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Planar Handbook Review (Broad)

TwilightWhisper

First Post
The damage reduction for the spiker presents itself like bludgeoning weapons are just too broad and thick to reach the spikers hide. Piercing and slashing weapons don't take up as much space when the spiker is struck. Kind of logical really, and besides, it's only 2 points of bludgeoning damage.

One thing about the book was that it did not provide enough information regarding any new races worthy of note. The Aasimar have not changed from the FRCS, the Bariaur are nice (always a fav.) as well as the Neraph, and the Tieflings (Tee-Fleengs?, don't know the correct pronunciation). However the Wildren, the Shadowswyfts and the Mephlings I don't particularly care for. What I never liked about the Tieflings was that they all had the same resistances and SA's regardless of what lower race they were spawned from (2E was right the first time with PWH).
This book includes the Kyton (Chain Devil) and the Avoral Gaurdinal, both new races I'm particularly interesting in seeing run in a game. As well as the Hound Archon, the Janni, and one of my favorites the Lillend (Couatl Spawn?). The Hound Archon in the MM was alot tougher looking.
The planar substitution levels are a nice addition. The 6th level rogue SA, Breach Sense, is nice in that it allows the PC to find breaches (which are later described in detail in Chapter 7) which are later described in Chapter 7.
Some new interesting feats as well. Planar Familiar, anything from an anarchic animal to a quasit.
The prestige classes for the factions were nice (however some of them "did" need to be capped at five levels). The "Doomlord" PC is for any fighter or barbarian who loves causing chaos. The "Ardente Dilettante" seems perfect for the bard (which I always thought was a little weak). Not to mention the Astral Dancer and the Elemental Warrior, which will also be interesting to run.
I won't even get into the Arms and Equipment. The Mecahnuas armor in particular gives a +10 bonus to AC. Fireproof spellbooks, gravity tents, and astral skiffs, as well as new magic items and materials. Not enough room to go over them all.
New spells (+), new domains (+), new monsters and new templates (+, ya' gotta love templates). The Energon I believe are new (5 total) with cold, sonic, electricity, fire and acid (an extra 1d6 of damagefor each).
The layout for the City of Brass, Sigil and Tu'narath are all well done, only lacking a little detail (which I'm sure most of us are capable of coming up with on the fly). And of course "Planar Breaches", (no, not the pantaloons that halflings are trying to sell you in Sigil) which could send a party from one end of the multi-verse to the other (way friggin' cool!)
Chapter 7 also includes information for encounter sites of various levels from the Empyrea Mere on Celestia (EL 4) to Ashardalon's Tongue (EL 13).
The appendix sports an updated planar encounter table which will be more than handy for anyone who wants something different in their favorite campaign setting.
All this is just a breif overview of the Planar Handbook. The information contained in this post is only meant to scratch the surface and clear up any ideas as far as the the modest consumer is concerned. Overall, well worth the purchase and will be waiting for anything else the guys at WOTC will be releasing regarding the planes. Well done guys.

Have to get back to work now. Buh-Bye!
 
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How many of the factions did they include from the old Planescape setting? Also, how close would does this get someone into playing Planescape 3rd ed. As a HUGE fan of planescape, I really want to know. This WILL be my next purchase if it virtually gives me back Planescape.
 


midknight12 said:
How many of the factions did they include from the old Planescape setting? Also, how close would does this get someone into playing Planescape 3rd ed. As a HUGE fan of planescape, I really want to know. This WILL be my next purchase if it virtually gives me back Planescape.

Ciphers, Sensates, Athar, Doomguard, Xaositects, Takers, and Mind's I's (and Sons of Mercy get mentioned).

I'm pleased as punch with the book (nitpicked on minor points aside)

The Bleakers got mentioned in the authors interview so I'm thinking that material on them may have been written but cut. Web Enhancement perhaps?

*pimps Planewalker for 3e goodness
 

It does give you back Planescape, however this book will only be good as long as you can fly by the seat of your pants. They do leave alot out. Standard marketing procedure (I still use all my Planescape box sets so I'm not worried about it).
 

I'm into it...it'll be required material for my NeoPlanescape setting...

1,000 years after the Faction War, and the planes are changing....;)
 

Krypter said:
Thanks for the info. Looks really good. How much detail on the planes themselves, and could you give some examples?

Almost none, except for the planar touchstone locations. All that info is in Manual of the Planes. One thing good about this book is that there is very little overlap with Manual of the Planes. There is a sort of quick primer on how the planes work for a player, though.
 

I found it to be jolly disappointing. I deliberately avoided buying Manual of the Planes, to wait for the 3.5 equivalent to come out.

And the 3.5 book actually has nothing on the planes themselves. (OK, there's a bit in the DMG, but it's not the same).

It's got a few pages on Sigil, and the City of Brass, but really nothing else.

It's another book full of potential character races. Which means all the players will buy it as well. But it's not a heck of a lot of good for someone like me who actually wanted to learn about the planes themselves.
 

midknight12 said:
How many of the factions did they include from the old Planescape setting? Also, how close would does this get someone into playing Planescape 3rd ed. As a HUGE fan of planescape, I really want to know. This WILL be my next purchase if it virtually gives me back Planescape.

Ummm... I think they included all of them if you remember that alot of the factions were disbanded or wiped out in "Faction War".

I wouldn't say it's very close to Planescape 3e. This is more of a player's options book: new races, new abilities, factions, etc. The Planescape stuff is covered in Manual of the Planes (though heavily truncated, I think they did an excellent job of putting alot of the rules stuff in at least; the content can be used from the old edition).

It does not give you back Planescape. If you want that, then use the Manual of the Planes for rules and the old Planescape stuff for setting. Or you can check out the official Planescape 3e site (there's a link from Wizards' site).
 

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