Lesser Planar Allies for Calistria, etc.


Homebrew and House Rules

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I always just figured that a priest of cayden casting Create Water on a water elemental to turn its water into ale would work. But I like yours better!

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Another random critter for Gozran priests, again, inspired by a super-character I played once;

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This unique water elemental takes on a humanoid form, crowned with jagged ice atop it’s head and shoulders, but dissipating into warm vapor that crawls in serpentine tendrils along the ground below the waist.

UNDERTOW CR 5
XP 1,600
CN Medium outsider (chaotic, elemental, extraplanar, water)
Init +2; Senses darkvision 60 ft.; Perception +10

DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural armor)
hp 51 (6d10+18); fast healing 3 (when swimming or standing in water)
Fort +8, Ref +7, Will +3
Damage Reduction 5/law; Defensive Abilities half damage from slashing weapons; Immune elemental traits, piercing damage; Resist electricity 10; Spell Resistance 16

OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +9 (1d6+4); ice form slam +9 (1d6+4 plus 1d6 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks drench, vortex (DC 16, 10-30 ft.), water mastery

STATISTICS
Str 16, Dex 14, Con 16, Int 8, Wis 12 Cha 10
Base Atk +6, CMB +9; CMD 22 (cannot be tripped in vaporous or liquid forms)
Feats Cleave, Dodge, Power Attack
18 Skills Acrobatics 0 (+2), Escape Artist 0 (+2), Fly 0 (+2, +10 in vaporous form), Knowledge (nature) 3 (+5), Knowledge (planes) 3 (+5), Perception 6 (+10), Stealth 3 (+11), Swim 3 (+17)
Languages Aquan, Auran; telepathy 100 ft.
SQ amphibious, fog vision, frozen form, vaporous form

SPECIAL ABILITIES
Fog Vision (Ex) Undertow can see unimpeded through any form of mist or fog, including magical fog, or the cloud of steam generated when it assumes its vaporous form. While in vaporous form, Undertow is minutely aware of the area it envelops, and is treated as having blindsight regarding all corporeal foes within its area.

Frozen Form (Su) Undertow can freeze its watery body into solid ice, assuming a form much like that of an ice elemental and gaining the following traits of that creature type; Cold subtype, halved land movement, but add burrow (ice and snow only) 20 ft., numbing cold, ice glide, ice walking, snow vision. Its slam attack inflicts an additional 1d6 cold damage in this form. Undertow can assume this form while in water form as a swift action once per round, but can also be involuntarily transformed into this state by any cold attack that inflicts at least six points of damage, while in its liquid state. A fire attack that inflicts at least six points of damage to Undertow in its frozen form will cause it to involuntarily revert back to its liquid state. In frozen form, Undertow loses its immunity to piercing weapons and takes full damage from slashing weapons (although it retains its damage reduction).

Vaporous Form (Su) Undertow can superheat and disperse its liquid body into a vast cloud of steam, occupying the dimensions of a obscuring mist spell (a 20 ft. radius spread, 20 ft. high) and with similar vision-obscuring properties. In this form, it can vary its temperature from warm to scalding hot, and even vary this temperature within its area, selectively causing targets it chooses within its vaporous form to suffer 1d6 fire damage per round, if it so desires. In vaporous form, Undertow can move with a fly speed of 100 ft. and perfect maneuverability, but it’s swim speed is halved. Undertow can assume this form while in water form as a swift action once per round, but can also be involuntarily transformed into this state by any fire attack that inflicts at least six points of damage, while in its liquid state. A cold attack that inflicts at least six points of damage to Undertow in its vaporous form will cause it to involuntarily revert back to its liquid state. In vaporous form, Undertow is immune to all weapon attacks, but loses its slam attack, and its effective strength drops to 1, for the purposes of manipulating physical items. It gains the amorphous trait in vaporous form, becoming immune to precision damage, and able to move through any area that a Fine creature could squeeze through.

ECOLOGY
Environment Elemental Plane of Water
Organization solitary
Treasure none

Undertow serves Gozreh at its own discretion, and is an untrustworthy creature even at the best of times, best given simple and direct commands, with no room for creative interpretation or passive-aggressive distortion. Able to control its form, from solid ice to liquid water to a great cloud of scalding steam, Undertow tends to think of itself as far superior to a ‘mere’ water elemental, as some sort of transitional being of all elements. (Exactly how it could be thought of as a creature of earth is unclear, but the creature’s logic has perhaps not caught up with its overly generous self-analysis…)

Undertow responds well to flattery, although flowery speech tasks its simple mind and it grows impatient with flattery that it cannot comprehend, regarding it as condescending. It fully intends to grow in power, through this association with Gozreh (which it regards, somewhat laughably, as a relationship between peers), and eventually become an elemental lord of godlike stature itself.

The elemental enjoys missions that allow it to demonstrate its flexibility, such as a mission to infiltrate an encampment under cover of night, to awaken sleeping foes with scalding steam, and then assume an icy form to maul those that remain standing after its initial assault. Despite having been shattered on multiple occasions, or boiled away, or similarly defeated, Undertow has quite the selective memory, and always remembers itself as victorious or having willingly departed the material plane ‘because it was bored’ or because ‘the task was beneath it.’ Bringing up contrary evidence is a sure way to get on its bad side, while finding elegant excuses for a previous defeat, that makes them seem like brilliant tactics, or highlight how Undertows presence resulted in final victory, even after Undertow ‘left of its own accord’ will likely be well-received by the creature.

While Undertow is primarily found on the Elemental Plane of Water, it appears to have an instinctive gift for finding planar portals, and has been found, uncalled, wandering the Elementals Planes of Air, and even Fire, as well as the seas of Golarion, and more distant planes as well.


Great work! The cleric in the AP i'm running has just got the spell, this saves me haveing to build one :)

Keep it up!

Dark Archive

Mos wrote:
Great work! The cleric in the AP i'm running has just got the spell, this saves me haveing to build one :)

Thanks! Speak up if there's a specific deity I've neglected for whom you'd like to see a new lesser planar ally option.

Dark Archive

Oh hey, a thread I totally forgot, and I still haven't done up any lesser planar allies for Pharasma or Sarenrae! ('Thought it would be cheap and easy to just say 'swarm of scary undead killin' incorporeal whip-poor-wills and done!' or 'swarm of flying golden glowing fiery scimitars and done!')

Also, to save time putting 'this creature can be called upon with planar ally and planar binding spells despite not being an outsider' in each write-up, it would probably be easier to just make up a new subtype 'Ally' whose sole trait is that something with the 'Ally' subtype is a planar creature that can be called as if it was an outsider by planar ally and planar binding spells, due to its service to planar powers.

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I've neglected Sarenrae terribly. Time to correct that.

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BRASS ANGELS
Through an almost blinding radiance, this child-sized humanoid can be seen to have skin of metallic brass and wings appear to be hundreds of tiny brazen scimitars, that ring against each other like music as the creature advances.
BRASS ANGEL CR 5
XP 1600
NG Small outsider (angel, extraplanar, good)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC 20, touch 12, flat-footed 18 (+1 Dex, +3 natural, +5 mithril breastplate, +1 size); +2 deflection bonus vs. attacks from evil sources
hp 51 (6d10+18)
Fort +7, Ref +3, Will +9; +2 resistance bonus vs. effects from evil sources, +4 vs. poison
DR 5 / evil; Immune cold, light effects, fire, petrification; Resist acid 10, electricity 10; SR 16
Aura aura of radiance (20 ft.), lesser protective aura (10 ft.)
OFFENSE
Speed 20 ft., fly 60 ft. (good)
Melee oversized +1 scimitar +11/+5 (1d6+5 +1d4 fire), 2 wing buffets +11 (1d8+5 +1d4 fire)
Ranged thrown scimitar +10 (1d6+5 +1d4 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with wing buffets)
STATISTICS
Str 15, Dex 13, Con 14, Int 7, Wis 14, Cha 10
Base Atk +6, CMB +7, CMD 18
Feats Weapon Focus (scimitar, B), Weapon Specialization (scimitar, B), Blind-Fighting, Improved Initiative, Iron Will
(24) Skills Fly 6 (+16), Knowledge (planes) 6 (+7), Perception 6 (+11), Sense Motive 6 (+11)
Languages Celestial; truespeech
SQ bladed wings, brazen strikes, scimitar mastery
ECOLOGY
Environment Mount Celestia, the Elemental Plane of Fire, Sarenrae’s realm
Organization solitary
Treasure standard (+1 mithril scimitar, small mithril breastplate)
SPECIAL ABILITIES
Aura of Radiance (Su) A brass angel radiates light like a torch, and this light causes undead or creatures with the evil subtype, fiendish template or aura of evil class feature to find it difficult to look directly at the brass angel, giving them a 20% chance of missing the angel, as if it had partial concealment against them. This effect is treated as a 3rd level spell, and if dispelled can be restarted as a free action on the angels turn.

Bladed Wings (Ex) The keen edged and unnaturally hard-hitting metallic scimitar shaped pinions of the brass angels wings cause its wing buffets to count as bludgeoning, piercing or slashing damage, to penetrate damage reduction, and benefit from any feats or talents that improve its scimitar attacks (including those stemming from scimitar mastery, below). The brass angels’ wing buffets are treated as primary attacks, and use its full strength modifier, in addition to having reach. A brass angel can strike with its bladed wings to inflict nonlethal damage without penalty.

Brazen Strikes (Su) A brass angels natural or weapon attacks are treated as good, magic and silver for the purposes of penetrating damage reduction, and inflict +1d4 fire damage on any hit. Its brass scimitar has a +1 enhancement bonus and, if it leaves its grasp, disappears at the end of the round and reappears immediately within its hand.

Lesser Aura of Protection (Su) Against attacks or effects from evil creatures, this aura provides a +2 deflection bonus to AC and a +2 resistance bonus to saving throws to anyone within a 10 ft. radius of the brass angel. Otherwise, it acts as a magic circle of protection from evil and a version of lesser globe of invulnerability that only defends against spells of 2nd level or lower.

Scimitar Mastery (Ex) The brass angel is treated as if possessing the Weapon Focus and Weapon Specialization feats when wielding a scimitar. In addition, the brass angel can wield a scimitar one size class larger in both hands without penalty, but suffers the usual penalties if it attempts to wield an oversized scimitar in one hand. Finally, a brass angel can throw a scimitar accurately with a 10 ft. range increment. A brass angel can also strike with its scimitar to inflict nonlethal damage without penalty.

Brass angels are a class of angel in service to Sarenrae, the Redeemer. Unlike traditional angels, they are immune to fire and light effects, in addition to traditional angelic immunities, due to their service of the fiery-tressed goddess of the sun, but lack the usual angelic immunity to acid. Sometimes considered ‘simple souls,’ by angelic standards, these lesser angels are not scholars or tacticians, but serve more regularly as foot soldiers against evil threats.

Man-sized and even ogre-sized specimens (12 and 18 HD, respectively) also serve the First Angel of Light, with commensurately greater strength and potency, with the largest among them having six powerful bladed wings that can lash out to strike foes who thought themselves safely out of reach, and primarily using their huge scimitars to block incoming attacks, using their mighty wings, and marginally superior intellects, to perform more sophisticated maneuvers, such as disarming foes or sweeping them from their feet.

It uses an oversized scimitar in two hands, because a 1d4 primary attack seemed pretty lame for a CR 5 lesser planar ally you'd call up to help you in fights at 7th level or so. Having a Sarenrite servitor creature that doesn't Dervish Dance might seen off-theme, but the brass angel is a little person made of metal. I already had to tone down the natural armor to keep it from going too far out of CR 5 territory, and didn't want to have to deal with a high Dexterity further complicating that. Sarenrae more or less lives in the sun, or wherever, and so I wanted to add immunity to fire, and chose to ditch immunity to acid. The 'obvious' tack would be to give the angel immunity to fire and vulnerability to cold, but that's a tired cliché, and this little person laughs at cold attacks, being able to keep all warm and toasty inside thanks to its sun-wrought origins.

Slashing at folk with big wings decorated with hundreds of scimitar shaped blades for feathers (that do ridiculous damage compared to the sad 1d3 secondary wing attacks a small figure should have)? That's just me reading too much X-Men, obviously.

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Another random Sarenraen lesser planar ally;

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SOL, SHADOW OF THE REDEEMER
This hairless ebony skinned man has amber eyes, a sign of his celestial heritage, and radiates an unnatural calm in the face of uncertainty.
SOL, SHADOW OF THE REDEEMER CR 5
XP 1600
NG Medium outsider (good, native)
Init +1; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +5 mithril breastplate, +2 heavy shield)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +11
DR 5 / evil; Resist acid 10, cold 10, electricity 10, fire 10; SR 11
OFFENSE
Speed 30 ft.
Melee +1 scimitar +9/+4 (1d6+1)
Ranged fire bolt +7 ranged touch (1d6+3 fire damage, 30 ft. range, 7/day)
Space 5 ft.; Reach 5 ft.
Special Attacks channel positive energy (3d6 healing or 3d6+6 damage to undead, Will DC 19 halves, 7/day), smite evil 1/day (+4 attack, +6 damage)
Spell-Like Abilities (CL 6th, concentration +10)
1/day – daylight
Spells Known (CL 6th, concentration +10)
3rd (4/day) – cure serious wounds, fireball, magic circle against evil, searing light
2nd (6/day) – align weapon (good only), bless weapon, cure moderate wounds, heat metal, produce flame
1st (7/day) – burning hands, cure light wounds, endure elements, protection from evil, shield of faith
0 (at will) – detect magic, disrupt undead, guidance, light, purify food & drink, stabilize, [i]virtue[i]
STATISTICS
Str 12, Dex 13, Con 14, Int 10, Wis 18, Cha 19
Base Atk +6, CMB +7, CMD 18
Feats Great Fortitude, Iron Will, Weapon Focus (scimitar)
(36) Skills Diplomacy 6 (+15), Heal 6 (+13), Knowledge (planes) 6 (+10), Knowledge (religion) 6 (+10), Perception 6 (+15), Sense Motive 6 (+15); Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Celestial, Common, Ignan
SQ healer’s blessing , rebuke death (7/day), sun’s blessing (7/day), touch of glory (7/day), touch of good (7/day),
ECOLOGY
Environment Mount Celestia, the Elemental Plane of Fire, Sarenrae’s realm
Organization solitary
Treasure
SPECIAL ABILITIES
Channel Positive Energy (Su) The Shadow of the Redeemer can channel positive energy as a cleric of equal level to his hit dice.

Divine Empowerment (Ex/Sp/Su) While the Redeemer’s Shadow was remade when he became a petitioner, and he no longer has class levels, he has the spellcasting ability of an oracle of the same level as his hit dice, but his spell list consists of spells from the Fire, Glory, Good, Healing and Sun domain lists. He also gains the Domain powers of those five Domains as if he was a cleric of the same level as his hit dice.

Enhanced (Ex) Sol’s rebirth has given him half the benefits of the Advanced template, granting him a +2 racial bonus to all ability scores (over the elite array), in addition to the traits of being an aasimar with the celestial template.

Sol doesn’t remember his mortal name or profession, only remembering waking up surrounded by the glow of the Redeemer’s realm, its warmth and love burning away a lingering sensation of cold, darkness and loss. He served through the ranks, always feeling the need to serve others, dreading the dreams that left him feeling like he didn’t deserve to be in this place, surrounded by those he felt were more worthy. This sense of having failed in his previous life, and only being in the celestial realms through some sort of clerical error, drove him to strive harder than even the devout angels that surrounded him. It was centuries before he learned the truth of his past, and was reborn, transformed into a new unique creature, inspired by the grace of the Redeemer, who had forgiven him sins that seemed beyond forgiveness, and recalled his spirit to her service.

What was his 'unforgivable sin?' Who knows. I've left it obscure. Perhaps he was a cleric of Sarenrae who succumbed to despair after Earthfall, when darkness obscured the sun, and ended up leading his congregation into despair with him, embracing the rise of Tar-Baphon as a final cleansing of the world, only to see the truth too late, as Tar-Baphon was beaten. Perhaps not.

Silver Crusade

Set wrote:

Another random Sarenraen lesser planar ally;

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SOL, SHADOW OF THE REDEEMER

1. YES :D

2. This guy needs to meet Black Butterfly badly.

3. Oh wow it makes total visual sense. Sunspots.


Dot. These are great!

Dark Archive

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Oh hey, Pharasma was the last god standing (as she likely will be, someday...). So, a little something for her, one of the lucky gods who has their own race of servants.

The only naming similarity I could find among the Psychopomps was a connection to death-gods, psychopomps, funereal folklore, etc. So I went with duat, the Egyptian underworld. And then made it the last thing one might expect from an Egyptian underworld association, a fisherman figure that 'trawls for lost souls.' It's Pharasma, gotta get the water associations in where I can. :)

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PSYCHOPOMP, DUATAIN
This pale-gray translucent figure floats across the ground, trailing tattered rags that smell of seawater, draped in a fisherman’s net like a shawl. Beneath her bedraggled hair, a winged mask resembling a jagged sand-white conch shell obscures her features.
DUATAIN CR 5
XP 1,600
N Medium outsider (extraplanar, incorporeal, psychopomp)
Init +6; Senses darkvision 60 ft., low-light vision, spiritsense, detect undead; Perception +10
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 deflection, +1 dodge)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +6
Defensive Abilities incorporeal; Immune death effects, disease, poison; Resistances cold 10, electricity 10
OFFENSE
Speed fly 50 ft. (perfect)
Melee incorporeal touch +6 (1d8+2 positive energy or 1d6 nonlethal + staggered 1 round)
Special Attacks channel positive energy (5/day, 3d6, Will DC 17 halves), touch of the beyond
Spell-Like Abilities (CL 12, concentration +8)
Constant – [/i]detect undead[/i]
At will – disrupt undead, stabilize
1/day – plane shift (to the Boneyard, or from the Boneyard to Golarion)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 11, Dex 14, Con 12, Int 11, Wis 12, Cha 15
Base Atk +6, CMB +6, CMD 19
Feats Abiity Focus (channel positive energy), Dodge, Improved Initiative
(36) Skills Fly 6 (+19), Knowledge (history) 6 (+9), Knowledge (planes) 6 (+9), Knowledge (religion) 6 (+9), Perception 6 (+10), Sense Motive 6 (+10)
Languages Abyssal, Celestial, Common, Infernal
SQ spirit touch
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Soul Trawling (Su) When an undead creature is destroyed within 30 ft. of a duatain, she can use an immediate action to sweep up its spiritual remnants in her net. When she returns to the Boneyard, the spiritual remnants are released to assume their place in Pharasma’s queue. An undead creature that has a means of returning, such as a ghost’s rejuvenation, a vampire’s gaseous form or a lich’s phylactery, is allowed a Will save (DC 10 + ½ her HD + Cha modifier, with a +2 racial bonus) to avoid entrapment.

Spiritsense (Su) A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if she possessed the blindsight ability.

Spirit Touch (Ex) A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.

Touch of the Beyond (Su) When a duatain touches an undead creature, or it makes contact with her, a flash of positive energy inflicts 1d8 points of damage to that undead (+1 point of damage per point of her Charisma modifier). This effect occurs automatically, although the duatain can suppress it, if desired. When a duatain touches a living creature, she can choose to induce a sensation of drowning, inflicting 1d6 nonlethal damage and staggering the target for 1 round.

A duatain serves two roles when sent to the mortal plane, to prevent untimely death among the living, and to snare lost souls who have resisted the Boneyard’s call. Her net-like shawl trails behind her, and can lash out up to ten paces with unnatural swiftness, to capture the fleeing essence of an undead creature that has been brought low by her positive energy channeling.

The melee touch of a duatain lacks the capacity to heal the living, something she can only do with her channeled energy effects, but is an effective weapon against the undead, even when she has exhausted her channeled energy effects for the day.

Dark Archive

I've now done at least one lesser planar ally for each of the 'big 20,' and two for many.

I should get around to making another for Asmodeus, Cayden Cailean, Iomedae, Lamashtu, Nethys, Pharasma, Rovagug, Shelyn and Torag, just to be all compleatist about it.

But Asmodeus already has all devils and Lamashtu already has all demons, so those two probably don't really warrant additional lesser planar ally options. Even if they didn't already have everyone else outnumbered by fiddy or so, every time a new devil or demon gets published, they get another option.

Still, Cayden got a dog-shaped beer elemental and Nethys got a swarm of angry cats, so I should probably think of something a little less 'cute' for them. :)

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