You can use secure shelter once per day as a spell-like ability. Greater You can transform yourself into a whirling cloud of glowing glyphs and symbols as a standard action.
While in this form, you gain a fly speed of 60 feet with perfect maneuverability and can move through small cracks as per gaseous form but you are not prohibited from entering water. You can remain in this form for up to 1 minute per level each day, but these minutes need not be used consecutively. Countless creatures from across the planes have come to settle in Utopia , bringing with them a sampling of their distinct cultural and societal ideals, yet each bound by the constant of law and order.
Despite being a plane of indisputable law, there is a wealth of diversity apparent in Utopia. Aeons While aeons have traditionally attended their unfathomable duties and pursued their mysterious goals within the silver reaches of the Astral Plane , they have increasingly become a notable presence in Utopia. In many cases, their duties clash with those of the inevitables. Only recently has this slow but inexorable shift in aeon behavior been noted by planar scholars, who describe a trend of aeons favoring order over entropy.
Many of those scholars have begun to wonder whether the aeons have designs on Utopia itself. The aeons , true to form, provide no real clues.
Unlike their immortal kin, most aphorites travel to other planes and worlds, either intentionally or accidentally. The rare aphorites who are encountered in Utopia tend to be entirely forgettable or utterly legendary, having chosen to remain in the city out of complacency, or having returned there after incredible exploits. Apkallus The axiomites are not the most powerful. As the scope and size of Utopia and its laws grew, so too did the need for a dedicated race of guardians and caretakers of those laws.
The mythic apkallus were the result, and while they remain rare sights in the city, their influence is felt every day when historians, judges, or scholars research or record lore about Utopia.
In times of great need, the apkallus rise up to defend the city, stepping beyond their role as mere archivists. Few who have faced even a single apkallu in combat would think to cross one again. Inevitables The inevitables are a created race, yet they live and think. They share many features with constructs , but each is a specific individual. One popular theory, particularly among the mercanes themselves, speaks of a lost demiplane within the Astral Plane that they were forced to abandon.
No matter where they came from, today the mercanes are every bit the natives of Utopia , and embody the notion of mercantilism and economy with every fiber of their being.
As a mortal sleeps, its monadic soul withdraws from the physical body to manifest in the Dimension of Dreams. A dreamer can alter her surroundings, and one with the Lucid Dreamer feat gains a greater measure of control. Spells cast and items used in a dream are not depleted in the real world. Even the worst nightmares hold little true danger for the dreamer.
Should the lucid body die, the dreamer simply awakens, perhaps a bit shaken but otherwise little worse for the experience. A creature with the Lucid Dreamer feat awakens from such an experience fatigued , as her mind is more invested in perceptions of the dreamscape. While these secondary dreamers can interact with the highly morphic qualities of the plane, with the primary dreamer, and with each other, the existence of the demiplane is still contingent on a single primary dreamer.
When the primary dreamer awakens, the demiplane pops out of existence, causing any other dreamers to continue dreaming—shunted into a dreamscape of their own creation—or to wake up.
A lucid body is not the only way to enter a dream, however, and considerable danger faces the explorer who enters the Dimension of Dreams in his physical body. Regular methods of planar travel like plane shift do not offer transit to the dream world—only specialized means such as the dream travel spell do the trick. Spells cast, magic items used, and other limited abilities expended are lost just as if the creature were adventuring on some other plane.
Creatures in their material forms can use items generated within a dreamscape, but these items wink out of existence when the primary dreamer awakens, or when a creature in material form leaves the dreamscape. Wounds and experiences are real, and remain after the creature leaves the dreamscape. A creature in its physical form that dies within a dream demiplane actually dies.
Material creatures still within a dreamscape when the primary dreamer awakens are pushed into an abutting dreamscape or regions of the Ethereal Plane that border the Dimension of Dreams. When numerous dreamscapes cluster in the ethereal fog, transit between dreams is easier, and moods, emotions, and even creatures from one dream spill more easily into another.
Where the individual dreamscapes brush up against the little-understood Dimension of Time, dreams often take on prophetic elements. Figments from the dream world sometimes manage to escape the Dimension of Dreams, usually at the moment when a particularly imaginative sleeper awakens, and the reality of the dream is at its weakest as the demiplane fades away. These weird, shifting creatures stalk the Ethereal Plane as animate dreams , feeding off the minds of mortals, searching for other dreams in which to take refuge and torment a new sleeper.
A hierarchy of horror known as the Nightmare Lords rules over lesser nightmare creatures in puppet courts staffed by the soul-shriveled husks of insane enslaved dreamers. Somehow, these creatures have even found a way to manifest on the Material Plane , not content to limit their terrors to the realm of sleep. Night hags are among the most harrowing threats of the Dimension of Dreams. They walk freely between dreams, searching for chaotic or evil dreamers, on whose backs they ride until morning.
Creatures they encounter between dreams or dwelling within the dreamscapes of their prey are simply cut down, regardless of alignment. Although most dreamscapes are ephemeral, fading when the sleeper awakens, particularly potent dreamscapes, bolstered by recurrence or by the shared subconscious of numerous dreamers, sometimes last forever. Among the most formidable and permanent regions of the Dimension of Dreams is the bizarre realm of Leng, where near- human denizens sail ethereal seas in black-hulled ships packed with slaves bound for the dark markets of the multiverse.
Outsiders animate dreams , night hags. Improved You can use dream as a spell-like ability once per day. Greater You can use dream council as a spell-like ability once per day. The Dimension of Dreams is a dimension adrift in the Ethereal Plane. When a creature enters a dreamscape by way of a lucid body, it must succeed at a DC 15 Charisma check or arrive in the Dimension of Dreams at a disadvantage, such as without important equipment or on the side of an arctic mountain during an avalanche.
On a success, the dreamer manifests in perfect health with all of its regular equipment spells and magic items used in a dream are not actually expended in the real world.
Even in the worst of circumstances, however, the lucid body is capable of fantastic—even impossible—feats. Other fantastic feats are also possible with GM approval. Hidden within the sea of dreamscapes lies a stable realm created by the dreaming minds of powerfully imaginative mortals and ancient entities who may well have been the first to dream. The Dreamlands exists as a demiplane within the Dimension of Dreams but remains separate from it. Travel to and from this demiplane is easier than traveling to individual dreamscapes but more difficult than traveling to planes such as Heaven or Hell.
Certain occult rituals can allow a person to enter the Dreamlands. Typically, the first time a dreaming mortal enters the Dreamlands, she does so by descending a spiral staircase that emerges from the side of a great tree into the majestic Enchanted Forest.
Entire nations exist within the Dreamlands—some ruled by people and others by nightmare creatures of the Elder Mythos, such as the Great Old One Bokrug.
The dimension of time lies behind and before all realities. It is the beginning and the end—a place impossible to reach but traveled by all. The Dimension of Time is difficult to access, even by those who know that it exists.
This dimension touches upon all known planes, save for timeless ones such as the Astral Plane and The Apocalypse Archive. It cannot be reached by conventional means of planar travel. In theory, plane shift could allow one to travel to the Dimension of Time, but none have the unique tuning fork required for such a journey.
Those wishing to make their way to the Dimension of Time might chase persistent rumors of strange, ancient rituals recorded in fabulously rare tomes such as the Book of Serpents, Ash, and Acorns: Shadows of What Was and Will Be or the notorious Necronomicon. The journeys through these rituals and the portals they create vary wildly, but those who perform them successfully find themselves surrounded on all sides by a whirlwind of sensations and visions from random times and places.
On a failed check, the traveler is cast back out of the Dimension of Time to its starting point and, depending on the nature of the ritual used, may suffer excruciating or devastating side effects. At the very least, a traveler thus rejected often find herself targeted by creatures such as the hounds of Tindalos. On a success, the traveler can pass through the doorway, whereupon she becomes an invisible and insubstantial presence in her own past, linked to her present body via a shimmering cord similar to the silver cords of astral travelers.
True seeing allows those in the past to observe the time traveler as a shimmering ghostly figure. Those who visit fragments of their own pasts can observe and listen safely, but someone who attempt to alter his own history never returns, erased from the timeline or trapped forever in an unending temporal loop.
For such a legendary feat, especially powerful rituals must be utilized. Most of what is known about the dimension has been gleaned from natives of the plane who have traveled beyond the realm, be they the lean and athirst hunters known as the hounds of Tindalos, powerful entities such as time dragons and danava titans, or the strange outsiders known as the iriis. Hints gathered from such creatures speak of a truly alien realm and of denizens composed of living temporal power who can aid others in traveling to and from the dimension.
The Outer God Yog-Sothoth is said to be able to access the Dimension of Time, and he may even be a sentient manifestation of the dimension made terrible and aware. The true mystery of the Dimension of Time, though, is what actually exists therein. All indications are that the portion of the dimension that can actually support physical life is relatively small. What few hints of this reality have been gathered mention green meadows, sinister forests, an immense ocean that spills over a bottomless cataract, and a mysterious place known only as Stethelos.
Basic Once per day, you can roll twice for initiative and take the higher roll as your actual result. When you gain the improved infusion, you can use this basic infusion twice per day. When you gain the greater infusion, you can use this ability three times per day. Improved Once per day, you can touch an object that was once alive, such as wood, paper , or a dead body. That object is protected from time, as if you had used a dose of unguent of timelessness on the object. You can maintain this effect on a number of objects equal to your Intelligence modifier minimum of 1 at any one time.
If you exceed this limit, the oldest existing effect immediately ceases. Greater You are immune to temporal stasis. In addition, once per day, when a creature within 30 feet of you casts time stop , you are treated as if you were under the effects of time stop as well and are free to act for as long as the spell effect allows.
This ability activates automatically, whether you notice the casting of the spell or not. The Plane of Air is an empty plane, consisting of sky above and sky below. It is the most comfortable and survivable of the Inner Planes and is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage. Here, the sky is everything there is, and only those who can fly can ever truly call this reality home.
Just beyond the Material Plane floats the immense, seemingly peaceful blue firmament of the Plane of Air. Known to many as the Endless Sky, this plane is shot through with enormous clouds, floating cities of fantastic design, meandering sheets of ice and crystal, strange spheres of brass and iron, and even more astounding features.
Although its population is scant in comparison to those of the other Elemental Planes , the Plane of Air is home to a grand djinni society, dozens of mephit kingdoms, and a plentitude of diverse creatures. Flying creatures have great advantages here, though nonnatives of all sorts might find themselves constrained by the lack of solid ground.
Such material does exist, in the form of great chunks of drifting ice originating from the adjacent Plane of Water and magically suspended hunks of earth and crystal—but such places are few and far between.
Elemental lords of air. Outsiders air elementals including aerial servants , air wysps, anemoi, belkers , comozant wyrds, invisible stalkers , and mihstus , air veelas, djinn, and mephits air, cold, and dust.
Qualities immunity to air and electricity effects, fly speed 60 ft. Improved You can use air walk once per day as a spell-like ability. Greater You can use wind walk once per day as a spell-like ability. Although it is the least populated of the Elemental Planes due to its lack of solid ground, the Plane of Air still teems with life. Unlike on the outer planes, the petitioners of the Plane of Air vaporous entities known as air pneumas are not common, as the time it takes for an air pneuma to transition into an air elemental or similar creature is typically quite short.
Listed below are several prominent or noteworthy residents whom planar travelers might encounter. Powerful beings in their own right, they focus on art, culture, trade, and especially the acquisition of knowledge, which brings them great wealth and even greater influence. This sense of superiority, combined with their paternalism toward nongenies, has earned the djinn a widespread reputation of insufferable self-importance.
Mysterious metal spheres scattered throughout the plane fuel rumors of a long-vanquished foe. A recent theory involves an ancient war between the djinn and a contingent of extraplanar outsiders , or perhaps gods. Air Elementals Though just as disorganized as other elementals , air elementals have their own culture and are known for being more gregarious than others of their kind. They are intelligent, but their mind-sets and emotions can change as quickly as the winds from which they are born.
In the places where the azure sky turns dark with violent storms, lightning elementals dash about like children playing in the sea, unleashing great bolts of electricity.
Ice elementals also venture to this plane, despite being native to the Plane of Water. Cloud Dragons Cloud dragons are natives of the Plane of Air and are known for flitting unhindered through the expanse of the Endless Sky, indulging their fickle whims.
They have an innate curiosity and may begin a quest for lore or a lost bauble only to allow a distraction to sidetrack them for years. Mephits Three types of mephits dwell on the Plane of Air : air, dust, and ice mephits. Many mephits , however, choose to remain independent. Mephit nations often have confusing and contradictory laws and customs, making it easy for visitors to unknowingly break them. Moreover, familiarity with the customs of one nation never provides much help in understanding the rules of another.
They work often as commanders of airship fleets or as extraplanar diplomats for the djinn—or, more rarely, the elemental population. Some conspirators posit that such sylphs act as spies for extraplanar forces that wish to eventually challenge the djinn for dominance of the plane, but practically no one—the air genies included— gives the theory any credence. The Plane of Earth is a solid place made of soil and stone. An unwary traveler might find himself entombed within this vast solidity of material and crushed into nothingness, with his powdered remains left as a warning to any foolish enough to follow.
Despite its solid, unyielding nature, the Plane of Earth is varied in its consistency, ranging from soft soil to veins of heavier and more valuable metal. The Plane of Earth is a vast shell of stone and minerals shot through with tunnels and caverns that range from narrow squeezes to vast vaults capable of hosting entire worlds. The most fixed and stable of the Elemental Planes , the Plane of Earth is an effectively limitless domain of dirt, stone, and metals, its lightless depths crisscrossed by a network of interconnected tunnels and caverns.
In primordial times, this plane was a single solid shell that barred all but the most acclimated or cunning species from entering. Since the Material Plane came into being, though, the essences of the other Elemental Planes —especially the adjacent shells of fire and water—have subtly influenced the Plane of Earth.
The combination of planar convergences and the arrival of new inhabitants turned the Plane of Earth into the vast expanse of interlocking cave systems, bottomless crevasses, and bizarre, unique ecologies that it is today. In practice, the warring between the shaitans and the efreet is limited to a specific conflict between the Opaline Vault and the City of Brass, and in general, shaitans harbor no enmity for their fiery counterparts, and the two types of genies sometimes even work together when their interests align.
Elemental lords of earth. Outsiders earth elementals including crysmals , earth wysps, mudlords, sandmen, and thoqquas , earth veelas, shaitans, mephits earth and salt , and xorns. Qualities immunity to earth and acid effects, burrow speed 20 ft.
Improved You can use acid pit once per day as a spell-like ability. Greater You can use statue once per day as a spell-like ability. Crystal Dragons These draconic entities infused with elemental energy claim dominion over several small, personal empires in the Eternal Delve. Predispositions aside, once in a position of authority, these dragons fiercely protect those in their domains, providing comfortable living conditions free from the slavery that is ubiquitous in shaitan society.
Earth Elementals Earth elementals are some of the oldest inhabitants of the Eternal Delve, and they are so attuned to their home plane that some spend entire decades or centuries fused with their surroundings, never revealing their existence until their whims move them to action. Many earth elementals —and mud elementals , to a lesser extent— are reclusive and territorial, clinging ferociously to their ever-changing homes.
They have few, if any, reasons to communicate with other inhabitants of the plane, and most others view them as a natural hazard inherent to existence here.
Mephits Mephits are considered pests by their domineering shaitan neighbors. The Peerless Empire subjugates earth and salt mephits without a second thought, but due to their sheer number, for every mephit captured another five go free.
Ironically, many such mephits come to appreciate their newfound existence under shaitan rule, for it allows them to live among the trappings of power and opulence. The longest-serving of these mephits sometimes move on to become seneschals or minor power brokers within the rigid slave castes of the Peerless Empire. Oreads With its abundance of open-air tunnels and caverns, the Eternal Delve has historically appealed to several races more commonly found on the Material Plane , including dwarves , humans , and even elves.
However, the most populous of these races are oreads , whose ancestors hailed from the Plane of Earth. Level Based Earn XP and level up. Random Attribute Generation during Character Creation.
Robert Brookes I. John Compton. Paris E. Eleanor Ferron. Thurston Hillman. James Jacobs. Isabelle Lee. Lacy Pellazar. Jessica Price. Wesley Schneider. Mark Seifter. Todd Stewart. James L. Linda Zayas-Palmer. Igor Artyomenko.
Helge C. Diana Franco Campos. Emily Crowell. This is the Great Beyond, and within its reaches, the possibilities for grand adventure or devastating defeat are truly endless. This far-reaching hardcover rulebook explores Pathfinder RPG Planar Adventures explores the wondrous and horrifying regions that comprise the other dimensions and planes of reality that feature in the Pathfinder Roleplaying Game.
This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50, gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
The only exception to the "no magic" rule is permanent planar portals, which still function normally. Enhanced Magic : Particular spells and spell-like abilities are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane. Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own.
If a spell is enhanced, it functions as if its caster level was 2 higher than normal. Impeded Magic : Particular spells and spell-like abilities are more difficult to cast on planes with this trait, often because the nature of the plane interferes with the spell.
If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. Limited Magic : Planes with this trait permit only the use of spells and spell-like abilities that meet particular qualifications.
Magic can be limited to effects from certain schools or subschools, effects with certain descriptors, or effects of a certain level or any combination of these qualities.
Spells and spell-like abilities that don't meet the qualifications simply don't work. Wild Magic : On a plane with the wild magic trait, spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used on a wild magic plane has a chance to go awry. In the cosmology of the Pathfinder Roleplaying Game, the planes are collectively known as the Great Beyond, and form a vast, nesting sphere. At the heart of the sphere lie the Material Plane and its twisted reflection, the Shadow Plane, bridged by the mists of the Ethereal Plane.
The elemental planes of the Inner Sphere surround this heart. Farther out, beyond the void of the Astral Plane, sits the unimaginably vast Outer Sphere, which is itself surrounded and contained by the innumerable layers of the Abyss. The planes that make up the Great Beyond are briefly detailed below. The Material Plane is the center of most cosmologies and defines what is considered normal. It is the plane most campaign worlds occupy. The Shadow Plane is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane.
It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Shadow Plane to cover great distances quickly. The Shadow Plane is also coterminous to other planes. With the right spell, a character can use the Shadow Plane to visit other realities.
The Shadow Plane is a world of black and white; color itself has been bleached from the environment. It otherwise appears similar to the Material Plane. Despite the lack of light sources, various plants, animals, and humanoids call the Shadow Plane home. To an observer, there's little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life.
The Negative Energy Plane is the most hostile of the Inner Planes, the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it.
Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is forced upon her.
Then, because her mortal frame is unable to contain that power, she is immolated, like a mote of dust caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.
The Plane of Air is an empty plane, consisting of sky above and sky below. It is the most comfortable and survivable of the Inner Planes and is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane.
While travelers without flight can survive easily here, they are at a disadvantage. The Plane of Earth is a solid place made of soil and stone. An unwary traveler might find himself entombed within this vast solidity of material and crushed into nothingness, with his powdered remains left as a warning to any foolish enough to follow.
Despite its solid, unyielding nature, the Plane of Earth is varied in its consistency, ranging from soft soil to veins of heavier and more valuable metal. Everything is alight on the Plane of Fire. The ground is nothing more than great, ever-shifting plates of compressed flame. The air ripples with the heat of continual firestorms and the most common liquid is magma.
The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without needing fuel or air, but flammables brought onto the plane are consumed readily.
The Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium. The eternal oceans of this plane vary between ice cold and boiling hot, and between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane's permanent settlements form around bits of flotsam suspended within this endless liquid, drifting on the tides.
The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct; colors blur into each other and edges are fuzzy. While it is possible to see into the Material Plane from the Ethereal Plane, the latter is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa.
A traveler on the Ethereal Plane is invisible, insubstanial, and utterly silent to someone on the Material Plane.
The Astral Plane is the space between the Inner and Outer Planes, and coterminous with all of the planes. When a character moves through a portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane. The Astral Plane is a great, endless expanse of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
A realm of vast wastelands under a rotten sky, Abaddon is perpetually cloaked in a cloying black mist and the oppressive twilight of an endless solar eclipse. The poisoned River Styx has its source in Abaddon, before it meanders like a twisted serpent onto other planes.
Abaddon may be the most hostile of the Outer Planes; it is the home of the daemons, fiends of pure evil untouched by the struggle between law and chaos, who personify oblivion and destruction.
Daemons, which are ruled by four godlike archdaemons, are feared throughout the Great Beyond as devourers of souls. Surrounding the Outer Sphere like the impossibly deep skin of an onion, the layered plane of the Abyss begins as gargantuan canyons and yawning chasms in the fabric of the other Outer Planes, bordered by the foul waters of the River Styx.
Coterminous with all of the Outer Planes, the infinite layers of the Abyss connect to one another in constantly shifting pathways. There are no rules in the Abyss, nor laws, order, or hope. The Abyss is a perversion of freedom, a nightmare realm of unmitigated horror where desire and suffering are given demonic form, for the Abyss is the spawning ground of the innumerable races of demons, among the oldest beings in all the Great Beyond.
A vast land of untamed wilderness and wild passions, Elysium is the plane of benevolent chaos. Freedom and self-sufficiency abound here, personified in the azatas native to the plane. In Elysium, selfless cooperation and fierce competition clash with the violence of a raging thunderstorm, but such conflicts never overshadow the lofty concepts of bravery, creativity, and good unhindered by rules or laws. The soaring mountain of Heaven towers high above the Outer Sphere.
This ordered realm of honor and compassion is divided into seven layers. Heaven's slopes are filled with planned, orderly cities and tidy, cultivated gardens and orchards. Though they began their existences as mortals, Heaven's native archons see law and good as indivisible halves of the same exalted concept, and array themselves against the cosmic perversions of chaos and evil.
McCoy, Jr. Reid , Sean K Reynolds , F. Stephens , and Russ Taylor , was released August 6, Errata for a second printing was released on July 22, A production error in the first printing resulted in the Pathfinder Adventure Path logo being printed on the cover instead of the Pathfinder RPG logo.
Log In with Facebook. Sign in to add this item to your wishlist, follow it, or mark it as not interested. Sign in to see reasons why you may or may not like this based on your games, friends, and curators you follow.
0コメント