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Planar Handbook (Dungeons & Dragons v3.5 Accessory)
 
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Planar Handbook (Dungeons & Dragons v3.5 Accessory) [Hardcover]

Bruce Cordell
4.0 out of 5 stars  See all reviews (1 customer review)

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Product details

  • Hardcover: 32 pages
  • Publisher: Wizards of the Coast; illustrated edition edition (9 July 2004)
  • Language English
  • ISBN-10: 0786934298
  • ISBN-13: 978-0786934294
  • Product Dimensions: 28 x 21.8 x 1.6 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 481,314 in Books (See Top 100 in Books)

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Customer Reviews

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Most Helpful Customer Reviews
10 of 10 people found the following review helpful
Not Planescape 31 Aug 2004
Format:Hardcover
Well, this is a good book, let me start by saying that. It's got some interesting planar material, including a smattering of prestige classes, some nice planar monsters and races, feats and spells, as well as a ton of planar locations. When I say a ton of planar locations, I do mean that in the nearest sense I can to a literal one without entering the realms of hyperbole. There are lots, nearly 50 pages. These include three major planar cities (Sigil, Tu'narath and the City of Brass), which are good, but also lots and lots of "planar touchstones", areas of power that grant visitors special abilities so long as they carry an associated item with them when they leave. Now, it could be a cool idea, but sadly it isn't, and it feels more like 40-odd pages of dull.

If you want quality planar products, you might try to get hold of the original Planescape materials. Call me an elitist, but it's better ;].

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Amazon.com:  12 reviews
68 of 78 people found the following review helpful
Wasted Potential 26 July 2004
By Brad Smith - Published on Amazon.com
Format:Hardcover
So, we have a book intended primarily for players to experience the planes. What do we get?

One of the cruddiest books that WotC has ever put out, that's what.

Allow me to explain...it's not ALL bad. The new weapons and magic items are nice. There are new monsters, many of which are intended to transport players through the planes. Some of the prestige classes are interesting...the Ardent Dilettante itself is VERY creative, and makes sense for what it's supposed to do. Also, the substitution levels are neat; the idea is that you can trade out a certain level of a class for an alternate version with different benefits. It's a very nice idea, and will probably be used again. After all, what rogue wouldn't want to switch out a +1 bonus to Reflex saves vs. traps to be able to sense gates and teleports within 30 feet?

However, there are things that are unpleasant to downright stupid. For example...we see the aasimar and tiefling, AGAIN. This is their third appearance (in Forgotten Realms Campaign Setting and the 3.5 Monster Manual), and this really doesn't add anything. At least the Bariaur has been altered, and is different...but still, reprints get annoying. Also, the feats, in general, are horrendously boring. I can't see any reason to take any of the feats presented.

And, last but not least, you have the Planar Touchstones. I'll admit, it was a nice idea to give people a reason to go plane-hopping. Personally, I'd think being able to fight new and different monsters and get different sorts of treasure would be reason enough, but hey. However...the idea that going to a place gives you a nifty power is kind of, um, silly. Not only that, but they waste 33 pages on this. They make more sense as web enhancements than as a list of stuff that will most likely not get used. Those 33 pages could have been used for more prestige classes, more feats, more monsters, more items, or, heck, even more description on planar cities, and would be more all-around useful. This is the what absolutely kills this book for me.

I'm not...quite...sorry I bought this, but if I could clip out the 33 pages of the touchstones and get my money back, I would. 2.5 stars, rounding up out of misplaced generosity.
18 of 21 people found the following review helpful
The Planar Handbook is Lacking Planar Information IMO 12 July 2005
By Michael W. Oboyle - Published on Amazon.com
Format:Hardcover
192 pages with to many pictures (didn't bother counting this time but expect at least 10% of the book from flipping throught it) and no rear index.

12 pages of reprinted 3e material on aisimar, tieflings and other planar beings from savage species and the monster manual which should have been devoted to developing new planar beings (maybe a movanic deva, a pitfiend, a balor, a planetar or solar (for an epic progression) and a marid or dao instead of the janni reprint).

34 pages of more or less worthless material IMO devoted to planar touchstones and the planar touchstone feat. Personally I thought these pages should have been devoted to fleshing out the 3E planes with a few blurbs about highlights of visiting the planes. Pages which could have been more usefully utilized to update and expand on existing 2E planar material if nothing else.

Personally liked the City of Brass particularly since it was mostly new material. Also liked a few of the classes but trading out a level of sense trap for portal sense didn't seem balanced at all.

I wouldn't recommend purchasing it for $29.95 unless you have money to burn as it just isn't that useful even in a planar campaign.
28 of 35 people found the following review helpful
Not for grognards. 2 Oct 2004
By S. Donohue - Published on Amazon.com
Format:Hardcover
This is the sort of book that isn't as useful if you have a whole shelf of 3.0 books or if you've already got an extensive collection of 2.0 books. I really think it's more of a player's book than some of the other books.

One annoying thing about this (and many other books) is the inclusion of new spells, feats, and prestige classes. Every book that comes out can be guaranteed to have these sections in an attempt (one assumes) to make everyone buy it to get the cool new crunchy bits.

Apart from that marketing gripe the book's content is good. Some of it is new material, some is rehash from Manual of the Planes (technically a 3.0 release). It will definitely move your campaign in new directions, particularly once your players get it in their heads they need to be a "divine somethingorother" and being trying to attract the notice of the divine.
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