Planar Handbook: A Player's Guide to the Planes

IronWolf

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A complete guide to integrating planar travel into any D&D campaign.

This new guidebook is specifically designed to make travel to other planes of existance an easy part of any D&D campaign. The rules are written in a modular fashion, allowing players and Dungeon Masters alike the ability to choose only the material suited to their current campaign. Considered a complementary product to Manual of the Planes, this title contains a wealth of new material, including new rules subsets, player races, feats, spells, magic items, equipment, and vehicles.
 

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The Planar Handbook is written by Bruce R. Cordell and Gwendolyn F. M. Kestrel. At 192 full color pages, it seems inexpensive at $29.95 compared to other books on the market. In contrast, most of Atlas’ books are 160 b&w pages for $30.00 or Expeditious Retreat Press’ latest book, A Magical Society: Ecology and Culture, a 160 page b&w softcover book for $27.00.

In terms of art, there’s some good news and some bad. There are several great illustrations in terms of characters, monsters, and maps. For example, the illustrations in full color of the new types of armor, are a nice touch. The various monsters illustrations help bring to life the new beasts. However, something that Wizards of the Coast seems to be doing a little too much lately, is highly noticeable here. Clip art. Well, I don’t know if it’s actually clip art, but how many more times do we need to see the smoking pair of boots by Wayne Reynolds the other illustrations by him like the fat toad demon or the cracked helmet in the sand? This isn’t some third party publisher’s fifth product, this is Wizard’s of the Coast and clip art of any sort, is highly inappropriate for them.

In terms of utility, I’m also a little at a loss as to what the companies overall plan is. Right on the front, it notes that this is “A Player’s Guide to the Planes.” Okay, then why do we have so many monsters? While I can see the potential use for some of the locations, I’m at a loss as to why we need new monsters in a player’s guide. It confuses the purpose of the book. Player’s want material for playing, not to have their material stepped on by goods that only a GM is going to use. On the same pole, I’ve already heard the rumblings on our boards about how little else there is here for GMs to use. (I disagree with that, but I’ll get to that in a minute.)

In terms of player utility, we have what I call the standards here. New races, feats, prestige classes, and spells. For new races, we have some old favorites like the divine blooded aasimars and the infernally tainted tieflings, as well as a new subset of races, the mephlings. These are broken down into the traditional elements, air, earth, fire and water. My personal favorite though is probably the shadowswyft, a race with ties to the plane of shadow, as well as the spiker, a creature who shares some ancestry with the bladelings. One of the best thing about this section is that most of these new races are a level adjustment of zero or plus one, meaning that most are good for low level play.

For those more interested in more powerful races, the authors provide a Savage Species style breakdown for Avoral, Chain Devils, Hound Arhcons, Janni, and Lillend. With this breakdown, you se the special abilities each one gets per level, as well as how their back attack bonus and other features rise as they gain their racial levels. The only thing that doesn’t really pan out is it really shows the discrepancy between a character class and a monster. For example, an outsider gets a +1 to her base attack bonus per hit die. If you’re a fighter, you gain a hit die every level and a +1 to your base attack. A 13th level lillend only have 7 hit dice and so, only have a +7/+2 to their base attack bonus. Sure, they have numerous other abilities but it makes you wonder what the system would be like if classes didn’t have hit dice and had to use their race as a hit die and if special abilities and other innate abilities, like a wizard’s spellcasting abilities, were all customizable. (Might have to break out BESM d20 again and play around with it.)
In terms of character augmentation, we have a few options. One of the new ones is planar substitution levels. At certain levels, you can take a planar level instead of a standard level. These levels give you different abilities than your standard level. To take such a level, you have to meet one of several requirements like visited a plane other than the Material, have the extraplanar subtype, heritage feat or at least 1 rank in Knowledge of the Planes.

Each of the core classes is covered and written up per the player’s handbook, in alphabetical order. So for example, the first class is the barbarian, who can take one of these substitution levels when he’s 3rd, 7th or 11th. Normally you get your standard progression in terms of bab, saving throws and class skills, but you lose your standard special abilities and gain a specific one. In this instance, the barbarian can sense portals for his first substitution level, gains planar damage reduction (2/-) against outsider’s attacks at his second level, and gets a menacing rage, that demoralizes outsiders within twenty feet of the barbarian unless they make a Will save.

It’s an interesting mechanic and has a lot of potential to allow the players and Game Master to truly customize those characters in his campaign. It reminds me a bit of some of the monk variants in the Unearthed Arcana and from what I understand, is also in the new Races of Stone book.

In terms of feats, we have a new type, the Heritage feat, as well as many general feats. Some of the feats have great potential in the right circumstances. For example, if you’re fighting a high level monk whose wailing on your with his flurry of blows, Acheron Flurry is a great counter. You spend a standard action and distract your foe and on his next turn, he can only take a single standard action or move action.

For the Heritage feats, some seem overpowered but they have limits in their overall utility. For example, Anarchic Heritage gives you a +4 bonus to saves against polymorph or petrification effects as well as a +1 bonus on saving throws created by lawful creatures but looking at in whole, it’s a higher save than say Lighting Reflexes, but doesn’t apply against anything. The wording could be a little clearer though. For example, do you gain a +5 on your saving throw if a lawful creature is trying to polymorph you? I’d say no but without it being spelled out. In addition, it makes no note of this stacking with other saving throw bonuses as it doesn’t indicate what type of bonus this is.

One of the most interesting feats though, has got to be Planar Touchstone. This allows you to “Forge a link between you and power-rich planar locations.” Several locations are described latter in the book. Characters can attune themselves to different touchstones but can only attune themselves to as many touchstones as they have taken in feats. So if you’ve only taken the feat once, you can only retain the abilities of the last place your attuned yourself to. Even more impressive is that if you go to the place, you can gain a more powerful ability with a limited number of uses. Some great campaign seed adventurers right here and some potential to really up the ante in a higher level campaign. Imagine the surprise on the party’s face when a fighter casts a fireball spell eh?

For prestige classes, the authors have done something different. Instead of just a brief introduction to them and the game stats, the authors have provided various organizations. Now it’s been a long time since I was in a Planescape campaign, but for the most part, I’m sure that’s where many of these PrCs come from.

Take the Athar for example. The group’s background and goals are detailed for about a page and a half before the new PrC, the Defiant is detailed. How about the Doomguard with their PrC, the Doomlord or the Fated with their PrC, the Featemaker. It’s a nice selection of old ideas updated to a new edition. I fear that it won’t be enough for die-hard fans of the old setting but I find it better than nothing and hopefully a good indication that we may see some more such material in the future.

Not every PrC belongs to an old Faction though. Take the astral dancer for example. They are masters of fighting in zero gravity environments and I’m actually looking them over for inclusion in a d20 Future campaign as many of their abilities, such as relative attack, considering the astral dancer on higher ground, or astral dodge, where they have a +2 dodge bonus in no-gravity environments, make sense for a d20 Future campaign as well.

On the opposite end, the elemental warrior selects an affinity with one of the elemental planes and can then call on abilities of it. For example, elemental weapon inflicts an extra 2d6 points of energy damage while their master attack, elemental strike, inflicts massive amounts of damage and has a secondary effect that ranges depending on the element selected. For example, the water strike deals 10d6 points of damage and draws the moisture from the enemy, causing them to become nauseated for 1 round unless they make a Fort saving throw.

Players are always looking for an advantage in combat. New equipment is often one way to gain such an element. Some of the weapons just seem a little over the top like the Jovar, which is in essence a greatsword with a better critical range while others are for visual appeal like the annulat, which resembles a chakram, an edged throwing disk. Three new armors help round off the give and take of combat with mechanus gear, hooked armor and sectioned armor providing new options. My favorite is the sectioned armor as it can be worn in various stages, providing different AC bonuses depending on how its assembled. For those looking for maximum protection though, the mechanus gear , while reducing its wearers movement greatly, grants a +10 armor bonus.

Numerous other bits help round out the section. Looking for new vehicles or even new materials to have your weapons and armor forged of? The book has you covered.

Now in terms of GM’s toys, this section, Equipment and Magic Items, is where your options start. While the characters are the ones who often benefit the most from magic items, it’s the GM’s decision as to which items they gain. In that spirit, we have new armor and weapon special abilities, as well as specific weapons. My favorite in this section is probably Afterlife, a +2 consumptive burst unholy greatsword that can cast death knell as a standard action once per day. Got to love those evil items. Others will be looking at some of the other toys like the Rod of Envervating Strike, which functions as a +1 heavy mace and also inflicts an inflict light wound spell on the victim.

The book then swings back to the player side with new spells. One of the things I enjoy about most WoTC products is the excellent spell break down. It’s much easier to see a listing of spells broken down by class, then in the case of wizards and sorcerers by school, and then level, then just a massive listing of spells. A new concept here are the planar domains where each domain has it’s own spell list and granted powers. The deities listed are the basic ones from the PHB with those from other sources named. For example, Kurtulmak has kobolds listed next to him.

In terms of spell lists, while the assassin doesn’t get any new toys, the blackguard gains a few, and all of the core classes gain several new ones. The druid doesn’t get quite as many as the other classes and actually gains no new 8th level spells, but otherwise, has at least one new spell for each level. Many of the spells focus on either avoiding the perils of the planes, like the 3rd level spell, Avoid Planar Effects, or summoning planar themed creatures. Those spells tend to be of a higher level and all come from the conjuration school.

The book then gives reign over to the GM with new monsters. A listing of creatures by challenge rating shows a listing of creatures from ¼, the elysian thrust, to 16 at the astral kraken. Several new templates are also included like anarchic (chaotic), to axiomatic (lawful). It’s a good selection overall, but I wish that there had been more inhabitants of the Far Realm as opposed to just the dharculus, which isn’t even stated as coming directly from the Far Realm, just “is a creature from an alternative reality far from the Material Plane…” Interestingly enough, two new races, the forst dwarf, and the fire gnome, have listings as a monster and traits so players have another option and at a level adjustment of 1, it’s another one playable at lower levels.

While I can see why Planar Sites were included, to give players a base of operations, it’s still in the GMs realm and another thing I wonder why it’s in a player’s manual. Nonetheless, I’m glad to see some old favorites updated, even briefly, to the new edition. We have a nod to the old Infinite Staircase as a way to move around planes, and brief descriptions of the City of Brass, Sigil, and Tu’narath. Once again, I’m of the opinion that a slight nod to the first two, truly classic places in my mind is better than nothing at all but I was a little surprised at Tu’narath. See, this is the “greatest githyanki city in any dimension” and apparently, it doesn’t take into account anything from the recent Incursion event from both Dragon and Dungeon magazine as the Lich Queen is still top dog here.

The last meaty section details the Planar Touchstones. The touchstones are broken down by level and listed in order from lowest level, level 4, to highest level, 14. Information on making your own touchstone abilities is provided, but you’re probably better off reading each section and making something similar. Each touchstone has name, descriptor, location, initial encounter, subsequent encounter, base ability, recharge condition, higher-order ability and higher-order uses.
These are short sections for the most part and don’t even cover a full page in most instances. Some of them are mapped out and a few NPC’s have game statistics but for the most part, they are listings of areas with their powers a character with the Touchstone feat can gain.

In looking at the abilities, it depends on the feel of the place. The Spire of Thorns for example, grants a base ability of +2 bonus on saves against poison, while the higher order ability allows you to cast neutralize poison on yourself once per day as a 15th level ranger with 5 uses. The more powerful a higher order ability, the less times you gain it. For example, at Pilgrim’s Rest, you can ethereal jaunt for a number of rounds equal to your character level once per day, but can only do it twice before needing to recharge.

The book ends with a massive listing of encounter tables. These tables include almost all of WoTC books including oddities like the Epic Level Handbook and the Miniatures Handbook, as well as more obvious sources like the first two Monster Manuals, but no reference to upcoming books like the Monster Manual III. Sections are broken up by planes and include sections for any plane and templates. At nearly six full pages, it’s a nice section that doesn’t rely on a die roll, but rather, listing by challenge rating and alphabetical order. A page reference would’ve been nice, but seeing as how there are three columns and they use alternating tan lines to make it easier to read, I’m not complaining.

Overall, I can see a lot of utility in this book. It’s more heavily weighted towards players, but any GM who can’t find use in the touchstone section or use the updated material on the various planar cities, isn’t trying hard enough. The new monsters especially lend themselves to easy use, and the new races have all sorts of potential. Planar invasions don’t always have to be on an epic scale and I can easily see using the shadowswyft as infiltrators, especially with their favored class being rogue.

If you’re a player looking for new options or a GM looking to see what WoTC has done with certain elements of the old Planescape setting, the Planar Handbook has something for you.
 

This book is great for players, and the Manual of the Planes is great for the DM... but the FFG Portals and Planes makes all the books work well together. If you're looking for a great combination of ideas, get all three books and use them together. Portals and Planes is the guide to implimentation of the Manual of the Planes.
 

I too enjoyed Portals and Planes. I loved some of those mini areas that allow you to move between the planes and have used those when the regular modes of planar travel have been cut off.
 

<b>The wording could be a little clearer though. For example, do you gain a +5 on your saving throw if a lawful creature is trying to polymorph you? I'd say no but it isn't spelled out. In addition, it makes no note of this stacking with other saving throw bonuses as it doesn't indicate what type of bonus this is.</b>

I could be wrong, but don't typeless bonuses stack with anything?
 


Actually, they would stack...

Isn't that what I said?

...because they do not apply to the same thing, so they are different.

Que? They're not the same, so they're different? Well... yeah.

I'm not trying to be snarky, but if you have a point here, it's escaping me.
 

Picture a FR ranger with favored enemy: goblinoids and favored enemy: zentharim. Now, if that ranger meets a zhent hobgoblin, both of his favored enemy bonus stack against that foe.

That was my point. If you have two (or more) conditionnal bonus to the same thing, but with different conditions, they stack.

Unnamed bonus always stack, too, but the text of the review didn't said they were nameless. Now that I have the book and can check it, they are, indeed, nameless.
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Initiative Round

The Planar Handbook is a Dungeons & Dragons supplement from Wizards of the Coast. A 192-page full-color hardcover by Bruce R. Cordell and Gwendolyn F.M. Kestrel, the cover art by Matt Cavotta depicts an individual examining a sextant of the planes, one of several new magical items described herein. Brent Chumley, Emily Fiegenschuh, David Hudnut, Dana Knutson, Doug Kovacs, David Martin, Dennis Crabapple McClain, Jim Pavelec, Steve Prescott, Vinod Rams, and David A. Roach lend their talents to the interior art. The Planar Handbook retails for $29.95.

Since the early days of D&D, the planes have been a source of fascination and wonder for many player characters. In the original boxed set, these places were the homes of the gods, nearly unreachable by mortals. As the game grew, that slowly changed. With the release of the Manual of the Planes in 1987 changed all that. Suddenly, it was possible, even desirable, to pop over to Elysium for a visit, and no paladin’s career was complete without a descent into the Nine Hells. With the release of the 2nd edition of AD&D, planar exploration took on a life of its own, becoming a campaign unto itself. Planescape introduced us to all manner of new beings, strange places, and even an entirely new slang. When D&D 3E was released, planar travel again took a backseat. It wasn’t until the rewrite of Manual of the Planes (2001).

Enter the Planar Handbook. This work takes what was given in the new Manual of the Planes and adds to it, opening entirely new vistas for player characters and DMs alike. New races, new feats, new spells and magic items, and details on planar sites such as the City of Brass and Sigil can all be found here. Where the Manual of the Planes concentrated on the planes themselves, this book explores the inhabitants and the myriad of possibilities.

The Planar Handbook introduces ten brand-new races for use as player characters, and provides some necessary detail on two favorites; aasimar and tieflings. New racial options are the bariabur (centaur-like goat-folk), buommans (long-limbed humanoids), mephlings (cousins to the mephits, one for each of the four “classic” elements), neraphim (nomadic dwellers of Limbo), shadowswyfts (planetouched beings from the Plane of Shadow), spikers (cousins of the bladelings), and wildren (untamed dwarf-like beings from the Wildlands). If these aren’t enough for you, or if you’re running a high-level campaign, you might look into one of the more powerful races provided in the Planar Handbook; the avoral guardinal, the chain devil (kyton), the hound archon, the janni, or the lillend. These races are presented as monster classes (ala Savage Species).

Overall, planar classes don’t differ that much from the norm. There exist bard and wizards and monks aplenty on the outer planes, but some are more accustomed to this environment than others. This is represented by planar substitution levels. If you have a character that is native to another plane, who has visited the planes, or who has extensively studied the planes, you may choose to substitute a planar class level for a normal class level, effectively skipping that level (i.e., a 3rd-level fighter who chooses to take a planar substitution level for 4th-level will then advance to 5th-level as a fighter if he decides to take a normal class level at his next level gain).

The benefits of taking a planar substitution level vary from class to class, and it is perfectly feasible to take planar substitution levels only at the levels that benefit the character. Thus, a barbarian could advance as a normal barbarian until 3rd-level, take the barbarian planar substitution class, then switch back until 7th level, when it again benefits her to take the planar substitution level. A cleric might take a planar substitution level in order to gain the ability to dismiss summoned creatures (in the same way that he can turn undead), while a sorcerer can take a planar substitution level to replace half the damage dealt by spells he casts to force damage (making it easier to harm creatures that are immune to certain elements). The exact abilities gained occur at set levels and do not vary.

The Planar Handbook offers quite a few new feats. Most are heritage feats, representing a specific extraplanar ancestry. Certain heritage feats build upon others and it is possible to acquire a heritage feat after 1st level (so take heart, those of you with established characters). Outside of the heritage feats, most of the feats are general in nature and can be used by anyone who meets the prerequisites.

Planar adventuring just screams for the prestige class, it would seem to me, and the Planar Handbook delivers nine new prestige classes for your planar campaign. Seven of these classes are actually members of planar factions or societies. Not every member of a particular faction has a prestige class, of course, and a faction may have more than one prestige class (though only one from each is described here). The factions themselves are discussed briefly, including organization, beliefs, and a few snippets of lore. The factions described in the Planar Handbook are the Athar (who believe that the gods are nothing more than extraordinarily powerful mortals), the Doomguard (who believe that the multiverse is slowly coming apart at the seams), the Fated (professing survival of the fittest), the Mind’s Eye (focusing on the ultimate journey of self-discovery), the Society of Sensation (who spend their time seeking to experience as many sensations as possible), the Transcendent Order (who feel that each of us is a part of the whole, living multiverse), and the Xaositects (playing with disorder and promoting the chaos that they feel makes up the multiverse). The associated prestige classes with these factions are, respectively, the defiant, the doomlord, the fatemaker, the visionary seeker, the ardent dilettante, the cipher adept, and the chaotican. Two other prestige classes that do not necessarily align themselves with any order are the astral dancer (who specialize in operating in low-gravity environs) and the elemental warrior (devoting themselves to the mastery of a single element).

If you’re going to go adventuring across the planes, it’s certain hat you’re going to run afoul of some situations that call for specialized gear. One thing that 3rd edition did was to redefine the weapons and armor so that repetition was no longer such a factor. Now, each weapon or armor has something that makes it different from all others. The Planar Handbook continues that trend with nine new weapons and three types of armor (including one that can be considered light, medium, or heavy, depending on the configuration). You’ll also find a host of equipment, such as the gravity tent (sleep comfortably in those realms that have no gravity) and the true holy symbol (created on the plane of the god it represents and carrying a modicum of the deity’s power). There are also new alchemical items, new mounts, new vehicles, and a new type of material. Of course, there are also several new magical items as well. The Planar Handbook offers a number of new spells, more than 70 in all, for all classes. There are nine new domains (one for each of the nine alignments), each of which is attuned to a given plane.

As you might expect, the planes are full of strange and mysterious creatures, from the fearsome astral kraken to the negatively-charged void ooze. The Planar Handbook gives you 23 new monsters and four new templates. Anarchic creatures revel in chaos, while those with an axiomatic bent live by the letter of the law. Vivacious inhabitants populate the positive material plane, but beware their dark counterparts, the entropic creatures from the negative energy plane. A short section also adds several of these new creatures to the existing summoning spells.

Planar sites, the last chapter of the book, takes the reader into the infinite worlds of the planes. The D&D cosmology is described in brief, but doesn’t differ that much from the one described in the Manual of the Planes. Instead of dwelling on things that have already been discussed, this chapter delves into locations that would be of interest to adventurers, such as the fabled City of Brass, on the Elemental Plane of Fire, Sigil, home of the Lady of Pain, and Tu’narath, the largest Githyanki city in any dimension. Of course, not everyone can easily visit the planes, but don’t worry, sometimes the planes come to you! Planar breaches may happen anywhere at any time. Finally, for those with a certain special talent and the ability to reach these isolated sites, planar touchstones can offer great power (but at great risk as well).

The book finishes with an appendix that lists, by CR, the numerous creatures that may be found on the various planes. This listing includes creatures from the Monster Manual, the Monster Manual II, the Fiend Folio, the Draconomicon, the Miniature’s Handbook, the Manual of the Planes, the Book of Exalted Deeds, the Book of Vile Darkness, the Epic Level Handbook, and this volume. The idea is to make it much easier for GMs to design a custom encounter table for a particular planar region.

Critical Hit
I’m a person that doesn’t care for repetition. If it’s already been covered elsewhere, and to the satisfaction of the gaming community, then don’t reprint it, especially if the changes are minimal. So it is with the Planar Handbook. There isn’t a lot of repetition in this volume (with one notable exception), I’m happy to say. I could find only four spells that were repeated from the Manual of the Planes and absolutely no monsters or prestige classes. These are two entirely separate volumes, each essential, but very different. I’m very pleased with that.

Critical Fumble
Okay, planar touchstones. They’re a cool idea, but do we really need 33½ pages of them? I think it would have been sufficient to describe one or two and then dump the rest into a web supplement, as opposed to filling out a fifth of the book with them! Don’t get me wrong, I like them, but I just don’t feel it was necessary to describe 51 different locales.

Now, the exception to the repetition I mentioned above? Aasimar and tieflings are covered in detail… again! Is there anyone out there who doesn’t know these races in great detail by now? Give it a rest, guys! We get it, they have extraplanar origins. Okay, let’s move on!

Coup de Grace
If you’re going to do any real amount of planar adventuring beyond the occasional passing through the ethereal on your way into some hidden room, then you need this volume. Combined with the Manual of the Planes, this is everything that is necessary to run adventures across the infinite planes of reality, opening new avenues of possibility.

I want to go on record as saying that I’ve seen several comments and reviews on this book that state that Plansescape (2E) was better. I disagree. I think that Planescape was better supported, but not a better setting overall. I find the new planar cosmology much more interesting and with some improved support, it could make for great campaigning.

Final Grade: A-
 

Planar Handbook - A Player's Guide to the Planes

The Planar Handbook is something unusual for D&D. Traditionally, the handling of the planes has been in the hands of the Dungeon Master. The DM would create an adventure on the planes, and the PCs would venture there. If the DM didn't run an adventure on the planes, they were fairly much irrelevant. The Planar Handbook reverses that: it provides reasons for the players to want to go to the planes.

I am all for that, myself. A good game of D&D should revolve around the desires of the entire group. Although many campaigns are largely driven by the desires of the DM, I believe that when the players are also contributing, then the campaign can become truly memorable. This is a co-operative game, after all.

However, there is a specter haunting the Planar Handbook and that specter is Planescape. The Planescape setting was released during one of the times I was investigating other aspects of role-playing, so I'm not really familiar with it. There are many that are, though. The Planar Handbook is not Planescape: it has a totally different purpose. So, if you're expecting another Planescape, be prepared to be disappointed. Although some elements of the Planar Handbook are obviously inspired by Planescape, the transition to a generic D&D product is one that many Planescape fans are unhappy with.

This is a Player's Guide, and so, much like the Complete Warrior and Races of Stone, the Planar Handbook provides a selection of tools to customize characters. There are new races, feats, prestige classes, spells and magic items, all of which have a planar aspect to them. If you are bored with such elements, it's likely that the Planar Handbook is not for you.

I find the most interesting new element of the book to be the idea of the Planar Touchstone. In essence, it is a new application of the feat mechanic. The Planar Touchstone feat attunes a character to a place on one of the planes and grants a minor ability (such as +3 hit points or +1 on Hide checks). If you then visit the location and complete an attunement ritual, you gain a limited number of uses of a higher order power (such as the ability to cast rusting grasp four times). Once you've run out of those uses, you need to return to the location to recharge the power. It is also possible to change your attunement from one touchstone to another, making this a versatile feat.

What make the Planar Touchstones really interesting are the short descriptions they have. One of my favorites is the Library of Ignorance - a place whose only inhabitant spends his time filling a book with the knowledge he has accumulated. He writes a page in the book every day. However, he's cold and he has no fuel... so every day he tears a page out of the book and burns it. If you help him by providing fuel (the ritual required), you gain four uses of a legend lore ability.

The Planar Touchstones are scattered around the established planar cosmology of D&D - the Great Wheel - but I don't think it would be too hard to convert them to your own campaign. 33 pages of the Planar Handbook are taken up with descriptions of the Touchstones - this may seem like a lot, but the intention is so that the players are inspired by the descriptions and thus want to visit the planes to attune themselves to the Touchstones, creating opportunities for the DM to create adventures around them.

The other new game mechanic in this book relates to the classes: Planar Substitution Levels. The basic idea behind it is this: if your character has a connection to the planes in some way, you can swap out some of the abilities your normal class gives you and instead take the more planar-derived abilities.

All the core classes have planar substitution levels, which are only available at certain levels. Thus, a 3rd level Barbarian may gain the ability to sense planar portals instead of the trap sense ability. At 7th level and 11th level there are other abilities that may be gained, replacing those of the standard Barbarian. All of these substitution levels are optional - you may decide only to take one or two of the levels if you wish. One of my favorite substitution levels is that of the 6th level paladin, which makes the paladin's mount a celestial steed; this replaces one use of the remove disease ability.

The rest of the book is more conventional: Races, Feats, Equipment and Magic Items, Spells, and Creatures of the Planes.

Some of the races are new, some have been described before. They are all presented in the same level of detail as you'll find for the core races in the Player's Handbook, and certain more powerful races get the Savage Species treatment of monster class levels. The full list is as follows: Aasimar, Bariaur, Buomman, Mephling, Neraphim, Shadowswyft, Spiker, Tiefling and Wildren. The monster class descriptions are for the Avoral Guardinal, Chain Devil, Hound Archon, Janni and Lillend.

There are 23 new feats in this book, eleven of which are General feats and twelve of which are Heritage feats. The Heritage feats represent a character's descendance from a inhabitant of one of the planes. These feats have both basic and improved versions, allowing you to choose how strongly you are connected to your heritage.

The general feats include the touchstone feats, and also feats that represent special combat techniques that outer planar creatures might use. These feats may be taken by anyone with a good enough knowledge of the planes.

All this rules material seems fairly solid to me, although there are parts that seem more impressive than others do. Importantly, nothing seems totally overpowered.

The approach to the Prestige Classes is different than in previous books. As I understand it, in Planescape there were a number of competing factions. The Prestige Classes in this book owe a lot to those factions, although I know of some Planescape fans that are unhappy with the treatment they are given in this book.

There are seven factions described in this book: their goals, organization and lore are briefly described, taking a little over half a page in each case, then a prestige class associated with each organization is presented. Again, the game mechanics are solid, and there are some interesting abilities and pre-requisites. To round off the chapter, there are two prestige classes that are not associated with factions, the Astral Dancer and the Elemental Warrior.

The equipment, spells and creatures are well presented and functional. Notable are the new magical staffs and rings, and the spells that grant the caster powers inherent to a plane or outer-planar creature. Thus, balor nimbus, a 4th level cleric, sorcerer and wizard spell, gives you a fiery aura which deals 6d6 fire damage to anything you grapple. At the higher end of the scale, there are several specific summoning spells such as hellish horde - it first summons 2d4 bearded devils, then 1d4 chain devils 10 minutes later, and 1 bone devil for every ten minutes beyond that! The spell lasts 10 minutes/level, but takes 10 minutes to cast - it's a rather fun spell that could have interesting implications on a battlefield.

While most of the spells seem well balanced, I do have a great problem with the light of venya spell. Castable by clerics and wizards, it channels the power of a plane of Celestia. When expended, it allows the caster to deal 3d6 damage to an undead creature or to heal 3d6 damage of a living non-evil creature. It's not a bad spell, but why can Wizards cast it? I'm not fond of spells that break that particular class limitation. Wizards should not be able to heal!

The new monsters are satisfactory, and there are several that can be added to the summon monster lists. Actually, that's not quite true: they instead replace an existing monster, thus maintaining the balance of the spells. A list of all the outer-planar creatures yet published for D&D 3e, sorted by home plane and challenge rating, is also given. This is extremely welcome!

The book's final chapter has descriptions of some planar sites; although the bulk of them are touchstone descriptions, there are also three more significant locations described: Sigil, the city of doors; Tu'narath, the home of the Githyanki's Lich Queen; and the City of Brass, city of the efreet. These locations each get about five or six pages of description: while this isn't a great deal, it's enough for the players and DM to build upon.

So, what's good about the Planar Handbook? It has a lot of interesting material and mechanics relating to the planes for players, thus pushing them towards wanting to do some planar adventuring. It also has some useful material for the DM, including the monster information and the planar sites.

Where it falls down is in its encompassing nature: it doesn't really have a strong theme. It is much more of a toolbox than a unified book. It also only nods to the achievements of the past, rather than really building on them. This may be an advantage, however, as you don't need to be an expert on Planescape to appreciate this book.

I like the Planar Handbook, though, as of yet, I've not had much call for it in my game. However, I think it will be invaluable once I move towards a more plane-orientated campaign.
 

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