Hragh, y'all
It looks like Strongholdia can have 5 one-way portals. To return to Strongholdia, we'll have to flip back to the Material Plane, then teleport close to it, then foot it, cuz a 2 way portal is a bit more expensive and would mean we only get 3 one-way portals. I'm not even sure it'd work with Forbiddance anyway.
So the question is...which 5 planes does it lead to? My personal preference is is that it leads to planes of extreme alignment like the Heavens, Hells, Abyss, Limbo and Mechanus, for example. On the other hand, Limbo and Mechanus don't have a LOT of gods camping out in them, compared to other planes, so we might want to substitute some alternatives.
I think right now I'm rooting for:
Heavens (Lawful Goodia)
Hells (Lawful Evilia)
Abyss (Chaotic Evilia)
Arcadia?? (Chaotic Goodia, forget the actual name)
Concordant Opposition (Neutralia)
The last choice is there because you can get to ANY plane from there. Another possibility would be a planar metropolis like Sigil. I'm intentionally not citing transitive planes like the Astral or Ethereal because there are other easy ways to get to those planes even without spellcasting.
I'm open to other ideas though!
Hmm...my sheet's fallen way back. Updating and reposting so I can keep tinkering...
[sblock=Shapeyshiftery]Name: FLEMETH! Nah, but really...
Human
Druid 17 (2 planar druid substitution levels) / Monk 2 / Ranger (Wildshape) 5 / Master of Many
Forms 10 / Warshaper 3 / Nature's Warrior 3
Description:
Str 10/24 +4 inherent +10 enh
Dex 10/26 +1 level +5 inherent +10 enh
Con 18/30 +1 level +5 inherent +6 enh
Int 16
Wis 18/40 +7 level +5 inherent +10 enh
Cha 18/30 +1 level +5 inherent +6 enh
AC: 61 (10 + 15wis +8 dex +10 nat +8 armor +10 def), Touch 43, FF 53
Fort: +43 (+23 +10con +10res)
Ref: +36 (+18 +8dex +10res)
Will: +46
Hit Points: 754/754
Move: 30'
Init: +8
Base Attack: +30
Feats:
-------
1 Alertness
1 Combat Reflexes
3 Weapon Finesse
6 Weapon Focus: Bite
9 Weapon Focus: Claws
12 Flyby Attack
15 Hover
18 Multiattack
B Tracking
B Endurance
B Improved Grappling
B Deflect Arrows
21 Exceptional Deflection
24 Infinite Deflection
27 Fast Healing
30 Improved Natural Strike (Epic)
33 Epic Prowess
36 Magical Beast Wild Shape
39 Dragon Wild Shape
Race Traits: Human
---------------
Extra Feat
Extra Skill Point
Etc
Class Traits:
-----------------
Druid
Animal Companion (Druid level 17)
Wild Empathy
Nature Sense
Woodland Stride
Trackless Step
Resist Planar Might (Planar substitution level, +2 vs abilities of outsiders)
Wildshape 5/day
Planar Tolerance (Planar substitution level, immune to planar traits)
1000 Faces
Timeless Body
DRUID POWERS!
- Natural Strike (Silver)
- Natural Strike (Good)
- Natural Strike (Cold Iron)
- Natural Strike (Adamantine)
- Natural Strike (Evil)
Ranger
Favored Enemies
- Evil Outsiders +4
- Good Outsiders +2
Track
Wild Empathy
Endurance
Animal Companion (Druid Level 2)
Wild Shape 1/day (Small or Medium only)
Monk
Bonus Feats
- Improved Grapple
- Deflect Arrows
Flurry of Blows
Unarmed strike (1d6)
Evasion
Master of Many Forms
Improved Wildshape 16/day (gargantuan through dimunitive, up to 35HD)
- Humanoid, Monstrous Humanoid, Giant, fey, vermin, abberation, plant, ooze, elemental, dragon
Shifters Speech
Fast Wildshape
Extraordinary Wildshape
Evershifting Form (shapechanger subtype, immune to transmutations)
Warshaper
Morphic Immunities (Stuns, crits)
Morphic Weapons (+1 size level natural weapons)
Morphic Body (+4 str, +4 Con)
Morphic Reach +5'`
Nature's Warrior
- Claws of the Grizzly (+3 dmg w/natural weapons), Wilding
- caster level increase (Druid CL 18)
- Armor of the Crocadile (+3 natural armor in wildshape)
Skills 160d+50r+16m+80mmf+18w+18ng
Handle Animal 20r
Heal 20r
Knowledge: Nature 38r
Knowledge: Planes 2ccr
Knowledge: Religion 10ccr
Listen 40r
Spellcraft 18r
Spot 40r
Survival 40r
Swim 30r
Hide 17r
Move Silently 17r
Sense Motive 8r
Disguise 30r
Languages: Common, Giant, Draconic, Sylvan, Druidic
Equipment
Cash: 1.4678
Unity of Threes: Amulet of Mind, Body, and Spirit - 4.073
- +10 Natural Armor, 2mil
- +10 Epic Wisdom, 1.5mil
- +5 Mighty Fists, .225
- +6 Constitution, 54k
- +6 Charisma, 54k
- Concealment (as 3rd Eye of Conceal), .24
- Wilding Clasp
Belt of Epic Strength +10, 1mil
- Wilding Clasp
Gloves of Epic Dexterity +10 Dexterity, 1mil
- Wilding Clasp
Ring of Iron Flesh, 862
- Ironskin, .4
- Universal Greater Energy Resistance, .462
- Wilding Clasp
Ring of Reflective Force, 2.1472
- Epic Protection +10, 2mil
- Spell Turning, .147420
- Wilding Clasp
Vest of Epic Resistance +10, 1mil
- Wilding Clasp
Bracers of Armor +8, 64k
- Wilding Clasp
Boots of Teleportation, 49k
- Wilding Clasp
9 Wilding Clasps, 36k
Handy Haversack, 2k
- Wilding Clasp
Cubic Gate, 164k
- 1 Material Plane
- 2 Ethereal Plane
- 3 Astral Plane
- 4 Plane of Shadow
- 5 Plane of Neutrality
- 6 ??
Gem of Seeing, 75k
Tomes,
- +4 Strength, 110,000
- +5 Charisma, 137,500
- +5 Dexterity, 137,500
- +5 Wisdom, 137,500
- +5 Constitution, 137,500
---------------------
Preferred Shapes
---------------------
Juvenile Force Dragon (gargantuan)
60' move, Fly 300
+36 Str, 0 Dex, +14 Con
+37 natural AC, -4 size AC, SR33, DR15/magic
Breath Weapon: 20d12 Force DC 44 in 60' cone, Fright DC37
Reach 20', Bite: 4d8+30, 2 Claws 4d6+17, 2 Wings 2d8+17, Tail 4d6+30, Crush 4d8+30, Sweep 2d8+17
Immune to Sleep, Paralysis and Force, Deflecting Force (+10), Blur (20% miss)
Blindsense 60', darkvision, low light vision
Tayella
Magical Beast (gargantuan)
100' move
+26 Str, +38 Dex, +20 Con
+15 insight AC, +7 natural AC, -4 size AC, SR34, DR10/epic
Reach 20', 2 Claws +60 4d6+21, 3 Bites +58 2d8+12, Sting +57 3d8+12+poison (DC49, 2d10Con)
Pounce, Improved Grab, Rake 4d8+21[/sblock]