the Planewalker's Handbook

by James O'Rance
dragon-dreamer@geocities.com


Index The Factions New Races Planar Skills Magical Adjustments Magical Items New Spells Planewalking Equipment


Chapter Six: Planar Skills and Feats

Planar Sense (Wis; Trained Only)
  Use this skill to predict the imminent conditions on any plane. For example, the use of this skill on the ever-changing plane of Limbo can warn against a sudden rain of fire, a wave of acidic snow, or a blast of poisonous air.
  Check: You can make a Planar Sense check in a reactive manner every time there will be a change in planar conditions. Random changes in air breathability, gravity, ground stability, temperature change, and so on can be predicted up to one hour before they occur. The DM may make a Planar Sense check so that you don't know whether not sensing anything means that planar conditions are currently stable, or that you rolled low.

DC Condition
10 Catastrophic environmental change
15 Major environmental change
20 Minor environmental change
+5 Reactive check
+10 Character has failed a check in the past day

  Retry:As a full–round action, you may attempt to predict a change in planar conditions during the next hour, even if you failed to notice them before.
  Special: If you have 5 or more ranks of Knowledge (the planes), you get a +2 synergy bonus on Planar Sense checks.
  If you have 5 or more ranks in Planar Sense, you gain a +2 synergy bonus to Wilderness Lore checks on the planes.

Planology (Int; Trained Only)
  With this skill, you can use a device called a celestial etherscope to examine planar events and predict the future.
  Check: You can predict the tides of fortune on a plane. The DM should secretly make a Planology check on the following table (or choose a result appropriate based on his foreknowledge of upcoming adventures); you only learn the result if you make a second Planology check (DC equal to original check result).

Check Result
5 or less Catastrophe. Something horrible is going to happen on the plane in question.
6–10 Bad luck. All signs point to negative karma on the plane in question. Minor bad things happen in the lives of natives, and visitors suffer a –1 luck penalty on all skill checks and saves until the phase passes.
11–20 Status quo. Things aren't going to change drastically for a while.
21–25 Good fortune. The plane is blessed with positive energy. Good things happen for the natives, and visitors gain a +1 luck bonus to all skill checks and saves until the phase passes.
26+ Providence. Something extremely beneficial happens to the natives of the plane.
Modifier
+5 Native of the specified plane
–1 Each day into the future predicted

  Note that good and bad luck has nothing to do with alignment, and applies to all beings on the specified plane while the phase lasts. Phases of fortune can last a slong as the DM wishes, bit no more than a week is suggested, and sometimes they might last no more than a few minutes.
  Retry: Failed checks confuse a character with inaccurate and contradictory results, and deny any further checks for the time period attempted.
  Special: A character with 5 or more ranks in Scry gains a +2 synergy bonus to Planology.
  If you have 5 or more ranks in Planology, you gain a +2 synergy bonus to Knowledge (the planes).

Portal Feel (Int; Trained Only)
  Use this skill to learn what's on the other side of a portal or gate before stepping through.
  Check: You can determine certain facts about a particular gate or portal.

DC Task
15 By intuition and observation, the character determines whether a given portal leads into a setting or situation of direct and immediate harm.
20 The character determines the plane on the other side of the gate or portal.
25 The character determines the general environment on the other side of the gate or portal.

  Retry: No.
  Special: If you have 5 or more ranks in Spot, you gain a +2 synergy bonus to Portal Feel.
  Portal Feel does not enable a character to learn about the gate key required to open a portal or gate.

Speak Languages (Int; Trained Only)
  The Speak Language skill works exactly as described in the Player's Handbook (page 73–74). Common planar languages and their alphabets are summarised below.

Language Typical Speakers Alphabet       Language Typical Speakers Alphabet
Abyssal Tanar'ri Infernal   Githzerai Githzerai, slaad Gith
Aquan Water elementals Marid   Gnome Gnomes Dwarven
Archon Archons, Mt. Celestia natives Celestial   Guardinal Guardinals, Elysium natives Celestial
Asuras Asuras Celestial   Halfling Halflings, Outlands natives Dwarven
Auran Air elementals Djinn   Ignan Fire elementals Efreet
Baku Baku, Outlands natives Celestial   Infernal Baatezu Infernal
Bariaur Bariaurs, Ysgard natives Runes   Khaasta Khaasta, lizardfolk Draconic
Bladeling Bladelings, Acheron natives Infernal   Marid Marid, water elementals Marid
Celestial Upper-planar creatures Celestial   Mephit Mephits, elementals Infernal
Dao Dao, earth elementals Dao   Modron * Modrons, Mechanus natives Modron
Djinn Djinni, air elementals Djinn   Nereid Nerieds, marids, water elementals Marid
Draconic Kobolds, lizardfolk, dragons Draconic   Night Hag Hags, yugoloths, Grey Waste natives Yugoloth
Dwarven Dwarves Dwarven   Slaad Slaadi, githzerai Gith
Efreeti Efreet, fire elementals Efreeti   Sylph Sylphs, djinni, air elementals Djinn
Eladrin Eladrins, dryads, elves Eladrin   Sylvan Dryads, eladrins, faeries Elven
Elven Elves, eladrins, faeries Elven   Terran Earth elementals Dao
Formian Formians, Arcadia natives Dwarven   Tso Tso, traders Infernal
Gehreleth Gehreleths, Carceri natives Yugoloth   Yugoloth Yugoloths, fiends, night hags, Gehenna natives Yugoloth
Githyanki Githyanki, red dragons Gith    Planespeak Any Any
* Modron costs 2 skill ranks to speak fluently. A character with only one rank spent in Modron can understand the language, but not speak it.


New Feats

Chaos Shaping [General]
  The character can shape the primal chaos of Limbo with his will.
  Prerequisite: Chaotic alignment.
  Benefit: The character is an anarch, an individual with the innate ability to shape chaos. The character uses the powers of the subconscious to maintain terrain in Limbo. The character makes a Wisdom check and compares it to the Terrain Maintenance Table. The character maintains the shaped terrain even while performing other actions, sleeping, or unconscious. The terrain fails if the character is dying (–1 to –9 hit points) or dead.

Terrain Maintenance Table
Result Radius of Terrain Type of Terrain
5 or less None None
6–10 10 feet per attribute point Simple (flat meadow)
11–15 30 feet per attribute point Complex (hills, trees, streams)
16–25 300 feet per attribute point Artificial (buildings, streets)
26+ 1 mile per attribute point Includes native animals

  Normal: The character can shape chaos by making an Intelligence check and comparing it to the Terrain Maintenance Table; the terrain remains as long as the character concentrates (a full–round action each round).

Planewalker Rogue [General]
  This feat allows a character to wend his way through the mechanisms of Mechanus, climb along the jagged mountains of Gehenna, or navigate plains of broken volcanic glass on baator.
  Benefit: The character gains a +2 bonus to Balance, Climb, and Swim checks to get around in nonstandard or nonhorizontal environments, as found on many planes.

Planewalker Warrior [General]
  This feat allows a character to strike at the weaknesses of planar entities that can only be harmed by magical weapons.
  Prerequisite: Base attack bonus +1 or higher
  Benefit: When attacking elementals and outsiders with Damage Reduction, the enhancement bonus of a weapon that can overcome this resistance is reduced by –1 (to a minimum of +1).

Spell Recovery [General]
  This feat allows a character to retain a prepared spell that was unsuccessfully cast due to planar prohibitions on magic.
  Prerequisite: Spellcaster level 1st+.
  Benefit: The character can make a Spellcraft check to retain the spell (DC 10 + spell level). A successful check indicates that the spell remains prepared; failure indicates that it has been lost as if normally cast.
  This spell only works when a prepared spell is unsuccessfully cast due to the magical conditions of a plane; spells that fail because of other factors (such as spell resistance or successful saving throws) cannot be recovered.
  Note: Obviously, once a character learns which spells won't work on a particular plane, he won't be casting them in the first place.


Index The Factions New Races Planar Skills Magical Adjustments Magical Items New Spells Planewalking Equipment