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[One PC Needed!]3.5 ed. CORE + approval game[One PC Needed!]
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<blockquote data-quote="Voidrazor" data-source="post: 3246801" data-attributes="member: 41605"><p>So I've been thinking a lot about what non-core twist to put on my druid. What I'd like to play is a CN druid 'bound' to the Abyss through the Planar Shepard PrC (Faiths of Eberron p. 105). Admittedly the class is considered pretty broken, and rightly so, due to 3 of its abilities. </p><p></p><p>At 4th level it gives Planeshift once per day (twice at 8th) to the character's 'attuned plane'. The attuned plane is chosen at 1st and can't be changed thereafter. Since the attuned plane in this case would be the Abyss, planeshifting there would be a Bad Idea. But if you wanted to nerf away the second use at 8th (character level 13), no problem.</p><p></p><p>At 5th level Planar Shepard provides a power called Planar Bubble once a day. This makes a 20' radius area around the character take on the characteristics of the attuned plane. This is ridiculously broken in Eberron where one could choose a plane called Dal Quor that has a time characteristic that runs 10 times faster than the prime material. But the Abyss' only characteristic is that its elemental and energy traits (see p. 148 of the DMG) are variable. This could mean that when my character uses it nothing happens except for a creepy (but non game effecting) atmosphere. Or at DM option, and when appropriate to the plot, it could have a number of interesting effects.</p><p></p><p>At 9th level (character level 14) the PrC gives the ability to change into outsiders native to the attuned plane AND gain their EX, SU and SP abilities. That, of course, is just silly. If we get to 14th, which is unlikely in a PbP game, by all means nerf or remove it.</p><p></p><p>There is a power, granted at 3rd that I really like. It lets you change into magical beasts native to your chosen plane. This includes creatures whose type changes to magical beast due to the fiendish template. To my knowledge there are no magical beasts native to the Abyss other than creatures with the fiendish template. So, is there any chance I could use a fiendish Sphinx as my druid's primary wildshape form? This would have some advantages over the usual dire or polar bear, but would lack much of the bear's massive strength (and hence ability to hit and win grapples). The most important difference to my mind though is that sphinxes can speak, and thus RP.</p><p></p><p>Let me know what you think.</p></blockquote><p></p>
[QUOTE="Voidrazor, post: 3246801, member: 41605"] So I've been thinking a lot about what non-core twist to put on my druid. What I'd like to play is a CN druid 'bound' to the Abyss through the Planar Shepard PrC (Faiths of Eberron p. 105). Admittedly the class is considered pretty broken, and rightly so, due to 3 of its abilities. At 4th level it gives Planeshift once per day (twice at 8th) to the character's 'attuned plane'. The attuned plane is chosen at 1st and can't be changed thereafter. Since the attuned plane in this case would be the Abyss, planeshifting there would be a Bad Idea. But if you wanted to nerf away the second use at 8th (character level 13), no problem. At 5th level Planar Shepard provides a power called Planar Bubble once a day. This makes a 20' radius area around the character take on the characteristics of the attuned plane. This is ridiculously broken in Eberron where one could choose a plane called Dal Quor that has a time characteristic that runs 10 times faster than the prime material. But the Abyss' only characteristic is that its elemental and energy traits (see p. 148 of the DMG) are variable. This could mean that when my character uses it nothing happens except for a creepy (but non game effecting) atmosphere. Or at DM option, and when appropriate to the plot, it could have a number of interesting effects. At 9th level (character level 14) the PrC gives the ability to change into outsiders native to the attuned plane AND gain their EX, SU and SP abilities. That, of course, is just silly. If we get to 14th, which is unlikely in a PbP game, by all means nerf or remove it. There is a power, granted at 3rd that I really like. It lets you change into magical beasts native to your chosen plane. This includes creatures whose type changes to magical beast due to the fiendish template. To my knowledge there are no magical beasts native to the Abyss other than creatures with the fiendish template. So, is there any chance I could use a fiendish Sphinx as my druid's primary wildshape form? This would have some advantages over the usual dire or polar bear, but would lack much of the bear's massive strength (and hence ability to hit and win grapples). The most important difference to my mind though is that sphinxes can speak, and thus RP. Let me know what you think. [/QUOTE]
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