The Plane-Hopper’s Handbook is a 32-page softcover companion to
the Planar Adventures hardcover that
Paizo released as the final “big” book for Pathfinder First Edition. Since Second Edition had already been
announced, Planar Adventures was
intentionally “crunch-light”. But The
Plane-Hopper’s Handbook is full of options like new archetypes, feats,
traits, spells, and more for players interested in having their characters adventure
on other planes. Not everything in the
book nails a perfect landing, but overall it’s a solid product and worth
purchasing if a campaign looks headed in an off-Golarion direction.
We’ll start with some general notes. The cover isn’t my favourite, as it puts
something uninteresting in the foreground (a character looking at their hands,
and another tugging on them) and the really cool thing (a gate to another
world!) in the background with a colour scheme that makes it hard to make out. This cover art is reprinted, sans text, as
the inside back cover. The inside front
cover is . . . Well, I’m not really sure—I
guess some sort of artistic representation of how some of the planes relate to
one another. The full-colour interior
artwork is fantastic though—Paizo’s interior art is better than a lot of
companies manage to get for the cover of their books. The book has a page for the table of contents
and two pages for an introduction. The
introduction is a sort of series of one-sentence overviews of each of the
planes, and isn’t particularly useful.
However, it does have three new traits, and they’re pretty good in that
they help characters acclimatize or navigate the planes. The body of the book is divided into nine
sections—and yes, I do have all day, and we will go through them one by one!
PLANAR TRAVELERS (6 pages):
This section starts with a good explanation of various ways to reach the
planes (and get back home), and then moves on to summaries of two planar organisations:
the Blackfire Adepts and the Riftwardens.
The section has, of all things, a new archetype for gunslingers (“Planar
Rifter”)—it’s really cool in that their bullets can open interdimensional portals! The section also includes an occultist
archetype (“Planar Harmonizer”—looks okay), several new arcanist exploits, and
then a set of really powerful style feats.
PLANE-HOPPING EQUIPMENT (2 pages): This section starts with
a couple of different equipment packages for planar adventurers, which is a clever
idea. It then introduces several new
material power components for spellcasters.
My favourite thing in the section is a new vehicle, the planar carriage—a vehicle capable of
travelling through the planes, but with a set of specific limitations that
makes it a great plot convenience without becoming overpowered. I could envision a whole campaign centered
around low-level PCs gaining access to a planar
carriage but being given responsibilities across myriad dimensions.
PLANE-HOPPING MAGIC (2 pages): This section contains a couple of good general
utility spells. It then provides some
aasimar- and tiefling-specific spells, which I’m not a huge fan of as those
races are already overpowered to begin with, and don’t exactly need more game
support.
APHORITES (2 pages): New to me, aphorites are a sort of
free-willed, more individualistic versions of axiomites, and a playable PC race. This section provides them with alternate
racial traits, several new feats, and some favoured class options.
DUSKWALKERS (2 pages): Another new playable race,
duskwalkers sound interesting—souls given a single, second chance at life
because their first life ended too soon.
As with aphorites, this section has several new options. I really like the set of origin feats.
GANZIS (2 pages): Ganzis are mortals infused with
chaos. The section includes a (somewhat
incoherent) new archetype for paladins (“Chaos Knight), some “expanded oddities”
for the race (fun flavour, but mechanics are small, forgettable flat bonuses),
and some favoured class options.
PLANAR SCIONS (4 pages): This section is a bit of a
grab-bag. It introduces alternate
elemental heritages for oreads, ifrits, undines, and sylphs, but I’m not a big
fan—a lot of complication to the setting for little gain. Gathlains gets several new feats representing
titles in the court of the fey—they have story prerequisites, which is
relatively rare. Finally, shabti (no idea)
get a set of alternate racial traits and favoured class options.
PLANAR ALLIES (4 pages):
Several new eidolon subtypes are introduced here; I’ve never played a
summoner, but many of these looks really cool.
Next, new elemental-themed archetypes are added for animal companions. There’s then some “planar mentor feats” that
offer up some interesting story possibilities if selected with the cooperation
of the GM.
DEMIPLANES (4 pages): Demiplanes are more specialised or
unique off-shoots of the major planes.
In this section, some new character options related to demiplanes are
introduced. There’s a series of spells
tied to the Akashic Record, which I like in concept but they all end up pretty
underpowered. Worshippers of Desna get a
series of feats related to the demiplane Cynosure, and these are pretty cool:
they allow non-spellcasters to teleport and plane shift! For the Dimension of Dreams, we get several
new lucid dreaming feats. Pathfinder
Society devotees will note some feats and a spell related to the Hao Jin
Tapestry, and anyone who has played through the very well-regarded module The Harrowing will find a new eidolon
archetype. Some fun stuff in this
section.
To sum up, The Plane-Hopper’s Handbook is like most Player Companions in that
it offers a mix of really good options and a few clunkers. But overall, there’s more gold than dross
here, and the writing and artwork are strong.
I’d recommend it.
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