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PBP Gameday V 7–99: Through Maelstrom Rift (RPG)

Plano elemental: Notas de interes (ingles)

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Although air-breathing creatures have
no difficulty surviving here, the most immediately
disconcerting feature is the plane’s subjective gravity.
Everything falls, yet travelers who enter the plane
together might find themselves falling in opposite
directions the moment they arrive. Flight—whether
that’s natural flight, fly, or a polymorph effect such as
beast shape I—grants travelers complete control over
their movement. Even low-level PCs can will themselves
to fall in the appropriate direction, resulting in swift,
sustained travel. This is, however, crude and woefully
clumsy compared to natural flight, especially in the event
of combat. Any means a creature can muster to boost its
Wisdom score and Wisdom check results will grant a
slight edge in adjusting its personal gravity and avoiding
a painful collision, making spells such as heroism, owl’s
wisdom, or even levitate invaluable tools. Even magically
incapable adventurers can enjoy greater mobility by
using a simple glider or improvised parachute.
For magic-users, spells and spell-like abilities that have
the air descriptor or that use, manipulate, or create air
function as if the caster level were 2 higher than normal.
Spells and spell-like abilities with the earth descriptor
or that use or create earth are impeded. This means the
caster must succeed at a concentration check (DC = 20 +
the spell’s level) or the spell does not function (but is still
expended as a prepared spell or spell slot). A successful
check means the spell functions normally.

 


 

EXPLORING THE PLANE OF AIR
Creatures native to the Plane of Air usually have innate
means of reaching a desired destination. Visitors who
would explore the wonders of the Endless Sky must
plan ahead, but fortunately, there are many ways to
accomplish this.
Airships: Often the property of the djinn, airships are
typically made from crystal and silver mined from the
far reaches of the multiverse, and they come in a wild
array of shapes. Some are magically powered, but all
airships have sails or wings of some kind. Many owners
eagerly hire them out to travelers.
Flying Mounts: Many creatures on the Plane of Air
can fly. Travelers often bring flying animals with them,
though naturally terrestrial beasts need to find places
to rest occasionally. Herds of dragon-like horses dwell
on some of the larger outcroppings of land that dot
the plane. These intelligent beings might be convinced
to serve as short-term mounts, though they are as
headstrong as they are morally sound, and they are
notoriously choosy about their allies.
Magic: The vast distances between some locations
necessitate the use of spells more powerful than fly or
even overland flight. Teleportation is a popular choice.
The noble djinn even have a network of portals that
connect important sites, but only their citizens may use
them freely. Those caught using these portals illegally
often pay a hefty price.
Sky Streams: Countless sky streams—currents of air
dense enough to carry ships—flow through the Plane
of Air. They range from a few feet to a dozen miles in
width, and are invisible and ever-changing. Despite their
mutability, sky stream routes still connect major locations.
Sky sailors know how to navigate these currents, but
unprepared travelers can easily become stranded.


Algunas criaturas:

Mephits: Three types of mephits dwell on the Plane of
Air: air, dust, and ice mephits. These miniscule creatures
sometimes serve the powerful entities that dwell on the
Plane of Air and are often seen flitting about the plane’s
great cities, delivering messages or running errands.
Many mephits, however, choose to remain independent.
These mephits create small kingdoms or nations on the
plane’s scattered islands, and each nation’s strictures and
social mores depend on the type and personality of its
self-proclaimed mephit ruler. These kingdoms often have
confusing and contradictory laws and customs, making it
easy for visitors to unknowingly break them. What’s more,
familiarity with the customs of one nation never provides
much help in understanding the rules of another.
Sylphs: Although not common on their progenitors’
home plane, highly capable sylphs (Bestiary 2 258) have left
the Material Plane in fair numbers to reside on the Plane of
Air. Often high-level aerokineticists (Pathfinder RPG Occult
Adventures 14), sky druids (Pathfinder RPG Advanced Race
Guide 158), or wizards, they work as commanders of airship
fleets or extraplanar diplomats for the djinn—or, more
rarely, the elemental population. Still others are highpriced
guides for the plane’s most esteemed or influential
visitors. Some scholars 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 that theory any credence.

Y elementales, claro :D


The Plane of Air is full of fantastic places to visit and
explore, not to mention the countless natural and
artificial landing sites where the natives’ commerce and
culture thrive. Below are descriptions of some of the
plane’s most noteworthy features.

LA CIUDAD DONDE ESTAIS
Armun Kelisk: The undisputed jewel of the Plane of
Air, the breathtaking djinni capital sprawls across seven
stone, ice, and silver platforms in an homage to the
rolling terrain of a terrestrial city. 

Sultan Zafer XXXVIII, Lord of the Heavens and All the
Stars of the Mortal Void, leads the djinn from his palace in
Armun Kelisk, capital of the genies’ empire.
The sultan exercises his will through loyal viziers (noble
djinn) who have authority over smaller regions. The sultan
has granted them the title of sheikh, and each rules from
his or her own capital city, conducting trade and gathering
wisdom and lore, both for their practical value to the djinn
and for their intrinsic value to others. The djinn are known
for their curiosity-driven alliances with many of the plane’s
natives, including entire clans of wandering jann, which
are key to the djinn’s mercantile pursuits.

 

Algunos lugares peligrosos en los mares del aire:

Dead Air Pockets: There are spaces within the Endless
Sky where the air becomes inexplicably dense, heavy,
and still; travelers cannot breathe it or navigate through
it. Invisible and nearly undetectable, these places are a
particular bane to sky sailors, because an airship with sails
loses propulsion as soon as it enters a dead air pocket.
Most of these air pockets are unstable. They seem to
break apart and dissipate on their own over the years.
Some, however, have existed for millennia. Those who
know about dead air pockets have been inspired to
produce vials that hold captured samples of this air
(Pathfinder Companion: Blood of the Elements 19), but such
samples typically don’t last very long.
Airship sailors particularly fear the Hungry Sea, a
large dead air pocket that rests near one of the major sky
stream tributaries. The borders of this pocket fluctuate
and sometimes capture unwary ships, dragging them
deeper into the pocket when the borders recede, like
the tide pulling on driftwood. Knowledgeable sailors
avoid the Hungry Sea altogether, and those who ply the
air currents nearby employ friendly air elementals who
can sense the dead air pocket and warn them when their
ships get too close. This pocket contains lost ships said to
hold items of great value, but few treasure hunters dare
enter a place where no goodly creatures are known to
move about freely.

 

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Notas de juego

 

LA NATURALEZA DEL PLANO DEL AIRE

Los frecuentes viajeros planarios tales como los PJs son conscientes de las propiedades del Plano del Aire. 

Aire dominante: La mayor parte del plano está compuesto de aire respirable. Las criaturas con el subtipo de tierra están algo incómodas aquí debido a la falta de tierra natural. Este malestar no confiere penalizaciones mecánicas.

Magia Mejorada: Los hechizos y habilidades sortílegas con el descriptor de aire o que use, manipulen, o creen la función del aire se considera 2 niveles de lanzador más alto de lo normal.

Magia Obstaculizada: Los hechizos y habilidades sortílegas con el descriptor de tierra o que use o creen tierra se ven obstaculizados. Tales hechizos fallan a menos que el lanzador tiene éxito en una prueba de Concentración (CD = 20 + el nivel del conjuro). Si la prueba falla, se pierde el hechizo.

Dirección Subjetiva de la Gravedad: Los habitantes del plano determinan su propia dirección "hacia abajo". Los objetos inanimados no se mueven a menos que una fuerza externa actúe sobre ellos.