Outsider Traits

From Epic Path
Jump to navigation Jump to search
Outsiders

A word is in order on the design philosophy being applied to Epic Path.

Namely, why don't CR40 bad guys rule the world?

It is a good question! We have found, in running many games to VERY Epic levels, that the highest power levels don't do well as 'add-ons' to an existing game world. Because, why wouldn't a Prismatic Dragon just take over?

To avoid this problem in Epic Path, we have turned to the Cosmology of the game universe. Obviously, this is all optional, and referees are encouraged to work out their own explanations, but in the interest of completeness, we present here 'how things work', monster-wise.

The 'center of the universe' is the Prime Material Plane. Around that are the many various other planes, such as the elemental planes, the astral plane, the Ethereal Plane, the Good and Evil aligned 'outer planes' and all that sort of stuff.

ALL of those planes are considered to be part of the Prime Plane, just outside of the Prime Material plane.

The difference is, there is a reason that the Prime Material Plane is in the center, and that reason is, the Fount of Creation. There is 'something' in the Prime Material Plane that suffuses it with positive energy, and acts as a constant source of creation.

The rub is, this Fount is ALWAYS creating new universes, and since the Prime Material is already here, those universes drift away from the Fount, away from the positive energy, into what is referred to as Outside.

Outside is where the really bad things live. The Atropal are the first Epic monster we've rebuilt to reflect this cosmology. Atropal want in. Atropal want the Fount of Creation, and since those things start at CR30, there's not much to stop them, right?

Well, as it turns out, the Fount has it's own defenses. If you are not of the Prime, then you cannot enter the Prime. Period.

The only way for the really Big Nasties to get in is to be invited in. Thus, the Atropal, the Neh-Thallgu, the Qlipothi, and even weirder things can't be encountered unless you go into the Deep Dark to get them.

But it's more complex than that.

In the Cosmology, there are the various Inner and Outer planes, as traditional, and then there are the Planes of Power.

The Planes of Power are both 'surrounding' the outer planes and closer to the Fount. The Planes of Power are the actual reason the Atropal and such cannot invade.

These Planes of Power are where such things as the Solarian Waspines and Crool and Helleskrieg live.

So why don't the Waspines and Crool and Helleskrieg take over? They are Primes, they can come to the prime material plane if they want to.

Because if they leave the Planes of Power, they freeze to death. The power level in the traditional planes is actually much lower than that of the Planes of Power, even though the traditional planes are 'inside' the Planes of Power. It's cosmology, don't try to think too hard about it.

So, that's the situation:

The Prime Material is special because of the Fount. Outside the Prime Material there are all the traditional Outer Prime Planes where the Deva's and Devils and such live. Those guys are Outsiders, but Prime.

Outside the Deva's and Devils live the Plane of Power, with the Helleskrieg. They are Outsiders, and Prime, but they are barred from the Prime Material and most of the other traditional planes because the power level is too low for them to be comfortable. You can see such things in the Prime Material, but its very rare, there are few survivors, and they leave quickly.

Finally, outside the Planes of Power is the Deep Madness. The Atropal and many other things exist there, but they cannot pass through the Planes of Power. You might occasionally get an Atropal nest on the Prime Material when somebody summons one directly, and it is really, really bad.

In game terms, this means that the higher in power the players go, the further out they can venture in search of challenge, and they will never run out. We stopped writing monsters at CR40, but that's by no means the end.

Have fun!



Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

  • Outsider Traits
  • Two good saving throws, usually Reflex and Will.
  • Darkvision 60 feet.
  • Unlike most living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.


Bestiary Notes

Outsiders receive no special defenses from their creature-type. However, specific Outsiders will sometimes have one or more special defenses.


'''Aura:''' -

'''SR:''' -

'''Special Defenses:''' -

'''Immunities:''' -

'''Weaknesses:''' -