This exciting entry in the critically acclaimed Races of Renown series fully details aasimar and tieflings, as well as half-fiends, half-celestials, and many of their cousin races. A complete rules system for creating your own planetouched races. Full PC write-ups for cambions and nephilim. Dozens of ancestry feats, which allow planetouched characters to gain some of the spell-like, supernatural, and extraordinary abilities of full-blooded outsiders. New magic items, like the staff of chaos, planar chronometer, and chime of dismissal.

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The book introduces numerous types of planetouched. The first part covers those who are only partially touched by the planes by having an ancestor of outer origins in their bloodline, the aasimar and tieflings. Those looking for options will enjoy the section on making your own planetouched.

The illustration is like an evil lawn gnome and slightly disturbing. Superior overall? Yes, but not in the category it claims. The half-races, cambion and nephilim, seem a little suspicious.

They start with hit dice, but no starting feat or skill points. Instead, they have already received a feat for their first Hit Die because of race. Next problem, what skills should be assigned? A separate entry for CR modification would be nice too as the CR does not equal the level adjustment.

The rest of the book spends its time adding to the planteouched with feats, prestige classes, spells, magic items, and monsters.

The feats are concentrated on awakening your innate abilities due to your heritage. It starts with Awaken Ancestry, a general feat that allows you to take other ancestry feats. Some problems arise in that not all prerequisites make sense.

For example, the mentioned Disgorge Hellfire just has Awaken Ancestry as a prerequisite. Should a being of angelic descent be able to take this feat? Perhaps if there were two descriptions with alternative titles for the feats, that would take care of a lot of those little issues. The prestige classes introduce the following: Astral Reaver: 10 lvl PrC, specializing in sailing the silver sea.

The interesting thing about this class is that they can either get bonus spells per day by advancing in their spellcasting class, or if a non-spellcaster, a bonus feat. A different way of handling a PrC that may have someone like a cleric or a multi-classed character entering it. Cosmosopher: These divine spellcasters worship no gods and use ambient divine energy to power their abilities.

They are questioners whose abilities grow so great, that eventually they can try to ignore any divine spells cast at them even as they advance in spellcasting power.

Energist: This is an epic PrC. As the character goes up in level, they gain different transmogrifications. The first one, air, allows the user to transform into an elder air elemental or plane shift to the elemental plane of air. Ethereal Pilot: These individuals use ethereal barges to sail through those murky ethereal seas but are more captain like than the astral reavers who are pirates.

This is a 5 level PrC where the user continues to gain spellcasting ability and bonuses to his captaining ability through bonuses to leadership and bonding with his ship. Planar Guide: Another 5 level PrC that specializes in survival, these individuals gain energy resistance, improved uncanny dodge, and the ability to eventually breech barriers, a supernatural ability that allows them to unlock not only standard doors and portals, but also planar gateways.

Planomancer: A 10 level PrC that requires the user to have the ability to use arcane, divine and psionic powers, the planomancer gains psionic points and spellcasting ability. Tired of casting fireball? How about earth ball or waterball? Same effects, just different element. Warrior Maidens of the Valkyrie: A full ten level PrC that grants either continued spellcasting at a reduced pace of bonus feats in addition to their mastery of mounted combat and ability to shrug off minor damage through their damage reduction.

These individuals can use dimension door, fast movement, a minor blur ability, and an armor class bonus. Those looking for new spells and magic items will not be disappointed. Spells are broken up by class, level and school. For example, while the armor and shields section has many new abilities, they also have specific armors. The weapons have new properties, but no specific weapons.

The various rods and staffs go a long way in making the book useful to spellcasters though as items like the Staff of Chaos allow a few select spells, shatter, chaos hammer, dispel law and word of chaos, to be concentrated in one item. Another useful section here are the new special materials.

Heavenly Steel for example, deals half damage as holy, while sky steel weighs one tenth of its normal weight and is masterwork. Those GMs wondering what they can use to kill off all of these pesky half and quarter breeds will enjoy the new monsters in Planar Perils. It starts off with the massively powered Chaos Horror, a CR 19 outsider that is a master of melee combat and can smite law.

The book ends with a listing of NPC stats for some of the core concepts like aasimar paladin, cambion necromancer, and tiefling rogue.



Duhn Follow the Author You can do fantastic things with the Planes — like set an entire adventure in one in such a way that the players might not work out why things a little different. The Planetouched are the children grandchildren, great-grandchildren, etc of the Half-Outsider. References to this work on external resources. The book is written by Robert J. Until this book the phrase Planetouched was synonymous with Aasimars and Tieflings anyway. A Guidebook to the Planetouched gets the thumbs up. Dozens of ancestry feats, which allow planetouched characters to gain some of the spell-like, supernatural, and extraordinary abilities of full-blooded outsiders.


Your Planar Adventure Begins Now!

Mikajind The rod would have been a handy spell component. This supplement not only introduces more Planetouched but builds on the Bastards and Bloodlines half-race building rules to allow you to make hundreds of different types of Planetouched. The pre-designed and illustrated with a few annoying exceptions Planetouched creatures include the Fetch quasits and Halfling descendantsJinx gnomes and fiendsJanjanni human and geniesKhazerkas azers and dwarvesNergaz orc and demonSilvan elf and, um, some naff story about the Astral Plane and Similem invisible stalker and half-elf. You need to mix a humanoid with an outsider. Zur Geistesgeschichte des modernen Wirtschaftsmenschen. These divine spellcasters worship no gods and use ambient divine energy to power their abilities.




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