Skills & Powers for Planar characters

This article originates from the Dragon magazine #235.

1 Racial Requirements
2 Character Points by Race
3 General notes on Magic Resistance
4 General abilities for all races
5 Racial abilities by race
6 Class abilities
7 Character Kits
8 Non-Weapon Proficiencies
9 Weapon Proficiencies and Mastery
10 Magic and new Schools of Magic
11 Psionics

RACIAL REQUIREMENTS
Each PC starts with a number of character points dependent on race. Points can be spent to customize a character from the skill list provided for each race, or they can be used to purchase the race’s standard skill package. Planar dwarves, elves, half-elves, half-orcs, half-ogres, and humans receive the same number of Cps as their Prime Counterparts in S&P. Players creating a PC from one of the standard races can mix options found in S&P with the new planar racial options. Races unique to the planes, such as tieflings and githzerai, are completely customizable with the options presented here
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RACE
Aasimar
Bariaur (male & female)
Dwarf
Elf
Genasi, all
Githzerai
Gnome
Halfling
Half-Elf
Half-Orc
Half-Ogre
Human
Rogue Modron
Tiefling
CP Allotment
40
30
45
45
25
30
45
35
25
15
15
10
40
40


Notes on Magic Resistance:


Most races living on the planes have developed some magic resistance. This resistance can be either specific, like the elven ability to resist charms, or broad, like the powerful magic resistance of githzerai and aasimar. PCs who opt for broad magic resistance fall under the same restrictions as those listed for githzerai in the CS. (In addition to protecting a PC from magic, MR can affect what magical items a character can use and prevent beneficial magic from aiding him.) As some magic-resistant PCs rise in level, they experience greater difficulty using newly aquired magical items or when receiving benevolent magic. The magic resistance rules in the CS should be used in all cases except those of single class wizards, who must no longer forego magic resistance to be wizards.
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General abilities for all races

The unique nature of the planes can affect its inhabitants. Sometimes different populations exhibit the same planetouched abilities. The following options are available to all PCs in addition to those listed for each race. Regardless of whether a player selects any of the options below, all planar PCs have the common, innate ability to perceive portals at will. This ability costs no CPs.

Alignment Affinity (5):
The PC is instantly aware of any beings within 20’ who pessess the same alignment as himself. For example, a paladin knows when a lawful good aasimar has just stepped behind him but does not learn the alignment of the lawful neutral good deva crossing in front of him unless he employs some other means of divination.

Magical Perception (10):
Regardless of whether the PC is a spellcaster, he understands how the unique nature of his home plane affects magic. This includes which schools of magic are affected, how it is affected, and why (“You’re on Mechanus berk - wild magic is useless here and against the law.”). This ability does not provide other magical insight, such as spell keys.

Planar recognition (5):
Upon sight, the PC instantly recognizes any beings who originate from his home plane as a fellow native. Only true natives of the PC’s plane can be discerned. This ability does not grant the ability to recognize those who migrated to the PC’s home plane from another plane. The PC does not gain any other information about the beings he encounters.

Planar resistance (5):
The PC receives a +3 bonus to all saves vs. any naturally occuring phenomena on his home plane (plane of birth).

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CHARACTER KITS

Theoretically, any kit currently existing in any campaign setting may be taken by a PLANESCAPE PC. Players should keep in mind that some PC kits have been specifically designed for play solely on a specific campaign world (such as the Athasian advanced being or the Mystaran inheritor). It is understandable therfore that their presence on the planes might be difficult to justify. Players should seek their DMs approval before using any kits. The PWH lists seven new kits exclusively designed for the Planescape campaign: Planewalker warrior, Planewalker Wizard, Planewalker Priest, Planewalker Rogue, Abyssal Warrior, Floating Sorcerer, and Hinterland Bandit.

 

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NONWEAPON PROFICIENCIES

At this stage of PC development players spend points on nonweapon proficiencies and traits. Standard non-weapon proficiencies by point cost are listed in S&P and S&M. PLANESCAPE warriors, rogues, priests and wizards receive the same number of CPs as the standard AD&D classes given in S&P.

                Eight uniquely PLANESCAPE nonweapon proficiencies have been published to date. Their CP costs, initial rating, and reference source appear in the table below.

Planar proficiency summary

Proficiency

Cost

Initial Rating

Ability

Reference

General

 

 

 

 

Chaos Shaping

4

8

Wisdom/Intuition

PWH

Planar Direction Sense

3

7

Wisdom/Intuition

PWH

Planar Sense

3

6

Wisdom/Intuition

PWH

Planar Survival

4

5

Intelligence/Knowledge

PWH

Plane Knowledge

4

5

Intelligence/Knowledge

FM

Portal Feel

5

3/1

Intelligence/Reason

PWH

Wizard/Priest

 

 

 

 

Planology

4

7

Intelligence/Reason

PWH

Spell Recovery

5

3

Intelligence/Knowledge

PWH

 

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WEAPON PROFICIENCY AND MASTERY

All classes must consult chapter 7 of S&P for more information on acquiring weapon proficiencies and other weapon skills. Planar warriors, rogues, priests, and wizards follow the same weapons rules as their Prime world counterparts.

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MAGIC AND NEW SCHOOLS OF MAGIC

Wizards spending a significant amount of time in the planes soon discover that nearly every spell and school of magic in existence can be found in the planes. New spells for wizards and priests can be found in nearly every PLANESAPE reference released so far. Some forms of magic found on specific prime worlds simply do not or cannot exist in the planes. Spellcasting PCs from the BIRTHRIGHT campaign will not be able to cast any realm spells on the planes (or on any other prime material world for that matter) as they are effectively cut off from their domains and ley lines. There is no magic in existence that will connect a PC with his ley lines once they are seperated by the planes. There is also no way to create ley lines in the planes. Blooded PCs, however, may enact any of their innate abilities without difficulty wherever they are (unless prohibited by the plane’s magical properties). Similarly, afflicted PCs from the RED STEEL campaign can use their cursed abilities as they wish, however, individuals affected by the Red Curse will soon suffer the excruciating loss of their legacies if they stay away from the crimson lands of the Savage Coast for too long. DMs have the final say on whether magic and spells unique to some prime campaign settings will be allowed in their Planescape campaign.

 

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PSIONICS

Two sets of optional rules exist that cover the creation of psionicists using the S&P method. One is found in the “Sage Advice” column in Dragon Magazine #231 while the second is in the DARK SUN Player’s Otion article in the Dragon Magazine Annual #1. The options from these two articles are not compatible and thus cannot be “mixed and matched.” Psionicist proficiencies described in S&P have been assigned CP values in the DARK SUN Player’s Option article.
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Last updated 03/18/2000
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