Planeswalkers Species in Labyrinth of the Planes | World Anvil
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Planeswalkers

There is a wide array of ancestries and heritages within the Planes. Players characters —known as Planeswalkers —are mortals who have a tendency to be members of certain ancestries/heritages, of certain backgrounds, and must choose a class. They are adventurous, willing to explore and face danger, and have their own distinct cultural attitudes, morals, and ethics. Optionally, a Planeswalker may choose an archetype and/or may choose to use the new Labyrinthian armor and weapons. Also, note that certain feats have been modified to better fit the feel and uniqueness of the setting.

Character creation for Pathfinder 2nd Edition is found in the Core Rulebook, pp. 19-31 (especially p. 30).

 

Backstory

Players are encouraged to provide a backstory of three paragraphs or less. Certain classes, archetypes, ancestries, or heritages may require a longer backstory, at the GM's discretion.

     

Ancestries and Heritages

Common Ancestries and Heritages

Planar Dwarves

Like their Prime cousins, Planar Dwarves are grim and reserved. They work hard and laugh seldom, are stout and bold —ever advancing an ordered, oligarchic society. Dwarves appreciate strong lagers, and even stronger spirits. Their chief love is precious metal, especially the esoteric godsblood amalgam; and moreover, diamonds and opaque gems.

Planar Dwarven communities send expeditions to to the husks of dead gods in the Astral Plane, competing and warring with other races to harvest the rare godsblood metal. Dwarves dislike oceanic climes. Callous towards elves, most have a wild animosity towards orcs and goblinoids —barring some peculiar communities where dwarves and hobgoblins cooperate. They are customarily averse to magic and have little aptitude for it, but revel in combat, war machines, and arts such as alchemy or engineering. Dwarves predominantly worship either Torag, The Forge Father, or Fjalar and Galar, Murderers for the Mead of Poetry. Though they are cynical and miserly, dwarven courage and tenacity more than compensate for these shortcomings. Planar dwarf player characters may have the option to take Dwarf Ancestry Exemplar Feats*.

Recommended Heritages Godsblood Dwarf, Strong-Blooded Dwarf, Horned Dwarf°, Hraustr°

Godsblood Dwarf

You have been part of expeditions to the Astral Plane, to harvest godsblood metal from husks of dead gods. The side effects of exposure to godsblood allows you shrug off enemies’ magic. You gain the Call on Ancient Blood reaction (see the Core Rulebook, p. 35). You are also eligible to choose the Kneel for No God feat (see the Character Guide, p. 21).

Horned Dwarf°

Your ancestors are rumored to have intermingled with minotaurs centuries ago, and horns at the sides of your head seem to indicate the stories are true. You gain a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait.

Hraustr°

One of your parents was a hobgoblin, or one or both were hraustr. You gain the dwarf and hraustr traits, and you gain 10 Hit Points from your ancestry instead of 8. In addition, you can select dwarf and hobgoblin feats whenever you gain an ancestry feat.

*Courtesy of Luis Loza's blog.
°Courtesy of Zabkiel's Guides.

   

Planar Elves

The perennial Álfar and the Half-Álfar have acclimated to most environs with vivacity. Although most bodies who think of elves consider The Great Wilderness and the polis of Aos Sídhe first and then The Netherworld and the polis of Naraka second, Álfar thrive throughout the Multiverse. There are Elven communities far and wide. Elves oft favor arboreous and jungle climes, but they are not adverse to any other habitat.

Elven wonder about life - warm in the case of the Álfarsolas (Light Elves), but bleak for the Álfarslægt (Shadow Elves) - gives them an innate desire to have expanded their holdings so wide. An elf is sure of the multiverse, and cannot ascertain it if she fails to encounter it. If an elf fastidiously reports his experiences, other elves can understand the layer of that Plane intuitively.
Planar elven fate is inexorably tied to the First World. Yet, the Álfarsolas and the Álfarslægt could not be more dissimilar in outlook —split between a bloodcall for Shadow Elves mirror their actions to the Outer Gods and a bloodcall for the Light Elves to mirror theirs to the more benign Eldest. The Half-Álfar are torn between these, forced to earn acceptance among their pureblood kin or willfully choose exile. Planar elf player characters may have the option to take Elf Ancestry Exemplar Feats*.
Recommended Heritages Álfarsolas, Álfarslægt, Ancient Elf, Seer Elf
Álfarsolas

The call of your blood leads you towards mirroring the more benign Eldest, such as Apholine, Enchar, Magdh, The Norns, or Shyka the Many. You feel a strong connection to forests or deep jungles. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed.

You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.
Álfarslægt

The call of your blood leads you towards mirroring the Outer Gods, such as Azathoth, Hastur, Nhimbaloth, Nyarlathotep, or Yog-Sothoth. You are innately familiar with the saturnine depths of ancient mushroom taigas, catacombs, or undercrofts where light is scarce and where your people negotiate for the attention of their numina. You gain darkvision.

*Courtesy of Luis Loza's blog.

   

Planar Humans

Humans are the most adaptable and ambitious people among the planes. They are diverse in their tastes, morals, customs, and habits. As ubiquitous as their kin on the Prime, planar humans can simply be found everywhere, in any environment. Humans have carved out civilizations everywhere - from the civilized burghs of Axis to the depths of The Eternal Delve. Lacking special racial gifts or abilities, they compensate with determination and the will to achieve and succeed, regardless of circumstances or obstacles.

Humans trend toward no particular alignment, not even neutrality. The best and the worst of the planes are found among them. Human planeswalkers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than any other people, champion causes rather than territories or groups. They worship a plethora of Powers, and are particularly welcoming of the Half-Elves and Planetouched. Planar human player characters may have the option to take Human Ancestry Exemplar Feats*.

Recommended Heritages Skilled Heritage, any Versatile Heritage, Half-Elf

*Courtesy of Luis Loza's blog.
Note: While Half-orcs exist within the setting, they are a rare heritage in this setting.
Players who wish to play an ancestry with a similar theme, without requiring GM permission,
are encouraged to look at Giant-Kin below.

   

Centaurs

Created by Chicken_Bender.

With the upper body of a human and the lower body and legs of a horse, Centaurs, or 'Horse-born', are thought of in many Planar stories as being as wild as untamed horses. Centaurs are subsequently featured in some Prime Material mythology.

The Centaurs were usually said to have been born of the human Ixion and the nymph Nephele. As the story goes, Nephele was a cloud nymph made into the likeness of the Queen of the Gods in a plot to trick Ixion into revealing his lust for the queen to the King of the Gods. Ixion seduced Nephele, and that relationship resulted in the curse of the Centaurs.
Centaurs may act as their own mount for any feats or features which require the use of a mount.

Feats, Heritages, etc. Here

Recommended Heritages Celestial Centaur, Faytouched Centaur


     

Planetouched

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider: usually a celestial of the Upper Planes, the nature of the chaotic or of the lawful manifested, a fiend of the Lower Planes, or a genie of the Elemental Planes. Mostly human, but triflingly paramortal, the planetouched are loners and individuals. On Prime worlds, they're hardly so lucky as to meet another of their kind. The origins of the various types of planetouched are as varied as their forms. They have no common history, though planetouched of the same type from the same regions of a Prime often have a shared progenitor or relative. All Planetouched are a versatile heritage (see the Advanced Player's Guide, p. 28).

The principal breeds of Planetouched are virtuous Aasimar (including the Couatl lineage*) ; maleficent tieflings (including the Sahkil lineage*) ; and the elemental Planetouched heritages, known as Alkali (detailed below).
*Courtesy of Luis Loza's blog.

 

Elegenes

The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability of stone —these things are as much a part of the elegenes as flesh and blood. The elegenes are planetouched, the descendants of a union of a mortal and an elemental, and the term itself is a bastardization of the ancient phrase for 'elemental born' that has gained widespread use. The exact heritage of an individual elegene is often unknown and difficult to determine. Most elements have a number of intelligent races from which elegene could have spring, and normally elemental creatures are loath to accept the half-breed and his descendants, or even admit to their parentage.

Their elemental nature is often extremely evident. Individuals nearly always display a physical characteristic or two that reveals they are more than simply humans —skin or hair color, a special aura, or some other such manifestation almost always marks them.
 
Dust-paras

In between the cracks of the elemental planes, where entropy erodes, exist the paragons of Eroding Sands —the Dust-paras. Fascinated by the history of everything: buildings, magical weapons, famous (or infamous) people, regions, towns, you name it; sages and scholars claim this is because the Dust-paras are raised on a plane where they're surrounded by constant decay. Their curiosity about the life before decay is only natural.

Feats Dust-paras can pick feats from Oreads and humans.


 
Magmars

'Slow, but burning with intense energy' is the description often used to describe the Explorers of the Lava. Like their close cousins the Oread, Magmars tend to be ponderous and deliberate in their outward motions. However, this slow, monolithic movement disguises a fiercely active and intelligent mind. As a consequence, this manifests in Magmars as a desire to explore, investigate, and truly understand the Multiverse in a scientific way. Lawfully inclined Magma elegenese are usually drawn towards alchemy.

Feats Magmars can pick feats from Ifirit and humans.


 
Negatai

Of all elegenes, none are regarded with more suspicion and fear than the Negative Energy elegenes —known among Planars as Negatai. They're not a particularly common type of elegene, but the few that have made it to Labyrinth and other polises have left an impression. When they leave their home in either the Boneyard or The Negative Energy Plane, Negatai discover life —and death —in abundance. Life is a foreign concept to them, in much the same way that Chaos is a foreign concept to Aphorites. But Negatai understand death perfectly, and this is part of the reason why they're so feared on the Planes.

Feats Negatai can pick feats from Duskwalker and humans. They lose Duskwalker Lore as a choice and instead gain Negatai Lore.

Negatai Lore

Feat 1

Negatai

You either found another negatai who taught you the secrets of your kind, or you managed to research your unusual heritage. You gain the trained proficiency rank in Medicine and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Negative Energy Plane Lore or Boneyard Lore.


 
Smoke

While Smokes have to go through the usual adjustments that all elegenes experience the first time they leave their native planes, the steam in Labyrinthian air provides Smokes with homely comforts. This probably explains why the Smoke elegenes are the most numerous of the elegenes on the Planes, and why Labyrinth has the largest concentration of Smoke outside of the merged nexuses at the edges of The Elemental Planes of Fire and Air. Smokes have a faint odor of smoke about them, and this odor indicates their mood. The pleasant odor of smoked cedar, for instance, may indicate that the Smoke is in a generous mood, while a sharp and acrimoniously smoky odor might indicate anger or jealousy.

Feats Smokes can pick feats from Sylph and humans.


   

A note on Halflings, Gnomes, and Goblins

There are three races which players might be surprised to find are not as common in Labyrinth of the Planes as they are in the default Pathfinder 2nd Edition setting of Golarion: halflings, gnomes, and goblins. While these are all core ancestries of Pathfinder 2nd Edition, as far as setting lore and narrative goes, these ancestries are not as common for use by players.

The idea of a "half-man/woman", an ancestry inspired by Tolkien's Hobbits, harking to Krynn's kleptomaniacal Kender or to Golarion's rug-feeted, cheerful halflings? This concept simple doesn't exist in Labyrinth of the Planes. Humans or dwarves, when played "unconventionally", can fit the role of this ancestry. Players should only expect to play a halfling character with explicit GM permission, but note that the beings in the setting are not familiar with the idea of halflings.
Goblins and gnomes are restricted to GM permission only, gaining the rare tag. Gnomes in the setting are part of the Fáy, and as such, as not frequently seen outside the First World or Golarion. The attitude of a gnome in Labyrinth of the Planes is similar to that of other Fey, being puckish and whimsical. A gnome exiled from the First World will often become a Planeswalker, in order to stave off the Bleaching, an affliction from which gnomes residing inside the First World do not suffer.
Goblins are not well regarded by any other ancestry or ethnicity in the setting. In fact, some goblins even revile other goblins. Goblin (or goblin-like) tribes exist on every major Plane, but goblin Planeswalkers are rare. Typical goblin tribes are mistrusted, uncouth clans that raid, steal, and plunder from everyone else with equal opportunity —whether the tribe acts as ruthless pirates, as raiding nomads, or as techno-barbarians on the Astral Plane. Goblins Planeswalkers are those goblins who leave their tribes, exiles who seek to grow beyond the usual behavior of their ancestry.

     

Uncommon Ancestries and Heritages

Certain mortal beings are insular and isolationist, rare for reasons mysterious, or otherwise are not as commonly seen planeswalking. These individuals are still valid player character options, but they might be received differently than the more Common ancestries and heritages. All of these ancestries or heritages gain the "Uncommon" tag, which may replace other tags denoting rarity.

  • Aphorites+,
  • Beastkin,
  • Catfolk,
  • Dhampirs,
  • Dragonkin*,
  • Duskwalkers,
  • Fetchlings+,
  • Fleshwarps,
  • Ganzis+,
  • Hobgoblins (including Hraustr°),
  • Ifrits+,
  • Kitsune,
  • Oreads+,
  • Shisks,
  • Strix,
  • Sulis+,
  • Sylphs+,
  • & Ysoki (Ratfolk).
*Courtesy of Luis Loza's blog.
+Note: These uncommon Planar heritages require GM permission. Players who wish to play a heritage with a similar theme, without requiring GM permission, are encouraged to look at Elegenes above.

 

Giant-Kin

Created by Improphet.

Massive humanoids with the strength and fearlessness of their mighty heritage. Giant-Kin, or 'Titan-born', thrive in the midst of a fight whether holding down the front line or launching rocks from afar. Giant-Kin are not common and can be mistaken for very large humans. Their origins are ancient and unknown. The most popular theory states that these giant-kin were cursed by the most ancient gods.

Giant-kin exist, in relatively small numbers, amongst other peoples on every Plane safe for mortal life. Their beliefs and opinions are as large as they are. However, giant-kin are often very open to new ideas and can change their views on a subject they have believed for years after hearing a single convincing argument. Many giant-kin worship ancestral spirits rather than particular deities.

Feats, Heritages, etc. Here

Recommended Heritages Cyclops, Goliath, Rune, Troll


     

Rare Ancestries and Heritages

Some mortals have a reputation —whether for alien-like attitudes or for hostility. These ancestries and heritages are not recommended as player character options, but rather should be used as monsters or NPCs. With the GM's permission, they might be available for play, but any of these will received negatively in comparison to than the Common or Uncommon ancestries and heritages. All of these ancestries or heritages gain the "Rare" tag, which may replace other tags denoting rarity.

°Courtesy of Zabkiel's Guides.

 

Medusae

Traditionally described as terrifying monsters, Medusae, or 'Snake-born', are far more complex than the evil creatures that many societies make them out to be. Born with snakes for hair and the supernatural ability to turn their enemies to stone, Medusae are a mysterious and powerful people with a sordid history that typically live their lives in the shadows of the world.

Medusae have existed in the Planes for eons. In recent years, many Medusae that have lived among the burghs of the Multiverse. There's a gravid, avant-garde tenement of Medusae that forms a self-contained minor district of Labyrinth, The Nexus. The origins of Medusae lie in the tale of the The Medusa, goddess of the snake-born and she who passes on the curse —or blessing —of their race.

Recommended Heritages Blood-Mixed Medusae, Long Fang Medusae, Revealing Sight Medusae


     

Virtually Unknown Ancestries and Heritages

While it is certainly within the realm of possibility for mortals of the below ancestries and heritages to exist, their numbers are so low on a cosmic scale that encountering such beings is a rare event. These mortals often only exist within the Prime Material Plane, often being local to a specific Planet, a specific Solar Sphere, or a specific Plane. These should be used only as monsters or NPCs.

  • Anadi,
  • Androids,
  • Automatons,
  • Azarketis,
  • Changelings,
  • Conrasus,
  • Dreamlands Cat^,
  • Ghoul^,
  • Gnor^,
  • Golomas,
  • Gripplis,
  • Halflings (including Halfling Ancestry Exemplar Feats*),
  • Leshies,
  • Poppets,
  • Rabbitfolk*,
  • Shoonies,
  • Sprites,
  • & Zoog^.
*Courtesy of Luis Loza's blog.

   

Backgrounds

Paizo Backgrounds

Players may choose any of the General Backgrounds without the GM's permission. Regional Backgrounds, as they are specific to Golarion, are unlikely to have much bearing in the setting and may only be chosen with the GM's permission. Backgrounds from specific adventure paths (including Legacy Backgrounds) are discouraged and may also only be chosen with the GM's permission.


 

Labyrinth Backgrounds

Bellicose Seraphim Initiate

You are stationed at the Cantonment, headquarters of the Consortia of the Bellicose Seraphim. You are either a rank and file soldier, a trainee priest of a god favored by the Holies, or a trainee quartermaster. You hold the rank of Initiate within the Bellicose Seraphim itself. As a consortia adherent, you are shaped by the philosophy of the Bellicose Seraphim.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You're trained in the Acrobatics or Athletics skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Combat Climber if you chose Athletics. You're also trained in Warfare Lore.


The Cult of Razorvine Initiate

You are a guilt-bound loyalist, indebted soul, or indentured servant of the Cabal Macabre, headquarters of the Consortia of The Cult of Razorvine. You serve as a secondary caster in the profane rituals of the Pacters, a librarian caring for the dark tomes, or a debt collector. You hold the rank of Initiate within The Cult of Razorvine itself. As a guild adherent, you are shaped by the philosophy of The Cult of Razorvine.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Occultism or Religion skill, and either The Cult of Razorvine Lore or a Lore skill related to your Lower Planar deity. You gain the Schooled in Secrets skill feat.


Hunter-Guardians Initiate

You train to respect nature at The Grand Arboretum, headquarters of the Consortia of the Hunter-Guardians. As a Wylder, you are a junior gardener or animal trainer within The Grand Arboretum, a herbalist in training, or guide for pilgrims of the natural. You hold the rank of Initiate within the Hunter-Guardians itself. As a guild adherent, you are shaped by the philosophy of the Hunter-Guardians.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.

You're trained in the Nature or Religion skill, and the Herbalism Lore skill. You gain the Natural Medicine skill feat.


The Sihedron Initiate

You are enrolled at the prestigious Sihedron Praxium, headquarters of the Consortia of The Sihedron. You study or practice a magical tradition or skill within the Theurgists, learning the "application of magical truth". You hold the rank of Initiate within The Sihedron itself. As a guild adherent, you are shaped by the philosophy of The Sihedron.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Arcana or Occultism skill, and the Sihedron Lore skill. You gain the Recognize Spell skill feat or Reveal True Name skill feat. In addition, you learn the Thassalonian language.


Soul's Eye Initiate

You are an evangelist of the Perfidious Fane, headquarters of the Consortia of the Soul's Eye. As a Soulmen, you might revere —but never worship —The Allgod, or you preach by word and action the value of imagination over faith. You hold the rank of Initiate within the Soul's Eye itself. As a guild adherent, you are shaped by the philosophy of the Soul's Eye.

Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.

You're trained in your choice of the Diplomacy or Intimidation skill. You gain a skill feat: Group Impression if you chose Diplomacy or Intimidating Glare if you chose Intimidation. You're also trained in Soul's Eye Lore.


Guildless

You are one of the "Guildless", a sod that doesn't ascribe to any of the philosophies of five Great Guilds. You are unable or unwilling to obtain a sponsorship to one of the Guilds. This doesn't mean you aren't associated with anyone: you might be a member of a mercantile guild or religious sect, a soldier of the Chiliads, a Hellknight, or any of the myriad groups which populate Labyrinth. Or you might be a Prime with an obscure background.

Choose two ability boosts. One must be to Wisdom or Dexterity, and one is a free ability boost.

You're trained in your choice of the Diplomacy or Society skill. You gain a skill feat: Hobnobber if you chose Diplomacy or Eye for Numbers if you chose Society. You're also trained in Lore skill of your choice.


 

Cthulhu Mythos Backgrounds

With your GM's permission, you might consider the backgrounds of Alienist, Mythos Cultist, Mythos Survivor, or Visionary. These backgrounds come courtesy of Sandy Petersen’s Cthulhu Mythos for Pathfinder 2e.


   

Mechanical Changes

Classes

All Pathfinder 2nd Edition classes fit the setting of Labyrinth, but three classes have special requirements: Champion, Monk, and Inventor, due to their flavor within the setting. In addition, Cleric has been modified.

Champion Restricted —Because Champions are lesser proxies of their deity, the Champion class gains the rare tag and require an extended background that includes an explanation as to why the champion's deity sent them Planeswalking. However, since laymen champions of the gods exist as 'traditional heroes', the champion multiclass archetype only gains the uncommon tag and does not require any extended background explanations.

Monk Restricted —Because Monks typically confine themselves to monasteries or hermitages, Monks gain the rare tag and require an extended background that includes an explanation as to why the monk has left the contemplative life of a monastic or hermit to go Planeswalking. However, since contemplatives exist as wandering laymen, the monk multiclass archetype only gains the uncommon tag and does not require any extended background explanations.

Inventor Restricted —While the concept of an inventor is certainly prevalent in the Great Beyond (as "one who invents items", not as necessarily the Pathfinder class), the concept of such an inventor also using their talents for invention to adventure is even more rare than on Golarion. Inventor retains the rare tag and requires an extended background that includes an explanation as to why the Inventor left their workshop, laboratory, or practicum in order to go Planeswalking. However, since innovators exist everywhere, the Inventor multiclass archetype does not require any extended background explanations.

Cleric Changed —Because a Planeswalker cleric walks closer to the Powers, so to speak, by walking within the Great Beyond, their faith is both tested more and rewarded more. Cloistered Clerics, in addition to the normal Third Doctrine benefits, also gain the Expanded Domain Initiate feat (see Gods & Magic, p. 8) at level 7. Warpriests, in addition to the normal Third Doctrine benefits, also gain the Domain Initiate feat (see the Core Rulebook, p. 121) at level 7. GMs are encouraged to give clerics challenges to their faith and to urge players of clerics to roleplay the aspects of their deity through example and evangelism.

Gunslinger Changed —A gunslinger who has chosen Way of the Drifter may select a single combination firearm and use Reloading Strike, without having to switch between the melee weapon usage and the firearm usage with a separate Interact action. A Drifter may only do this with their selected combination firearm. Changing the selected combination firearm requires retraining, and is thus subject to the retraining rules (see the Core Rulebook, p. 481).


 

Archetypes

The below archetypes do not have much bearing in the setting and may only be chosen with the GM's permission. In addition, none of the Faction archetypes, except Hellknights (see below), have much bearing in the setting and may only be chosen with the GM's permission.

  • Aldori Duelist
  • Folklorist
  • Nantambu Chime-Ringer
  • Sixth Pillar
  • Turpin Rowe Lumberjack

 
Binders

By drawing their seals and speaking words of power, the binder summons strange entities, bargains with them, and binds them to his service.

Prerequisites Expert Occultism; and Cast a Spell OR any Level 2 Thaumaturge feat

You have delved into the occult and learned how to bind vestiges. Vestiges are spirits cast out of the cycle of life and death, often cast beyond the planes by circumstance and sealed from existence with knowledge being the only key to return them to the great sphere. Through esoteric study, you now hold that key. This archetype is Rare (meaning all of its feats and actions gain the Rare tag).

Full details are in the Binder article.
Hellknights

Prerequisites Must not be a member of one of the Consortia, and must be Lawful Neutral or Lawful Evil. Must fulfill the prerequisites of the Hellknight Armiger, Hellknight, or Hellknight Signifer respectively.

Armiger Eager, fresh-faced Armigers present themselves to a Hellknight citadel as a candidate to become a fearsome Hellknight, much as they do on Golarion. Source World Guide, p. 107.

Hellknight The elite Hellknights are among the fiercest mortal warriors in the Great Beyond. Source Character Guide, p. 84.

Signifer The masked Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Source Character Guide, p. 85.

Orders While the Hellknight orders are functionally similar to the Chiliads, their devotion to absolute law sets them apart. There are four major orders within Labyrinth itself, each with their own specialized focus.

The Order of the Cage specializes in handling threats to the city of Labyrinth, battling especially demons across the Great Beyond;

The Order of the Godclaw has sculpted the virtues of five lawful deities into beliefs from the harshest, most exacting philosophies: Abadar, Asmodeus, Iomedae, The Golden Ram, and Fjalar and Galar;

The Order of the Spike seeks to quell "savage" practices and bringing their idea of civilization to the Great Beyond;

and theOrder of the Weir distinguishes in summoning and treating with lawful fiends from the Great Beyond.


 
Runelords

Arcane witches, arcane summoners, or twisting tree magi of The Sihedron guild are also eligible to take the Runelord archetype (which was originally for wizards only; see Secrets of Magic, p. 240). Twisting tree magi who select Runelord expand their study to also be able to use polearms in addition to staffs, and polearms used in this way gain all the feature available to a staff wielded in both hands. A witch, summoner, or magi who chooses Runelord gains the arcane school feature (see the Core Rulebook, pp. 204-205), but may not be a universalist; and then must abide by the prohibited schools, exactly as a Runelord wizard does. See The Sidehron consortium for the lore explanation.


   

Battle Form Changes

For every battle form, the following changes apply:

  • When using a battle form spell, you can use your own AC, if it is higher than the the AC granted by the spell.
  • Dragon Form (see the Core Rulebook, p. 332), the Ape from Animal Form (see the Core Rulebook, p. 317), Elemental Form (see the Core Rulebook, p. 335), Humanoid Form (see the Core Rulebook, p. 344), and Final Form (see the Ancestry Guide, p. 63) allow a spellcaster to cast spells while transformed into any of those battle forms.
  • Battle forms benefit from property runes provided by Hand Wraps of Mighty Blows, or the appropriate increases as given by Automatic Bonus Progression (see the Gamemastery Guide, p. 196), if the battle form's unarmed attack is eligible.

   

Feats

  • Unconventional Weaponry —Ancestral differences between ancestries can cause a source of conflict, and this conflict often adds to the story and to the setting. Therefore, this feat requires an extended background that includes an explanation as to why the human character is able to use the chosen weapon.
  • [Ancestry] Weapon Familiarity —For any ancestry that has a weapon familiarity feat, taking the weapon familiarity feat requires a simple background explanation as to why the character is able to use that weapon family. E.g.: "[Character] grew up in [(ancestry) village/kingdom/tribe]."
  • Efficient Crafting —This feat, from official Nonat1s homebrew, replaces Impeccable Crafter.

 
Pathfinder Society Archetypes/Feats

The feats included in the Pathfinder Agent, Scrollmaster, Spellmaster, or Swordmaster archetypes are instead treated as General/Skill Feats and are available for all players. Any of the archetype feats for these four archetypes may be taken as long as you meet the other prerequisites.

E.g.: Scrollmaster Dedication has the following prerequisites: "Prerequisites expert in any Lore skill; member of the Pathfinder Society affiliated with the School of Scrolls". The only prerequisite that matters here is, "expert in any Lore skill".
Another e.g.: Bestiary Scholar has the following prerequisites: "Prerequisites Scrollmaster Dedication; master in Arcana, Crafting, Nature, Occultism, or Religion". You must fulfill both of these prerequisites. However, since you may have already taken Scrollmaster Dedication as a General/Skill Feat (at level 6, 7, 8 or 9, depending on your class), you should have an easier time fulfilling the prerequisites for Bestiary Scholar.
This is also true of the any other feats that show "Member of the Pathfinder Society" under Access or Prerequisites.

   

New Armor and Weapons

Brigandine

Category Medium Armor

Price 8gp 50sp

AC Bonus +4

Dex Cap +1

Check Penalty -2

Speed Penalty -5 ft.

Strength 16

Bulk 2

Group Composite

Traits Flexible

Brigandine is a form of body armor typically made of heavy cloth or supple leather, small oblong bone or metal plates riveted internally to the fabric, and a second layer of material on the inside.
Lamellar

Category Medium Armor

Price 4gp

AC Bonus +3

Dex Cap +2

Check Penalty -2

Speed Penalty -5 ft.

Strength 14

Bulk 2

Group Composite

Lamellar armor consists of small platelets known as "lamellae" , which are punched and laced together in horizontal rows. Lamellae can be made of metal, boiled leather, horn, stone, bone or more exotic substances. Metal lamellae may be lacquered to resist corrosion or for decoration. Unlike the resembling scale armor, lamellar armor is not attached to a cloth or leather backing, but is worn over a padded undergarment.
Estoc

Category Martial Weapon

Price 7gp

Damage 1d6 P

Bulk 1

Hands 1

Group Sword

Traits Finesse, Uncommon, Fatal 1d10

An estoc, sometimes called a tuck, is a sword about as long as a bastard sword, but designed exclusively for thrusting attacks. Its “blade” is a steel spike with a triangular, square, or hexagonal cross-section.

 

Modified Weapons

It is easier to find training and gain aptitude with certain weapons in the Multiverse, compared to their more limited use on Golarion. In addition, the Hongali Hornbow is renamed just to "Hornbow". The below previously advanced weapons are now considered martial.

  • Hornbow,
  • Rhoka Sword,
  • Sawtooth Saber,
  • Sickle-Saber,
  • & Spiral Rapier

Finally, scythes in Labyrinth resemble fauchards with a larger blade, being perpendicular to their pole. Their mechanics remain the same.


 

Virtually Unknown Weapons

The below weapons are virtually unknown (as weapons, but may still exist as tools or novelties) across the Multiverse. These should only be used with explicit GM permission.

  • Aldori Dueling Sword,
  • Asp Coil,
  • Buugeng,
  • Daikyu,
  • TMeteor Hammer,
  • & Repeating Hand Crossbow.

 

New Skills

You may be choose to be trained in Planar Lore, which functions as lore skills normally do. (See the Core Rulebook, p. 247.) This is lore about general things of the Great Beyond as a whole, such a major cities, main attributes of various Planes, and other general details about the Planes and their locales. As always, to use the Recall Knowledge action for creatures of religious import (celestials, fiends, and undead), the religious physiognomy or the ontology of the Outer Sphere, the Positive Energy Plane, or Negative Energy Planes; it is recommended to use the Religion skill.

Additionally, with your GM's permission, you may use the Cthulhu Mythos skill Yog-Sothothery. This skill comes courtesy of Sandy Petersen’s Cthulhu Mythos for Pathfinder 2e.

 

Changed Rituals

The following rituals require you be a certain creauture type. The requirement to be that creature type is removed.

  • Abyssal Pact,
  • Angelic Messenger,
  • Daemonic Pact,
  • Div Pact,
  • & Infernal Pact

 

New Rituals

Prediction of Grief
Ritual 2

Traits Uncommon, Enchantment, Mental, Evil

Traditions Occult, Divine

Cast 1 day

Cost rare oils worth a total value of 10 gp × the ritual’s level

Primary Check Occultism (expert) or Religion (expert)

Secondary Casters 1

Secondary Checks Intimidation or Medicine

Duration 3 days

This ritual allows you to predict misfortune for an unspecific future target. You gain a vague glimpse of the future, and seek to predict misfortune among the following outcomes for the future target:

  • Woe The results will be bad.
  • Weal and Woe The results will be a mix of good and bad.
  • Nothing There won't be particularly good or bad results.

Critical Success As success, but the future target's woe is greater than success.

Success The ritual succeeds. You gain the Unleash Woe action, and you have up to 3 days to unleash the ritual.

Failure The ritual fails, automatically granting Weal and Woe. You gain the Unleash Woe action.

Critical Failure The ritual fails, and the result is 'nothing'. You may not gain the Unleash Woe action. You must wait for 1 week before retrying the ritual.


UNLEASH WOE
2 actions

Traits Enchantment, Mental, Evil

Target 1 creature of a level no greater than double the ritual’s level

Duration 1 minute

Range 10 feet

You activate the ritual 'Prediction of Grief': the chosen target is struck with misfortune, which throws it off balance. Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result. If the ritual failed, the target also is quickened. If the ritual was a critical success, the target takes a –2 status penalty to the rolls mentioned here.


 
Obligate Life
Ritual 1

Traits Uncommon, Conjuration, Emotion, Mental

Traditions All

Cast 1 day

Cost an item related to the creature (e.g.: fur for an animal, leaves for a plant)

Primary Check Arcana (expert), Nature (expert), Occultism (expert), or Religion (expert)

Duration Until released, or until the ritual caster dies

This ritual allows you to obligate a creature, seeking aid you for your cause or to forcing them to your service. If you are good or neutral, you convince the creature to willingly aid you. If you are evil, you may choose to force its compliance. You may obligate different creatures for different type of conjurations, but you may only obligate one creature at a time for each type of conjuration. (E.g.: Summon Lesser Servitor can have a single Lesser Servitor.) The creature is capable of growth, even unto the point of changing to a stronger form of the same type (a bird reminds a bird, a bug remains a bug, etc.). Obligation is the establishment of a two-way relationship with the obligated creature, through pathos and telepathy.

Any spells or feats with the word 'Summon' (singular) in its spell or feat titles requires obligation before you use the spell or feat. If the spellcaster activates the spell or feat without gaining the creature's obligation, the spell or feat automatically fails.

 
Cthulhu Mythos Rituals

With your GM's permission, you may use the Cthulhu Mythos rituals, except for Call of Cthulhu. These rituals come courtesy of Sandy Petersen’s Cthulhu Mythos for Pathfinder 2e.



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