Notes |
This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace. Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality—time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.
Constant—air walk
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed.
A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature’s turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
At will—fog cloud (lasts 10 minutes)
A bank of fog billows out from the point you designate within 100'. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. This spell does not function underwater.
invisibility (as spell)
locate creature
As locate animal but this spell locates a known creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell
3/day—dimensional anchor
A green ray that hits with an unarmed attack roll to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell."
discern location
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
greater scrying
You can observe a creature at any distance. If the subject succeeds on a WIL save, the spell fails. The difficulty of the casting depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +1 shift bonus on its WIL save.
Knowledge Modifier
None* Formidable
Secondhand (you have heard of the subject) Hard
Firsthand (you have met the subject) normal
Familiar (you know the subject well) +1 shift
*You must have some sort of connection (see below) to a creature of which you have no knowledge. these may apply with other knowledge types at GM discretion
Connection (best applies) sting Modifier
Likeness or picture +5 to skill
Possession or garment +10 to skill
Body part, lock of hair, bit of nail, etc. +1 shift
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. All of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
haste, slow (as per spell)
Angled Entry (Su)
Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round and plane shift (self only) 3/day as an action. A Hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or Small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.
greater teleport: no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
Plane Shift: You move yourself to another plane of existence or alternate dimension. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).
Otherworldly Mind
Any non-outsider attempting to read the thoughts of a Hound of Tindalos or communicate with it telepathically takes 2d6 points of damage to head but only causes unconsciousness if reduced to serious or above.The victim must also make a hard WIL roll or be confused for 2d4 rounds with the following effects:.
% Behaviour per round
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d3+1 points of damage + damage modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
Ripping Gaze (free action)
3d4 damage and bleed effect to 1 location through armour, 30 feet, Endurance roll negates fully but is opposed by willpower of hound. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. |