D&D 3.5 PLANAR HANDBOOK PDF
Planar Handbook (Dungeon & Dragons d20 Fantasy Roleplaying) [Bruce R. Cordell, Gwendolyn F.M. Kestrel] on *FREE* shipping on. This product uses updated material from the v revision. This WIZARDS OF THE .. D&D core rulebooks—Player’s Handbook, Dungeon Master’s. Guide, and. 75 items Complete list of all D&D spells, rulebooks, feats, classes and more! Abyssal Army · Conjuration, yes no, Planar Handbook · Supplementals ().
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Only the most exceptional characters dare tread the infinite paths of the planes. The Planar Handbook also introduces the power of planar touchstones, along with details and advice for visiting dozens of planar sites.
plxnar Wizards of the Coast Item Code: Explore Never-Ending Realms of Adventure Only the most exceptional characters dare tread the infinite paths of the planes. This text is quoted from promotion material.
Text and images are copyrighted by the original publisher.
Retrieved from ” https: Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! Terms and Conditions for Non-Human Visitors. Carrying the blood of a celestial, an aasimar is usually good-aligned and fi ghts against hanfbook in the world. Some aasimars have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Native to the rolling hills planarr woods of Ysgard, the centaurlike bariaurs wander the lands in search of evil.
When a vile foe is located, the bariaurs charge into glorious battle. There might have lpanar a time when the buommans were merely human visitors to the Astral Plane. But now, perhaps hundreds of millennia later, the buommans are neither merely visitors, nor merely human. Whether the buommans inhabit these structures in the hope of awakening these plamar, or in an effort to ensure that they stay asleep, is known only to the buommans.
Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that planra mephling will occasionally be born to mephit parents.
Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane.
Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. Neraphim are a nomadic people who hunt through the maelstrom of Limbo, tracking their elusive and ever-moving prey.
Neraphim have developed special hunting tools and techniques, giving them exceptional skill in bringing down the game they seek above all else: They are proficient leapers, able to jump from mote to mote of stable earth in the otherwise ever-changing environment of Limbo.
Spikers are of the same general ancestry as bladelings see Monster Manual II. Both races hail from Acheron, but scholarly speculation places their origins on the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane. Carrying the taint of evil in their forms—and perhaps their very souls—tieflings are often persecuted and feared throughout the planes. The distant descendants of humans and evil outsiders, tieflings are regarded as twisted, devious, and untrustworthy.
More often than not, this opinion is accurate. Over time, the petitioners spirits of the departed who arrive in the Wilderness of the Beastlands acquire animal traits, eventually becoming celestial beasts or animals. Some instead mingle with the beasts they will one day become, creating new races that are perpetually half-animal, half-humanoid. Prominent among these are the wildren, beings descended from the union of partially transformed dwarf petitioners and celestial badgers.
Often short-tempered and vengeful, wildren generally live solitary lives, emerging only occasionally from their burrows to hunt and seek mates. The Athar’s strength of belief in their philosophy gives them unique defenses against divine spells and servants of the gods. Members of the Doomguard believe that the multiverse is slowly falling apart, and they delight in its inevitable destruction.
The multiverse belongs to those who can hold it. A person is meant to succeed only if he pursues success with never-ending vigor. Hard work must come first, and follow after. Throughout the planes, many groups search for enlightenment. Members of the organization call themselves seekers, and their elite members are known as visionary seekers. They focus on the ultimate journey of self-discovery by seeking out challenges throughout the cosmos. The multiverse offers a multitude of different sensations to be experienced and savored.
The Society of Sensation is based on Arborea. In Sigil, it runs the Civic Festhall and has a large membership base in the planar city. Many folk dabble as novice members of the Society of Sensation and see it merely as an excuse to wine, dine, and romance. Their selective attitude limits both their desire to advance in the Society and their ability to do so.
True sensates seek out different experiences—many pleasurable, many not—on a quest of personal fulfillment. The multiverse is really one tremendous organic entity moving with some greater end that is beyond mortal minds to comprehend.
Each one of us is an infinitesimal part of the whole, playing out some role whose ultimate purpose we could never guess.
Since the multiverse would not work against its own interests, we all are born with perfect knowledge of what it is we are supposed to do.
The multiverse is chaos. Neither order nor pattern can be recognized. But chaos has a beauty and wonder all its own.
By immersing oneself in anarchy, one learns to appreciate randomness. By studying the quandaries of nature, one learns that the sublime intricacies of disorder are the very foundations of hadbook. The Astral Plane is a place of no gravity; moving through it is more like flying with perfect maneuverability, like walking on air. Travelers quickly learn to change directions by mentally visualizing solid footing and pivoting on it.
To longtime inhabitants of the Astral Plane, ignoring the lack of gravity eventually becomes second nature. But a few skilled combatants learn to take hqndbook of that situation.
The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fire, water, earth, and air, and that any problem can be overcome with the correct application of these forces.
The elemental warrior becomes attuned to one handboik these building blocks of reality, channeling its power to great effect. Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Grant target creature temporary protection against overtly damaging planar traits. You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 handboook evil planaf and undead or heal 3d6 points of damage.
Planar Handbook – D&D Wiki
While on the Astral Plane, open a portal to a demiplane so natural healing can occur. You master the secret technique developed by Acheron-native special forces of limiting a foe’s options in hand-to-hand combat. You cast spells with that descriptor more effectively than normal. You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects.
Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched 33.5 alignment of your ancestors. You master the Hzndbook neraph martial art of planxr camouflage when you charge your foe. You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons. You can cast spells that have verbal components without actually verbalizing the words. You draw more power form one of the planar touchstone locations to which you have forged a link.
When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars. Forge a link between you and power-rich planar locations, referred hansbook as planar touchstones.