Players creating planar Pcs with one of the standard character races can select any option
for their particular race from both the Skills & Powers handbook and from the
list of planar options below. The number of CPs for each race remains unchanged from
S&P
Power |
CP Cost |
Description |
Enlarge/reduce |
5 |
The PC can enlarge or reduce himself as the wizard spell once a day |
Lower resistance |
10 |
The non-magical nature of planar dwarves can be harnessed to adversely affect
other beings. At 5th level, the PC can cause one being to be affected by lower
resistance once a day |
Magic resistance |
10 |
PC has 10% magic resistance |
Pebble to boulder |
5 |
At 5th level, the dwarf may cast pebble to boulder once a day |
Planar sense |
5 |
Being creatures of the earth, dwarves are naturally attuned to the lands they
travel upon. At will, the PC can determine which outer plane he is on as well as
how many layers beneath the first layer of the plane he is. The PC does not gain
any other knowledge of the plane (i.e. planar ruler, local inhabitants’ etc.) |
Rockform |
10 |
Once a day, the PC can assume the form of a large rock or small boulder the same
size as the dwarf. The dwarf may remain in rock form for 1 hour per level of the PC.
When the PC reverts back to his normal dwarf form, he is healed of 2d8+6 hp damage.
While in rock form, the dwarf is virtually immune to standard weapon attacks but may
be harmed by other means such as mining equipment, being thrown by a giant.
Stone-affecting spells cast on a dwarf in rockform affect the dwarf in the same manner
such spells affect a being under the effects of a meld into stone spell |
Power |
CP Cost |
Description |
Animal/plant form |
10 |
Closer to nature than perhaps any other PC race, the elf has developed the ability
to cast polymorph self (natural animals only) or tree once a day |
Detect undead |
5 |
As champions of life, most elves despise undead as an unnatural abomination and
seek to destroy them where possible. The PC can detect undead as per the spell
once a day for every three levels possessed |
Invoke wild surge |
5 |
Elves, being a magical and mostly chaotic race, can combine these two traits to
cause spectacular results. Once a day for every five levels, the PC can cause a wild
surge to happen to a spellcaster in the process of casting a spell within 20’. This
power cannot affect innate abilities |
Magic resistance |
10 |
The PC possesses 10% magic resistance. This option may not be taken with the elven
resistance to charm spells option |
Power of life |
20 |
The PC is immune to death magic and level draining spells and attacks such as
those from undead. The PC is not immune, however, to aging effects such as an attack
from a ghost or a haste spell |
Withdraw |
5 |
The long-lived elf approaches each situation with tact and caution making the best
possible use of time. Once a day, the PC can cast withdraw |
Power |
CP Cost |
Description |
Etherealness |
10 |
From any prime material world, inner plane, or demiplane, the PC may enter the
Border Ethereal of the Ethereal Plane at will twice a day |
Dreamweaver |
10 |
Once a day, the PC can cast phantasmal force. At 3rd level, this power
improves as the gnome’s understanding of illusions becomes greater allowing the
PC to now cast spectral force once a day. At 9th level, this ability
becomes even more enhanced allowing the gnome to cast advanced illusion,
programmed illusion, or mirage arcane once a day |
Illusion resistance |
5/20 |
The PC receives 30% resistance to illusion/phantasm magic for 5 points. For
20 points, the gnome is immune to all illusion/phantasm magic |
Magic resistance |
20 |
Gnome starts off with 20% magic resistance that improves by 5% for every level after
3rd. This cannot be combined with Illusion Resistance |
Non-detection |
15 |
The PC is permanently protected by non-detection |
Shadow-wielder |
15 |
At 5th level, the gnome can cast shadow magic or shadow monsters
once a day. At 9th level, this ability is enhanced via the gnome’s greater
understanding of illusory magics and the PC can cast either demi-shadow magic
or demi-shadow monster once a day |
Summon earth elemental |
15 |
At 6th level, once a day, the PC can summon an earth elemental as the conjure
earth elemental priest spell with no chance of the gnome losing control of
the elemental |
Power |
CP Cost |
Description |
Alter self |
5/10 |
Once a day, the PC can alter self. For 10 points, the PC can polymorph self
once a day |
Alternate reality |
15 |
The PC can cast the wild magic spell, alternate reality, once a day |
Chaos shaper |
5 |
The PC receives the chaos shaping proficiency. All atempts to shape land in Limbo
automatically succeed, and the halfling can shape double the amount of land
normally allowed |
Chaos shield |
5 |
Some halflings have developed an innate (some say vital) resistance to wild magic.
Once a day for every five levels, the PC can cast chaos shield to
protect himself from all wild surges regardless of where they originate |
Limbo friend |
5 |
The PC is recognized as a native of Limbo and looked upon as a fellow chaos
supporter by other natives (i.e., slaadi, githzerai, etc.) receiving a +4 to all
reaction modifiers should those natives care at all to parley with the halfling |
Magic resistance |
10 |
The PC has 10% magic resistance (option cannot be combined with wild resistance option) |
Wall of fog |
5/10 |
Once a day, the PC can use his smoking pipe to create a wall of fog. For 10
points, halfling still uses his pipe to produce a wall of fog but upon
reaching 8th level can produce solid fog once a day |
Wild resistance |
5 |
The PC possesses 30% magic resistance to wild magic spells, the effects of wild
surges, and priest spells from the sphere of chaos |
Power |
CP Cost |
Description |
Ancestor ability |
5+ |
The PC can select any one ability from either the elf or human list of options
but must pay an additional 5 points over the original cost of the option. This
option may be taken only once |
Appeasement |
5 |
The PC deeply respects and defers to both human and elven society, gaining a
+4 modifier to all reactions with these two races |
Life protection bonus |
5 |
The PC gains +1 to all saves vs. death magic and life-draining attacks |
Racial appearance |
5 |
The PC appears for all intents and purposes as a member of one of his parent’s race
(either human or elf). The OC will never be mistaken for a half-elf or as a member
of the other parent’s race |
Survivor |
10 |
Not fully accepted by either human or elven society, the solitary PC has learned
to rely mainly on himself and has thus developed unusual survival abilities. Once a
day, the PC can cast know alignment, invisibility, or silence 15’radius.
At 9th level, the half-elf can cast all these abilities once a day |
urban sense |
5 |
The PC is a tough urban survivor having had to hone his skills to find out
pertinent information fast. The PC has a base 40% + 5% chance per level of knowing
the answer to any general question concerning Sigil or any of the gate-towns
(portals, local law, ruler, etc.). Of course, many burgs have secrets that no
berk will ever get the dark on |
Power |
CP Cost |
Description |
Alteration resistance |
5 |
The PC is 30% resistant to magic from the school of alteration |
Club bonus |
5 |
A half-ogre who is proficient with a club inflicts double damage on a succesful
that exceed the to hit roll by more than 4 |
Humans not so bad |
5 |
The PC has learned enough of his human parent’s custom to gain a general acceptance
with humans. PC gains a +4 reaction modifier when dealing with humans |
Necromantic resistance |
5 |
The PC receives 30% resistance to necromantic magic |
Ogres good, humans bad |
10 |
The PC has honed his fighting skills against those particularly troublesome humans,
elves, half-elves, aasimar, and tieflings. PC gains a +2 to hit and damage when
fighting any of these “annoying” races |
Super hit points |
15 |
The robust PC receives a bonus 2 hit points at every level advance |
Power |
CP Cost |
Description |
Battle Rager of Acheron |
10 |
Once a week, the PC may choose to enter a battle-rage,whereby during a battle,
PC fights to -15 hps or until all foes in sight are slain. After either condition
is met, the half-orc is rendered unconscious but is also instantly healed to 1 hp
if 0 hp or less. Once unconscious, the PC cannot be revived by any means but
eventually will awaken in 1d4 turns. Some sages attribute this ability to a bizarre
influence emanating from Acheron targeting those of orcish descent |
Chaos foe |
5 |
The PC gains +1 to all saves vs. spells cast by chaotic beings, spells having
chaos as an end result such as confusion and chaos, or priest spells from the
law sphere |
Eye of Gruumsh |
10 |
At 2nd level, once a day, the PC can know alignment, detect lie, or
detect magic. At 8th level, the PC can enact each ability once a day |
Gruumsh’s speedy blessing |
10 |
Once a day in battle only, the PC can move as if hasted for as many
rounds as levels possessed. The half-orc does not suffer any aging from this
power |
Law warrior |
10 |
Once a day, the half-orc can cast one priest spell from the combat, war, or law
spheres. The PC can only cast a spell that is normally available to a priest of
the same level. For example, a 5th level half-orc fighter could cast one priest
spell up to 3rd level but no higher. When he reached 7th level, the half-orc could
then cast one spell up to 4th level |
Magic resistance |
10 |
The PC receives 10% magic resistance |
Revitalized slayer |
5 |
The PC is invigorated with every kill in battle. For every being slain by the
half-orc, the PC is healed of 2 hp of damage (but cannot exceed PC’s maximum total).
This is a reward from Acheron for the half-orcs proven battle prowess |
Power |
CP Cost |
Description |
Astral walker |
10 |
Once a day, the PC and up to 1 compagnion per level can enter the astral plane from
the first layer of any outer plane (excluding Sigil). This ability takes one round to
enact but works only on the outer planes |
Detect fiend |
5 |
Some stalwart humans are always on guard against the seemingly ever-present fiends.
At will, the PC can detect all fiends within 30’ x 10’ path in front of him even if
the fiend has assumed a different form. This power takes one round to scan a
direction and the PC cannot engage in any other behavior |
Detect srying |
5 |
Some humans are very sensative to divination magics directed at them. Once a day,
the PC can detect scrying |
Evocation resistance |
5 |
The PC has 30% resistance to invocation/evocation magic |
Free actor |
10 |
Once a day, the human can cast free action on himself |
Magic resistance |
5/10 |
Human receives 2% magic resistance for every level possessed. For 10 points,
the PC receives a 3% magic resistance per level. This ability cannot be
combined with evocation resistance |
Plane lover |
5 |
The PC is enamored of a handful of native races living on the outer planes. The PC
gains a +4 modifier to all reactions when dealing with good celestials, evil fiends,
or the neutral beings (modron,slaadi and rilmani). The player chooses one group only.
Such infatuations sometimes lead to the births of aasimar, alu-fiends, cambions,
and tieflings |
True seer |
10 |
The human has been gifted with a precious enhanced vision. PC cancast true seeing
(priest version) once a day |