Inner Sea Gods Planar Allies


Homebrew and House Rules


Taking a stab at creating some of the named Planar Allies mentioned in Inner Sea Gods. Please provide any constructive criticism!

Each of the allies is created for use with the Planar Ally spell; as unique representatives of their kind, each will be advanced to 12 HD and will be equipped with Triple normal NPC wealth for their level. All were made in hero lab and the exported stat block copied into the thread.

First, will start with Desna (since we are playing in RotRL right now and our cleric is now level enough to use the Planar Ally spell).

Desna

Nightspear:

This fierce avoral has jet-black feathers with white spots on the tips, and his eyes are a bright silver that
becomes dull and opaque when he's hunting or hiding. He is especially proud of his ability to pull out of
a full plummet with only inches to spare. He has an excellent singing voice and often belts out heroic
songs of his own composing mid-battle.
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Nightspear CR 12
XP 19,200
Agathion, Avoral
CG Medium outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +25
Aura fear (20 ft., DC 19)
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Defense
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AC 30, touch 18, flat-footed 23 (+2 armor, +6 Dex, +10 natural, +1 deflection, +1 dodge)
hp 126 (12d10+60)
Fort +13, Ref +14, Will +7
DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 20
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Offense
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Speed 40 ft., fly 90 ft. (good)
Melee 2 claws +21 (2d6+5) and 2 wings +15 (2d6+3)
Ranged javelin of lightning +18 (1d6+3)
Spell-Like Abilities (CL 9th; concentration +12)
Constant—detect magic , see invisibility , speak with animals
At will— aid, blur (self only) , command (DC 14), detect magic , dimension door , dispel magic , gust of wind (DC 15),
hold person (DC15), light, magic circle against evil (self only)
3/day—empowered magic missile , lightning bolt (DC 16), magic missile
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Statistics
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Str 17, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Base Atk +12; CMB +15; CMD 33
Feats Death from Above, Dodge, Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon
Finesse, Weapon Focus (claw)
Skills Acrobatics +10 (+14 jump), Bluff +10, Diplomacy +8, Fly +23, Handle Animal +10, Intimidate +15,
Knowledge (planes) +15, Knowledge (religion) +8, Perception +25, Perform (sing) +8, Ride +8, Sense
Motive +15, Spellcraft +13, Stealth +18; Racial Modifiers +8 Perception
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (6d6, 9/day), true seeing
Combat Gear crusader's tabard; Other Gear javelin of lightning (2), amulet of mighty fists +2, amulet of natural armor +2, bracers of armor +2, ring of protection +1, amulet of natural might +2 (+4,000 gp)
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Special Abilities
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Crusader's tabard (1/day) Can use a standard action to charge up to your speed.
Damage Reduction (10/evil or silver) You have Damage Reduction against all except Evil or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Empower Spell-Like Ability (Magic Missile) (3/day) Numeric effects of a spell-like ability are increased 50% up to 3/day
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Fear Aura (20 feet) (DC 19) Foes within radius are affected by the fear spell.
Flight (90 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (6d6) (9/day) (Su) You can heal 6d6 damage, 9/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Speak With Animals (Su) Speak with animals as a free action, without sound
Spell Resistance (20) You have Spell Resistance.
True Seeing (Su) As the spell, but must concentrate and takes 1 rd to begin.
Truespeech (Su) Speak with any creature that has a language.

The Amulet of Natural Might +2 (+4000 GP)shows the extra 50% for combining the Amulet of Natural Armor +2 and Amulet of Mighty Fists +2.

The Prince of the Night Sky:

This arrogant djinni once served Gozreh, but joined Desna when he found her attitude more to his liking. He appears as a djinni made of dense white smoke or inky black darkness dotted with bright stars
(alternating between the two at whim). In either form, he has a long black beard, which he keeps meticulously combed. For payment, he prefers jewelry and items that summon air elementals.
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The Prince of the Night Sky CR 10
XP 9,600
Male Genie, Djinni Vizier
CG Large outsider (air, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 22, touch 15, flat-footed 17 (+2 armor, +4 Dex, -1 size, +5 natural, +1 deflection, +1 dodge)
hp 90 (12d10+24)
Fort +6, Ref +14, Will +10
Defensive Abilities air mastery; Immune acid
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Offense
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Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +12 (1d8+3) or wind-slicer +18/+13/+8 (2d6+10/15-20)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind
Spell-Like Abilities (CL 9th; concentration +12)
At will— invisibility (self only) , plane shift (willing targets to elemental planes, astral plane, or material plane only) (DC 18),
create wine (as create water, but wine instead)
3/day—wish (to nongenies only)
1/day—create food and water , gaseous form (for up to 1 hour) ,
major creation (created vegetable matter is permanent) ,
persistent image (DC 18), wind walk
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Statistics
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Str 23, Dex 19, Con 14, Int 14, Wis 15, Cha 17
Base Atk +12; CMB +19; CMD 35
Feats Combat Casting, Combat Reflexes, Cosmopolitan, Dodge, Improved Initiative, Lightning Reflexes,Wind Stance
Skills Appraise +15, Craft (Jewelry) +15, Diplomacy +15, Fly +23, Knowledge (nobility) +15, Knowledge(planes) +15, Perception +15,
Sense Motive +15, Spellcraft +15, Stealth +10
Languages Aquan, Auran, Celestial, Common, Ignan, Sylvan, Terran; telepathy 100 ft.
Combat Gear brooch of shielding, gloves of arrow snaring,
ring of the swift beast, vambraces of defense;
Other Gear wind-slicer, bracers of armor +2, vambraces of armored defense (worth 2,000 gp)
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Perfect) You can fly!
Gloves of arrow snaring (2/day) Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows
feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.
Construction
Requirements: Craft Wondrous Item, shield; Cost 2,000 gp
Immunity to Acid You are immune to acid damage.
Ring of the swift beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each
ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a –2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.
Construction
Requirements Forge Ring, barkskin, cat’s grace; Cost 4,000 gp
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vambraces of defense (1/day) As an immediate action, use a free hand to block ranged hit, as Deflect Arrows.
Whirlwind (1/10 minutes, 10-50 ft tall, 1d8+4 damage) (DC 22) (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed
Wind Stance Move more than 5 ft this round to gain 20% concealment against ranged attacks.

Wind-Slicer is a +1 Keen Falchion, Ghost Touch.

Sorrowbrand:

This dramatic Lillend is a composer and author. Her scales are a silvery black, and she wears dozens of black silk ribbons in her hair. While she enjoys helping mortals, she constantly complains that it takes time
away from her study and writing. She prefers payment in the form of bardic scrolls or long-lost songs.
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Sorrowbrand CR 11
XP 12,800
Female Azata, Lillend Bard 5
CG Large outsider (azata, chaotic, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
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Defense
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AC 28, touch 15, flat-footed 23 (+2 armor, +1 shield, +5 Dex, -1 size, +10 natural, +1 deflection)
hp 125 (7d10+5d8+60)
Fort +8, Ref +16, Will +15; +4 vs. bardic performance, sonic, and language-dependant effects
Immune electricity, petrification, poison; Resist cold 10, fire 10
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Offense
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Speed 30 ft., fly 70 ft. (average)
Melee +2 defending longsword +15/+10 (2d6+6/19-20) or
masterwork cold iron starknife +14/+9 (1d6+4/×3) or
masterwork silver starknife +14/+9 (1d6+3/×3) or
masterwork starknife +14/+9 (1d6+4/×3) and
tail slap +8 (2d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance 36 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, soothing performance,
suggestion), constrict (2d6+4)
Spell-Like Abilities (CL 7th; concentration +14)
3/day—darkness, hallucinatory terrain (DC 21), knock, light
1/day—charm person (DC 18), deep slumber (DC 20), speak with animals , speak with plants
Bard Spells Known (CL 12th; concentration +19):
4th (4/day)— cure critical wounds, dominate person (DC 21), forgetful slumber (DC 21), hold monster (DC 21)
3rd (6/day)— charm monster (DC 20), cure serious wounds, deep slumber (DC 20), good hope
2nd (7/day)— hold person (DC 19), invisibility, sound burst (DC 19), suggestion (DC 19)
1st (7/day)— charm person (DC 18), cultural adaptation,
cure light wounds, identify, sleep (DC 18)
0 (at will)— dancing lights, daze (DC 17), detect magic,
lullaby (DC 17), mage hand, read magic
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Statistics
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Str 18, Dex 20, Con 20, Int 18, Wis 18, Cha 24
Base Atk +10; CMB +15 (+19 grapple); CMD 31 (can't be tripped)
Feats Combat Casting, Deific Obedience, Hover, Iron Will, Lightning Reflexes, Noble Scion of the Arts
Skills Bluff +18, Diplomacy +18, Fly +20, Knowledge (arcana) +10, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +18, Knowledge (nobility) +15, Knowledge (planes) +13,
Knowledge (religion) +13, Linguistics +10,
Perception +15 (+19 to avoid surprise), Perform (dance) +20,
Perform (oratory) +18, Perform (sing) +18,
Perform (string instruments) +20, Sense Motive +15, Spellcraft +13,
Stealth +5, Survival +15, Use Magic Device +15; Racial Modifiers +4 Survival
Languages Aklo, Aquan, Auran, Celestial, Common, Draconic, Infernal, Sylvan; truespeech
SQ +4 to perception to avoid surprise, bardic knowledge +2, deep slumber 1/day, lore master 1/day, masterpieces (the dance of 23 steps, triple time), versatile performance abilities (dance)
Combat Gear quick runner's shirt; Other Gear mithral buckler,
+2 defending longsword, masterwork cold iron starknife,
masterwork silver starknife, masterwork starknife (2),
amulet of natural armor +2, bracers of armor +2, harp of charming,
ring of seven lovely colors
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Special Abilities
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+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (move action) (36 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Slumber 1/day (Sp) 1/day use deep slumber as a spell like ability.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (70 feet, Average) You can fly!
Grab: Tail slap (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Immunity to Poison You are immune to poison.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
The Dance of 23 Steps This complex dance makes you difficult to strike.
Triple Time Your lively cadence puts a spring in the step of weary marchers.
Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.
Cost: Feat or 1st-level bard spell known.
Effect: This bri
Truespeech (Su) Speak with any creature that has a language.
Versatile Performance (Dance) +20 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

Her Ring of Seven Lovely Colors allows her to take the form of a butterfly instead of a songbird...

That's all for now...

RPG Superstar 2008 Top 32

Why triple NPC wealth instead of just NPC wealth or PC wealth?


Ross Byers wrote:

Why triple NPC wealth instead of just NPC wealth or PC wealth?

As "named" planar servants, I used the heralds as a reference for their wealth levels. The heralds, for thsose that use equipment, receive Triple NPC Wealth levels as well. Triple NPC Wealth is a little under half PC Wealth and seemed a good estimation (43K for 12th level).


This is a really helpful and good idea.

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