Despite the planar cachet associated with the prestige classes in this book, your character may not have the option of pursuing such a class. Taking planar substitution levels for your class is a way for you to continue taking levels in your favourite class while still enhancing your ability to adventure in a multiplanar campaign.
Substitution levels are levels of a standard class that you take to gain certain benefits instead of the level benefits described for the next higher level of the standard class. Taking a substitution level is not multiclassing — you remain within the class for which the substitution level is targeted. You can’t take a substitution level and apply it to another class for which the substitution level is not targeted. For instance, a fighter can’t take a planar substitution level for the rogue or monk class.
To qualify to take a planar substitution level, you must fulfill any one of the following criteria.
Every class has a number of planar substitution levels, each of which you may select at a specified class level. When you take a substitution level for your class at a given level, you give up the benefits gained at that level for the standard class, and you get the substitution level benefits instead. You can’t go back and gain the benefits for the level you swapped out — when you take your next level in the standard class, you gain the next higher level as if you had gained the previous level normally. For instance, if you are a 3rd-level fighter and take the planar fighter substitution level for 4th level, you forever lose the benefits normally provided to a standard 4th-level fighter (you gained instead the planar substitution benefit for a 4th-level fighter). When you gain another level in fighter, you gain the 5th-level benefits of the standard fighter class.
Unless otherwise noted in the description of a planar substitution level benefit, a character who takes a planar substitution level gains spellcasting ability (increases in spells per day and spells known, if applicable) as if he had taken this level in the standard class.
A character need not take all the substitution levels provided for a class. For instance, a barbarian may decide only to take the planar substitution level for his class at 7th level, ignoring the previous substitution levels.
The description of each substitution level benefit explains what occurs to the standard class ability not gained, if that ability would normally increase at a specific rate (such as the barbarian’s trap sense class feature).
Barbarians who strike beyond their homeland sometimes find that they go far indeed. Barbarians have no trouble with the dangers, the miles and the wonders that travelling entails, and planar travel, while more grand, offers a barbarian a chance to refine his abilities with extraplanar enemies in mind.
Class: Barbarian.
Hit Die: d12.
To take a barbarian planar substitution level, a character must be about to take his 3rd, 7th or 11th level of barbarian.
Barbarian planar substitution levels have the class skills of the standard barbarian class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 4 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 3rd | +3 | +3 | +1 | +1 | Portal Sense |
| 7th | +7/+2 | +5 | +2 | +2 | Planar Damage Reduction |
| 11th | +11/+6/+1 | +7 | +3 | +3 | Menacing Rage |
All of the following are features of the barbarian’s planar substitution levels.
Portal Sense (Su): The barbarian’s raw instincts provide him with a supernatural sense concerning portals, planar breaches and other passages between planes. A barbarian who takes the 3rd-level planar substitution level instantly becomes aware of any portal within 30 feet of his location, even if such a portal is normally invisible. In a sense, the barbarian seems to “sniff” out the portal. If the barbarian spends a few rounds “sniffing” around (taking a standard action each round to do so), he learns additional information about the portal (the rounds spent analyzing the portal need not be consecutive):
Round 1: Whether the portal is one-way or two-way.
Round 2: Any special circumstances governing the portal’s use, such as knowing that it can be activated only at specific times of the day (but not what those times are) or if a special key or command word is needed to activate the portal (but not what that key or command word is).
Round 3: A brief sense of the area the portal leads to; essentially, the barbarian gains as much information as if he were allowed to see the portal’s destination for 10 seconds, without the benefit of any other sense or analysis.
This benefit replaces the trap sense class feature gained by a standard barbarian at 3rd level. From now on, whenever the barbarian gains a standard barbarian level that grants an improvement to his trap sense, he gains the indicated bonus minus 1 (trap sense +1 at 6th level, trap sense +2 at 9th level and so on).
Planar Damage Reduction (Ex): The barbarian toughens his body against injuries perpetrated by unnatural creatures. A barbarian who takes the 7th-level planar substitution level gains the ability to shrug off some additional amount of injury from each blow or attack made by an outsider or extraplanar creature. Subtract 2 points from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack made by an outsider or extraplanar creature. In effect, this benefit grants damage reduction 2/— against the attacks of outsiders or extraplanar creatures.
This benefit replaces the damage reduction 1/— gained by a standard barbarian at 7th level. From now on, whenever the barbarian gains a standard barbarian level that grants an improvement to his damage reduction, he gains the indicated amount minus 1 (1/— at 10th level, 2/— at 13th level, and so on). However, the planar damage reduction value stacks with the barbarian’s damage reduction against attacks from outsiders or extraplanar creatures. For example, a 10th-level barbarian would have damage reduction 3/— against outsiders and extraplanar creatures, but damage reduction 1/— against all other creatures.
Menacing Rage (Su): The barbarian gains an especially potent fury against unnatural creatures not native to the Material Plane. A barbarian who takes the 11th-level planar substitution level generates an intangible aura of danger whenever he rages. This aura weakens hostile outsiders and creatures with the extraplanar subtype within 20 feet. Any outsider or extraplanar creature within that area must attempt a Will save (DC 10 + ½ barbarian’s class level + barbarian’s Con modifier). Those who fail the saving throw take a -2 penalty on attack rolls, checks and saves against the barbarian for 24 hours. This is a mind-affecting ability. A creature that makes its initial save is not affected by that same barbarian’s menacing rage for 24 hours.
This benefit replaces the greater rage class feature gained by a standard barbarian at 11th level. If the barbarian later qualifies for the mighty rage class feature, he gains greater rage instead.
Some hold that if one had the eyes to see, the world would be revealed as a symphony of celestial music, each theme playing out its part on the stage of reality. For some bards, this intuition is true. When they let the scales slip from their eyes, they see the underlying overture of music that connects all levels of reality. With this knowledge, they gain some ability to add refrains of their own choosing. This fine-tuning bypasses spellcasting and directly affects what others see as reality.
Class: Bard.
Hit Die: d6.
To take a bard planar substitution level, a character must be about to take his 3rd, 6th or 12th level of bard.
Bard planar substitution levels have the class skills of the standard bard class.
Skill Points at Each Level: 6 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 3rd | +2 | +1 | +3 | +3 | Planar Inspiration | Same as bard |
| 6th | +4 | +2 | +5 | +5 | Portal Dissonance | Same as bard |
| 12th | +9/+4 | +4 | +8 | +8 | Planar Discordance | Same as bard |
All of the following are features of the bard’s planar substitution levels. Each benefit takes the place of one of the standard bardic music abilities and costs one daily use of bardic music.
Planar Inspiration (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill who selects this planar substitution benefit can use his music or poetics to protect his allies from the alignment traits of a plane. The bard must perform for a full minute, spending a standard action to concentrate on his performance each round. At the end of the performance, he makes a Perform check (DC 15 for mild alignment traits, or DC 25 for strong alignment traits). The bard can’t take 10 on this check.
Success indicates that the bard and each ally within 30 feet who heard the bard perform for the full minute don’t take the normal penalty on checks made on planes whose alignments differ from their own (see Alignment Traits) for 24 hours. This is a mind-affecting ability.
This benefit replaces the inspire competence bardic music ability gained by a standard bard at 3rd level.
Portal Dissonance (Su): A bard of 6th level or higher with 9 or more ranks in a Perform skill who selects this planar substitution benefit can use music or poetics to influence intraplanar and extraplanar portals, moderate or severe planar breaches, and other discrete passages between planes (complete planar breaches cannot be affected). The portal, breach or other qualifying passage to be affected must be centred within 60 feet. The bard must know about the portal.
Each round of the performance, he attempts a DC 20 Perform check. The bard can’t take 10 on this check. Success indicates that the bard can redirect the portal destination to the mouth of any other active portal or breach he has personally traveled through in the past 30 days. Redirection automatically fails if the portal chosen as the temporary endpoint is no longer active. Only creatures and objects are affected by redirection, not traits (which leak through planar breaches). Creatures that enter the portal from the bard’s side of the portal, or creatures that would otherwise arrive at the bard’s location through the portal, instead arrive at the endpoint of another portal chosen by the bard this round. The portal to which the bard redirects travellers continues to connect to its original destination; if a redirected creature attempts to go back through the bard-influenced portal, it doesn’t return to the bard’s location, but instead to that portal’s natural endpoint.
The bard may keep up the dissonance for 10 consecutive rounds (this counts as one of the bard’s bardic music uses per day).
This benefit replaces the suggestion bardic music ability gained by a standard bard at 6th level. If the bard later qualifies for the mass suggestion bardic music ability, he gains the suggestion ability instead.
Planar Discordance (Su): A bard of 12th level or higher with 15 or more ranks in a Perform skill who selects this planar substitution benefit can attempt to create a minor planar breach (as the precipitate breach spell). The bard must perform for 1 full minute, spending a standard action each round to concentrate on the performance.
At the end of the performance, the minor breach comes into existence with an onset time of 1d4 rounds, as indicated by the precipitate breach spell description. If the bard has further uses of his bardic music ability for the day, he may attempt to exacerbate the breach further, as described in the spell description.
This benefit replaces the song of freedom bardic music ability gained by a standard bard at 12th level.
Clerics who focus on the planes trade their ability to turn undead for control over extraplanar creatures. Outsiders view skilled planar clerics with awe or fear.
Class: Cleric.
Hit Die: d8.
To take a cleric planar substitution level, a character must be about to take his 4th, 7th or 11th level of cleric.
Cleric planar substitution levels have the class skills of the standard cleric class.
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 4th | +3 | +4 | +1 | +4 | Planar Dismissal | Same as cleric |
| 7th | +5 | +5 | +2 | +5 | Planar Domain | Same as cleric |
| 11th | +8/+3 | +7 | +3 | +7 | Planar Banishment | Same as cleric |
All of the following are features of the cleric’s planar substitution levels.
Planar Dismissal (Su): By selecting this planar substitution benefit at 4th level, a cleric trades away some of his power over undead creatures to gain the ability to dismiss a summoned extraplanar creature (such as a fiendish wolf brought by a summon monster II spell) by channelling the power of his faith through his holy (or unholy) symbol.
To attempt this, the cleric spends a turn/rebuke attempt and makes a level check (1d20 + cleric level) against a DC of 11 + the caster level of the summoner. If the summoning creature doesn’t have a caster level, use its Hit Dice instead. The cleric gets a +2 bonus on this check if the summoned creature’s alignment has at least one component opposed to his own (for instance, a lawful good cleric gets a +2 bonus if the creature’s alignment includes either the chaotic or evil component, while a lawful neutral cleric gains the bonus only against chaotic summoned creatures.) Success indicates that the summoned creature is returned to its home plane.
Each attempt affects only a single creature, chosen by the cleric, that is within 60 feet and visible to the cleric. A cleric can’t dismiss a summoned creature whose Hit Dice exceed his caster level + his Charisma modifier.
A cleric who selects this planar substitution benefit reduces his cleric level by three for the purpose of turning undead. For example, a 4th-level cleric with the planar dismissal ability turns undead as a 1st-level cleric.
Planar Domain: A 7th-level cleric whose alignment is other than neutral can give up the two domains that he gained as a 1st-level cleric in exchange for a planar domain that matches his alignment (see Table: Planar Domains). The cleric need not worship a deity listed as one of the typical deities for the domain. A neutral cleric can’t select a planar domain.
The cleric immediately loses the granted powers of his exchanged domains. Skills that were treated as class skills due to a granted power are treated as cross-class skills for this and all future cleric class levels (though the cleric doesn’t lose any skill ranks for skill points already spent from previous levels). He can no longer fill domain spell slots with domain spells from the exchanged domains.
In return, the cleric gains a planar domain that matches his alignment, gains its granted power, and from now on may fill his domain spell slots with the spells appropriate to that domain.
| Domain | Required Alignment |
|---|---|
| Abyss | Chaotic Evil |
| Arborea | Chaotic Good |
| Baator | Lawful Evil |
| Celestia | Lawful Good |
| Elysium | Neutral Good |
| Hades | Neutral Evil |
| Limbo | Chaotic Neutral |
| Mechanus | Lawful Neutral |
Planar Banishment (Su): By selecting this planar substitution benefit at 11th level, a cleric trades away his ability to spontaneously cast cure or inflict spells of 6th level or higher in order to gain the ability to banish extraplanar creatures from his home plane. The cleric can “lose” any prepared spell of 6th level or higher that is not a domain spell in order to cast banishment. (If the cleric loses a spell of 7th level or higher, calculate the save DC as if the banishment spell had been heightened to that level.)
The forces of nature, both subtle and grand, are manifestations of a deeper reality, where cosmic spheres revolve about each other in an awesome celestial dance. That dance generates the energy behind the fury of a storm, the brilliant sun, and even the vitality of life. The druid who understands the ecological connections between the seen and unseen is more capable, more knowledgeable, and more tuned into the events that move in all realms of existence.
Class: Druid.
Hit Die: d8.
To take a druid planar substitution level, a character must be about to take his 4th, 9th, or 13th level of druid.
Druid planar substitution levels have the class skills of the standard druid class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 4 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 4th | +3 | +4 | +1 | +4 | Resist Extraplanar Might | Same as Druid |
| 9th | +6/+1 | +6 | +3 | +6 | Planar Tolerance | Same as Druid |
| 13th | +9/+4 | +8 | +4 | +8 | Counter Summoning | Same as Druid |
All of the following are features of the druid’s planar substitution levels.
Resist Extraplanar Might (Ex): A 4th-level druid who selects this planar substitution benefit gains a +2 bonus on saving throws against the spell-like abilities of outsiders.
This benefit replaces the resist nature’s lure class feature gained by a standard druid at 4th level.
Planar Tolerance (Ex): A planar druid of 9th level or higher becomes attuned to the nature of the planes she visits and gains immunity to their natural planar effects. Any effect that would be negated by the planar tolerance spell is negated by this druid ability. Unlike the spell, this ability affects only the druid herself.
This benefit replaces the immunity to venom class feature gained by a standard druid at 9th level.
Counter Summoning (Su): Some druids who walk the planes come to believe that excessive summoning of extraplanar creatures constitutes an abuse of the planes themselves, and they learn to deal with this problem at the source. A planar druid of 13th level or higher can ready a standard action to counter a summon monster spell or any spell-like ability that summons an extraplanar creature. This ability functions exactly as a counterspell using dispel magic, except that the druid need not cast a spell to make the attempt. The druid must make a caster level check against a DC of 11 + the opponent’s caster level (if the opponent does not have a caster level for its summoning ability, use its Hit Dice instead). Success indicates that the spell or spell-like ability is countered.
This benefit replaces the a thousand faces class feature gained by a standard druid at 13th level.
Planar travellers often have some fighting skill. Those devoting a substantial amount of time and effort to the pursuit of planar puissance gain additional powers and tactics useful against planar foes.
Class: Fighter.
Hit Die: d10.
To take a fighter planar substitution level, a character must be about to take his 4th, 8th or 12th level of fighter.
Fighter planar substitution levels have the class skills of the standard fighter class plus Knowledge (The Planes).
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 4th | +4 | +4 | +1 | +1 | Planar Study |
| 8th | +8/+3 | +6 | +2 | +2 | Align Puissance |
| 12th | +12/+7/+2 | +8 | +4 | +4 | Aura of Stability |
All of the following are features of the fighter’s planar substitution levels.
Planar Study (Ex): At 4th level, a planar fighter learns the secrets of combating foes encountered on the planes. He gains a +2 bonus on all weapon damage rolls against elementals, outsiders and creatures that would have the extraplanar subtype while on the Material Plane (such as a fiendish dire wolf).
This benefit replaces the bonus feat gained by a standard fighter at 4th level.
Align Puissance (Su): Once per day, for a number of rounds equal to his fighter class level, a planar fighter of 8th level or higher can use a standard action to align himself so that any weapon he wields is aligned good, evil, lawful or chaotic, as he chooses. A weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment.
This ability has no effect on a weapon that already has an alignment, such as a holy sword. It affects all other weapons wielded by the fighter, but not his unarmed strikes or natural weapons. The ability comes from the fighter, not the weapon, so if he subsequently gives away or loses the weapon, it does not remain aligned. Likewise, while the fighter is under the effect of this ability, any weapon he picks up acts as if aligned in the manner he activated.
This benefit replaces the bonus feat gained by a standard fighter at 8th level.
Aura of Stability (Su): As a standard action, a planar fighter of 12th level or higher can activate a dimensional anchor effect on himself with a duration of a number of rounds equal to his class level. In addition, anyone with whom he is grappling is likewise affected by the dimensional anchor ability while they are grappling. Spell resistance applies, and the caster level of the ability equals the fighter’s class level.
This benefit replaces the bonus feat gained by a standard fighter at 12th level.
Monks who travel the planes do so for a wide variety of reasons, ranging from seeking to restore an ancient artifact to their temple to a much more general quest for enlightenment. The magnificent diversity of the planes lead many monks to adventure, and few return to quiet monastic study without having spent at least some time exploring. Living out a classic paradox, most find both more and less than they anticipate.
Class: Monk.
Hit Die: d8.
To take a monk planar substitution level, a character must be about to take her 5th, 13th or 16th level of monk.
Monk planar substitution levels have the class skills of the standard monk class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 4 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage | AC Bonus | Unarmoured Speed Bonus |
|---|---|---|---|---|---|---|---|---|---|
| 5th | +3 | +4 | +4 | +4 | Resistant Body | +2/+2 | 1d8 | +1 | +10 ft. |
| 13nd | +9/+4 | +8 | +8 | +8 | Axiomatic Soul | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
| 16th | +12/+7/+2 | +10 | +10 | +10 | Ki Strike (cold iron), Slow Fall (80 ft.) | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
All of the following are features of the monk’s planar substitution levels.
Resistant Body (Ex): At 5th level, a planar monk successfully hardens her body against one type of energy (acid, cold, electricity, fire or sonic), gaining resistance 5.
This benefit replaces the purity of body class feature gained by a standard monk at 5th level.
Axiomatic Soul (Ex): At 13th level, a planar monk gains spell resistance equal to her class level +15. This spell resistance applies only to effects generated by chaotic outsiders.
This benefit replaces the diamond soul class feature gained by a standard monk at 13th level.
Ki Strike (Su): At 16th level, a planar monk’s unarmed attacks are treated as cold iron weapons for the purpose of overcoming damage reduction.
This benefit replaces the ki strike (Adamantine) class feature gained by a standard monk at 16th level.
Dedicated to upholding law, promoting good and serving as an example for others in the name of their god, paladins seem to live their lives as an effort to carry a tiny bit of their deity’s plane wherever they go. If they have done their jobs well, spending time on the plane in question will be like coming home, and bringing that same sense of beneficial transformation to other planes will be a worthwhile challenge for a truly worthy champion. Better than members of any other class, paladins can be agents who embody the tenets of an entire plane of existence.
Alignment: Lawful good.
Class: Paladin.
Hit Die: d10.
To take a paladin planar substitution level, a character must be about to take her 4th, 6th or 10th level of paladin.
Paladin planar substitution levels have the class skills of the standard paladin class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 2 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 4th | +4 | +4 | +1 | +1 | Smite Evil Outsider | Same as Paladin |
| 6th | +6/+1 | +5 | +2 | +2 | Celestial Mount | Same as Paladin |
| 10th | +10/+5 | +7 | +3 | +3 | Alignment Purity | Same as Paladin |
All of the following are features of the paladin’s planar substitution levels.
Smite Evil Outsider (Su): A planar paladin of 4th level or higher can attempt to smite an evil outsider with one normal melee attack. She adds her Charisma bonus (if any) to the damage dealt by the attack. In addition, the attack is treated as good-aligned for the purpose of overcoming damage reduction. If the paladin accidentally smites a creature that is not an evil outsider, the smite has no effect, but the ability is still used up. A paladin may use this ability a number of times per day equal to 1 + her Cha modifier (minimum 1).
If the paladin is on a plane that is both good-aligned and lawful-aligned (such as the Seven Mounting Heavens of Celestia), she also adds her Charisma bonus (if any) to the attack roll.
A planar paladin can use smite evil and smite evil outsider on the same attack, and the bonuses stack.
This benefit replaces the ability to turn undead gained by a standard paladin at 4th level.
Celestial Mount (Sp): A paladin who chooses this planar substitution benefit at 6th level may apply the celestial template (see page 31 of the Monster Manual) to her special mount.
The mount gains darkvision out to 60 feet, spell resistance equal to its Hit Dice + 5 (maximum 25), and resistance to acid, cold and electricity 5 (or resistance 10 if it has 8 or more Hit Dice). If the mount has 4 or more Hit Dice, it also gains damage reduction (5/magic for Hit Dice 4 to 11, or 10/magic for Hit Dice 12 or more), and its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. It also gains a smite evil attack, allowing it to deal extra damage once per day equal to its Hit Dice (maximum +20) with a single melee attack against an evil foe.
This benefit replaces the remove disease class feature gained by a standard paladin at 6th level. From now on, whenever the paladin gains a standard paladin level that allows her to use remove disease more frequently, she gains the indicated number of uses per week minus 1 (1/week at 9th level, 2/ week at 12th level, and so on).
Alignment Purity (Ex): A 10th-level paladin who chooses this planar substitution benefit can ignore the penalty to Intelligence-, Wisdom- and/or Charisma-based checks that she would normally take when on a plane that is chaotic- or evil-aligned. Her spirit and determination are so pure that she effectively brings her own planar alignment traits wherever she goes.
This ability only affects the paladin, not any other allies or foes in her vicinity.
This benefit replaces the ability to smite evil three times per day gained by a standard paladin at 10th level. From now on, whenever the paladin gains a standard paladin level that allows her to smite evil more frequently, she gains the indicated number of uses per day minus 1 (3/day at 15th level, 4/day at 20th level and so on).
Rangers from the Material Plane stalk and protect forests and hills, and the same is true for rangers who live on other planes. Of course, they may be crystal forests and hills of flame, but the deep personal connection and dedication remain exactly the same.
Whatever the nature of a planar ranger’s chosen home, he is as comfortable there as a noble is upon his throne. He can sense trouble on the wind, glean details of recent events from a single footprint, and know the habits of the local flora and fauna the way a mother bear knows her cubs.
Class: Ranger.
Hit Die: d8.
To take a ranger planar substitution level, a character must be about to take her 4th, 8th or 13th level of ranger.
Ranger planar substitution levels have the class skills of the standard ranger class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 6 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
|---|---|---|---|---|---|---|
| 4th | +4 | +4 | +4 | +1 | Planar Animal Companion | Same as Ranger |
| 8th | +8/+3 | +6 | +6 | +2 | Portal Intuition | Same as Ranger |
| 13th | +13/+8/+3 | +8 | +8 | +4 | Planar Tracking | Same as Ranger |
All of the following are features of the ranger’s planar substitution levels.
Planar Animal Companion (Ex): At 4th level, a planar ranger can select a celestial or fiendish animal as his animal companion. Doing this reduces the ranger’s effective druid level by one.
For example, a 4th-level planar ranger (with an effective druid level of 1st) can select an animal from the normal list of potential companions. When he reaches 8th level, that companion would gain the bonus Hit Dice and other special abilities granted to the animal companion of a 3rd-level druid. He can’t select a celestial leopard or fiendish wolverine until he reaches 10th level (effective druid level 4th).
Unlike a typical animal companion, the planar animal companion is a magical beast. However, the ranger (and only the ranger) can still affect it with his spells as if it were an animal.
To gain a celestial companion, a ranger must have a non-evil alignment. To gain a fiendish companion, a ranger must have a non-good alignment. If the ranger’s alignment changes to one that is ineligible for the companion, the companion either turns on the ranger or leaves at its earliest convenience, depending on its natural tendencies.
Portal Intuition (Ex): At 8th level, a planar ranger becomes an expert at tracking quarry across planes and through various portals and breaches. When examining a portal, the ranger may attempt to determine to which plane the portal leads. To do this, he must succeed on both a DC 20 Survival check and a DC 20 Knowledge (The Planes) check.
The ranger can also use this ability to determine whether or not a planar breach occurred within 20 feet of a particular spot within the last 24 hours. To do this, he must succeed on a DC 20 Search check. If the ranger determines that a breach did occur in the area, he may then use this ability to ascertain where it led.
This benefit replaces the swift tracker class feature gained by a standard ranger at 8th level.
Planar Tracking (Sp): Once per day, a ranger who chooses this substitution benefit can use plane shift as a spell-like ability (with a caster level equal to his class level) in order to follow his quarry. He must be tracking a favoured enemy, and he must be at the spot where the creature travelled from one plane to another.
Unlike with the plane shift spell, the ranger has no chance of deviation from the intended destination. He and anyone he brings with him arrives in the exact spot that his quarry did. Spells that prevent planar travel (such as dimensional lock) affect this ability as they would any casting of plane shift.
The ranger does not automatically pick up his quarry’s trail when he arrives on the new plane. He must use his Track feat to find the creature’s tracks and pick up the hunt. But he has the advantage of knowing that his target definitely passed that way.
This benefit replaces the camouflage class feature gained by a standard ranger at 13th level.
The only thing more varied and unpredictable than a rogue’s intentions are the infinite planes of reality. No matter what a rogue wants to do, no matter what treasure or information or experience she seeks, it can be found somewhere on the planes.
A rogue who spends her life exploring the twisting realities and the gossamer walls that separate them comes away with a unique insight into the way the cosmos functions. She may not have a scholar’s ability to understand it, nor a poet’s skill to describe it, but the rogue has something eminently more useful --— she knows the loopholes built into the laws of reality and how to bend them ever so slightly to her advantage.
Class: Rogue.
Hit Die: d6.
To take a rogue planar substitution level, a character must be about to take her 6th, 10th or 16th level of rogue.
Rogue planar substitution levels have the class skills of the standard rogue class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 8 + Int modifier.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 6th | +4 | +2 | +5 | +2 | Breach Sense |
| 10th | +7/+2 | +3 | +7 | +3 | Slip the Bonds |
| 16th | +12/+7/+2 | +5 | +10 | +5 | Blink |
All of the following are features of the rogue’s planar substitution levels.
Breach Sense (Ex): A 6th-level planar rogue gains an intuitive sense that alerts her of the imminent opening of a nearby conduit between the planes. She automatically detects the activation of any portal or the opening of any planar breach within 30 feet of her, as well as any spell or effect that crosses over or through the planes (such as summon monster, teleport, or plane shift) used within 30 feet of her. The rogue may immediately attempt a DC 25 Spot check to pinpoint the exact location of the portal, breach or effect, as long as she has line of sight to it.
For example, a planar rogue would detect a demon teleporting to a spot within 30 feet of her, and with a DC 25 Spot check could even pinpoint the precise location where the demon appeared (though she would lose this precision as soon as the demon moved).
This benefit replaces the improvement to the trap sense class feature gained by a standard rogue at 6th level. From now on, whenever the rogue gains a standard rogue level that grants an improvement to her trap sense, she gains the indicated bonus minus 1 (trap sense +2 at 9th level, trap sense +3 at 12th level and so on).
Slip the Bonds (Su): A rogue who chooses this substitution benefit at 10th level knows how to slip momentarily into the periphery of the plane she is on. Once per day as a free action, she can turn ethereal for a single round.
This benefit replaces the special ability gained by a standard rogue at 10th level.
Blink (Sp): By 16th level, a planar rogue’s understanding of how to skirt the periphery of a plane is such that she can use a blink effect on herself once per day. This effect lasts for a number of rounds equal to ½ her rogue level (rounded down).
This benefit replaces the special ability gained by a standard rogue at 16th level.
SORCERER
Though many claim a sorcerer’s power derives from draconic
heritage, a few sorcerers believe that their arcane prowess
comes from an even purer source—the planes themselves.
It isn’t uncommon to see sorcerers travelling the multiverse
in search of support for this belief.
Unlike other spellcasters, the sorcerer has a limited
ability to customize his talents for planar adventuring.
With a small list of spells known, the sorcerer who
wishes to adapt to life on the planes must choose his tools
wisely. Even so, the wide variety of challenges awaiting
the planar sorcerer demands a slightly more adaptable
approach to spellcasting.
Class: Sorcerer.
Hit Die: d4.
Requirements
To take a sorcerer planar substitution level, a character must
be about to take her 5th, 9th, or 13th level of sorcerer.
Class Skills
Sorcerer planar substitution levels have the class skills of the
standard sorcerer class plus Knowledge (the planes) (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the sorcerer’s planar
substitution levels.
Force-Charged Energy (Su): At 5th level, a planar sorcerer
can lace his spells with pure force, the better to affect
the various energy-resistant elementals and outsiders he
faces. At the sorcerer’s option, half of the energy damage
dealt by a spell he casts is replaced by force damage. This
effect can be applied to any spell that deals acid, cold, electricity,
fire, or sonic damage.
The maximum spell level to which a planar sorcerer can
apply this effect is one lower than the highest level of sorcerer
spell that he can cast. For instance, a 5th-level planar
sorcerer can apply this effect to 0-level and 1st-level sorcerer
spells, while an 18th-level planar sorcerer can apply it to
spells of up to 8th level.
This benefit replaces the ability to learn a new 2nd-level
spell gained by a standard sorcerer at 5th level. From now
on, the sorcerer’s number of 2nd-level spells known at any
class level is one less than the value shown on Table 3-17,
page 54 of the Player’s Handbook.
Extraplanar Spell Penetration (Ex): A 9th-level
planar sorcerer can imbue his spells with the ability to
penetrate the spell resistance of extraplanar creatures
more readily. Three times per day, for 1 round each time,
the sorcerer can add his Charisma bonus to all his caster
level checks made to overcome the spell resistance of extraplanar
creatures.
This benefit replaces the ability to learn a new 4th-level
spell gained by a standard sorcerer at 9th level. From now
on, the sorcerer’s number of 4th-level spells known at any
class level is one less than the value shown on Table 3-17,
page 54 of the Player’s Handbook.
Spontaneous Planar Summoning (Su): A 13th-level
planar sorcerer learns to summon extraplanar creatures
spontaneously. When he chooses this planar substitution
benefit, a sorcerer selects one of the following categories:
elementals (creatures of the elemental type), celestial creatures
(creatures with the celestial template), or fiendish
creatures (creatures with the fiendish template). He can use
any spell slot to spontaneously cast a summon monster spell
of the same level, but he can use that spell to summon only
creatures of the selected category.
For example, a 13th-level sorcerer who chose elementals
could use one of his 6th-level spell slots to cast summon monster
VI. He could use that spell to summon a single Large
elemental, or 1d3 Medium elementals (from the 5th-level
summoning list). He could not use the spell to summon
creatures that weren’t elementals.
This benefit replaces the ability to learn a new 6th-level
spell gained by a standard sorcerer at 13th level. From now
on, the sorcerer’s number of 6th-level spells known at any
class level is one less than the value shown on Table 3-17,
page 54 of the Player’s Handbook.
Table 2-11: Sorcerer Planar Substitution Levels
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
5th +2 +1 +1 +4 Force-charged
energy
9th +4 +3 +3 +6 Extraplanar spell
penetration
13th +6/+1 +4 +4 +8 Spontaneous
planar summoning
WIZARD
While other spellcasters may have a vested interest in a particular
planar viewpoint, the wizard prefers a more open
policy toward the planes. To a wizard, the planes represent
knowledge and power, and the wizard who can learn the
secrets of the planes without regard to those planes’ alignments
or other traits is a true master of magic.
More so than many other classes, the wizard already
has the ability to customize her abilities with an eye to the
planes, simply through the spells she learns and prepares
each day. If a wizard learns plane shift and planar tolerance,
then the caster is self-customized to adventure on the
planes. But the planar wizard goes a step beyond this adaptation,
learning to channel the pure power of the planes
themselves in her spells.
Class: Wizard.
Hit Die: d4.
Requirements
To take a wizard planar substitution level, a character must
be about to take her 6th, 10th, or 14th level of wizard.
Class Skills
Wizard planar substitution levels have the class skills of
the standard wizard class.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are features of the wizard’s planar substitution
levels.
Unimpeded Magic (Su): A 6th-level planar wizard learns
to overcome planar impediments to her spellcasting. When
casting a wizard spell that would normally be impeded
because of a plane’s magic traits (such as a fire spell on the
Elemental Plane of Water), the spell functions normally
without need for a Spellcraft check.
This benefit replaces the 3rd-level spell slot gained by a
standard wizard at 6th level. From now on, the wizard can
prepare one less 3rd-level wizard spell than indicated on
Table 3-18, page 55 of the Player’s Handbook.
Planar Spellcasting (Su): A 10th-level planar wizard
learns to channel planar energy through her spells. Upon
gaining this ability, the wizard chooses to make her spells
anarchic (chaotic), axiomatic (lawful), celestial (good), or
fiendish (evil). Her spells gain the indicated alignment
descriptor. The wizard can choose any of the four options,
regardless of her own alignment. Against creatures of the
opposed alignment, she gains a +1 bonus on caster level
checks made to overcome spell resistance, and her spell save
DCs are increased by 1. If she casts a spell that normally
has the same alignment descriptor that she would apply, or
whenever she casts a spell on a plane with an alignment trait
that matches the alignment she chose, the bonuses increase
to +2. These effects apply only to the character’s wizard
spells; any spellcasting ability gained from another class
functions normally.
For example, the spells of a wizard choosing to cast
fiendish spells gain the evil descriptor. She gains a +1
bonus on caster level checks to overcome the spell resistance
of good-aligned creatures, and good-aligned creatures
attempting to save against her spells do so against
a DC that is 1 higher than normal. If she casts a spell
that would normally be an evil spell (such as
contagion), or if she casts any spell on an evilaligned
plane (such as the Abyss or the Nine
Hells), these values would increase by 2
instead of by 1.
This benefit replaces the bonus feat
gained by a standard wizard at 10th
level, as well as the two spells a standard
10th-level wizard learns for free.
Enhanced Magic (Su): A 14thlevel
planar wizard learns how to
channel the essence of a specific
plane’s enhanced magic trait
through her spells. Upon gaining
this ability, the wizard must
choose a specific plane that she
has visited (other than the Material
Plane). Three times per day,
the wizard may spend a standard
action to channel that plane’s magical essence. The next
spell she casts (if cast within 1 minute) is enhanced as if
she were casting it on that plane, applying any magic traits
normal to that plane. This ability doesn’t apply any other
planar magic traits to the wizard’s spells, such as wild magic
or impeded magic.
For example, a planar wizard who chose to channel the
essence of the Elemental Plane of Fire would maximize and
enlarge the next spell she cast after activating this ability
(as if she had applied the Maximize Spell and Enlarge Spell
meta magic feats, but without adjusting the spell slot used),
as long as that spell has the fire descriptor.
This benefit replaces the 7th-level spell slot gained by a
standard wizard at 14th level. From now on, the wizard can
prepare one less 7th-level wizard spell than indicated on
Table 3-18, page 55 of the Player’s Handbook.
Table 2-12: Wizard Planar Substitution Levels
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
6th +3 +2 +2 +5 Unimpeded magic
10th +5 +3 +3 +7 Planar spellcasting
14th +7/+2 +4 +4 +9 Enhanced magic
Source: Planar Handbook (Page 27)