View Full Version : Plane-Marked [Template]

The Demented One
2007-08-20, 01:48 AM
Plane-Marked Template
The planes of Eberron dance in an intricate pattern, constantly orbiting the world of Eberron. The conjunctions of the planes influence events on Eberron, and when planes draw near it, becoming coterminal, their energies spill over into Eberron. Plane-Marked creatures are creatures born during a rare conjunction of the planes, or within a manifest zone, that have been marked and altered by planar energies. A Plane-Marked creature can be altered by any one of the thirteen planes orbiting Eberron, and they gain different abilities based on which plane has touched them.

Creating a Plane-Marked Creature
“Plane-Marked” is an inherited template that can be added to any aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vemin.

Size and Type
A Plane-Marked creature’s type changes to outsider, and it gains the native subtype. Size remains unchanged.

Special Attacks
A Plane-Marked creature retains all the special attacks of the base creature and also gains the following attacks.

Spell-Like Abilities
A Plane-Marked creature gains a number of spell-like abilities (or psi-like abilities, for creatures marked by Dal Quor), based on the plane they have been affected by. A Plane-Marked creature has a caster level of 1st, unless it has a caster level from its class levels, in which case it uses whichever is higher. The DC of a Plane-Marked creature’s spell-like abilities are equal to 10 + spell level + the creature’s Charisma modifier. Some of the following spell-like abilities are from the Eberron Campaign Setting, and are marked with a *. The spell-like abilities availabe to each kind of Plane-Marked creature are listed below:

Spell-Like Abilities


3/day–protection from chaos; 1/day–calm emotions.

Dal Quor

3/day–mindlink; 1/day–read thoughts. Note that these are psi-like abilities.


3/day–inflict light wounds; 1/day–death knell.


3/day–produce flame; 1/day–flame blade.


3/day–protection from evil; 1/day–cure moderate wounds.


3/day–speak with animals; 1/day–summon nature’s ally II.


3/day–protection from good; 1/day–darkness.


3/day–chill touch; 1/day–chill metal.


3/day–magic weapon; 1/day–spiritual weapon.


3/day–feather fall; 1/day–levitate.


3/day–charm person; 1/day–suggestion.


3/day–lesser confusion; 1/day–touch of madness*.

Special Qualities
A Plane-Marked creature retains all the special qualities of the base creature and also gains the following attacks.

Darkvision (Ex)
A Plane-Marked creature gains darkvision out to 60 ft.

Planar Blood (Ex)
All Plane-Marked creatures have special qualities derived from their planar heritage. They gain different abilities based on which plane they have been affected by.



Daanvi-Marked creatures gain a +2 racial bonus on saves against mind-affecting effects.

Dal Quor

Dal Quor-Marked creatures are naturally psionic, and gain 1 extra power point for every racial HD or class level they have.


Dolurrh-Marked creatures, like the undead, are sustained by negative energy. They are healed by inflict spells and are harmed by cure spells, and are otherwise affected by spells as if they were of the undead type.


Fernia-Marked creatures have the fire subtype. They are immune to fire damage, but are vulnerable to cold damage.


Irian-Marked creatures gain a +2 racial bonus on saves against death effects.


Lamannia-Marked creatures the wild empathy ability, like that of the Druid class. If a Lamannia-Marked creature would gain the wild empathy ability from another source, then it instead gains a +4 bonus on all wild empathy checks.


Mabar-Marked creatures are immune to poison and disease.


Risia-Marked creatures have the cold subtype. They are immune to cold damage, but are vulnerable to fire damage.


Irian-Marked creatures gain damage reduction 1/magic. For every 4 racial HD or class levels they have, this damage reduction increases by 1.


Syrannia-Marked creatures gain a +1 racial bonus on all saving throws.


Thelanis-Marked creatures may add its Charisma modifier, instead of its Wisdom modifier, to all Will saves it makes.


Xoriat-Marked creatures gain Aberration Blood (http://realmshelps.dandello.net/cgi-bin/feats.pl?Aberration_Blood,all) as a bonus feat, even though they do not meet its requirements.

A Plane-Marked creature’s abilities are modified based on the plane it has been altered by, as below. A Plane-Marked creature's Intelligence score is always at least 3.

Ability Modifications

{table=head]Plane|Ability Modifications
Daanvi|+2 Int, +2 Wis, -2 Cha
Dal Quor|+2 Int, +2 Cha, -2 Str
Dolurrh|+2 Con, +2 Cha, -2 Wis
Fernia|+2 Str, +2 Dex, -2 Int
Irian|+2 Con, +2 Wis, -2 Dex
Lamannia|+2 Str, +2 Wis, -2 Int
Mabar|+2 Str, +2 Int, -2 Dex
Risia|+2 Dex, +2 Con, -2 Int
Shavarath|+2 Str, +2 Con, -2 Int
Syrannia|+2 Dex, +2 Wis, -2 Str
Thelanis|+2 Dex, +2 Cha, -2 Con
Xoriat|+2 Str, +2 Cha, -2 Wis

Challenge Rating
As the base creature +1.

Level Adjustment
As the base creature +1.

The Demented One
2007-08-21, 11:30 AM
Sample Plane-Marked Creatures

Lamannia-Marked Dire Wolf

Size/Type: Large Outsider (Native)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+16
Attack: Bite +12 melee (1d8+11)
Full Attack: Bite +12 melee (1d8+11)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, trip
Special Qualities: Darkvision 60 ft., low-light vision, scent, wild empathy
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 14, Cha 10
Skills: Hide +0, Listen +8, Move Silently +4, Spot +8, Survival +3 (+7 scenting)
Feats: TrackB, Alertness, Run, Weapon Focus (Bite)
Challenge Rating: 4
Treasure: None
Alignment: Any
Advancement: 7-18 HD (Large)
Level Adjustment: —

Spell-Like Abilities
3/day–speak with animals; 1/day–summon nature’s ally II. Caster level 1st.

Trip (Ex)
A Lamannia-Marked Dire Wolf that hits with a bite attack can attempt to trip its opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

A Lamannia-Marked Dire Wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. It also has a +4 bonus on Survival checks made when tracking by scent.

Shavarath-Marked Hobgoblin

4th-level Fighter
Medium Outsider (Goblinoid, Native)
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +4/+7
Attack: Longsword +8 melee (1d8+5/19-20) or javelin +6 ranged (1d6+3)
Full Attack: Longsword +8 melee (1d8+5/19-20) or javelin +6 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 2/magic, darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 17, Dex 12, Con 16, Int 8, Wis 9, Cha 8
Skills: Climb +5, Intimidate +2, Jump +5, Move Silently +5
Feats: Power Attack, Cleave, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class (Favored Class: Fighter)
Level Adjustment: +2

Spell-Like Abilities
3/day–magic weapon; 1/day–spiritual weapon. Caster level 1st.

Shavarath-Marked Hobgoblins have a +4 racial bonus on Move Silently checks.

Xoriat-Marked Derro

Size/Type: Small Outsider (Native)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
Base Attack/Grapple: +3/+2
Attack: Short sword +5 melee (1d4+1/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)
Full Attack: Short sword +5 melee (1d4+1/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison use, sneak attack +1d6, spell-like abilities
Special Qualities: Darkvision 60 ft., madness, spell resistance 15, vulnerability to sunlight
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 13, Dex 14, Con 13, Int 10, Wis 3, Cha 17
Skills: Bluff +5, Hide +10, Listen +0, Move Silently +8
Feats: Aberration Blood (http://realmshelps.dandello.net/cgi-bin/feats.pl?Aberration_Blood,all) (Flexible Limbs)[supB[/sup], Blind-Fight, Improved Initiative
Challenge Rating: 4
Treasure: Standard coins; double goods; standard items
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: — (+3 if sane)

Poison Use (Ex)
Xoriat-Marked Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Xoriat-Marked Derro are not at risk of poisoning themselves when handling poison.

Sneak Attack (Ex)
Any time a Xoriat-Marked Derro’s opponent is denied his Dexterity bonus to AC, or if a Xoriat-Marked Derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.

Spell-Like Abilities
At will—darkness, ghost sound; 3/day–lesser confusion (DC 14); 1/day— daze (DC 13), sound burst (DC 15), touch of madness (DC 15). Caster level 3rd. The save DCs are Charisma-based.

Madness (Ex)
Xoriat-Marked Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A Xoriat-Marked Derro cannot be restored to sanity by any means short of a miracle or wish spell. The racial madness of the Xoriat-Marked Derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A Xoriat-Marked Derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.

Vulnerability to Sunlight (Ex)
A Xoriat-Marked Derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.

Xoriat-Marked Derro have a +4 racial bonus on Hide and Move Silently checks.