The patrolmen of the Harmonium wear distinctive armour; heavy, bulky and red, with a healthy array of spikes and blades to make the wearer look even more impressive. Just wearing this stuff means the Hardhead will be recognised for what he is and accorded the respect that his position gives him; everyone knows about, and is wary of, the Harmonium. By: Christopher Allen
Even amidst the endless variety that lies in the planes, there are few sights stranger than armour of this type. It's maker is unknown, but sometimes those who are unlucky enough to be struck uncounscious in a plane of chaos awake wrapped in this alien artifice, which is quite difficult to remove thereafter.
Type: General You have in your distant ancestry a being of fiendish origin – a Baatezu, Tanar’ri or other denizen of the Lower Planes – but you are too distant from him to have been born a Tiefling. No outward signs give away your heritage, but you are something more than a ordinary mortal. Applies: Anyone with fiendish heritage. Prereqs: None. Benefits: You get a +1 bonus to saving throws against fire, cold and electricity. Normal: None.
Type: Faction You are skilled in the use of "persuasive" force.Applies: Harmonium faction members. Prereqs: Membership in the Harmonium faction. Benefits: You gain a +2 bonus to damage when dealing subdual damage. Normal: None. Special Notes: None. By: cliff brannonImported from a previous version of Planewalker.com
Type: General You are amazingly deft at controlling a double-weapon using its own inertia.Applies: All Prereqs: Proficient with chosen double-weapon, Weapon Finesse, Base Attack Bonus +1 or higher, Two Weapon Fighting. Benefits: When fighting with a double-weapon as though with two weapons, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. This bonus applies to both your main and off-hand attacks.
Type: General You were born with a talent for picking up new skills, but not the patience to develop them.Applies: Character Background Prereqs: Intelligence 13+. Benefits: You gain a +2 bonus to your Intelligence score for purposes of calculating your number of starting skill points and for gained skill points per level only. However, you may not have more ranks in any given skill than you character level+1.
Type: General This is the third improvement in the Kiai series of feats.Applies: Monks and Oriental Adventures Classes Prereqs: Improved Unarmed Strike, Stunning Touch, Kiai, Improved Kiai, Wis 14+, Base attack +8. Benefits: Add a +3 to attack roll and damage for three attacks in a round. You may strike opponents normally only harmed by +3 or better weapons. Normal: None.
Out of all the god like entities that dwell in the far realms. Kraal is the best known among those who dwell in the outer realms. The primary reason for this is the fact that Kraal has designs to escape the far realms and make it too the prime material plane. Kraal’s reasons for wishing to come to the prime material planes are, like most things on the far realms, incomprehensible. The trouble began about 50 years ago, when a powerful wizard accidentally botched a astral projection spell and found himself in the far realms, more appropriately, in the direct path of Kraal.
With this skill, you can use a device called a celestial etherscope to examine planar events and predict the future.Checks: You can predict the tides of fortune on a plane. The DM should secretly make a Planology check on the following table (or choose a result appropriate based on his foreknowledge of upcoming adventures); you only learn the result if you make a second Planology check (DC equal to original check result). Check: Result5 or less: Catastrophe. Something horrible is going to happen on the plane in question.