This was the result of some inane comment in the Planar Questions Thread that blew up and I couldn't just leave alone. Enjoy.
The Demiplane of Chocolate
One of the many demiplanes that imitate the Elemental Planes, the Demiplane of Chocolate is mostly made up of gooey half-liquid chocolate, with more solid chunks floating around and large empty spaces filled with air and cocoa dust. The chocolate is made up mostly of different flavours of dark and milk chocolate, but also white chocolate and different mixtures with other matter exist exist, especially close to natural portals. Despite its mostly molten state the matter making up the plane is mostly cool and can easily be reshaped into solid forms. The native chocolate elementals are artistic by nature and enjoy making large figurines, monuments and even cities from the base chocolate.
The demiplane has a few natural portals to other planes, especially to the Elemental Plane of Wood and to the Blooming Reaches, the border between Elemental Wood and Elemental Air. From the Blooming Reaches honey flows into the chocolate, while bits of nut, berry and other fruit enter the plane from Wood.
The Demiplane of Chocolate has been at war since a conjunction between it and the Plane of Faerie 300 years ago. Emmissaries of the Seelie and the Unseelie court battle each other over the opportunity to exploit the demiplane's ressources, while the natives unsuccessfully try to evict both sides.
The servants of the Unseelie are small, elf-like fey who ceaselessly mine the chocolate and shape it into statuettes depicting their master, an ancient sidhe with the appearance of a white-bearded old man, dressed richly in red and white furs. As part of a secret plan to manipulate the destinies of the mortals, he often gifts those statuettes to mortal children.
The emissaries of the Seelie on the other hand take the appearance of talking animals. Their leader is humanoid hare who commands his workers to fashion colourful eggs from the chocolate. During spring, he hides those eggs on the Material as anchors for an ancient fertility ritual that helps ensure the Seelie's supremacy.
Finite size. The plane is larger than many Material worlds, but Chocolate is still just a finite demiplane instead of a fundamental building block of the multiverse. Those who tried to reach the plane's borders reported an indestructible barrier resembling the inside of a cocoa fruit's shell.
Normal Gravity.
Normal Time.
Magically Morphic. The matter of the plane easily yields to certain types of transmutation magic. Fabricate doesn't require a craft check to make something from the surrounding chocolate and can change it from solid to liquid and back with ease. Spells like transmute rock to mud, transmute mud to rock or transmute stone to sand can affect the chocolate and change it, as fitting, between liquid, solid or cocoa dust. These changes are instantaneous.
Mildly Neutral Aligned.
Magic: Transmutations that target inanimate objects or areas are automatically extended and widened. Conjuration (Creation) spells that conjure anything besides chocolate are impeded.
Chocolate Elemental
Spoiler: Small
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Chocolate Elemental, Small
Small Elemental (Extraplanar)
HD 2d8+4 (13 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +0
AC 17; touch 11; flat-footed 17 (+6 natural, +1 size)
BAB +1; Grp +3
Attack Slam +4 melee (1d6+2)
Full Attack Slam +4 melee (1d6+2)
Space 5 ft. Reach 5 ft.
Special Attacks Sickeningly sweet (DC 12), spell-like abilities
Special Qualities Darkvision 60 ft., elemental traits, gooey goodness
Saves Fort +4 Ref +0 Will +0
Abilities Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills Balance +8, Listen +2, Spot +3
Feats Improved GrappleB, Improved ToughnessMMIII
Environment Demiplane of Chocolate
Organization Solitary
Challenge Rating 2
Treasure None
Alignment Usually neutral
Advancement 3 HD (Small)
Spoiler: Medium
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Chocolate Elemental, Medium
Medium Elemental (Extraplanar)
HD 4d8+16 (34 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +1
AC 18; touch 11; flat-footed 17 (+7 natural, +1 Dex)
BAB +3; Grp +10
Attack Slam +6 melee (1d8+4)
Full Attack Slam +6 melee (1d8+4)
Space 5 ft. Reach 5 ft.
Special Attacks Sickeningly sweet (DC 15), spell-like abilities
Special Qualities Darkvision 60 ft., elemental traits, gooey goodness
Saves Fort +7 Ref +2 Will +1
Abilities Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills Balance +9, Listen +3, Spot +4
Feats Improved GrappleB, Improved ToughnessMMIII, Power Attack
Environment Demiplane of Chocolate
Organization Solitary
Challenge Rating 4
Treasure None
Alignment Usually neutral
Advancement 5-7 HD (Medium)
Spoiler: Large
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Chocolate Elemental, Large
Large Elemental (Extraplanar)
HD 8d8+40 (76 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +2
AC 19; touch 11; flat-footed 17 (+8 natural, +2 Dex, -1 size)
BAB +6; Grp +19
Attack Slam +10 melee (2d8+5)
Full Attack 2 slams +10 melee (2d8+5)
Space 10 ft. Reach 10 ft.
Special Attacks Sickeningly sweet (DC 18), spell-like abilities
Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, gooey goodness
Saves Fort +10 Ref +4 Will +2
Abilities Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills Balance +10, Listen +5, Spot +6
Feats Dodge, Improved GrappleB, Improved ToughnessMMIII, Power Attack
Environment Demiplane of Chocolate
Organization Solitary
Challenge Rating 6
Treasure None
Alignment Usually neutral
Advancement 9-15 HD (Large)
Spoiler: Huge
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Chocolate Elemental, Huge
Huge Elemental (Extraplanar)
HD 16d8+96 (168 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +4
AC 21; touch 12; flat-footed 17 (+9 natural, +4 Dex, -2 size)
BAB +12; Grp +31
Attack Slam +17 melee (2d10+7)
Full Attack 2 slams +17 melee (2d10+7)
Space 15 ft. Reach 15 ft.
Special Attacks Sickeningly sweet(DC 23), spell-like abilities
Special Qualities Darkvision 60 ft., DR 5/-, elemental traits, gooey goodness
Saves Fort +15 Ref +9 Will +5
Abilities Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills Balance +12, Listen +9, Spot +10
Feats Combat Reflexes, Dodge, Improved GrappleB, Improved ToughnessMMIII, Mobility, Power Attack, Spring Attack
Environment Demiplane of Chocolate
Organization Solitary
Challenge Rating 8
Treasure None
Alignment Usually neutral
Advancement 17-20 HD (Huge)
Spoiler: Greater
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Chocolate Elemental, Greater
Huge Elemental (Extraplanar)
HD 21d8+126 (220 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +5
AC 23; touch 13; flat-footed 18 (+10 natural, +5 Dex, -2 size)
BAB +15; Grp +35
Attack Slam +21 melee (2d10+8)
Full Attack 2 slams +21 melee (2d10+8)
Space 15 ft. Reach 15 ft.
Special Attacks Sickeningly sweet (DC 27), spell-like abilities
Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, gooey goodness
Saves Fort +17 Ref +12 Will +7
Abilities Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Skills Balance +13, Listen +12, Spot +12
Feats Ability Focus (Sickeningly Sweet), Combat Reflexes, Dodge, Elusive TargetCWar, Improved GrappleB, Improved ToughnessMMIII, Mobility, Power Attack, Spring Attack
Environment Demiplane of Chocolate
Organization Solitary
Challenge Rating 10
Treasure None
Alignment Usually neutral
Advancement 22-23 HD (Huge)
Spoiler: Elder
Show
Chocolate Elemental, Elder
Huge Elemental (Extraplanar)
HD 24d8+144 (252 hp)
Speed 20 ft. (4 squares); swim 50 ft.
Init: +6
AC 25; touch 14; flat-footed 19 (+11 natural, +6 Dex, -2 size)
BAB +18; Grp +39
Attack Slam +25 melee (2d10+9)
Full Attack 2 slams +25 melee (2d10+9)
Space 15 ft. Reach 15 ft.
Special Attacks Sickeningly sweet (DC 29), spell-like abilities
Special Qualities Darkvision 60 ft., DR 10/-, elemental traits, gooey goodness
Saves Fort +19 Ref +14 Will +8
Abilities Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills Balance +14, Listen +27, Spot +17
Feats Ability Focus (Sickeningly Sweet), Cleave, Combat Reflexes, Dodge, Elusive TargetCWar, Improved GrappleB, Improved ToughnessMMIII, Mobility, Power Attack, Spring Attack
Environment Demiplane of Chocolate
Organization Solitary
Challenge Rating 12
Treasure None
Alignment Usually neutral
Advancement 25-48 HD (Huge)
A chocolate elemental resembles a big slug made of molten chocolate, but is also able to solidify, making them look like large chunks of chocolate in a relatively badger-like form. Rarely summoned because of being relatively unknown, chocolate elementals tend to live pretty peaceful lifes and prefer building over fighting.
A chocolate elemental speaks Common and a weird language that somewhat resembles the elemental languages called Cocoan.
Gooey goodness (Ex) Chocolate elementals take half damage from desiccation and electricity. A chocolate elemental can switch with a move action between its normal liquid state and a solid state. In its solid state its Str rises by +4 and its Dex lowers by -2. It also exchanges its swim movement for a burrow movement at the same speed.
A liquid chocolate elemental is vulnerable to cold and is forced into its solid form if it takes more than 10 cold damage. A solid chocolate elemental is vlnerable to fire and is forced into its liquid form if it takes more than 10 fire damage. A chocolate elemental that transitioned forciably this way can't voluntarily change its state for 1 minute.
Sickeningly Sweet (Ex) Whenever a chocolate elemental hits any living creature that eats with a slam attack or wins a grapple check against such a creature, that creature must make a Fort save. If the creature fails, it is sickened for 1 minute. If it fails the save by 4 or more, it is nauseated instead. A creature that succeeds on its save is for 24 hours immune to this ability from this elemental.
Spell-like Abilities At will – fabricate, grease (creates liquid chocolate; only available in liquid state), hail of stones (creates hard and sharp cocoa shards; only available in solid state). CL equal HD, DC is based on Cha.
Skills Chocolate elementals have a +8 racial bonus to Balance checks as their bodies cling to surfaces.
Chocolate Mephit
Small Outsider
Hit Dice: 3d8+6 (19 hp)
Initiative: +5
Speed: 30 ft, Fly 40 ft (average)
Amor Class: 16 (+1 size, +1 Dex, +4 natural), touch 12, Flat footed 15
Base Attack/Grapple: +3/+0
Attack: Claw + 5 melee (1d3+1)
Full Attack: 2 Claw + 5 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, Darkvision 60 ft, Fast Healing 2, resistence 10 to electricity and cold, vulnerability to fire
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 12, Dex 12, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +7, Hide +11 Intimidate +4, Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings),
Feats: Improved Initiative, Toughness
Environment: Demiplane of Chocolate
Organisation: Solitary, gang (2-4 mephits of mixed variations) or mob (5-12 mephits of mixed variations)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3
Chocolate mephits are disgustingly sweet in their demeanor. They tend to mother and fuss over other beings, will never lose their smile and treat everything as if it was adorable.
Chocolate Mephits speak Common and Cocoan.
Breath weapon (Su): 10 ft. cone of cocoa dust; nauseated for 1d4 rounds; fortitude, DC 13. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): Only when in contact with chocolate.
Spell-like abilities: 1/hour – Cure Light Wounds, CL 3. 1/day – Good Hope, CL 6.
In the mephit code, sending a chocolate mephit is the worst offense possible for a fiend, for it implies that the recipient is a sweet, soft, fluffy cuddle-bunny that couldn't scare a babe.
Unseelie Stooge
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2
Speed: 30 ft
Amor Class: 15 (+1 size, +2 Dex, +2 leather armor), touch 13, Flat footed 13
Base Attack/Grapple: +0/-5
Attack: Dagger + 2 melee (1d3-1)
Full Attack: Dagger +2 melee (1d3-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilties, unseelie's infamy
Special Qualities: Cold iron vulnerability, DR 5/cold iron, darkvision 60 ft., low-light vision, winter's mantle
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 8, Dex 14, Con 11, Int 11, Wis 11, Cha 12
Skills: Appraise +4, Bluff +9, Craft (Sculpting) +11, Hide +10, Intimidate +9, Move Silently +6, Profession (Mining) +4, Survival +4
Feats: Skill Focus (Craft (Sculpting)), Weapon FinesseB
Environment: Plane of Faerie
Organisation: Group (2-6 plus one 2nd-level enforcers), gang (20-50 plus 4-10 2nd-level enforcers plus 1-2 6th-level leader) or taskforce (100-400 plus 20-80 2nd-level enforcers plus 5-15 6th-level leaders plus 2-3 10th-level taskmasters)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: by class level (favoured class: rogue)
Level Adjustment: +2
The stooges of the unseelie court on the Demiplane of Chocolate resemble gnomes or small elves. Despite seeming friendly and open, these fey are small-minded, spiteful and conniving. They work together and obey their duties, but take glee in harming and inconveniencing others.
Stooges speak Sylvan and may know some smattering of Cocoan. Stooges with class levels will also know at least Common and Elf.
Cold Iron Vulnerability (Ex): Even touching cold iron hurts unseelie fey, dealing 1 damage per round of touch. Cold iron weapons deal +1d6 extra damage to them.
Spell-like Abilities: 1/day – Dancing Lights, Fairy Fire, Invisibility (self only), Levitate, Prestidigitation, Silent Image (DC 12), Speak with Animal (only reindeer and other animals of cold plains and woods). CL 1.
Unseelie's Infamy (Su): An unseelie stooge imposes a morale penalty equal to its Cha bonus (min. -0) to saves on any creature within 5 ft (except other unseelie court associated beings).
Winter's Mantle (Su): Winter holds a jealous grip on those it owns, shielding them from everything that would freeze their bodies or manipulate their emotions. Unseelie stooges are immune to paralysis (except through Dex damage) as well as charms, fear effects and other effects that would manipulate their emotions (e.g. deep despair).
Skills: Unseelie stooges receive a racial bonus of +4 to Bluff, Craft (Sculpting) and Intimidate.
Seelie Lackey
Small Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +1
Speed: 30 ft, Fly 40 ft. (Poor)*
Amor Class: 14 (+1 size, +1 Dex, +2 leather armor), touch 12, Flat footed 13
Base Attack/Grapple: +0/-5
Attack: Kick +2 melee (1d3-1)
Full Attack: Kick +2 melee (1d3-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, vernal touch
Special Qualities: Cold iron vulnerability, DR 5/cold iron, darkvision 60 ft., low-light vision, seelie's glory
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 8, Dex 12, Con 13, Int 11, Wis 11, Cha 12
Skills: Craft (Sculpting) +11, Diplomacy +9, Hide +9, Listen +4/+8*, Move Silently +5, Profession (Mining) +4, Spot +4/+8, Survival +4
Feats: Fleet of FootCW, B*, Skill Focus (Craft (Sculpting)), Weapon FinesseB
Environment: Plane of Faerie
Organisation: Group (2-6 plus one 2nd-level enforcers), gang (20-50 plus 4-10 2nd-level enforcers plus 1-2 6th-level leader) or taskforce (100-400 plus 20-80 2nd-level enforcers plus 5-15 6th-level leaders plus 2-3 10th-level taskmasters)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: by class level (favoured class: scout)
Level Adjustment: +2
The lackeys of the seelie court on the Demiplane of Chocolate resemble humanoid hares and chickens. Generally skittish and suspicious of strangers, they work well together and can be quite gregarious amongst their own.
Lackeys speak Sylvan and may know a smattering of Cocoan. Lackeys with class levels will also know other languages, at least Common and Elf.
*Lackeys can be either hare or chicken based. Chicken shaped lackeys have a flying movement and a racial bonus of +4 to spot. Hare shaped lackeys have Fleet of Foot as a bonus feat and a racial bonus of +4 to Listen.
Cold Iron Vulnerability (Ex): Even touching cold iron hurts seelie fey, dealing 1 damage per round of touch. Cold iron weapons deal +1d6 extra damage to them.
Seelie's Glory (Su): Seelie lackeys gain a morale bonus equal to their Cha. bonus to their saves (min. +0).
Spell-like Abilities: 1/day – Alter Self, Command (DC 12), Prestidigitation, Sanctuary (DC 12), Silent Image (DC 12). CL 1.
Vernal Touch (Su): Spring and growth flow through a seelie lackey's being. At will, as a Standard Action, the lackey can touch a living creature and cure the following conditions: dazed, sickened, fatigued, nauseated and exhausted. If this touch is used on an undead (as a touch attack), the undead must make a Fortitude save (DC 11) or run away as if panicked for 1d4 + 1 round. DC is based on Cha.
Skills: Seelie lackeys receive a racial bonus of +4 to Craft (Sculpting) and Diplomacy.
***
Also, two other house rules that I forgot in the last post:
- Healing is a subschool of Necromancy.
- The Native subtype's name often causes confusion, as not all Native Outsiders are native to the Material, nor does the type change depending on wether the creature is on its home plane. Therefore I decided to rename it. As the main point of the subtype is that the Outsider has a flesh-and-blood body seperate from its soul/essence, I first thought calling them Incarnate Outsiders, but that would have caused too much confusion with Incarnates and Incarnum. So I decided that I will call them Visceral Outsiders from now on (I confess that Pale did inspire me to this word choice, as magical beings there exist on a scale from visceral (corporeal and physical) to spiritual (incorporeal and abstract)).
I'm pretty sure there is another change I wanted to make, but I can't remember it for the life of me. Well, whatever. I will collect these house rules in the Index post at the latest when the next bigger homebrew project lands. Until then, have a good day and lots of chocolate.