unlimited
Target: One living creature
Duration: See Text
Saving Throw: None
Screaming into the far realms, your message bounces about until it finally enters the dream
of the desired recipient.
You contact another creature through its dreams. The message can be of any length and the
recipient remembers it perfectly upon waking. The communication is one-way, meaning that
the recipient cant ask questions or offer information to you.
If the target is awake when the breach is utilized, it floats in their subconscious until they
next fall asleep. Creatures who dont sleep or dont dream cannot be targeted by this
breach.
Empowerment:
The flow of communication can go both ways if you wish for it to be. If so, you and the
target are telepathically linked during the effect (even if you are also asleep at the time)
and the effect ends when one creature decides not to respond.
Uncanny Trailblazer
Road to Nowhere 3
Range: Touch
Target: Willing creature touched
Duration: 10 min./level
Saving Throw: None
The target no longer exerts force on the ground they walk upon. As such, they may forge
paths that simply werent available to them before.
The target can walk on semi-solids like quicksand, water, and objects normally too weak to
bear their weight (such as spider webs).
Empowerment:
Range: Close (25 ft. + 5 ft./2 levels)
Target: Willing creature plus one willing creature/4 levels
This breach functions as normal, with the above exceptions.
Unhinging Nightmares
Reflection of Nightmare 3 [Fear, Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One sleeping creature
Duration: Until triggered and then 1 round/level
Saving Throw: Will negates
You curse your targets dreams with nightmares that damage their mind long after they
wake up.
The target is given nightmares, being dealt 1d4 Wisdom damage if they fail their Will save.
Furthermore, upon a failed Will save you may designate a single condition that causes the
target to become confused for 1 round/level. This condition must rely on information
observable by the target and can only be triggered after the target wakes up. If the target
succeeds on their Will save, they are instantly awoken by the dreams before their psyche
can be damaged. Creatures that do not dream, like elves, are immune to this ability. If a
creature is already affected by an unhinging nightmares effect, one application erases the
previous one.
Empowerment
Targets: One sleeping creature plus up to one sleeping creature/5 levels
This breach can now affect multiple targets. Each one may be given the same condition or
different ones, at your discretion.
Unnatural Metabolism
Eternal Anathema 4
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
You replace your blood and other bodily fluids with a transparent and thick cerebrotic fluid
that resembles the consistency of the cerebrotic sea. Poison is flushed out of your body
along with your blood.
You gain immunity to poison. If you are already afflicted by poison, it is flushed from your
veins, curing you.
Empowerment:
Range: Touch
Target: Living creature touched
Saving Throw: Fortitude negates (harmless)
Instead, the target of this breach is cured of poison and gains immunity to poison.
You allow your form to waver and fade away, letting yourself fade away into the constant
flux of the far realms. Even if it is merely illusory, you can swear that you feel a bit lighter
this way.
Your outline wavers and fades, granting you a 20% miss chance against all enemy attacks.
By concentrating, you can force yourself to take a generally solid appearance, though not
necessarily your own. This removes the miss chance but grants a +10 bonus to disguise
checks not made to disguise as a particular individual. This disguise lasts for as long as you
concentrate.
Unraveling of Face and Form is treated for all purposes as an illusion.
Empowerment:
Range: Touch
Target: Willing creature touched
Saving Throw: Will partial (see text)
Instead, the target of this breach gains its benefits. The target must concentrate in order to
use the disguise function of this breach and may imitate specific individuals. While not using
the disguise function, the targets exact location is hard to discern, creating 1d4 illusory
doubles. All doubles have a 20% miss chance against attacks, AC equal to 10+their size
modifier, 5 hp/xenotheurgy level, and react to damage. A creature who witnesses a double
take damage may make a saving throw to realize that particular double is an illusion. All
doubles move with the original and disappear while using the disguise function.
The target seems to be a bit out of synch with the rest of the world, moving through
dimensions that others cant even perceive. Though the path is a bit horrific, the target is
safe while they travel.
The target does not provoke attacks of opportunity with their movement. They may still
provoke other attacks of opportunity as normal.
Empowerment:
Range: Medium (100 ft. + 10 ft./level)
Duration: 10 min./level
This breach functions as normal, with the above exceptions.
You feel a sharp pain as hundreds of new nerves grow throughout your body and burrow
into your brain. No matter how much you are injured, you will remain conscious and
continue fighting.
You are not disabled at 0 hit points and do not fall unconscious at 1 hit points.
Furthermore, you are automatically stabilized when your hit points fall under 0. Each round,
you may take a single standard or move action. If you takes a standard action or performs
any other strenuous actions, you take 1 point of damage.
Empowerment:
Range: Touch
Target: Living creature touched
Saving Throw: Fortitude negates (harmless)
Instead, the target of this breach gains its benefits.
When targeting yourself, you may take a full complement of actions each round and do not
risk harming yourself with strenuous actions.
You reach out with aberrant energies and pierce a hole in the targets vitality, letting their
energy ooze out from their form. Soon, they wont have strength left to fight.
If the target fails their saving throw, they become fatigued. If the target was already
fatigued, they instead become exhausted. Exhausted creatures may not be targeted by this
breach.
Empowerment:
Target: One living creature plus up to one additional living creature/3 levels.
Saving Throw:Fortitude partial
Regardless of whether the targets succeed or fail on their saving throws, they take a 2
penalty to their Strength and Dexterity scores for the breachs duration. This penalty stacks
with that of fatigue or exhaustion but not with itself
Exhausted creatures can now be targeted by this breach and any such creature who falls
their saving throw falls unconscious. They may be awakened as normal but continue
suffering the 2 penalty to Strength and Dexterity for the rest of the breachs duration.
So long as you are connected with the far realms, you are never truly unarmed. Even when
manufactured weapons are gone, your body and those of your allies are still armories
waiting to be discovered.
The target gains a natural attack of their choosing. The available options to choose from are
slam, tentacle, bite, claw, sting, gore, and tail. These natural attacks deal damage
appropriate for the targets size (MM, page 296). If the target lacks a suitable appendage
for such an attack, they grow one that can only be used for making attacks.
Slam, claw, tentacle, and gore attacks are considered primary natural weapons while bites,
stings, and tail attacks are considered secondary natural weapons.
While making a full attack, the target can make two primary natural weapon attacks and
one secondary natural weapon attack. While wielding a weapon, the target can use the
weapon as their primary attack and make a natural secondary attack with one of their
secondary natural weapons. In addition, if the weapon is wielded in one hand, the target
can also attack with a primary natural weapon as an extra natural secondary attack.
Empowerment:
The targets natural weaponry now deals damage as if they were two size categories larger.
Furthermore, if they possess three or more natural attacks, the target is granted the
benefits of the multiattack feat.
Web of Lies 1
Sinister Persuasion 1
Range: Personal
Target: You
Duration: 10 min./level
Saving Throw: None
You layer your words with layer upon layer of deception. You build upon successful lies to
trap your opponents in a web of mistruth
You gain a +5 bonus to Bluff checks. Whenever you make a successful Bluff check against a
creature, that creature takes a stacking 1 penalty on all Sense Motive checks made against
you for the duration of this breach. This penalty cannot exceed your xenotheurgy level
Empowerment
Duration: 1 hour/level
The penalty to Sense motive checks against you can exceed your xenotheurgy level but
cannot exceed twice your xenotheurgy level.
You see into infinite reflections of the multiverse off of the far realms. When you would next
be injured, you can conjure one of these reflections where the attack never occurred.
The next time that you would take damage from an attack or spell, you simply negates that
damage and all secondary effects of the attack and spell (for that round) like poison and
improved grab. After doing so, this breach is expended.
Empowerment:
Range: Touch
Target: Willing creature touched
The next time the target takes damage from any source, they ignore that damage and any
secondary effects directly associated with that damage. If these effects are continuous and
do not come from an attack or spell (such as suffocation in lava), they ignore the effect for
1 round.
Without Death
Eternal Anathema 5
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
You unnaturally anchor your life force to your body. No matter how much you are battered,
bruised, chewed on, or hacked at, you simply will not die.
You cannot be killed by hit point damage alone and are not at risk of death through massive
damage. If under the effects of an ability that lets you stay conscious under 0 hit points, it
ceases to function when you would otherwise be slain, causing you to fall unconscious.
Empowerment:
Range: Touch
Target/Area/Effect: Living creature touched
Duration: 1 min./level
Instead, the target of this breach gains its benefits.
BREACHES, PART V
Distant Pressence
Spoiler
Hide
Using the twisted physics of the far realms, you allow your presence to extend beyond your
body, letting you act on items further away.
You can move the object of your choice telekinetically, as if manipulated by a creature of
your size with your Strength score. If you lift it up, its weight counts towards your
encumbrance. You can move the object up to your current land speed each round as a swift
action but cannot move it above your maximum vertical reach above the ground (see the
Jump skill description).
Empowerment
Range: Long (400 ft. + 40 ft./level)
Targets: Up to one object/level
Duration: 1 hour/level (D)
Saving Throw: None
Objects lifted up in this way no longer count towards your encumbrance. Furthermore, you
can move any number of targeted objects as a swift action.
You splinter your perceptions, letting you see both through your own eyes and through a
nearby location. With these new perceptions come greater awareness.
Choose one 5-foot square within range with which you possess a line of sight. You can see
the world as though standing in that square (this does not stop you from seeing the world
through your own perception. As you move, this scrying sensor moves an equal distance in
the same direction.
Once per round, as a standard action, you may move the sensor to a new square within 30
feet of you that you possess a line of sight with (using your own two eyes, not the sensor).
You cannot perceive the world from squares occupied by corporeal objects or creatures or
that you lack line of sight with (although the sensor does pass into such squares).
Empowerment
Range: 60 feet
You need not possess line of sight with the square your scrying sensor occupies in order to
perceive the world through it.
Extension of Presence
Distant Presence 2
Range: 5 ft.
Area: 5-ft.-area emanation, centered on you
Duration: 10 minutes/level
Saving Throw: None
You extend your essence beyond your physical form, giving you more presence in the
battlefield.
For the purpose of flanking enemies, you are treated as occupying all squares within range.
Furthermore, foes within two size categories of you must make a strength check (DC equals
this breachs save DC, if it had one) in order to enter a square within range. Pressing this
barrier up against foes, however, allows the foe in without need for a Strength check.
Empowerment
Duration: 1/hour
Once per round, you may make an attack of opportunity as if you occupied another square
within range. This attack works even if your weapons reach is insufficient to reach the
targets square. However, you must threaten adjacent squares in order to use this ability.
Driving Force
Distant Presence 2 [Force]
Range: 5 ft.
Effect: One bull rushing duplicate of force
Duration: Instantaneous
Saving Throw: None and Reflex half
A twisted and warped version of yourself, formed from raw energy, leaps forth from your
body and charges at your enemy, pushing them into the distance.
You create a force that moves to an opponent within medium range and makes a bull rush
attempt against them before vanishing. For all purposes, the force has your size category,
your base attack bonus, and a Strength score equal to your own + your level. If the bull-
rushed foe hits a solid surface (such as a wall or another creature), they take an additional
2d6 damage and fall prone.
Unlike most breach effects, this one can be attacked. This force provokes attacks of
opportunities as it takes the shortest possible route to your enemy (flying if necessary). The
force possesses your AC and hit points equal to twice your level. If the force is slain, it
explodes in a 10-ft-radius, dealing 4d6 damage, or half with a successful reflex save.
The bull rush attempt that the force attempts always provokes attacks of opportunity, even
if you possess the improved bull rush feat.
Empowerment
The force that you create is now one size category larger than you, gaining the additional
bonus to bull rush checks and penalty to the touch attack and to AC. Furthermore, the bull
rush sends enemies flying back twice as far as normal, taking 4d6 damage and falling prone
if they hit a solid object.
The force gains a +5 bonus to AC and deals 6d6 damage if it explodes.
Impossible Strike
Distant Presence 3
Range: Touch
Target: One manufactured weapon touched
Duration: One round or until expended
Saving Throw: None
With your next attack, you allow your weapon to slip from your grasp before grasping it
once more with your power, letting it strike from otherwise impossible angles.
The next attack made with the targeted weapon, if made before the end of your next round,
catches your opponent completely off guard, making them lose their Dexterity bonus to
their AC (if any).
Empowerment
Duration: See text
When targeting a thrown or ranged weapon, you gain a slightly different effect. The next
thrown or ranged attack made with the weapon, if made before the end of your next round,
does not connect with the opponent for 1d4 rounds, vanishing into the far realms and
bouncing about through the madness, guided by your power. At the end of this time, make
your attack roll with a +5 bonus per round of delay as your weapon tears its way back into
the multiverse. Your opponent loses their Dexterity bonus to AC (if any) as normal. While
flying about in such a way, the weapon fades a bit from reality and cannot be damaged or
targeted.
Melee weapons and thrown weapons used in melee are affected normally.
You extract a small polyp of your mind separating it from your body. Connected to your
mind with links of mad energies, your senses are extended through it.
You create an invisible sensor that provides you with sensory input. The sensor is a fine
construct, about the size of a human eyeball, that has 1 hit point, 18 AC (+8 size bonus),
flies at a speed of 60 feet with perfect maneuverability, and is invisible. It has a Spot and
Listen modifier equal to half of your xenotheurgy level (rounded up) and is subject to
illusions, darkness, fog, and other factors that would affect your ability to receive visual or
audio information about your surroundings.
You must spend a move action to make the sensor move. You receive a constant flow of
information from the sensor but as the information isnt perceived directly, you are not
subjected to gaze attacks or similar effects.
If the sensor ever moves more than 1 mile away from your location, it winks out of
existence, ending the breach prematurely.
Empowerment
Range: Unlimited
The sensors speed is increased to 120 feet (perfect maneuverability). Furthermore, you
may make the sensor move with a swift action rather than a move action. Lastly, the sensor
may move any distance from your location (even if you end up on a different plane of
existence) without winking out.
As you extend your essence into the world, the world seems to collapse upon your foe,
holding them in place or moving them about.
You may initiate a grapple against a single creature in range. You require no attack roll and
provoke no attacks of opportunity, simply making the grapple check. You gain a bonus to
your grapple check equal to your xenotheurgy level. Upon a successful grapple check, you
may either deal the target 2d6 damage or move them 5 feet (even up into the air). A
creature suspended in midair falls to the ground when the grapple ends (unless they
possess some means of flying).
Each round that you concentrate, you choose whether to continue a previous grapple or to
start a new one with another creature. Likewise, if a target escapes your grapple, you may
choose to start a new one (possibly with the same creature) on your next round.
Empowerment
Range: Long (400 ft. + 40 ft./level)
Whenever you make a successful grapple check with this breach, you either deal the target
6d6 damage or move them 10 feet.
Furthermore, you may choose to grapple either one or multiple targets each round that you
concentrate. For each grappled target beyond the first, you take a 5 penalty to your
grapple checks
Sustained Manipulation
Distant Presence 4
Range: Long (400 ft. + 40 ft./level)
Target: One object or willing creature
Duration: 1 round/level (D)
Saving Throw: None
Through your connection to the far realms, you are simultaneously connected to the entire
multiverse. You use this connection to exert command over the world around you
The object or creature that you designate is moved up to 60 feet in any direction at the
start of each of your turns. This breach may only affect up to 100 pounds of
matter/xenotheurgy level. The target may not be moved beyond the range of this breach
and any target forced beyond the range of this breach stops moving (or falls). At the end of
this breachs duration, the target stops moving (or falls).
The target (if a creature) feels a pair of hands pushing or pulling them along as they are
moved.
Empowerment
Targets: Up to one object or willing creature/level
This breach can manipulate multiple objects and creatures, moving each one up to 60 feet
at the start of each of your turns. The breach may affect up to 200 pounds of
matter/xenotheurgy level. Lastly, once per round, you may manifest a second pair of
unseen hands on a single target, manipulating the target in whatever way you could with
just your bear hands (caressing an item, untying a knot, making an unarmed attack, etc).
Doing so, however, takes as much time and effort as it would to take that action normally
(a standard action for the above examples).
At the edge between sanity and madness, you allow your perceptions to mix with
otherworldly forces. As your perceptions move about, they remain at the very edge of
reality, unbothered by most mortal deceptions.
You create an incorporeal and invisible sensory to move about and provide you with sensory
input. The sensor is a fine construct, about the size of a fist, that has 1 hit point, 18 AC (+8
size bonus), flies at a speed of 20 feet with perfect maneuverability, and is invisible and
incorporeal. The sensor has a Spot and Listen modifier equal to twice your xenotheurgy
level and sees through all darkness, fog, and disguise, whether magical or mundane in
nature. The sensor also takes no penalties to Spot and Listen checks for bad weather and
sees through all figments and glamers. Other circumstances that would affect your ability to
receive visual or audio information about your surroundings still affects the sensor.
Moving the sensor requires a full-round action. You receive a constant flow of information
from the sensor but as the information isnt perceived directly, you are not subjected to
gaze attacks or similar effects.
Empowerment
The sensor takes only a 1 penalty to Spot and Listen checks for every 50 feet of distance.
Furthermore, the sensor can see invisible and ethereal creatures and objects. Lastly, the
sensor may pass through solid force effects such as walls of force.
Pushing your mad influence into the world around you, you reverse and empower gravity
around a target, thrusting it upwards into the sky.
If the target fails its reflex save, it is instantly thrust upwards, falling upwards 200 feet
each round that you concentrate. If the target hits a solid object that would stop their
ascent (such as a ceiling), they take 1d8 damage per 10 feet that they ascended. Although
gravity pulls them towards the new surface, its improved strength prevents the target from
moving or standing up without a Strength check (DC 10 + xenotheurgy level).
Each round that a creature falls upwards, it is entitled to another Reflex save to escape,
though doing so causes them to fall. Flying creatures may not fly against this new gravity
but gain a +4 bonus to all Reflex saves. Once a creature has hit a solid surface, they can
only escape by moving at least 5 feet along that surface in any direction (other than down,
of course).
The target must be within 100 feet when you use this breach but may afterwards move any
distance away from you.
Empowerment
Targets: Up to one creature/level
Duration: 1 round/level
Targets may be as far as 500 feet away when you use this breach.
You cause the world to collapse upon itself around the target, crushing them until nothing is
left
If the target fails its saving throw, it is crushed into utter nothingness, killing it. Even upon
a successful saving throw, the target takes 5d4 bludgeoning damage. Any creature slain by
this feat leaves no remains as their body has been completely compressed into nothingness.
This breach cannot target creatures in gaseous form or incorporeal creatures.
Empowerment
Duration: 2 rounds
If the target makes its original saving throw, it must make an additional Fortitude save at
the start of its next round. If it fails, the target takes 15d4 bludgeoning damage as the
world makes a second, weaker attempt to crush it. If it succeeds, the target takes only 5d4
bludgeoning damage.
Army of One
Distant Presence 6
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one unattended weapon/level
Duration: Concentration (maximum 5 rounds)
Saving Throw: None
Multiplying your essence many times over, you reach out into the battlefield and find a
plethora of weapons waiting to be used. Why settle for just one?
Using this breach, all unattended weapons that you target rise up into their squares and
become capable of attack. Weapons in squares occupied by other creatures enter the
nearest unoccupied square. All weapons act on your action in initiative.
Each round, you may have each weapon make a single attack. The weapons use your melee
and ranged attack bonuses. Furthermore, any bonuses that you gain with specific weapons
still apply and you take the normal penalty for using weapons that you lack proficiency in.
You may not use other feats such as power attack and combat expertise, however.
Weapons that you could not wield for reasons such as size cannot be targeted by this
breach.
Each controlled weapon threatens the same area that it normally would and may make
attacks of opportunity, counting towards your maximum for the round. Creatures may freely
pass through squares occupied by such weapons but doing so provokes attacks of
opportunity.
As long as an enemy has concealment or cover in regards to you, it possesses the same
benefits against all weapons you control. Furthermore, although you can make a loaded
ranged weapon fire, you are incapable of reloading it. Thrown weapons, however, may be
used multiple times if they survive the attack and remain in range.
Weapons animated in this way can be sundered as normal and can be grabbed with a touch
attack (AC 20) but a grapple check is required each round to maintain hold of them
(weapons use your grapple modifier) and all attacks made using them take a 5 penalty.
Each round, you may move a single weapon 5 feet into an unoccupied square.
Empowerment
Targets: Any number of unattended weapons
Duration: Concentration
When using this breach, no more than one weapon per level may make attacks in a single
round. Other weapons beyond these, however, are capable of making attacks of
opportunity.
INCURSIONS
Endless Rage
Even we are part of the multiverses protection. The presence of the far realms angers
those who are sane. In this way, we will band together and eliminate the source. If this
tendency were used against us, however
-Codex Vesania, Conclusion
Periphery Range: 1,000 feet/breach level
Marrow Range: 50 feet/breach level
Periphery Effect: All sentient creatures within range become enraged and irritable. They
all start one category closer towards hostile towards other creatures that they arent helpful
towards.
If you have access to 2nd level breaches, all sentient creatures within range gain a +4
bonus on saves made against calm emotions effects and diplomacy checks made against
them take a 5 penalty.
If you have access to 4th level breaches, all sentient creatures within range become an
additional category towards hostile towards other creatures that they arent helpful towards.
If you have access to 6th level breaches, all sentient creatures within range gain a +2
bonus to strength and cant cast spells or use charisma- or intelligence- based checks unless
they first succeed on a DC 20 concentration check.
Marrow Effect: All sentient creatures within range gain a +4 bonus to their strength and
Constitution score but take a 4 penalty to their AC.
If you have access to 3rd level breaches, all sentient creatures within range lose the ability
to use tactics, becoming unable to provide flanking, aid another, ready an action, use the
withdraw action, fight defensively, or use the total defense action.
If you have access to 5th level breaches, all sentient creatures within range are unaffected
by fear effects.
Unearthly Weather
Indeed, it seems as though the far realms can infect anything. Creatures can be warped
past recognition and places can be morphed into rotting parodies. Nothing is truly beyond
its grasp. Even the clouds may yet be corrupted.
-Codex Vesania, The End Times
Periphery Range: 1 mile/breach level
Marrow Range: 100 feet/breach level
Periphery Effect: dark, ominous clouds cover the sun, keeping the area in shadowy
illumination. Natural, artificial, and magical light sources can brighten the area as normal.
If you have access to 2nd level breaches, a discolored mist starts filling the area. Fire and
wind cannot eliminate or move such mist. Though too thin to grant concealment, the mist
halves a creatures range of sight and imposes a 4 penalty to spot, search, and survival
checks.
If you have access to 4th level breaches, the air starts blowing as if it were alive. Strong
winds blow continuously through the area (except for where stronger winds were blowing).
Furthermore, smaller gusts seem to have a mind of their own, putting out protected flames,
blowing small objects out of pockets, and blowing through every nook and cranny they can
find.
If you have access to 6th level breaches, the clouds take on an alien appearance, assuming
unnatural colors as they squirms and snake about in the air. Rain starts to fall within the
area. In addition, all sentient creatures within range take a 4 penalty to saves against fear
effects.
Marrow Effect: A thick ameobic rain falls downwards, mixing with any mundane
precipitation. Creatures take an additional 2 penalty on spot checks and a 4 penalty to
concentration checks along with the normal effects of rain.
If you have access to 3rd level breaches, the climate is driven entirely insane, differing
drastically even from foot to foot. The changes in temperature are extreme but are rapid
enough that no damage can be dealt. In effect, the temperature band is treated as
moderate.
If you are at 5th level, the mist floating through the marrow is filled with half-formed
images and insidious thoughts. All creatures within range take a 2 penalty on initiative
checks and will saves.
Despoiled World
If the far realms were to have a diametric opposition, it would likely be towards what we
consider nature. Nature is by far the most representative aspect of our multiverse, making
it harmful for many creatures from beyond. For this reason, there is little more shocking
than infection of the natural world itself
-Codex Vesania, The End Times
Periphery Range: 1000 feet/breach level
Marrow Range: 250 feet/breach level
Periphery Effect: Animals in the area begin acting in a bizarre manner. Handle animal
checks take a 4 penalty and any attempt to magically commune with animals gets no
useful information on any topic.
If you have access to 2nd level breaches, plants begin growing and ripening at an unusually
fast rate. However, the plants look odd and creatures must eat twice as much to be fed. In
areas of wilderness, a larger percentage of plants are poisonous and survival checks made
to find food take a 5 penalty.
If you have access to 4th level breaches, water travels only half as quickly as normal
through this range. This may lead to stagnation of the water within the area, floods
upstream, and water shortages downstream.
If you have access to 6th level breaches, Animals in the area stop attempting to feed
themselves. Though they do not resist if fed by force and resist outside attacks, they do not
hunt or forage for food.
Marrow Effect: All animals within range are treated as if having an Intelligence score of 3.
Their creature type does not change but they may not learn a language or take class levels.
No two animals awoken in this way will attack each other. Such animals start with an
indifferent attitude towards you.
If you have access to 3rd level breaches, all vegetation within range warps into aberrant
and inedible forms and remains in such a form even after leaving the area. Furthermore,
dead creatures are quickly used as sustenance by vegetation. If allowed to rest on the
ground for one full minute, a corpse becomes an unfit target for an animate dead, raise
dead, or reincarnation spell.
If you have access to 5th level breaches, the natural world is twisted into a predator in its
own right. Animals awakened by this incursion chase after all non-animal creatures,
revealing the path of their quarry but only attacking out of self-defense. Furthermore, any
creature that sleeps on the ground in the area awakens to find itself secured to the ground
by roots, requiring a DC 20 strength check to break free.
Foreboding Landscape
Within areas of cerebrotic blots, geography means next to nothing. The world is utterly
scrambled and cannot be navigated. I have lost allies in the warped landscapes, allies I will
never see again
-Codex Vesania, Planar Links
Periphery Range: 1 mile/breach level
Marrow: 500 feet/breach level
Periphery Effects: The landscape becomes oddly silent. Both the calls of animals and the
crash of waterfalls become somewhat muted, making for a surreal experience. All move
silently checks in the area gain a +2 bonus.
If you have access to 2nd level breaches, the tracks that creatures leave within range
become shallower and quickly fade away. As a result, all survival checks made to track a
creature take a 5 penalty.
If you have access to 4th level breaches, major landmarks usually used for orientation such
as mountains, large trees, valleys, and hills seem to shift in position every now and then,
making it hard to get ones bearings. Creatures take a 4 penalty to survival checks made
to avoid becoming lost unless they are using stars to navigate.
If you have access to 6th level breaches, magical attempts to orient oneself learn ones
location such as lay of the land, commune with nature, detect city, or know direction
automatically fail. Furthermore, the safety and find the path spells also fail while in the
area.
Marrow Effects: Unattended objects (other than dead bodies) tend to simply get lost, no
matter how much attention is paid to them. If left unattended for 1d4 hours, an object
vanishes, never to be seen again. This only occurs when nobody is looking but can occur in
the blink of an eye if necessary.
If you have access to 3rd level breaches, major features in the area seem to shift so
frequently (only when nobody is looking) that it is impossibly to orient yourself by
nonmagical means. Creatures take a 16 penalty to survival checks made to avoid
becoming lost.
If you have access to 5th level breaches, creatures begin to disappear just like objects. Each
hour, there is a cumulative 1% chance that a creature will simply vanish. Like with objects,
this only occurs when nobody else is looking. A mind blank or deathward spell protects from
this effect and incorporeal creatures are not at risk. A creature who disappears can be
recovered only by miracle or wish. You are not at risk for this effect.
Veil of Misfortune
Usually, when something is corrupted by the far realms, the corruption is as obvious as day
and night. Sometimes, however, when something less tangible is being corrupted, the far
realms can be subtler than any devil.
-Codex Vesania, The End Times
Periphery Range: 1 mile
Marrow Range: 100 feet/breach level
Periphery effects: luck begins to turn sour for everyone within range, imposing a 1
penalty to all skill checks made within range
If you have access to 2nd level breaches, bad stretches of luck start to turn dangerous for
those involved. Whenever someone in range fails a dexterity- or strength-based skill check
by 5 or more, they manage to deal themselves 1d4 damage. If the skill checks DC
exceeded the creatures skill modifier + 20, they do not take this damage.
If you have access to 4th level breaches, the bad luck increases to the point where it can
offset natural skill or practiced routines. It is impossible to take 10 or 20 on skill checks
within range.
If you have access to 6th level breaches, the bad luck is sufficient to destroy a towns
resources if given time. For each week that is spent within range, a communitys gp limit is
multiplied by three-fourths as bad luck harms both productivity and trade. By the time that
the gp limit reaches the average for a community of a smaller category, enough people
have moved away from the town to make it a community of that category. After leaving
range, a community may or may not recover depending on what it does.
Marrow effects: Within range, beings normally reliant on luck find themselves without this
commodity. No creature may benefit from luck bonuses or reroll dice (whether such a reroll
would be granted by luck feats, the luck domain, or other sources).
If you have access to 3rd level breaches, terrible luck can bring about failure even when it
would otherwise be impossible. Natural 1s are treated as automatical failures when making
skill checks while in range.
If you have access to 5th level breaches, not even the best of situations can guarantee a
desired result. Natural 20s are no longer treated as automatic successes on attack rolls and
saving throws while within range.
Broken Tethers
Though the term is rarely used, a couple sources refer to the far realms as the amoebic
sea. Within this sea, there is no sense of up or down, only your mind and body to pull you
where you want to be. If it werent for the madness, it may sound a bit convenient.
-Codex Vesania, Beyond Reality
Periphery Range: 1,000 feet/breach level
Marrow range: 50 feet/breach level
Periphery effects: Gravity seems to let up its hold a bit, allowing greater feats of
acrobatics. All jump and climb checks made within range gain a +4 bonus.
If you have access to 2nd level breaches, ranged attacks seem to soar through the air
although thrown weapons tend to overshoot their target. The range increments of weapons
are doubled but attack rolls made using thrown weapons take a 2 penalty.
If you have access to 4th level breaches, it becomes easier to survive great falls. Within
range, falling creatures take only 1d6 damage per 20 feet fallen. This effect only works if
the entire fall took place within the area.
If you have access to 6th level breaches, the low amount of gravity makes it harder to
move around quickly. If carrying a light load, a medium or smaller creature has a speed of 5
feet and cannot run or charge. For each size category larger than medium, the creatures
speed is increased by 5 feet (up to a maximum of their normal land speed). While carrying
a medium or heavy load, the creatures speed is instead halved (ignore speed encumbrance
for carrying such a load) and they can still charge and run.
Marrow effects: Gravity within the area becomes very light. All creatures or objects within
range have their weight halved. Furthermore, all jump checks are treated as having a
running start and the DC for high jumps is halved (when making long jumps, the maximum
vertical distance you travel equals half of the horizontal distance).
If you have access to 3rd level breaches, the reduced gravity makes it hard to predict the
motion of a ranged weapon. All attacks made with ranged weapons either within or into the
area take a 2 penalty to the attack roll.
If you have access to 5th level breaches, the area starts to mimic the amoebic sea.
creatures can swim through the air in the area as if it were water using the swim skill. The
water is still unless a strong or stronger wind is blowing, in which case the swim DC
increases as it would in waters moving just as quickly.
Forgotten Moralities
Beyond our multiverse concepts like right and wrong have no meaning. Although our world
is philosophically split, none of these divisions mean anything in the far realms. Perhaps we
have deluded ourselves into seeing divisions where none truly exist.
-Codex Vesania, Beyond Reality
Periphery Range: 5 miles
Marrow Range: 1 mile
Periphery effects: creatures stop placing importance in morality. Though they may be
kind-hearted or cruel, the restrictions placed upon them by society no longer seem to
matter. Though not compelled to break any codes of conduct they may possess, those
within range are more liable to break laws (and to let laws be broken) if they think it is in
their best interest. Outsiders are unaffected by this effect.
If you have access to 2nd level breaches, the lack of morality in the area begins to wear
down the moral existence of outsiders. All outsiders within range that have an alignment
subtype is fatigued.
If you have access to 4th level breaches, even magic cannot sort the good from the evil or
the lawful from the chaotic. Whenever a spell is cast to detect alignments, all creatures are
detected as possessing that alignment.
If you have access to 6th level breaches, the lack of attachment to philosophical ideals stops
souls from traveling to their final reward. When an individual is slain within the area, their
soul appears to disappear (even if their corpse later leaves the area), although they may
still be revived by normal means.
Marrow effects: As they have fewer sensitivities to violate, creatures within range take a
2 penalty to Will saves against charm and compulsion effects. Furthermore, if a dominated
creature is forced to take an action against their nature, they take a 4 penalty on the
additional Will save.
If you have access to 3rd level breaches, any spell or effect that only functions against
those of a specific alignment fail to function. If such an effect functions more or less
efficiently against creatures of different alignments, treat all targets as being true neutral.
If you have access to 5th level breaches, morality loses all meaning. Characters and NPCs
with codes of conduct find that it is impossible to break their codes by any means so long as
they are within range.
Divinitys Demise
When elder evils start unraveling our world, they will likely start with the gods. Sages say
that they constantly lash out at the gods. Then again, perhaps the supposed attacks on the
gods are merely a byproduct of their presence.
-Codex Vesania, The End Times
Periphery Range: 1/2-mile/breach level
Marrow Range: 500 feet/breach level
Periphery effects: All who are in the area fall into apathy. Attendance at churches drops,
as does law enforcement and crime. Buildings, streets, farms, and the like slowly fall into
disrepair as if nobody was living there at all. Furthermore, all creatures within range ignore
all morale bonuses.
If you have access to 2nd level breaches, the divine power that divine casters gain is
disrupted. All undead in the area gain +4 turn resistance and it is impossible to utilize divine
or wild feats.
If you have access to 4th level breaches, beings from higher planes of existence are cut off
further from mortals. Within range, outsiders with one or more alignment subtypes may not
meaningfully communicate with mortals by any means, including speech, writing, hand
gestures, and telepathy. Outsiders are still capable of understanding mortals, however.
If you have access to 6th level breaches, deities find their sense cut off from the area
altogether. The portfolio sense and remote sensing abilities of deities dont extend into the
area.
Marrow effects: The connection between deities and special people, places, and objects
are broken within this range. Within the area no creature is counted as a deitys favored
ally, heralds of deities lose all benefits beyond those of their race and class levels, and
aspects and avatars of deities cant link their senses with the deity or communicate
telepathically with them. Furthermore, all hallow, unhollow, consecrate, and desecrate
effects are suppressed in the area. Lastly, all relics stop functioning within the area.
If you have access to 3rd level breaches, energies from the far realms can intercept divine
energies that divine casters channel. All divine spells cast have a 10% chance of failing.
Even epic spells cast by divine casters have a 5% chance of failing.
If you have access to 5th level breaches, no effects of the divination school (including epic
level spells) can pierce the area or function within the area.
Surge of Insanity
Insanity is the very essence of the far realms. Out there, youd see everything that you
could possibly imagine. In fact, youd see tons of stuff that you cant possibly imagine. After
seeing stuff like that, its hard to sleep at night.
-Codex Vesania, Beyond Reality
Periphery range: 2 miles
Marrow range: 1,500 feet
Periphery effects: a slight madness permeates all in the area, making them disoriented.
All creatures in the area take a 5 foot penalty to all movement speeds (to a mimimum of 5
feet) and take a 1 penalty to all Dexterity- and Wisdom-based ability checks and skill
checks.
If you have access to 2nd level breaches, creatures in the area have troubles sleeping at
night. If they dont succeed on a DC 15 wisdom check (or a DC 20 lucid dreaming check),
they wake up fatigued. If wearing medium or heavy armor, they instead wake up
exhausted.
If you have access to 4th level breaches, creatures in the area become prone to paranoia
and small delusions. Whenever a creature in range fails a spot or listen check by 5 or more,
that creature thinks it sees or hears something completely different. Likewise, if a creature
fails a sense motive check by 5 or more, they completely misread someones intentions or
pick up a hidden message other than one that was intended.
If you have access to 6th level breaches, creatures in the area are afflicted with visions so
real that they frequently lose track of reality. Any creature within range can act normally for
a number of rounds equal to their wisdom score, after which they are staggered and flat-
footed for 1 round.
Marrow effects: creatures within range are easily surprised and take time to adjust with
sudden changes to their environment. When caught flat-footed, a creature is dazed for 1
round. A creature with uncanny dodge or improved uncanny dodge is instead dazzled for 1
round.
If you have access to 3rd level breaches, mentally contacting someone in the area can be
damaging. Any creature that attempts to mentally contact them or read their thoughts of
another in range takes 1d4 wisdom damage.
If you have access to 5th level breaches, the fight-or-flight instinct can drive someone
temporarily insane. The first time in an encounter that someone within range is dealt
damage, they are confused (as the spell) for 1 round.
Terminal Infection
When the war is over, however, we know what will happen. Our multiverse will be
tainted, infected beyond repair as all beings fall dead by the wayside. Its the only way that
this can end.
-Codex vesania, Bestiary
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects: creatures within the area become less vital as their bodies start to fail
them. All creatures within range take a 2 penalty to Fortitude saves.
If you have access to 2nd level breaches, everyone in the area must make a fortitude save
upon entering the area and another every day afterwards to avoid infection by a
supernatural disease known as void rot (Fortitude DC 16, Incubation period 1 day, damage
1d4 Con, 1d4 Wis, and 1d4 Cha). Any creature who dies of void rot quickly dissolves into a
harmless swarm of twelve-legged mites.
If you have access to 4th level breaches, diseases within range stop reacting to most
mundane forms of medical treatment. The heal skill may not be used to aid against disease
within the area.
If you have access to 6th level breaches, diseases and infections become more tenacious,
taking more time to get rid of them without magical aid. An additional successful saving
throw is needed to remove a disease.
Marrow effects: Within the area, diseases work their way through a body at a frightening
rate. Any incubating disease that comes within range instantly springs into action, ignoring
any incubation time that remained. New infections within the area have an incubation time
of 1 round.
If you have access to 3rd level breaches, diseases slowly deform their targets as they
weaken them. Whenever a creature in range takes ability damage from a disease, one point
of ability damage per damaged ability score becomes ability drain.
If you have access to 5th level breaches, diseases within the area accomplish in hours what
would normally take days. New saving throws are made against a disease every hour
instead of every day.
Entropic Collapse
After the gods fall, there is no way to know how the world will finally collapse. There are
so many threads in our reality that could unravel everything if tugged. If those beyond the
stars know this as well, we have much to fear.
-Codex Vesania, The End Times
Periphery range: 10 miles
Marrow Range: 1 mile/level
Periphery effects: the pull of eternity gently guides all creatures towards an early grave.
All creatures within range take a 1 penalty to all saving throws.
If you have access to 2nd level breaches, the pull of oblivion is greater than most creatures
can resist. No creature reduced below 0 hit points can stabilize. They can not stabilize on
their own, heal checks cannot stabilize them, and they are not stabilized after receiving
magical healing (unless raised to at least 0 hit points).
If you have access to 4th level breaches, the pull of entropy is enough to damage objects,
dealing 1 damage to them each day and reducing their hardness by 1 each week that they
remain in the area.
If you have access to 6th level breaches, magical healing becomes far more difficult to
perform. Whenever a creature casts a spell of the healing subschool, the spell fails unless
the caster succeeds on a DC 15 caster level check. Furthermore, all spells that heal hit
points only heal half as much. Negative energy used to heal undead and supernatural forms
of healing (like lay on hands) heal only half as much but require no check. Negative energy
used to harm the living and positive energy used to harm the undead deal full damage.
Marrow effects: Within the area, most creatures are dulled against pain, unable to feel
themselves fading away. As a result, they take only half as much nonlethal damage from
any source.
If you have access to 3rd level breaches, the pull of eternity slows down natural forms of
healing a bit. All creatures within range that possess regeneration and/or fast healing have
the values of these abilities halved (rounded up).
If you have access to 5th level breaches, the entropic power of the aura can shred souls
entirely. Creatures slain within the area can only be brought back to life via a wish or
miracle spell.
Warped Magic
Though it does exist within the far realms, magic follows far fewer restraints. It is free and
wild rather than being bound to strict rules and regulations. For this reason, it is hard to
cast spells out there. After all, youd need to control a bit of that magic first.
-Codex Vesania, Beyond Reality
Periphery range: 1,000 feet/breach level
Marrow range: 100 feet/breach level
Periphery effects: The flow of magic starts to work differently in the area, making it
difficult to predict how any given spell will react. All spellcraft checks made within range
take a 2 penalty.
If you have access to 2nd level breaches, magic becomes weakened as it rebels against its
caster. All spells cast in the area take a 1 penalty to their save DC and a 2 penalty to any
spell penetration checks.
If you have access to 4th level breaches, it becomes hard to bind magic into items. Creating
magic items now takes two days per 1,000 gp of cost (minimum two days).
If you have access to 6th level breaches, a spell may backfire on its user even if executed
perfectly. All spells have a 5% chance of resulting in a mishap, as if improperly cast from a
scroll (DMG p238).
Marrow effects: It becomes difficult to make spells behave as they should within the area.
All spells cast in the area take a 1 penalty to their save DC and a 2 penalty to any spell
penetration checks
If you have access to 3rd level breaches, spells partially dissipate the moment they are
cast, reducing their effects. Reduce the caster level of all spells in the area by 2. If this
would reduce a casters caster level below 1, they may not cast spells.
If you have access to 5th level breaches, spells stop obeying all but the most powerful of
casters. The area gains the wild magic trait.
Beyond the Stars
Beyond the stars and between spaces lies a place that defies all logic. The life of this world
or even of this multiverse is as nothing to this space. The purpose of this tome is not to help
you save this world but to explain how it cannot be saved.
-Codex Vesania, Introduction
Periphery range: 2 miles/breach level
Marrow range: 1 mile/breach level
Periphery effects: During the night, the familiar starry sky is replaced with alien
constellations, slowly moving masses, and strange eyes that peer down upon the world.
Ships attempting to navigate by the night sky automatically fail survival checks made to do
so. Furthermore, aberrations in the area gain a +2 bonus to attack rolls, skill checks, and
saving throws while the alien sky is visible.
If you have access to 2nd level breaches, the unearthly sky sheds a certain amount of light
on the world below. Unless the sky is blocked by clouds, the world is plunged into shadowy
illumination at night.
If you have access to 4th level breaches, the night sky haunts the dreams of all who sleep
under it. Whenever a creature in the area sleeps (even during the day), they must make a
DC 10 wisdom check or suffer a stacking 1 penalty to all will saves and wisdom checks for
as long as they remain in the area.
If you have access to 6th level breaches, large comets rain to the ground each night. The
comets never damage creatures with their landing but they can damage or destroy
structures. 1d4+1 comets fall each night, dealing 8d6 damage to all objects in a 15x15 foot
area. The comets dissolve into nothingness over the course of 1d4 hours.
Marrow effects: The alien sky above drains the will of those within the area. While the sky
is visble, at the start of each hour, a creature must make a DC 10 wisdom check. For every
4 points by which they exceed the result, they forego the next such check. If they fail, they
take 1 point of Wisdom damage.
If you have access to 3rd level breaches, aberrations become more dangerous and cunning
under the light of the alien skies. While the sky is visible, they gain a +4 bonus to their
intelligence score and the save DC of their special attacks increases by +2.
If you have access to 5th level breaches, the aberrant sky is always visible within the area.
The sun never rises or sets, being replaced by the skys continual dull glow. An additional
1d4+1 comets fall during each day.
Fractured World
Before you even consider the far realms, you must abandon many of your preconceived
notions. Things such as perspective, movement, and space can mean anything and
everything in the right circumstances.
-Codex Vesania, Beyond Reality
Periphery range: 2 miles
Marrow range: 1/2 mile
Periphery effects: Within the area, space starts to work in strange ways. Doorways may
start leading towards the wrong rooms, there may be small spaces that seem forever close
but impossible to reach, and walking around a corner may result in finding yourself a few
blocks away. Along with these unpredictable effects, the strange behavior of space grants
all creatures in range a +1 dodge bonus to their AC.
If you have access to 2nd level breaches, perspective loses almost all meaning. At the start
of each round, a creature may choose a square with which they have a line of sight. If they
do, they perceive the world through the chosen square rather than through their own
square.
If you have access to 4th level breaches, creatures can be bent to fit in areas that shouldnt
normally hold them. All creatures within range are treated as being two size categories
smaller when determining how many can occupy a 5-foot square and are treated as three
size categories smaller for the purposes of squeezing into small spaces.
If you have access to 6th level breaches, creatures can slip through cracks in space while
moving around. Whenever a creature uses a move action, they may teleport 10 feet at the
start of the action.
Marrow effects: The bending dimensions of space and distance allows creatures within
range to dodge attacks. All attacks made within range possess a 20% miss chance.
If you have access to 3rd level breaches, creatures can move through the area without
actually passing through it. The movement rate of all creatures within range is halved but
whenever a creature moves, they teleport to the desired square.
If you have access to 5th level breaches, seemingly impossible tasks may become possible
for the greatly skilled. All creatures within range gain a +5 bonus on dexterity- and
strength-based skill checks. Furthermore, when making such skill checks, creatures in range
may use epic usages of the skills (if they roll high enough).
Empty Eons
True timelessness is beyond what you see on the astral plane. Though time seems to stand
still on that plane, time continues to pass back home at a constant rate. In the far realms,
everything is simultaneous. Past, present, and future are united as a single form. I tell you
that the world is doomed for I know it. I have seen the end of the multiverse.
-Codex Vesania, Beyond Reality
Periphery range: 6 miles
Marrow Range: 1/2-mile/breach level
Periphery effects: Time seems to move slower for everyone within the area. Although
they gain no additional actions, days and nights seems longer and each second seems like
several. All creatures within the area gain a +2 bonus to reflex saves as a result.
If you have access to 2nd level breaches, the metabolism of everyone within range seems
to slow down. Everyone within range can go without food, water, and air for twice as long
and Constitution checks made to go without them are made half as often.
If you have access to 4th level breaches, the natural healing process slows to a crawl for all
within range. Creatures within range heal nonlethal damage once per day and lethal
damage once per week.
If you have access to 6th level breaches, the aging process is nearly halted within the area.
All creatures in the area age at a rate of one day per week.
Marrow effects: Although time seems to slow down for all within the area, those within the
marrow also seem to have time speed up for them. This disorienting experience causes a 2
penalty on dexterity-based skills.
If you have access to 3rd level breaches, the sped up perception of time makes fast
movement a disturbing and stomach-churning experience. If anyone in the area runs or
charges, they are sickened for 1d4 rounds afterwards (the resulting penalty applies to any
attack roll made as part of the charge).
If you have access to 5th level breaches, magic quickly ends within the area. All spells cast
within the area have their duration halved. Likewise, all spell effects brought into the area
have their remaining duration halved.
Crying Earth
In fact, if someone forces energies from the far realms into this world, such energies
would be free from flux, forced into the form of a single element. It is likely that the
element would be favored within the area
-Codex Reality, Xenotheurgy
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects: Once every 1d4 hours, a small tremor occurs in the area. Those who
fail a DC 18 balance check fall prone when this occurs.
If you have access to 2nd level breaches, the ground increases its pull upon objects within
reach. The weight of all objects (but not creatures) within range is doubled. This may
increase the encumbrance of character carrying equipment.
If you have access to 4th level breaches, flying above the area becomes difficult. All
creatures in the area have their fly speeds (if any) reduced by 10 feet and their
maneuverability reduced by one degree (to a minimum of clumsy)
If you have access to 6th level breaches, each tremor comes with lengthy aftershocks
lasting 1d% rounds. While the aftershocks continue, any creature moving more 10 or more
feet must make a DC 14 balance check or fall prone.
Marrow effects: Acid used within the area becomes more virulent. Whenever a creature or
object within the area takes acid damage, they take 1d6 additional points of acid damage
(this ability does not trigger itself).
If you have access to 3rd level breaches, twisted elementals raise from the earth to fight.
Every 1d4 hours, a huge pseudonatural earth elemental raises up from the ground. You has
no special control over it but the elemental has no special antipathy for you.
If you have access to 5th level breaches, acid overcomes every possible resistance that foes
can muster. Acid damage ignores resistances and immunities of creatures in range.
Land of Fire
It is also more than likely that the element would be warped in some way, seem alien to
those around them. After all, energies from the far realms never behave precisely as wed
expect
-Codex Vesania, Xenotheurgy
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects: Within the area, it is far easier to catch fire than normal. All Reflex
saves made to avoid catching fire take a 5 penalty.
If you have access to 2nd level breaches, fires within the area become stronger and more
efficient. Fires illuminate an area twice as large and last for twice as long on a supply of
fuel.
If you have access to 4th level breaches, fires can use just about anything for fuel. Within
the area, all solid objects (including ice) are treated as being flammable.
If you have access to 6th level breaches, even though the temperature in the area remains
unaffected, the bodies of those within the area become dry incredibly quickly. In each hour
that a creature does not drink at least a quart of potable liquid, they take 1 point of
nonlethal damage. Such nonlethal damage cannot be cured until you has drank at least a
quart of potable liquid.
Marrow effects: Fire used within the area becomes more virulent. Whenever a creature or
object within the area takes fire damage, they take 1d6 additional points of fire damage
(this ability does not trigger itself).
If you have access to 3rd level breaches, fires within the area come to life on their own. All
fires in the area animate as pseudonatural fire elementals of an appropriate size (maximum
huge). Fires as small as a candle enlarge to become small pseudonatural fire elementals in
this way. For this purpose, forest fires count as a single larger fire. You has no special
control over these elementals but they have no special antipathy for you.
If you have access to 5th level breaches, fire overcomes every possible resistance that foes
can muster. Fire damage ignores resistances and immunities of creatures in range.
Air of Excitement
Elements exist in the far realms in a state of constant flux. Any element may take control
at any given time or become any other element. In this way, the far realms could be made
to stand just as easily for any single element
-Codex Vesania, Xenotheurgy
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects: The air within the area is constantly agitated, even when no breeze
blows. When using ranged weapons, creatures take a 2 penalty to attack rolls.
Furthermore, ranged weapons lose one range increment.
If you have access to 2nd level breaches, a wind always blows from behind them. Even
when they lie on the ground, the wind can form updrafts (if lying on their back) or
downdrafts (if on their stomach). This wind is no more than a light breeze unless the wind in
the area is already stronger.
If you have access to 4th level breaches, the air excited with electrical energy. Whenever a
successful attack is made using a metal weapon within range, the target takes an additional
1d4 points of electricity damage. Whenever a creature wearing metal armor within range is
hit by an attack, they take an additional 1d4 points of electricity damage.
If you have access to 6th level breaches, breathable air in the area grows scarce as much is
turned into ozone. All creatures in the area risk altitude sickness (DMG p90) but no ability
score may be reduced below 1 in this way.
Marrow effects: Electricity used within the area becomes more virulent. Whenever a
creature or object within the area takes electricity damage, they take 1d6 additional points
of electricity damage (this ability does not trigger itself).
If you have access to 3rd level breaches, bits of air animate as elementals. Every 1d4
hours, if the party has access to air, some of it animates as a huge pseudonatural air
elemental (even if the area of air was substantially smaller than huge). You has no special
control over it but the elemental has no special antipathy for you.
If you have access to 5th level breaches, electricity overcomes every possible resistance
that foes can muster. electricity damage ignores resistances and immunities of creatures in
range.
Frozen Heart
Do not, however, expect for the element to rule the area as it might in the inner planes.
Rather, it would likely emphasize that elements presence and danger, leaving the other
elements untouched
-Codex Vesania, Xenotheurgy
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects: All rivers, streams, brooks, lakes, sounds, oceans, tributaries, springs,
swamps, marshes, and other sources of water within range raise their water level by 1d4
feet and currents within range may drastically shift without reason. Furthermore, any
creature within range who swims in water takes 1 cold damage per round unless special
measures are taken to keep the water warm.
If you have access to 2nd level breaches, all instances of water within range slowly freeze at
a rate of a single 10-foot cube per hour. As such, canteens take far under an hour to freeze
while a coastline might take days. In the case of rivers, streams, and similar bodies of
moving water, frozen portions may disrupt flow (causing flooding) far before it can entirely
freeze over. This freezing occurs regardless of ambient temperature.
If you have access to 4th level breaches, the blood and sweat of those within range literally
runs cold. Regardless of the ambient temperature, all living creatures suffer frost bite,
giving them a 2 penalty to their Dexterity score. If treated, the frostbite returns 1d4 hours
later if still in the area.
If you have access to 6th level breaches, ice becomes far harder to melt. It takes 20 points
of fire damage to melt a single cubic foot of ice within the area.
Marrow effects: Cold damage utilized within the area becomes more virulent. Whenever a
creature or object within the area takes cold damage, they take 1d6 additional points of cold
damage (this ability does not trigger itself).
If you have access to 3rd level breaches, bits of water, snow, and ice can animate as
elementals. Any amount of water, snow, or ice of at least small size animates as a
pseudonatural water elemental of an appropriate size (maximum huge). Large, continuous
examples of snow, ice, or water (such as a snowbank, a frozen river, or the ocean) can
produce a single elemental ever 1d4 hours. You has no special control over these
elementals but they have no special antipathy for you.
If you have access to 5th level breaches, cold overcomes every possible resistance that foes
can muster. Cold damage ignores resistances and immunities of creatures in range.
Tune of Madness
Hopefully, we will never have to learn the precise aftereffects. After all, who would be
mad enough to perform such a feat? For those who are curious, however, is a list of what I
believe may happen
-Codex Vesania, Xenotheurgy
Periphery range: 1 mile/breach level
Marrow range: 1,000 feet/breach level
Periphery effects: sounds in the area are somewhat muted, sounding muffled. All listen
checks made in the area suffer a 2 penalty.
If you have access to 2nd level breaches, soft whispers seem to play through the air. These
impose a 2 penalty to concentration checks but a +1 bonus to knowledge checks as they
occasionally whisper a bit of useful insight.
If you have access to 4th level breaches, sound carries further than normal, even if it is a
bit muted. Listen checks only take a 1 penalty per 20 feet of distance instead of the normal
10 feet of distance.
If you have access to 6th level breaches, speech becomes a bit garbled and distorted.
Though it is normally possible to discern what one is saying, all spells with a verbal
component gain a 20% failure chance.
Marrow effects: Sonic damage utilized within the area becomes more virulent. Whenever a
creature or object within the area takes sonic damage, they take 1d6 additional points of
sonic damage (this ability does not trigger itself).
If you have access to 3rd level breaches, all glass and crystalline objects, such as
chandeliers, flasks, and vials all shatter when they enter the area (no saving throw), even if
they were magical (but not if they were artifacts).
If you have access to 5th level breaches, sonic damage overcomes every possible resistance
that foes can muster. Sonic damage ignores resistances and immunities of creatures in
range.
Cerebral stones are a catch-all term for bits of solid inorganic debris that enters our world
from the far realms every now and then. Some are crystalline, some are metallic, and some
seem to be made of stone. A cerebral stone can hold a breach of up to 3rd level.
Physical Description: Along with their random appearance, cerebral stones have relatively
variable sizes, weights, and densities. Each one weighs 1d10 pound/breach level and takes
up 1d10 cubic feet/breach level (roll separately for each). They need not remain in their
unworked form and may be used for other purposes, even being transformed into weaponry
or armor. Regardless of form, cerebral stone has 11 AC, 15 hit points/breach level, 10
hardness, and a break DC of 17.
Identifying Cerebral Stones: Any creature who touches a cerebral stone feels a bit
uneasy, animals hesitate to venture near it, and plants tend to avoid them (vines
occasionally snake around them, giving them a wide berth). Anyone who carries a cerebral
stone item around with them in an encounter realizes that they can use it to produce magic,
though they dont know what magic it can produce. Cerebral stones of the same breach may
be of the same similar size or composition to each other.
Activation: As a full-round action, any creature can use a cerebral stone to imitate the
breach held within. Each time that they use it, however, they take a stacking 1 penalty to
Will saves for 24 hours unless they have access to xenotheurgy. Furthermore, with each
use, the user must make a Will save (DC 12 + breach level x 2) or else the cerebral stone
shatters into pieces. The user does not benefit from empowerment unless they possess
access to xenotheurgy.
Using a cerebral stone does not provoke attacks of opportunity and must be done by a
corporeal creature.
Price: Cerebral stones generally cost 75 gp/breach level of the breach contained. If the
cerebral stone has been crafted into an item, add the price of that item to this cost. Even
the most malleable of cerebral stones is resistant to being worked, however, and
masterwork items cannot be crafted from it.
Forbidden Tomes
Sometimes, a xenotheurge approaching the end of their life (or sanity) feels the need to
pass on their knowledge in some way. Most are too paranoid to take on an apprentice so
they opt to write down what they know. In most cases, what they write down is harmless.
Horrific, insane, and blasphemous, perhaps, but harmless. They are too unhinged to choose
the right words, lack the vocabulary necessary to teach the art, or end up writing memoirs
instead of an instructional book. A few, however, manage to stay on task and write with
great skill, producing a book with knowledge enough to imitate xenotheurgy. As the book is
linked to the far realms rather than the reader, they are at considerably less risk, making
such tomes a favorite tool of cults who want power without a price attached (other than
destabilizing the universe).
The reader of the book is the effective xenotheurge, using their Hit Dice in place of a
xenotheurgy level. A weak reader may not be able to access the full power of a forbidden
tome.
Physical Description: A typical forbidden tome is a couple inches thick, bound in leather
or similar substance (although extremely lengthy forbidden scrolls arent unheard of).
Most bear some sort of locking mechanism. Few if any exceed 10 inches in any dimension
and they normally weight 8-10 pounds. Most are protected against smallish flames, vermin,
and brief dips under water. A forbidden tome has AC 12, 10 hp, 4 hardness, and a break DC
of 15
Identifying: Anyone who reads even a single passage of a forbidden tome will know that it
is blasphemous, incoherent, and a bit terrifying. Anyone who takes the time to read it for a
full hour, however, feels the tomes murmur start affecting them as they gain access to the
dark powers within.
Knowledge (the planes) can reveal that the tome deals with a terrible form of power from a
place called the far realms and a high result may shed light on which specific murmur it
grants access to.
Activation: Each forbidden tome is linked to a single murmur. If a creature reads the tome
for a full, uninterrupted hour after getting a full 8 hours of sleep or rest, they gain access to
the murmur as well and to all murmurs that it is capable of granting.
Unlike with real xenotheurgists, the level of the murmur never increases by using breaches
and the breaches can be used at will as standard actions that dont provoke attacks of
opportunity. Breaches cast in this way do cannot benefit from empowerment or meta-
breach feats unless the reader has outside access to xenotheurgy.
The level of the murmur must be high enough to use the breach and your Hit Dice must
equal or surpass the necessary xenotheurgy level to use a breach of a given level.
Furthermore, all tomes have a maximum level of breach that they store. No tome can store
6th level breaches and no tome grants access to disturbances or incursions.
Each consecutive day that the reader studies the tome, the level of the murmur increases
by +1. If the reader misses a day, however, they do not gain access to the books murmur
or breaches on that day. Thus, if the book is read seven times, the reader suffers the effects
of a seventh level murmur for one day.
After a tome has been read seven times or fifty breach levels of breaches have been used
from it, the tome becomes inactive for a year and a day.
Random Generation: Roll randomly on a d20 to determine the forbidden tomes murmur
(see post 2) and roll a d6 to see how many times that the tome has already been read. If
the tome hasnt been read for over a year, it starts with a murmur level of 1.
Cost: The cost of a forbidden tome depends on the highest level of breach is is capable of
granting: 1st-level 1,969 gp; 2nd-level 20,250 gp; 3rd-level 64,969 gp; 4th-level 146,250
gp; 5th-level 274,219 gp
Major Artifact: The Codex Vesania
The true tome of madness, the codex vesania, was penned by an Alienist and blessed
xenotheurgist named Sion Ponure. Later in life, realizing that his soul was forfeit, Sion
started researching his fate with great fervor. Having long-since reclassified himself as an
afflicted xenotheurgist, Sion interviewed adventurers who had fought monstrous beasts,
strolled through a couple cerebrotic blots, and even peered into Iphegors infamous Ebon
Mirror searching for hints and evidence.
Quickly losing his mind to madness, his body to illness, and his soul to the far realms, Sion
rapidly penned all of his notes together in a nihilistic and incoherent mess, hoping that
something would call out to him. As he neared death, Sion had an epiphany of sorts.
Whether out of madness or odd cunning, he skinned himself and somehow bound his book
in his own flesh. Whether this helped in any way is unknown, but the result was the codex
vesania, a forbidden tome of singular might.
Effects:The codex vesania is filled with random knowledge and factoids of all forms. If used
as a reference source, it provides a +5 circumstance bonus to Knowledge (arcana),
Knowledge (dungeoneering), and Knowledge (the planes) checks. Of greater concern,
scribbled in the corner of one page, seems to be the truename of the far realms itself.
Anyone foolish enough to pronounce this word out loud (DC 50 truespeak check) is driven
instantly insane as the insanity spell (no saving throw).
More impressively, the codex vesania functions as an empowered forbidden tome.
Whenever it is found, it contains two random murmurs. Unlike other forbidden tomes, the
codex vesania can grant 6th-level breaches to those strong enough to use them and the
tome does not lose its power no matter how many breaches are used. When it has been
studied seven times, the codex vanishes to reappear elsewhere after a year and a day (no
mundane or magical means can stop this disappearance) and the reader gains access to the
two murmurs that the codex possessed.
Living Memory
Small Outsider (shapechanger)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 20 feet
AC: 15 (+2 dex, +2 natural, +1 size), touch 13, flat-footed 13
BAB/Grapple: +1/-5
Attack: Slam +0 melee (1d4-2)
Full Attack: Slam +0 melee (1d4-2)
Space/Reach: 5 ft/ 5 ft
Special Attacks: Unnerve
Special Qualities:: Darkvision 60 ft., Recalled Shapeshift
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 6, Dex 14, Con 10, Int 11, Wis 12, Cha 8
Skills: Disguise +8, Intimidate +3, Knowledge (any four) +4, Listen +7, Spot +7
Feats: Alertness
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Adancement: 3+ HD (Small)
The creature you see in the distance looks like a vaguely humanoid mass of mist, lacking
any degree of detail. As its head moves, perhaps to face you, the mist begins to part,
revealing the body below to be that of
Some scholars say that any creature can be found in the far realm if one looks long enough.
A select few go so far as to say that any individual can be found within the Far Realms.
However, all of these scholars are dead wrong. What has been seen are creatures called
living memories, shapeshifters with bodies so transient that they can respond to the
vaguest of memories.
Combat:
A living memory gains some of the memories of whomever it copies, leading it to typically
focus its attacks on the PC it deems most responsible for its own destruction. Other than
that, it fights just as the imitated creature could be expected to fight.
Recalled Shapeshift (Su): At the beginning of each encounter, a living memory changes
its form to match that of an individual whom at least one of its enemies have fought in the
past. The living memory gains the ability scores, undamaged hp total, feats, armor class,
size, speed, natural attacks, extraordinary abilities, supernatural abilities, spell-like abilities,
and spellcasting (or similar abilities) in place of its own for the remainder of the encounter
(although it retains its outsider creature type, darkvision, and unnerve special ability). For
each skill in which the new form possessed skill ranks, use the living memorys or the
targets skill ranks, whichever is higher. Lastly, the living memory gains a basic idea of the
targets memories and thought patterns, the targets voice, a +10 bonus on all disguise
checks to imitate that creature, and a nonmagical copy of all gear normally carried by the
creature.
A living memory cannot copy a creature of a CR greater than one half of its hit dice.
Unnerve: Any creature unable to beat the living memorys disguise check with a spot check
take a -1 penalty on all attack rolls against the living memory. If the PCs believe the
imitated creature to be dead, the penalty is increased to -2.
Skills: a living memory gains a +5 racial bonus on disguise checks.
Shriekling
Tiny Plant
Hit Dice: 1d8+1 (5 hp)
BAB/Grapple: +0/-7
Initiative: +8
Speed: 40 ft.
AC: 18 (+4 dex, +2 natural, +2 size), touch 16, flat-footed 14
Attack: Slam +3 melee (1d2+1)
Full Attack: Slam +3 melee (1d2+1)
Space/Reach: 5 ft/0 ft.
Special Attacks: Anger Shriek, Death Shriek
Special Qualities:: Coordinated Shift, Darkvision 60 ft., Plant Traits
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 12, Dex 18, Con 12, Int 1, Wis 1, Cha 5
Skills: Spot +4
Feats: Improved Initiative
Climate/Terrain: Far Realms
Organization: Solitary, Pair, or Clutch (3-6)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Adancement: -
The creature before you is nothing more than a motley collection of thorns, forming an
amorphous mass before you. As the thorns fly past each other, it creates a terrible shrieking
sound.
Shrieklings are collections of far realms vegetation giving weak sentience. Some believe
that it is actually sane enough to know the sorrow of its own situation, explaining its
continual shrieks. However, this is likely the work of a romantic mind, seeing as no
shriekling has ever been known to show a shred of sanity or show mercy. Shrieklings are
found most often near Deadmans vines and during winds of heresy.
Combat:
Most Shrieklings begin combat with their Anger Shriek before going into combat. As long as
multiple shrieklings still in the battle, some shrieklings continue shrieking each round to
empower their fellows. It is not uncommon for only one Shriekling to attack each round.
Anger Shriek (Ex): As a standard action, a Shriekling can increase the intensity of its
shrieks to provide fear for those nearby and increased strength and resilience for itself and
its companions. All Shrieklings within 30 feet (including itself) gain 5 temporary hit points, a
+2 bonus to their natural armor and strength scores, and deal damage with their slams as if
they were one size category larger until the Shrieklings next turn. In addition, any such
Shriekling may spend an immediate action to use their own Anger Shriek, although doing so
dazed them until the end of their next turn. All of these bonuses stack.
All non-shrieklings in the area must make a will save (DC 12 + 1 per additional shriekling
within 30 feet) or become shaken for the remainder of the encounter. Already shaken foes
do not become any more scared. Anyone who succeeds on their saving throw cannot be
affected by that Shrieklings Anger Shriek for 24 hours.
Coordinated Movement (Ex): Whenever a Shriekling takes a free action to change its
layer, it may take any number of Shrieklings within 30 feet with it.
Death Shriek (Ex): Whenever a Shriekling is reduced to 0 hit points or 0 wisdom, the
thorns composing its body grind themselves to dust creating one final shriek, dealing 1
wisdom damage to all creatures within 30 feet.
Note: Shriekling ECL
Although a single Shriekling may be fine (or perhaps a bit weak as) a CR 1 encounter and a
group of 6 makes for a good CR 5 encounter, ECL doesnt truly apply to this creature
beyond this point. A group of 18 Shrieklings, for example, should be able to kill a few
members of even a very high level party, dealing 15d6+19 damage with each slam, having
a daunting AC of 54, upping the will save to resist fear up to 30, and dealing 18 wisdom
damage to everyone the moment that so much as a single one of them is slain (enough to
kill even the wisest of fighters, barbarians, or even wizards). As a general rule, 3-10
Shrieklings have an ECL of their population-1, 11-16 Shrieklings have an ECL of their
population +2, 17-18 Shrieklings have an ECL of 18, and 19 or more Shrieklings have an
ECL of their population.
False One
Small Humanoid
Hit Dice: 2d8+2 (11 hp)
BAB/Grapple: +1/+2
Initiative: +1
Speed: 30 ft.
AC: 14 (+1 Dex, +2 Natural, +1 size), touch 12, flat-footed 13
Attack: melee touch +3 (memory theft) or spear +3 melee (1d4+1 plus memory theft)
Full Attack: touch +3 (memory theft) or spear +3 melee (1d4+1 plus memory theft)
Space/Reach: 5 ft/5 ft
Special Attacks: Memory Theft, Spell-like abilities
Special Qualities:: Darkvision 60 ft., Reform, Thought Projection, Unravel
Saves: Fort +1, Ref +1, Will +6
Abilities: Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Diplomacy +6, Knowledge (local) +6
Feats: Iron Will
Climate/Terrain: Far Realms
Organization: Solitary, Couple, Civilization (10-500)
Challenge Rating: 1
Treasure: None
Alignment: True Neutral
Adancement: 3-4 HD (Medium)
The creature above you appears to be a humanoid in form. Other than this generic shape
and the nondescript clothing that it wears, the most startling fact about this creature is that
its face is completely featureless.
In the Far Realms, anything as complex and stable as humanity or society is impossible.
Nonetheless, it does carry limited mockeries of such concepts. Scattered throughout the Far
Realms are false cities carved into the amoebic sea or built on the backs of elder ones.
Though devoid of actual humanoid populations, False Ones fill much the same purpose.
False ones appear as a generic humanoids. Some are tall and lean while others are shorter
and squatter like dwarves. The smaller ones take on the generic builds of halflings, gnomes,
and other small races. Their apparent clothing is actually grown each morning and shed like
an outgrown shell each evening. False ones value highly the memories of others, taking
them if they cannot barter.
Combat:
False Ones are relatively poor combatants. If the combat is one-on-one (as they would
prefer all combat to be), they try to steal the memory of how the fight started, hoping to
end the confrontation immediately. Otherwise, they attack with spears or other weapons
that they may have close at hand. If necessary, they unravel to escape or to find backup.
Memory Theft (Su): Whenever a False One makes a successful melee or touch attack
against an opponent, that opponent loses access to a memory of the False Ones choice.
While choosing a memory, they momentarily have complete access to the targets memory,
allowing them to choose the most convenient (or hindering) memory for the target to lose.
Only five rounds of memory are erased with each touch, requiring multiple attacks for
longer memories.
Reform (Su): If the dead remains of two False Ones are left untended to (mostly intact)
and within 30 feet of each other for 5 rounds, the two remains float together sewing
themselves back together to make a new False One.
Spell-Like Abilities: At will- Ghost Sound (DC 11), Nystuls Magic Aura, Prestidigitation.
Caster Level 2nd. The save DCs are Charisma-based
Thought Projection (Su): Without mouths, False Ones are only capable of speech through
a strange form of one-way telepathy that contacts all sentient creatures within 100 feet
simultaneously. The sane mind interprets this contact as script written in the common
tongue. Although False Ones never seem able to screen out thought text not intended for
them, other creatures must make a DC 20 wisdom check in order to block out each piece of
unneeded background chatter (failure to do so makes it all but impossible to identify
between, for example, the speech of the merchant selling you a sword and that of a
noble demanding respect).
Unravel (Su): whenever a False One takes damage, it can choose to take a strategic
retreat, allowing its body to unravel like a lengthy ribbon being unwrapped from around a
pole. The entire body, including clothing but not equipment, is unwound in this way. While
in this form, the False One gains a Fly speed of 30 feet with average maneuverability, DR
5/magic, and fast healing 2. A False One can reassume its normal form as a full-round
action. A False One cannot attack, use their spell-like abilities, or take any offensive action
in this form.
Xaxox Guardians
Anyone who has heard the name Xaxox knows of Daruth Winterwood, the wizard who led
the doomed expedition. At the moment, his mind is filled with spiders, driving him mad in
his search to get back home and unleash havoc into the world once more. What few people
realize how long it took poor Daruth to succumb to the horrors of the Far Realms. While
portions of the wizarding college fell into madness almost immediately, the rest of the
process has taken decades, with Daruths expert wards slowing the progress of the amoebic
sea to a near standstill. When the senior staff of Xaxox started feeling the effects of the Far
Realms, Daruth had all sane members of his staff immediately get to work on the creation
of artificial minds, minds that the plane could not bring to madness. He and his crew built
hundreds of clockwork guardians of various strengths and sizes to aid him. As time went on,
he and his guardians were forced to slay or isolate each member of his staff as they went
insane, one by one. When he began to feel the scratching of the first of the many spiders to
now reside in his brain, he stopped production and started teaching the guardians in a
frenzied hurry, afraid he may never teach them all that they needed to. He taught the
guardians how to fight the few far realms beings that had broken past the barriers to
threaten his school thus far and told them to stop any being who threatened to pierce the
barrier between the Far Realms and the multiverse.
Unknown to even Daruth, however, his fevered rants and sermons on wholesomeness,
frequent debriefs on the importance of the job that they had to fulfill, and his crazed (if
authentic) apologies to the for the existence he had doomed them to had awakened more in
the constructs than the usual uncaring servitude found in even intelligent constructs.
Without ever intending it, Daruth had awakened feelings in the constructs that could easily
be equated to trust, admiration, and, eventually, worship.
As Daruth felt himself losing his grasp on what little sanity he had remaining, he finally gave
the order for them to run and fulfill their mission, fearing that he may lose himself at any
moment and slay his creations. The Xaxox guardians, several hundred in number, did as
they were told, swimming out into the unknowable Far Realms. A couple days later, Daruth
started plotting he reentry into the multiverse.
Since then, they have survived surprisingly well and have learned how to fix others of their
kind, including those otherwise beyond repair. Although they know that they stand little
chance against the larger creatures of the plane, they do what they can to keep what should
be in the Far Realms in the Far Realms while simultaneously helping any beings accidentally
stranded in the inhospitable realm. They still possess a pseudomilitary command structure
and still worship the being known as Winterwood as their deity. Although they are aware
that Xaxox has been trying to get back into the multiverse, they are almost incapable of
conceiving that Daruth could be behind the plot, instead believing that an isolated prisoner
must have broken free and taken control (although in their mental image, Daruth is
obviously still alive, planning to retake the Xaxox just like them).
Xaxox Guardians all understand common.
Scout Capsule
Small Construct
Hit Dice: 4d10+13 (35 hp)
Initiative: +1
Speed: 30 ft., Swim 30 ft.
AC: 18 (+1 dex, +1 size, +6 natural), touch 12, flat-footed 17
BAB/Grapple: +2/+0
Attack: claw +5 melee (1d4+2 plus 1d6 electricity)
Full Attack: 2 claws +5 melee (1d4+2 plus 1d6 electricity)
Space/Reach: 5 ft/5 ft.
Special Attacks: Repel the Impure
Special Qualities:: Construct Traits, Darkvision 60 feet, Quick Repair, Telepathy 100 ft.
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 14, Dex 12, Con -, Int 14, Wis 16, Cha 10
Skills: Listen +9, Knowledge (The Planes) +8, Sense Motive +9, Spot +9
Feats: Ability Focus (Repel the Impure), Toughness
Climate/Terrain: Far Realms
Organization: Solitary, Scout (2-8), or skirmish (9-16)
Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Neutral
Adancement: 5-10 HD (small)
Before you floats what looks like a upright metal capsule with a single red eye positioned in
the center of its body. Two lengthy metal probes reach out of the capsule, testing the area
around it.
Scout Capsules are the weakest of Daruths creations. Acting as the field medics and
skirmishers of the Xaxox Guardians, they are the most plentiful model. Devout in the
worship of Winterwood, they share of his teachings to anyone sane enough to listen, which
is a rare but joyous event for a scout capsule.
Combat:
scout capsules are straitforward combatants, using their Repel the Impure and their
electrified claws to keep enemies at bay, only stopping to run away or heal a comrade.
Quick Repair (Ex): As a standard action, a scout capsule can heal another adjacent
construct of 5 points of damage.
Repel the Impure (Su): One per encounter, a scout capsule can banish a creature of the
Far Realms with which they have a line of sight and effect even deeper into their domain.
The target must make a will save (DC 16) or be sent 2d% layers away and be rendered
unable to shift layers for 24 hours.
Telepathy (Su): a scout capsule can communicate telepathically with any creature within
100 feet that has a language.
Watcher
Medium Construct
Hit Dice: 8d10+23 (67 hp)
Initiative: +7
Speed: 30 ft., Swim 30 ft.
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
BAB/Grapple: +4/+9
Attack: Claw +9 melee (1d6+5 plus 2d6 electricity)
Full Attack: 4 claws +9 melee (1d6+5 plus 2d6 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: Abberant Repulsion, Observation
Special Qualities:: All-Around Vision, Construct Traits, Damage Reduction 5/adamantine,
Darkvision 60 ft., Far Sight, Repair Capsule, Telepathy 250 ft.
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 20, Dex 16, Con -, Int 16, Wis 18, Cha 10
Skills: Listen +17, Knowledge (religion) +14, Knowledge (the planes) +14, Sense Motive
+15, Spot +21
Feats: Toughness, Alertness, Improved Initiative
Climate/Terrain: Far Realms
Organization: Solitary, Patrol (1 and 10-20 Scout Capsules), or Exploration (2-10 and 20-
60 Scout Capsules)
Challenge Rating: 4
Treasure: None
Alignment: Always Lawful Neutral
Adancement: 9-16 HD (medium)
A large metal capsule stands completely upright before you, seemingly swimming through
the amoebic sea through the use of four articulated metal limbs ending with claws. Four dull
red eyes are spaced equally around its exterior, allowing it to see in all directions.
Watchers, although in charge of exploring new areas and patrolling owned areas, are not as
militarily minded as other xaxox guardians. They provide several vital roles on the
homefront such as keeping their encampments warded against lesser beings of the far
realms, repairing those unlucky enough to fall in battle, and always keeping an eye open for
possible intruders.
Watchers are extremely analytical and pay close attention to every detail. Although this
leads to the appearance of detachment, they are just as able to sympathize with other Far
Realms visitors as any other xaxox guardian.
Combat:
Although adept at using their claws in close combat, a Watcher is usually careful to avoid
combat altogether. Instead, they aid their allies through their observation ability or keep
their allies nearby while using their abberant warding. If their foes break through the
warding, a Watcher always abandons the battle, figuring that it is better to survive and fix
its sacrificed allies later.
Abberant Warding (Su): For up to 1 hour per HD per day (8 hours per day for the
average watcher), a watcher may exude a barrier within a 200 foot radius of itself that
prevents all natives to the far realms with 20 or fewer hit dice from entering (no saving
throw). The ward may be used or dismissed as a standard action. If the barrier is forced
upon a far realms creature, however, the barrier collapses and cannot be raised for 1d4+1
rounds. This barrier does not stop creatures already within this area from moving around or
leaving, although it does stop them from returning.
All-Around Vision (Ex): Due to the equal placement and constant use of its four eyes, a
watcher gains a +4 racial bonus on spot and search checks and cannot be flanked.
Far Sight (Ex): The special eyes of a Watcher pierce through the amoebic sea with ease. A
Watcher does not take penalties to spot checks made on other layers of the far realms with
which it has line of sight (not blocked by an encysted layer or similar obstacle).
Observation (Ex): A Watcher is able to process what it sees at an incredible rate, breaking
down the motions of its enemies to find weak spots. Each full round of combat that a
watcher can visually see a single opponent, each xaxox guardian within range of its
telepathy gains a +1 insight bonus to attack rolls against that target and to AC against that
targets attacks. This effect is cumulative for each round of combat and may not exceed the
watchers wisdom modifier (+4 for the average watcher).
The effect lasts until the watcher is killed or otherwise prevented from seeing the target for
1 full round. This bonus begins again as soon as the watcher sees them again, starting at
+1 per round.
Multiple watchers targeting a single opponent do not grant stacking benefits although a
xaxox guardian may receive bonuses against any number of targets observed by watchers.
Repair Capsule (Ex): With eight hours of work, a Watcher can revive a destroyed scout
capsule. The guardian returns to life at half of its full hit point total.
Telepathy (Su): A Watcher can communicate telepathically to any creature within 250 feet
that possesses a language.
Sentinel
Large Construct
Hit Dice: 16d10+49 (137 hp)
Initiative: +6
Speed: 50 ft., Swim 50 ft.
AC: 21 (-1 size, +2 Dex, +10 Natural)
BAB/Grapple: +8/+19
Attack: Claw +14 melee (2d6+7 plus 3d6 electricity plus aberrant anathema)
Full Attack: Claw +14 melee (2d6+7 plus 3d6 electricity plus aberrant anathema)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aberrant Anathema, Spells, Summon Guardians, Winterwoods Might
Special Qualities:: Construct Traits, Damage Reduction 10/Adamantine, Darkvision 60 ft.,
Guardian of Sanity, Restore the Fallen, Telepathy 1,000 ft.
Saves: Fort +5, Ref +7, Will +10
Abilities: Str 24, Dex 14, Con -, Int 18, Wis 20, Cha 10
Skills: Diplomacy +19, Listen +26, Knowledge (religion) +23, Knowledge (the planes) +23,
Sense Motive +24, Spot +26
Feats: Alertness, Improved Initiative, Ability Focus (Aberrant Anathema), Toughness (x3)
Climate/Terrain: Far Realms
Organization: Homefront (50 plus 100-200 watchers and 400-500 scout capsules)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Adancement: 17-24 HD (large)
The creature before you is a metal capsule about 6 feet wide and 14 feet tall, devoid of all
features except for a flagella-like claw arm emerging from one of its poles and some faintly
glowing arcane runes that play among its entire form.
In charge of all Xaxox guardians are the sentinels, the largest and most powerful of Daruth
Winterwoods creations (or at least his pre-madness creations). Because of their relatively
few numbers, all fifty remaining sentinels remain in the homestead, rarely launching attacks
of their own unless the entire fleet is mobilized. They hold a position akin to that of a
general, although they are also the spiritual leaders of the Xaxox guardians, receiving
something akin to divine power from their worship of Winterwood. Lastly, although all Xaxox
guardians enjoy meeting and commiserating with visitors, sentinels are the face of their
collective effort.
Combat:
Combat involving sentinels is always intense, seeing as such battles often involve the entire
fleet. Combat usually starts with the summoning of some additional guardians that were out
scouting or exploring. After this, the sentinel emboldens the troops using Winterwoods
Might before casting spells. Every now and again, they may stop to repair fallen troops but
otherwise continue the assault.
Aberrant Anathema (Su): The claw of a sentinel is incredibly dangerous to creatures
native from the far realms. Any such creature hit by a claw attack must make a Fortitude
Save (DC 25) or perish. This ability can only affect creatures of up to one size category
larger than the sentinel. The Save DC is Wisdom-Based.
Guardian of Sanity (Su): In the unstable Far Realms, sentinels are beacons of sanity into
the world around them. On any layer of the Far Realms that they occupy, the maddening
trait of the Far Realms is suppressed, as are any elemental or energy trait that the layer
would otherwise possess.
Repair the Fallen (Ex): As a standard action, a sentinel can revive a fallen scout capsule.
As a full-round action, a sentinel can revive a fallen watcher. With one minute of work and
the assistance of three other sentinels, a sentinel can revive another fallen sentinel. After
reviving a Xaxox guardian, the sentinel must wait for 1d4 rounds before doing so again.
Spells: A sentinel casts spells as a 5th-level cleric, selecting spells from the cleric list.
However, a sentinel does not require a divine focus, with the alien runes on their body
serving much the same purpose. The Save DCs are Wisdom-based.
Cleric Spells Prepared (5/5/3/2; Spell DC 15 + spell level); 0- Detect Magic (2), Guidance,
Resistance, Mending; 1st- Bless, Divine Favor, Entropic Shield, Shield of Faith (2); 2nd- Aid,
Make Whole, Resist Energy; 3rd- Dispel Magic, Prayer.
Summon Guardians (Su): Once per encounter, as a standard action, a sentinel may call
two scout capsules or one watcher back to the homestead from anywhere within the Far
Realms. Despite the name of this ability, this is a teleportation effect, meaning that the
recalled guardians are truly slain if they are destroyed.
Telepathy (Su): A sentinel may communicate telepathically with any creature within 1,000
feet that possesses a language.
Winterwoods Might (Su): Once per day, as a standard action, a sentinel may conjure
forth the memory of Daruth Winterwood in all Xaxox guardians within the range of its
telepathy, granting them strength. All affected guardians gain fast healing 5 and may make
an additional attack at their full base attack bonus whenever they make a full-attack. These
benefits last for 3 rounds. Multiple applications of this ability do not stack.
What at first appears to be a swarm of spiders soon reveals itself to be something far
worse. Each creature composing the swarm is little more than a small smidgeon of brain
matter supported by eight or more legs.
Named for their faint resemblance to certain arachnids at a distance, no sane being would
ever make the mistake after seeing a mind spider up close. As they proceed along the far
realms, a small hum usually follows them (unless they are trying to be quite), a hum that
some say connects the mind spiders to create a hivemind. Indeed, a few adventurers, after
slaying a swarm of mind spiders, have been able to piece them together and recreate a
humanoid brain, leaving little room to the imagination as to how they reproduce.
Combat:
A Mind spider swarm, kept moving by its endless desire to propagate, attempts to get each
opponent within its swarm attack at least once so that it may implant them all. If it judges
that it can slay a creature before getting out of the area alive, it will do so. Unlike with other
swarms, once the hivemind is broken, all component mind spiders simply stop moving,
almost waiting to be squashed.
Create Spawn (Su): Any implanted creature who is slain produces a mind spider swarm
1d4 hours later. If the target was subject to the swarms mad puppet ability at the time, the
swarm is produced after a mere 1d4 rounds.
Distraction (Ex): Any living creature that begins its turn with a mind spider swarm in its
space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is
constitution based.
Hivemind (Su): A mind spider swarm is kept going only by its close proximity to its
fellows. If the mind spider swarm is reduced to under one hit point per HD (3 hit points for a
regular mind spider swarm), the swarms intelligence, wisdom, and charisma drop to 0.
Implantation (Ex): Any living creature that begins its turn with a mind spider swarm in its
space is implanted by a single mind spider. Thereafter, the living creature takes a
cumulative -1 penalty on all saving throws made to resist the Far Realms maddening trait.
The mind spider can be destroyed through a remove disease or heal spell but not through a
remove curse or break enchantment spell.
Mad Puppet (Su): Any living creature subjected to the mind spider swarms implantation
ability who fails their will save to the Far Realms maddening trait goes through a startling,
if unseen, transformation. The implanted mind spider quickly breaks the targets brain into a
new mind spider swarm that controls the target from the inside out as the dominate
monster spell with unlimited duration (no saving throws allowed). At this point, half of all
damage dealt to the creature is transmitted to the controlling swarm. Only a heal, wish, or
miracle spell can return the target to normal.
As a full-round action,a mind spider swarm may abandon their mad puppet, killing it in the
process but allowing it to be revived as normal by magic. After leaving a body in this way,
the mind spider swarm may not return.
Silent Whisperer
Tiny Outsider
Hit Dice: 2d8+2 (5 hp)
Initiative: +4
Speed: 40 ft.
AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
BAB/Grapple: +1/-7
Attack: -
Full Attack: -
Space/Reach: 5 ft/0 ft
Special Attacks: Blasphemous Whispers, Lead Astray
Special Qualities:: Darkvision 60 ft, Natural Invisibility, Telepathy 100 ft
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 10, Dex 18, Con 13, Int 14, Wis 8, Cha 18
Skills: Bluff +12, Diplomacy +9, Hide +17, Knowledge (arcane) +7, Knowledge (the
planes) +7, Knowledge (religion) +7, Listen +4, Move Silently +9, Sense Motive +4, Spot
+4
Feats: Ability Focus (Blasphemous Whispers)
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Adancement: -
With the aid of your magically aided sight, you see the cause of your newfound paranoia, an
eyeball floating only a few feet away, continuously gibbering through its pupil, which opens
and closed as a mouth.
Although many horrors of the Far Realm can drive those who gaze upon it to insanity, rarely
considered are the creatures that travelers never actually see, creatures that can prove just
as dangerous.
Silent Whisperers are enigmatic beings representative of paranoia and delusion. Unlike
other Far Realms creatures, they actively seek out visitors to the Far Realms, taking great
glee in driving them mad. Often, they choose a single target, whispering of secrets and false
agendas, setting delusions for the target to find, and waiting for them to snap on their own.
While in contact with a creature, it tries to pass itself off as a new side to the targets
personality, the result of a mental schism. While not trying to convince the target of their
own insanity or of their allies (fabricated) treachery, it occasionally aids its target with its
surprising knowledge, leaving its target to wander how they knew what they appeared to.
Combat:
A Silent Whisperer, although capable of driving creatures completely mad, is ironically
defenseless. If discovered and attacked, it typically retreats onto a distant layer, and waits a
few hours (more than the duration of most spells that reveal its presence) before
attempting to repeat its performance.
Blasphemous Whispers (Su): Any creature with whom a Silent Whisperer telepathically
communicates is typically unable to tell that the voice in their head has an external source,
gaining a +10 bonus on bluff and diplomacy checks made via telepathy (not figured into the
statistics above). In addition, the target is prevented from talking about the nature of the
new voice within their head (no save). Furthermore, once per day, the target must make a
DC 17 will save or suffer a suggestion effect from the Silent Whisperer. If they succeed on
their saving throw, they may make a second DC 17 will save to realize that something (or
someone) else has been playing in their head.
Lead Astray (Su): Whenever it wishes, the Silent Whisperer may imitate the effect of a
major image spell, with the exception that it is only perceived by a single creature. It takes
a DC 13 Will save to disbelieve the illusion, although the illusion cannot be dispelled and
divination effects do not detect any magic coming from it, making it appear to be a delusion
of the targets mind. Only one such image may exist at a time.
Natural Invisibility (Su): A Silent Whisperer is continually invisible and cannot suppress
this effect. A Silent Whisperer is not rendered visible when slain or subjected to an
invisibility purge spell. See Invisibility spells only note a slight glimmer in the air. True Sight
spells allow creatures to see the Silent Whisperer.
Telepathy (Su): A Silent Whisperer can communicate to any creature within 100 feet
whom speaks a language.
Haunted Petitioner
Medium Outsider
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
BAB/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4)
Full Attack: Slam +8 melee (1d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Haunting Gaze
Special Qualities:: Cloak of Sanity, Darkvision 60 ft., Mental Immunity, Immunity to
Polymorph and Petrification, Planar Commitment.
Saves: Fort +6, Ref +6, Will -1
Abilities: Str 18, Dex 14, Con 14, Int 10, Wis 1, Cha 1
Skills: -
Feats: -
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Adancement: -
Where once sanity resided, it is clear that none remains. The creature, still basically
humanoid in shape, wears tattered clothing and stares through almost completely vacant
eyes. To call it insane may be inaccurate, however, as it seems too far gone for even that.
When a creature dies in the Far Realms, no petitioner is created, either in the Far Realms or
in the outer plane that their soul belongs in. However, every now and again, the cracking of
a particularly strong mind can resonate throughout the Far Realms, creating an echo of that
creature, equally insane.
Haunted Petitioners behave in many ways as normal petitioners, although they are stronger
in some ways. Although they may at first seem normal or even sane, this is a mere ruse, an
echo of sanity reflecting off of an insane being.
Although incapable of speech on their own, a Haunted Petitioners Cloak of Sanity allows
them to appear to speak in any language that the original creature would have known in
life.
Combat:
Haunted Petitioners never initiate combat. They simply float along, allowing their Cloak of
Sanity to get others to follow. Whenever a Haunted Petitioner is attacked, however, its cloak
is lowered, allowing it to use its haunting gaze as it attacks with its fists (or similar
appendage).
Cloak of Sanity (Su): At first glance, a Haunted Petitioner appears quite sane, concealed
by the cloak of their former sanity. Their clothes, hair, and hygiene resemble the state they
were in when the petitioner first went insane. Furthermore, as the Haunted Petitioner floats
through space, it may appear to make familiar gestures (such as waving hello or goodbye to
someone or motioning for them to follow) or even speak. Nothing said or communicated to
the petitioner can spur it to action, however.
Every hour spent in the company of a Haunted Petitioner allows a creature to make a DC 14
Wisdom check to notice that something is amiss. If the Haunted Petitioner takes damage,
the Cloak of Sanity is suppressed for the remainder of the encounter.
While using its Cloak of Sanity, a Haunted Petitioner may not use its Haunting Gaze ability.
Haunting Gaze (Su): A Haunted Petitioner has seen far more than any sane being is
meant to see. Their gaze seems to overflow with the horrific sights they have happened
upon, allowing them to pass on some of these sights to strangers as a gaze attack. The
target(s) must make a DC 15 will save or become dazed for 1d4 rounds. Either way, a
creature who meets the petitioners gaze is shaken for as long as they remain in the far
realms and may not be targeted by the same creatures gaze for 24 hours. The effects of
gazes from multiple petitioners do not make creatures frightened or panicked.
Mental Immunity (Ex): The Haunted Petitioner are immune to all mind-affecting effects.
Planar Commitment (Ex): Barring extreme circumstances (in which case the Haunted
Petitioner loses their Haunting Gaze), a Haunted Petitioner is incapable of leaving the Far
Realms by any means. Any effect that would force a Haunted Petitioner to leave the Far
Realms instead transports it 2d% layers away
As the roiling mass approaches, you see all elements displayed within its form. Strangely,
some of these elements seem to work against each other, with the creatures flames being
doused by its water before being reduced to murky mud by the earth held within. The mud
is then blown into dust by a stray gust of wind, dust that then bursts into flame, starting the
cycle anew.
Born from the constant turmoil and instability of the far realms, flux elementals are best
thought of as an elemental not dedicated to any particular element. At any given moment, a
flux elemental can appear to display any elemental trait. In the evershifting conditions of
the far realms, flux elementals are one of the few beings with little to fear.
Combat:
Flux Elementals wade into combat without fear, trying to get as many targets as possible
within the range of its aura of instability while trying to imbue its targets with some of its
own instability.
Aura of Instability (Su): whenever any creature within 30 feet of a flux elemental
(including the flux elemental itself) succeeds on an attack roll, saving throw, or skill check,
that roll is rerolled. The results of the reroll are kept, even if they are better than the
original. The effects of multiple auras of instability do not stack.
Erratic Form (Ex): A flux elementals unstable form is both its greatest strength and
greatest weakness. A flux elemental is treated as having vulnerability against all elements.
However, one a flux elemental has taken energy damage, the flux elemental gains immunity
to that element for the remainder of the encounter (it is possible to gain multiple
immunities in this way).
Furthermore, a flux elemental is immune to all planar elemental and energy traits.
Imbue Instability (Su): Whenever a flux elemental hits with one of its slam attacks, it
passes off a bit of its own instability. While such a creature remains within an aura of
instability, they may only take a single move action or standard action each round. Although
the target is no longer actively affected once out of the flux elementals aura of instability,
they are not automatically cured at the end of the encounter, falling subject to this affliction
the next time that they enter a new aura of instability. Only a break enchantment, heal,
limited wish, wish, or miracle can cure this affliction.
Multidimensional (Ex): While in the far realms, a greater flux elemental occupies three
adjacent layers while an elder flux elemental occupies five adjacent layers.
A low whisper precedes the appearance of this odd monster. Before you stands a black
bipedal creature with no arms or head to speak of. Upon closer inspection, what previously
looked like black skin is in truth a continuous flow of text written in every language. Low
murmurs surround the creature as it approached.
Although it never actually appears within the Far Realms, scholars have managed to relate
one other form of elemental to the Far Realms. Heresy Elementals appear to be just that,
elementals composed of blasphemous and heretical text and speech. The deeper one looks
into its being, they say, the worse that the blasphemies become. As it is well-known that
even knowledge of the Far Realms keeps us linked to it, some sages think that heresy
elementals represent that link.
Combat:
Heresy Elementals are straightforward in their fighting, engaging as many people as
possible within their entrancing aura before letting loose a blasphemous bellow. Afterwards,
they care very little for their own safety due to their trust in their own haunting secret
ability. Throughout combat, heresy elementals attempt to cajole and bluff to any opponents
who seem to be of an intellectual bent, hoping to get them to perform research of their
own, although they are not above imparting forbidden lore directly to their opponents mind
via telepathy. If possible, it tries to be slain by a target that has fallen victim to both its
blasphemous bellow and entrancing aura.
Blasphemous Bellow (Su): As a standard action, a heresy elemental can magnify its
blasphemous whispers to fill all around with dread or obsession. All those within 60 feet
must make a Will Save (DC 14 small; DC 17 medium; DC 22 large; DC 25 huge; DC 28
greater; DC 32 elder). Any who fail their saving throw are Paralyzed for 1d4 rounds.
Furthermore, any creatures hypnotized by the heresy elementals entrancing aura that fail
their saving throw receive the suggestion to research the creatures origins as soon as
possible. This suggestion effect lasts for one week or until a successful knowledge check is
made to learn this information (either by them or on their behalf). Either way, all targets
are immune to further use of that heresy elementals blasphemous bellow for 24 hours. The
Save DC is Charisma-based.
Entrancing Aura (Su): The susurrus of forbidden murmurs surrounding a heresy
elemental has a certain entrancing quality for those who are not careful. All those who
wander within 30 feet of the heresy elemental must make a Will Save (DC 14 small; DC 17
medium; DC 22 large; DC 25 huge; DC 28 greater; DC 32 elder) or become hypnotized for
2d4 rounds. Either way, all targets are immune to further exposure to that heresy
elementals entrancing aura for 24 hours. The Save DC is Charisma-based.
Ephemeral Presence (Ex): Although fully corporeal, the existence of a heresy elemental
as an accumulation of forbidden language grants some advantages. Heresy elementals do
not grant attacks of opportunity for their movement, ignore difficult terrain, and may pass
through or occupy another creatures square without penalty. Furthermore, they may stand
on any surface, even those that should not be able to support their weight (such as
cobwebs and water).
Haunting Secret (Su): When a heresy elemental is slain, it imparts a bit of itself to the
creature most responsible to its death (no saving throw). In some cases, such as in the case
of a natural cave-in a lightning bolt, there may not be any such person, in which case the
heresy elemental simply dies. However, the heresy elemental is allowed to be quite liberal
in whom it considers most responsible. For example, in the case of a cave-in, the original
crafter of the tunnel may be chosen, if still alive.
The target of this ability may use knowledge checks untrained for the next week and gains a
+5 bonus on all knowledge checks pertaining to the far realms (including those pertaining to
creatures, items, and spells related to the far realms). However, whenever the target makes
a knowledge check pertaining to the far realms, they must make a will save (DC 15 + 1 per
previous save). Upon a failure, the target takes 1d6 intelligence, wisdom, and charisma
damage as the heresy elemental is respawned in the targets square.
Telepathy (Su): A heresy elemental can telepathically communicate to all creatures within
100 feet that has a language.
Neocrosis
Medium Undead
Hit Dice: 5d12 (30 hp)
Initiative: +1
Speed: 30 ft.
AC: 17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
BAB/Grapple: +6/+10
Attack: claw +10 melee (1d6+4 plus Horrid Transformation)
Full Attack: 4 claws +10 melee (1d6+4 plus Horrid Transformation)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Throws, Horrid Transformation, Shed Husks, Unnatural Expansion
Special Qualities:: Darkvision 60 ft., Fast Healing 5, Turn Resistance +4, Undead Traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 18, Dex 12, Con -, Int -, Wis 10, Cha 1
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Adancement: 7-12 HD (medium); 13-18 HD (large)
A twirling mass of barely recognizable body parts starts rolling in your general direction,
leaving a trail of shed arms and legs in its wake as new ones grow underneath. Although no
eyes are visible, you have the impression that you are being watched.
Within the far realms, death generally means rather little. Creatures that stop moving are
reabsorbed into the plane or meet similarly gruesome ends. In the case of Odopi, however,
the body sometimes starts rolling about once more, reanimated and blessed with new and
endless growth. The cause for this reanimation is unknown but this can be said for much of
what occurs in the far realms.
Neocrosi are scavengers of the far realms, taking whatever others have left behind for it.
Unlike its living form, neocrosi are utterly unintelligent.
Combat:
A neocrosis (plural neocrosi) rolls through the amoebic sea, clawing at everything within
reach and subjecting it to a horrid transformation, a transformation some insane beings
consider a boon. If endangered, the neocrosis uses its shed husks or unnatural expansion
ability to gain of a bit of advantage in combat.
Death Throws (Ex): When the neocrosis is slain, their form explodes in a mass of limbs,
all of which quickly sprout spines, claws, fangs, and similar features. All creatures within 60
feet take 4d6 damage, or half that with a DC 14 Reflex save. All creatures damaged by this
attack are subjected to the neocrosis horrid transformation.
Horrid Transformation (Su): Any creature hit by the neocrosis claw attacks are
subjected to a horrific transformation, stranding them between life and death. The target
needs not eat, drink, or sleep but heals naturally at half the normal rate and is harmed by
both positive and negative energy. Lastly, as this state of dead life doesnt exist in the
multiverse, the creature cannot leave the far realms as long as they are affected. At the end
of each day, an affected creature may make a DC 14 Fortitude save to end this effect
Shed Husks (Ex): In battle, a neocrosis can increase the rate at which they shed off limbs,
making them smaller and surrounding them in a mass of dangerous appendages. As a full-
round action, the neocrosis can reduce their size by one category, gaining a +2 bonus to
Dexterity and a 2 penalty to Strength. They also gain a +1 size bonus to attack rolls and to
AC. Their space and reach change as normal for a creature of their new size. However, the
neocrosis loses one of their claw attacks when they make a full attack.
In the round that the neocrosis sheds their limbs, the limbs instantly grow spines, claws,
fangs, and similar features for damaging creatures nearby. All creatures previously adjacent
to the neocrosis must make a DC 14 reflex save or take 1d6 damage and be subjected to
the neocrosis horrid transformation.
This effect lasts until the end of the encounter and does not stack with itself.
Unnatural Expansion (Ex): In battle, a neocrosis can decrease the rate at which they
shed off limbs, allowing them to gain more mass. AS a full-round action, the neocrosis can
increase their size by one category, gaining a +2 bonus to Strength and a 2 penalty to
Dexterity. They also gain a 1 size penalty to attack rolls and to AC. Their space and reach
change as normal for a creature of their new size. Lastly, the neocrosis gains an extra claw
attack when they make a full attack.
This effect lasts until the end of the encounter and does not stack with itself.
Dreamlings
Within the region of dreams (Manual of the Planes, page 201) are few beings that could be
fully considered a race. Anything that can be dreamed will exist in the dreamscapes of
dreamers. Whether such creatures persist once the dream ends, however, is up to debate.
Lucid dreamers and those traveling through dreamscapes, however, have noticed a few
similar creatures traveling among dreamscapes. Often resembling jesters and bards, these
creatures seem to be made of dreamstuff, capable of traveling freely among dreams and
even traveling to the dreamheart.
For a long time, the identity of these beings has been hotly debated. Nobody seems capable
of seeing them within their own dreams and they seem relatively harmless. They alter
dreams a bit, filling them with hope, fear, confusion, or other emotions. Some have gone so
far as to guess that they are the source of humanity as we know it, lacing hopes and
ambitions in our nighttime slumber.
What troubles sages are a few account that place these dreamlings in the dreamheart,
bowing before tiny black holes in the dreamstuff, pinpoints of madness through which alien
eyes glare. If the dreamlings are related to the far realms, we can only guess at their
objectives and at the purpose of our natures.
Combat:
For some reasons, dreamlings rarely, if ever, engage in combat. They prefer to subtly alter
dreamscapes and influence the course of dreams. Through this means, they can force their
will upon the waking world (if only indirectly). If forced to fight, the dreamling automatically
overcomes most of the advantages that a dreamer would have over them due to controlling
the dreamscape.
Alter Dreamscape (Ex): All dreamlings are capable of altering the contents of a
dreamscape, at least within certain limitations. The limitations of what they can change,
how much effort it requires to make the change, and how hard it is to reverse the change
depends on the type of dreamling.
Dream Fighting (Ex): Whether a dreamling seems to attack with weaponry or spells, they
always use the same attack modifier against the targets AC and always deal the same
amount of nonlethal damage (dependant upon the type of dreamling). A creature reduced
to 0 hit points in this way is either knocked temporarily unconscious or falls into a coma for
one week, during which time they still require food and water (dreamlings choice). The
range between the dreamling and dreamer do not matter but the attack takes a 1 penalty
per 10 feet of distance between the two.
Against creatures made from dreamstuff (other than other dreamlings), the AC is always
considered 10. Furthermore, a successful attack on such a creature always destroys it and
actions taken by such creatures cannot harm the dreamling. Similarly, magic items, spells,
and similar resources that the dreamer doesnt possess in the waking world do not function
against dreamlings.
Unlike other creatures fought in the region of dreams, a creature does gain XP if they slay a
dreamling (but only if the dreamling is actually slain, not if it is chased off or parlayed with).
Dreamscape Invisibility (Su): dreamlings are invisible in regards to the dreamer of
whatever dreamscape they inhabit. As a swift action, the dreamling may make himself
visible in regards to that creature for so long as they remain in its dreamscape. The same
thing occurs if they attack the dreamer (but not if they attack other creatures in the
dreamscape or use the inspire emotions ability).
Influence Dreams (Su): All dreamlings have some ability to implant suggestions and
emotions through the use of dreams. As far as anyone can tell, this is the only way for
dreamlings to communicate with us. In any case, each dreamling can implant a number of
influences each day equal to their HD and can only target a single creature once per day. So
long as the dreamling is in a targets dreamscape and the target is in the region of dreams,
they can be targeted regardless of distance between the dreamling and dreamer. Different
types of influences are available to different dreamlings. Whichever type is used, influencing
a dream takes 1 minute of uninterrupted concentration.
Happy: the target is implanted with a good dream, granting them a +2 morale bonus to
saving throws made against fear for 4 hours after waking up. A Will save negates (DC
variable; see individual descriptions) but it is harmless.
Insightful: the target is granted a single idea, thought, or fact by the dreamling. They are
led to believe that it is there own and remember it upon waking but are under no
compulsion to act upon that idea. There is no saving throw to negate this effect.
Sad: the targets dream seems sad upon recollection, granting a 2 penalty to attack rolls,
saving throws, and skill checks for 4 hours after waking up. A Will save negates (DC
variable; see individual descriptions).
Prophetic: the target is left with a single precise message by the dreamling. The target is
aware that this message comes from an outside source and perceive it as coming from a
source of the dreamlings choice although this deception is overcome with a Will save (DC
variable; see individual descriptions).
Nightmarish: the target is affected as if by a nightmare spell (DC variable; see individual
descriptions).
Haunting: some aspect of the dream stays hidden in the targets subconscious, urging them
to take a specific action when a set circumstance arises in the waking world. This functions
as the suggestion spell (DC variable; see individual descriptions).
Surreal: the target is driven insane, and the insanity spell, upon awaking. A Will save resists
(see relkor description for DC).
Enslaving: until the target next wakes up and falls asleep, they are dominated by the
dreamling. A Will save resists (see Relkor description for DC).
Derugit
Tiny Outsider (Incorporeal)
Hit Dice: 1d8+1 (5 hp)
Initiative: +7
Speed: Fly 90 ft. (perfect)
AC: 17 (+2 size, +3 Dex, +2 deflection), touch 17, flat-footed 14
BAB/Grapple: +1/-
Attack: Dreamscape Fighting +6 melee or ranged (1d6 nonlethal)
Full Attack: Dreamscape Fighting +6 melee or ranged (1d6 nonlethal)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility
Saves: Fort +3, Ref +5, Will +3
Abilities: Str -, Dex 16, Con 12, Int 14, Wis 12, Cha 15
Skills: Hide +6, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6,
Knowledge (history) +6, Knowledge (religion) +6, Knowledge (the planes) +6, Listen +5,
Sense Motive +5, Spot +5
Feats: Improved Initiative
Climate/Terrain: Region of Dreams
Organization: Solitary or Befuddlement (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Adancement: 2-3 HD (tiny)
A small creature hovers nearby, a clunky combination of centipede and fly. It has overlarge
compound eyes and four arms, followed by a centipede-like tail Instead of a proboscis, the
creature possesses a small brass horn. A fashionable hat rests on the creatures head and
small gloves are pulled over its arms, completing the image of absurdity.
Derugits are the weakest of the dreamlings, creatures composed mostly of raw dreamstuff.
Unlike other races, dreamlings do not demean derugits or take any particular risks with
their lives, even though they are weak.
For their part, Derugits are usually loyal and are smarter than most humanoids. They
delight in passing on their knowledge and granting good dreams. Although this (and their
appearance) seems nonthreatening, they only grant good dreams under orders from their
(far more sinister) superiors.
Do date, no creature has ever heard a derugit play its born.
Combat:
Derugits try to escape combat when possible, using their high speed to escape. When
cornered (hard to do as they can sink through a persons dreamscape), they nonverbally
plea for their lives. If in a good position to fight, they launch potshots at the enemy from
afar, preferring to knock out foes rather than give them comas.
[b]Alter Dreamscape (Ex):[/b[ As a standard action, a derugit can make a small change to
the dreamscape of another. This change must be in line with the prestidigitation spell but
lasts until the dreamer awakens or spends a swift action to return it to normal (if they
notice the change).
Dreamscape Fighting (Ex): The derugit deals 1d6 nonlethal damage with their attacks.
These attacks normally manifest as visual waves of air passing through their horn or small
scimitars held in the derugits hand.
Influence Dreams (Su): A derugit is only capable of giving happy (DC 12) and informative
dreams.
Temerit
Small Outsider (Incorporeal)
Hit Dice: 3d8+3 (16 hp)
Initiative: +7
Speed: Fly 80 ft. (perfect)
AC: 16 (+1 size, +3 Dex, +2 deflection), touch 16, flat-footed 13
BAB/Grapple: +3/-
Attack: Dreamscape Fighting +7 melee or ranged (3d6 nonlethal damage)
Full Attack: Dreamscape Fighting +7 melee or ranged (3d6 nonlethal damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Performance of Dreams
Saves: Fort +4, Ref +6, Will +5
Abilities: Str -, Dex 16, Con 13, Int 14, Wis 14, Cha 15
Skills: Hide +8, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8,
Knowledge (history) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +8,
Sense Motive +8, Spot +8
Feats: Dodge, Improved Initiative
Climate/Terrain: Region of Dreams
Organization: Solitary, Pair, or Daydream (1-3 and 2-4 Derugits)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Adancement: 4-5 HD (small)
A short, squat figure flies forwards. It seems to be a featureless gray humanoid with a
faceless head and hands not spread into fingers. It wears a dull jesters suit filled with
greys, subdued blues, and other such colors.
Temerits are the practical units of dreamling forces, strong enough to protect themselves,
powerful enough to command derugits, and plentiful enough to carry out their work quickly.
Temerits usually scout out dreamers and their dreamscapes for a few days before returning
with Derugit assistance (if any can be gained). They are also the most frequent dreamling to
make itself known to its dreamer and is the only dreamling known to have completed a
performance.
Combat:
Temerits use whatever means are at their disposal in order to win a confrontation. They
unleash attacks whenever possible and using incorporeality to hide behind objects and get
good angles. As their appearance suggests, temerits are fairly emotionless, constantly
reassessing the situation. They are not scared of running away from a dreamscape and
aborting a mission if necessary.
Alter Dreamscape (Ex): As a standard action, a temerit can make a moderately large
change to the dreamscape of another. The exact location of a feature may shift, one name
may be switched with another, or one object or person may be replaced with a similar one.
Other changes to the environment can be made if they are in line with the power of a 2nd
level or lower spell. These changes last until the dreamer awakens or spends a move action
to return it to normal (if they notice the change).
Dreamscape Fighting (Ex): The temerit deals 3d6 nonlethal damage with their attacks.
These attacks normally manifest as thrown crystalline spheres pulled from thin air or as
greatswords twice their height.
Influence Dreams (Su): A temerit is only capable of giving happy (DC 13), informative,
sad (DC 13), and prophetic (DC 13) dreams.
Performance of Dreams (Ex): although a temerit has no ranks in any performance skill,
they can siphon dreamstuff through them, allowing them to fulfill almost any feat of fancy.
Whenever using a non-verbal perform skill, treat the temerit as having rolled a natural 20.
Derrit
Medium Outsider (Incorporeal)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7
Speed: Fly 70 ft. (perfect)
AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
BAB/Grapple: +6/-
Attack: Dreamscape Fighting +9 melee or ranged (6d6 nonlethal damage)
Full Attack: Dreamscape Fighting +9 melee or ranged (6d6 nonlethal damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Master of Dreams
Saves: Fort +7, Ref +8, Will +7
Abilities: Str -, Dex 16, Con 14, Int 15, Wis 14, Cha 17
Skills: Hide +11, Intimidate +12, Knowledge (arcana) +11, Knowledge (dungeoneering)
+11, Knowledge (history) +11, Knowledge (religion) +11, Knowledge (the planes) +11,
Listen +11, Sense Motive +11, Spot +11
Feats: Dodge, Improved Initiative, Mobility
Climate/Terrain: Region of Dreams
Organization: Solitary or Nightmare (1 plus 1-2 Temerits and 3-5 Derugits)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Adancement: 7-8 HD (medium)
a creature of about human height floats over without the use of its feet. It is dressed up
very much as a clown, wearing a garish uniform and bearing a wide grin. On closer
examination, everything about the clown looks wrong. His head is malformed with a smile
too wide and a lack of ears. Several stakes, daggers, or similar implements are pierced into
its body at random intervals, letting bits of blood run down. Rather than wearing shoes, its
incorporeal feet are blue and incredibly swollen. Finally, it seems that all instances of red in
the creatures clothing and makeup reflect the light like fresh paintor blood
Derrits are the taskmasters of dreamlings, obviously filled with constant pain (if their jerky
movements are a good judge) and lash out at their underlings and even at the Relkors
controlling them (an act that strangely seems to bear no consequences). Derrits rarely work
on dreams themselves unless the job is important, the dreamer (or allies) have resisted
previous attempts to influence dreams, or if their particular talents are needed. Derrits
spend most of their time spreading nightmares for (seemingly) no reason at all other than
to spread their suffering.
Although they sometimes attempt to perform, the wracking pain of their wounds always
stops the performance midway through. However, Derrits are the only dreamlings capable
of making vocal noises (such as coughs, laughs, and sobs) but still cannot speak.
Combat:
Derrits relish combat, fighting to the death and never retreating unless there is something
important to report to the Relkor. They frequently use their alter dreamscape ability
knowing that they can set up cover or similar advantages faster than their opponents can
unravel them. They also make frequent use of the Intimidate skill if they suspect that there
is any chance of success. Derrits almost always send defeated enemies into comas unless
ordered to the contrary.
Alter Dreamscape (Ex): As a move action, a derrit can make a large change to the
dreamscape of another. The geography can be slightly altered and both objects and
creatures can be added or subtracted. Other changes to the environment can be made if
they are in line with the power of a 4th level or lower spell. These changes last until the
dreamer awakens or spends a standard action to return it to normal (if they notice the
change).
Dreamscape Fighting (Ex): The derrit deals 6d6 nonlethal damage with their attacks.
Whether making ranged or melee attacks, the preferred attack of a derrit is a serrated
dagger that branchesand branchesand branches. Furthermore, although no extra
damage is dealt, a single successful attack could consist of anywhere from one to a hundred
thrown daggers at range or swift stabs in melee.
Influence Dreams (Su): A derrit is only capable of giving happy (DC 16), informative, sad
(DC 16), prophetic (DC 16), nightmarish (DC 16), and haunting (DC 16) dreams.
Master of Dreams (Ex): Within the region of dreams, even weapons that a dreaming
creature know themselves to possess may provide no harm. Whenever the derrit would be
damaged by any creature other than another dreamling, the derrit has a 20% chance of
simply ignoring this damage (this is in addition to the 50% miss chance that the derrit gains
for being incorporeal).
Relkor
Large Outsider (Incorporeal)
Hit Dice: 10d8+40 (85 hp)
Initiative: +7
Speed: Fly 60 ft. (perfect)
AC: 16 (-1 size, +3 Dex, +4 deflection), touch 16, flat-footed 13
BAB/Grapple: +10/-
Attack: Dreamscape Fighting +12 melee or ranged (10d6 nonlethal damage)
Full Attack: Dreamscape Fighting +12 melee or ranged (10d6 nonlethal damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alter Dreamscape, Dreamscape Fighting, Influence Dreams
Special Qualities:: Darkvision 60 ft., Dreamscape Invisibility, Lord of Dreams
Saves: Fort +10, Ref +10, Will +10
Abilities: Str -, Dex 16, Con 16, Int 17, Wis 16, Cha 19
Skills: Hide +15, Intimidate +17, Knowledge (arcana) +16, Knowledge (dungeoneering)
+16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (religion) +16,
Knowledge (the planes) +16, Listen +16, Sense Motive +16, Spot +16
Feats: Dodge, Improved Initiative, Mobility, Improved Toughness
Climate/Terrain: Region of Dreams
Organization: Conspiracy (1 and 10-20 Derrits, 30-50 Temerits, and 70-100 Derugits)
Challenge Rating: 11
Treasure: None
Alignment: Always Neutral
Adancement: 11-16 HD (large)
A figure completely draped in violet cloaks slowly floats about. The figure seems roughly
humanoid in shape but is twice the size of a man. Spirals, sigils, and glyphs completely
cover the cloaks around the figure.
Relkors are the most powerful of all Dreamlings. Only a few exist and all of them congregate
in the dreamheart, waiting for more of their mysterious portals to open up. When forced
into action, they possess enough power to completely override another creatures
dreamscape and sustain it even after the dreaming creature leaves. Relkors typically reside
on such dreamscapes after dragging them into the dreamheart.
Through means unknown, relkors alone are able to communicate with lesser dreamlings.
Similarly, even though they do not speak, they understand all languages and are known to
sometimes write messages.
The few beings that have peered underneath a relkors cloak have seen a disturbing sight.
Millions of violet and crimson worms writhe endlessly around a collection of sporadically-
placed, overlarge, bloodshot eyes.
Combat:
When a relkor enters combat, it usually does not bode well for the dreamer. Perhaps due to
their frequent exposure to the dreamheart, most dreamers are about as powerless as the
creatures they dream up are against them. Though they cannot eject a dreamer from their
dreamscape or incorporate the dreamer into the dreamscape, just about everything else is
possible, making relkors terrible foes.
Alter Dreamscape (Ex): As a swift action, a relkor can basically wrest control of a
dreamscape away from its dreamer. The relkor alters the dreamscape in a manner in line
with the power of a 6th-level spell or lower. The dreamer can only erase one such alteration
by succeeding on an opposed Charisma check against the relkor as a standard action. If the
dreamer is defeated by the relkor, they continue extending their control over the
dreamscape and it does not disappear when the dreamer awakens.
Dreamscape Fighting (Ex): The relkor deals 10d6 nonlethal damage with their attacks.
Unlike other dreamlings, a relkors attack has no appearance. The dreamer just suddenly
sprouts wounds when hit.
Influence Dreams (Su): A relkor can give happy (DC 24), informative, sad (DC 24),
prophetic (DC 24), nightmarish (DC 24), haunting (DC 24), surreal (DC 24), and enslaving
(DC 24) dreams.
Lord of Dreams (Ex): Within the region of dreams, even weapons that a dreaming
creature know themselves to possess likely provide no harm to a relkor. Whenever the
relkor would be damaged by any creature other than another dreamling, the relkor has a
50% chance of simply ignoring this damage (this is in addition to the 50% miss chance that
the derrit gains for being incorporeal).
A large, twisting vine rests in front of you, reaching up into the layer. A few leaves shaped
vaguely like hands grow from it and seem to wave in an unseen breeze. A few large and
transparent orange fruit hang from the tree, each of which is in the rough shape of a face.
Normally, when a creature becomes a deadmans vine, they become disturbing but
relatively harmless. When an alienist goes through the process, however, they regain some
of their intelligence and even mobility, controlling the vines in a terrifying manner. The dark
mind vine can move at a slow pace but prefers not to as they need no food or water
Dark mind vines cannot speak, although they remember whatever languages they knew in
life.
Combat:
Although they have no need for sustenance, most dark mind vines hate their current
situation and lash out at others for entertainment or out of rage. Many of them have gone
utterly insane, giving them even more reason to attack strangers. A few, however, have
messages that they need passed on to the sane multiverse and may spare someone who
agrees to pass it on.
In battle, the dark mind vine functions very much like an assassin vine, although they have
longer reach and can manipulate their grappled foes like puppets rather than constricting
them.
Aberrant Camouflage (Ex): In most situations, a dark mind vine has the worst
camouflage that a creature could possibly possess. However, as they look just like
inanimate deadmans vines and fit in with the rest of the vegetation within the far realms, it
is difficult to tell that the dark mind vine is a creature. It requires a DC 25 Knowledge (the
planes) check or Spot check to notice that the vine is sentient. Creatures gain a +10 bonus
to this check if the dark mind vine isnt within the far realms.
Improved Grab (Ex): To use this ability, a dark mind fine must hit with its slam attack. It
can then attempt to start a grapple as a free action without provoking attack of opportunity.
If it wins the grapple check, it establishes a hold and can constrict or use its manipulative
vines (but not both).
Constrict (Ex): A dark mind vine deals 1d6+12 damage with a successful grapple check.
They do not gain this benefit if they are using their manipulative vines.
Manipulative Vines (Su): with a successful grapple check, a dark mind vine may choose
to forego constrict damage and instead slink a tendril into the targets brain through the
base of the skull. This deals 1d4 Intelligence damage. Each round thereafter until the
grapple is broken, the creature must make a DC 14 Will save each round or become
dominated by the dark mind vine for 1 round. The dark mind vine does not deal the target
constrict damage on rounds in which it is dominated.
Burst of Confusion (Su): When a dark mind vine is reduced below half of its maximum hit
points (below 26 for an average specimen), it releases a burst of confusing energies, the
remnants of the alienists arcane energies. All creatures within 10 feet are confused, as the
spell, for 5 rounds (1 round if they succeed on a DC 14 Will save).
Fruit of Knowledge (Su): Growing from the branches of a dark mind vine are 1d8+2
fruits, the fractured remnants of the alienists mind. This fruit can be harvested easily from
a dead vine or be plucked from a living vine with a successful grapple check. Whenever a
fruit is plucked in this way, the dark mind vine takes 1d4 points of Intelligence damage. Any
creature who eats one of the fruit may take 20 on the next Knowledge check they make, so
long as it is made within the next hour.
Blindsight (Ex): dark mind vines have no visual organs (despite close facsimiles on their
fruit) but can ascertain all foes within 30 feet using sound, scent, vibration, and several
other senses only possible within the far realms.
Gatekeeper
Medium Monstrous Humanoid
Hit Dice: 8d8+16 (52 hp)
Initiative: +4
Speed: 50 ft.
AC: 22 (+4 Dex, +5 natural, +3 deflecton), touch 17, flat-footed 18
BAB/Grapple: +8/+11
Attack: Halberd +11 melee (1d10+4)
Full Attack: Halberd +11/+6 melee (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Baleful teleportation, illusory portal, open portal, ranged bull rush
Special Qualities:: Darkvision 60 ft., dimensional shielding, mind blank, sight of the far
realms
Saves: Fort +4, Ref +10, Will +7
Abilities: Str 16, Dex 18, Con 15, Int 20, Wis 13, Cha 16
Skills: Bluff +14, Diplomacy +14, Hide +15, Intimidate +14, Knowledge (the planes) +16,
Move Silently +15, Sense Motive +12
Feats: Ability Focus (Lure to Oblivion), Power Attack, Improved Bull Rush
Climate/Terrain: Far realms
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Always neutral evil
Adancement: By character level
Level Adjustment: -
A humanoid figure walks closer, dressed in black and white with a red symbol over its chest.
Among the madness around you, this creature seems relatively sane. Even its face is
normal, save for a second pair of ears and small mouth.
Gatekeepers are among the sanest creatures to reside within the far realms, possessing an
innate immunity to its maddening influence. Being able to teleport through it at will, they
are also the closest beings to having mastered it (other than elder ones). Some think that
gatekeepers are the descendants of creatures who arrived in the far realms and managed to
survive out there and procreate. All gatekeepers resemble other humanoid races, ranging
from overlarge gnomes to short half-orcs.
Regardless of their origins, gatekeepers are sadistic and cruel, taking no greater joy than in
leading foes through random portals and rearranging their insides in a way that the sane
multiverse cannot support. Still, they are not totally unreasonable and can be negotiated
with, at least in the short term. Although they have never seen it, all gatekeepers have a
great fascination with the multiverse and are willing to stoop to the level of general decency
to learn something new about it.
All gatekeepers speak common and five languages specific to that gatekeeper.
Combat:
Gatekeepers prefer dealing with foes outside of combat, opening up a portal, disguising it as
a way back home, and letting the creature walk through it. In most cases, their silver
tongue is sharp enough to lure in unsure opponents.
When forced into real combat, the gatekeeper tries using its baleful teleport on a few foes
before bull rushing one through a portal and telling others to pass through before it decides
to close it and isolate their ally. If pressed further, the gatekeeper tries to scatter the
creatures among several layers before continuing on its way.
If forced into a corner, the gatekeeper will walk through one of their own portals and close it
behind them.
Baleful Teleportation (Su): As a standard action, a gatekeeper can make a touch attack
against an opponent to open several portals within the creature, rearranging their insides.
So long as the creature is within the far realms, alien geometries allow the creature to
continue living as normal, albeit with a 2 penalty to Fortitude saves.
If the creature exits the far realms, however, they must make a DC 17 Fortitude save every
hour or take 3d6 Constitution damage.
This new arrangement of organs can only be fixed with a bloody surgical process, requiring
one hour and a DC 25 heal check. A failure on this heal check slays the target.
Dimensional Shielding (Ex): Dimensions are distorted around a gatekeeper, defending
them against attacks. All attacks suffer a 20% miss chance against the gatekeeper and the
gatekeeper adds their Charisma modifier to their AC as a deflection bonus.
Illusory Portal (Su): As an immediate action, a gatekeeper may disguise a portal created
via their open portal ability as a gateway into any plane of the known multiverse. Despite
having never seen the multiverse before, the depictions are always realistic. Close scrutiny
of the image allows for a DC 19 Will save to disbelieve the illusion.
Mind Blank (Su): A gatekeeper is protected by a perpetual mind blank effect, as the spell.
Open Portal (Su): As a standard action, a gatekeeper may open a planar portal, up to 10
feet wide and 10 feet tall, that leads to any layer of the far realms with which the
gatekeeper is familiar. The portal is a one-way trip and lasts for 1d4+1 rounds or until the
gatekeeper uses a standard action to dismiss it.
As a standard action, the gatekeeper may ready an action to open a planar portal if charged
at by an opponent. If they end up using this action, the charging opponent runs straight
through the portal (no saving throw).
Ranged Bull Rush (Su): As a standard action, a gatekeeper can bull rush opponents up to
30 feet away in any direction that the gatekeeper desires. Such a bull rush cannot push the
target over 30 feet away from the gatekeeper (although it can push enemies through a
portal).
Sight of the Far Realms (Ex): A gatekeeper can see up to five hundred layers into the far
realms in both directions. Furthermore, within this range, a gatekeeper takes no penalties to
spot or search checks.
Cosmic Alluvium
Huge Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: -5
Speed: 20 ft.
AC: 3 (-2 size, -5 Dex)
BAB/Grapple: +7/+19
Attack: Slam +9 melee (2d6+6 plus 2d6 acid and 1 Charisma drain plus cosmic horrors)
Full Attack: Slam +9 melee (2d6+6 plus 2d6 acid and 1 Charisma drain plus cosmic
horrors)
Space/Reach: 15 ft./10 ft.
Special Attacks: Aberrant empowerment, acid, cosmic horrors, engulf
Special Qualities:: Blindsight 60 ft., damage reduction 10/magic, ooze traits, immunity to
acid and electricity, the way home
Saves: Fort +9, Ref 2, Will 2
Abilities: Str 18, Dex 1, Con 22, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Climate/Terrain: Far realms
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Adancement: 11-18 HD (Huge); 19-33 HD (Gargantuan); 34+ HD (Colossal)
The slow moving creature before you looks like a silvery mass of sludge, in which can be
seen a few vague images. At first, the images are reminiscent of home before you realize
that the scene is terribly warped. Trees are horridly bent, grasses are bright pinks and
blues, and the sky is an unnatural tone of purple.
Every now and then, a natural portal forms between the sane world and the far realms of
insanity, terribly warping the area around it. These areas are known as cerebrotic blots. The
natural world rejects these portals, however, sealing away the most corrupted areas (known
as the cerebrotic marrow) and slowing the flow of aberrant energies so the land can slowly
heal. This healing process manifests in the far realms as a scab of sorts, a cosmic ooze of
terrible power. For some desperate souls, such a creature is a ticket back home, regardless
of the cost to the world.
Combat:
In battle, a cosmic alluvium is a mindless opponent, lurching at anything that comes within
each reach. It engulfs a foe and exposes them to horrors of the far realms while it fights
others. Though unintentional, a flow of aberrant energy from the natural world back into the
far realms empowers nearby aberrations, allowing it to build a small entourage of followers.
Aberrant Empowerment (Ex): All aberrations within 30 feet of the cosmic alluvium gain a
+2 bonus to all attack rolls, skill checks, and saving throws. Furthermore, they gain
Damage Reduction 5/-.
Blindsight (Ex): the cosmic alluviums entire body is a primitive sensory organ that can
ascertain prey by scent and vibration within 60 feet.
Corrupting Acid (Ex): A cosmic alluviums acid only harms and deforms living flesh. Any
melee hit that the cosmic alluvium scores deals 2d6 acid damage and 1 point of Charisma
drain. Similarly, if hit with a natural weapon or unarmed attack, the creature takes this
damage as well.
Cosmic Horrors (Su): Any creature that comes in contact with the cosmic alluvium
experience flashes of madness from the energies that flow through it. Any creature hit by
the alluviums melee or engulf attack must make a DC 21 Will save or be stunned for 2d4
rounds and take 1d4 Wisdom damage. The alluvium can automatically engulf a stunned
opponent. The save DC is Constitution-based.
Engulf (Ex): Despite its slow movement, a cosmic alluvium can mow down Large or larger
creatures as a standard action. It cannot make a slam attack during a round in which it
engulfs. The cosmic alluvium merely has to move over the opponents, affecting as many as
it can cover. Opponents can make attacks of opportunity against the alluvium, but if they do
so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity
must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or
aside (opponents choice) as the cube moves forward. Engulfed creatures are subject to the
alluviums acid and cosmic horrors, and are considered to be grappled and trapped within its
body. The save DC is Strength-based.
The Way Home (Su): When a cosmic alluvium is slain, the connection back to the sane
multiverse it at risk of reopening and becoming enlarged. A portal to the multiverse is left
spinning in mid-air for 1 hour, during which time natives to the far realms cant travel
through it.
If so much as a single material creature floats through it, the previously tiny portal at the
heart of the cerebrotic blot becomes a full-blown portal, allowing other creatures from the
far realms to come inside. Furthermore, the radius of the cerebrotic periphery increases at a
rate of 1 mile per year for 1d10 x 10 years, after which point the portal is closed and a new
cosmic alluvium is created.
Unformed template
Creatures that we know as pseudonatural creatures only look as sane as they do because of
the material forces pounding them into a sane form. When such a creature exists in the far
realms, they still possess the disposition towards becoming that creature but their form is a
lot less precise.
Combat:
An unformed pseudonatural Gorgon quickly regains their breath weapon and called on it
again every few rounds. Other than that, it alternates between using true strike and
delivering confusion to those it touches. When it cannot rely on true strike any longer, it
starts beating on foes using the many natural weapons at its disposal.
Confusion (Su): the creature can use a confusion effect at will (CL 8) with a successful
touch attack (DC 15 Will negates).
Regain Attack (Ex): As a standard action, the creature can regain the use of a normal
gorgons breath weapon or trample for 1d4 rounds.
True Strike (Su): Eight times per day, the unformed pseudonatural gorgon may imitate
the effects of a true strike spell as a standard action, using otherworldly geometry to ensure
their next hit.
Alien Mind (Ex): The unformed pseudonatural gorgon has immunity to Wisdom damage
and drain as well as confusion, insanity, and phantasmal killer effects.
Otherworldly Form (Ex): All attack rolls made against the unformed pseudonatural
gorgon take a 2 morale penalty and suffer a 20% miss chance due to its unsettling and
geometrically unsound form.
Regain Quality (Ex): As a move action, the unformed pseudonatural gorgon can regain
the use of a normal gorgons low-light vision or scent ability for 1d4 rounds.
Sight of the Far Realms (Ex): An unformed psuedonatural gorgon can see up to eighty
layers into the far realms in both directions. Furthermore, within this range, an unformed
creature takes no penalties to spot or search checks.
Far Realms Reliance (Ex): An unformed psuedonatural gorgon loses the benefits of the
unformed template while not in the far realms.