Some druids, especially among the Greensingers or thoes who have delt extensively with that sect, reject narrow interpretations of what constitutes the "natural" world. They see the great dance of the planes as the full expression of existance and are fascinated by these other realms. such persons become planar travelers and even adopt another plane as a second home as they delve ever deeper into these natural mysteries. Dubbed "planar shepherds" for their proselytizing on planar tolerance, they work to open the minds of others to the reality of nature.
Hit Die: d8.
Requirements:
- Skill: Knowledge (nature) 8 ranks. Knowlege (the planes) 4 ranks.
- Feat: Greensinger Initiate or initiate of Nightbringers (at dm's option)
- Special: Wild shape class feature
Class Skills: (Skill Points at Each Level: 4+Int modifier.)
Concentration (Con), Knowledge (arcana)(Int), Knowledge (Nature)(Int), Knowledge (the planes)(Int), Listen (Wis ), Spellcraft (Int), Spot (wis), and Survival (wis)
Level | BAB | Fort Save | Ref Save | Will Save | Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Animal companion, planar attunement, wildshape | +1 level of existing divine class |
2nd | +1 | +3 | +0 | +3 | Detect manifest zone | +1 level of existing divine class |
3rd | +2 | +3 | +1 | +3 | Wild shape (magical Beast) | +1 level of existing divine class |
4th | +3 | +4 | +1 | +4 | Plane Shift 1/day (Dex bonus to AC) | +1 level of existing divine class |
5th | +3 | +4 | +1 | +4 | Planar bubble 1/day | +1 level of existing divine class |
6th | +4 | +5 | +2 | +5 | — | +1 level of existing divine class |
7th | +5 | +5 | +2 | +5 | Intensify manifest zone | +1 level of existing divine class |
8th | +6 | +6 | +2 | +6 | Plane shift 2/day | +1 level of existing divine class |
9th | +6 | +6 | +3 | +6 | Wild shape (elemental or outsider) | +1 level of existing divine class |
10th | +7 | +7 | +3 | +7 | Planar bubble 3/day, planar self | +1 level of existing divine class |
Class Features:
Weapon and Armor Proficiency: Planar Shepherd's gain no weapon or armor proficiencies.
Spells per Day/Spells Known: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestigue class level. you do not, however, gain any other benefit a character of that class would have gained, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known .
Animal Companion: Your Planar Shepherd levels stack with your druid levels for the purpose of determining the abilities of your animal companion.
Planar Attunement (ex): At 1st level, you must choose a single plane of existance other then the Material Plane, such as Iran the eternal day. Once selected, your Planar Shepherd features are forever attuned to this plane. You cannot choose a plane with an alignment trait opposed to any component of your own alignment. For example, a neutral good Planar Shepherd cannon choose Fernia (because that plane is mildly evil-aligned).
You and your animal companion ignore any harmful effects derived from your chosen plane's elemental or energy traits, as well as any natural environmental affects associated with the plane. For instance, you are attuned to Risia, the Plain of Ice, you are not affected by the plane's cold temperatures; on fernia, you do not take fire damage for being on a fire-dominant plane. You are also immune to the entrapping effects of planes such as Dolurrh. If you choose, you can share this benifit withi a number of allies equil to your class level: these allies must remain within 100 feet of you to gain this benifit.
This immunity does not extend to the plane's physical traits (including gravity and time), Alignment traits, or magic traits.
Detect manifest zone (Sp): starting at 2nd level, you can use the detect manifest zone (see page 150) at will.
Wild Shape (Su): Your druid level stacks with your Planar Shepherd class levels for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability.
At 3rd level, you are able to use wild shape to change into a magical beast native to your chosen plane, with the same size restrictions as for your animal forms. For exammple. If you chose the plane of Fernia, you could become a zezir (monster manual III 205). This includes creatures whos type changes to magical beast as a result of applying a template (such as celestial or fiendish)
when you attain 9th level, you become able to use wild shape to change into an elemental or outsider native to your chosen plane, although it costs two of your daily uses of whild shape to do so. For example, if you choose the plane of mabar you could become a barghest. In addition to the normal effects of wildshape, you gain all the elemental or outsider's extraordinary, supernatural, and spell-like abilities.
Plane Shiftt (Sp): On reaching 4th level, you can travel freely between your chosen plane and the material plane once per day. You can bring up to eight other creatures with you, provising all link hands with you. This ability w orks like the plane shift spell. You can use this ability twice per day at 8th level.
Planar Bubble (Su): Beginning at 5th level, once per day you can create an area around yourself that emulates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits. This area has a 20-foot radius and lasts as long as you concentrate (up to a maximum of 1 hour per level) plus 1d10 rounds.
At 10th level, you can use this ability three times per day.
Intensify Manifest Zone (Sp): At 7th level, you can use intensify manifest zone (see page 151) once per day, using your divine caster levvel. You can only affect manifest zones of your chosen plane.
Planar Self: At 10th level, you are a focus for the energies of your chosen plane. You become an outsider native to your chosen plane and gain damage reduction 10/magic. Whenever you are in a manifest zone of your chosen plane, you gain a +1 bonus to your caster level for all divine spells.
Feat: Greensinger Initiate: (Core book, Eberron campaign setting p54) You have embraced the duidic traditions of the green-singers, a chaotic eldeen reaches sect with close ties to the fey.
Prerequisites: Ability to spontaneously cast summon nature's ally.
benifit: add bluff, hide, and preform to your list of druid class skills.
In addition, you can cast the following spells as if they were on the druid spell list at the indicated levvel.
1st level: charm person
2nd level: daze monster
3rd level: displacement
4th level: charm monster
5th level: hold monster
6th level: cat's grace, mass
7th level: ethereal jaunt
8th level: charm monster, mass
9th level: etherealness
Feat: initiate of Nightbringers (Faiths of eberron, p147) (at dm's option) You have been trained in the ways of the Nightbringers, a new offshoot of the Children of Winter.
prerequisite: Nongood alignment, ability to spontaneously cast summon nature's ally.
benifit: Add hide and move silently to youro list of druid class skills.
In addition, you can cast the following spells as if they were on the druid spell list at the indicated levvel.
1st level: Inflict light wounds
2nd level: Darkness
3rd level: Deeper Darkness
4th level: Enervation
5th level: Summon Monster V (can only be used to summon a shadow mastiff)
6th level: Planar ally (can only be used to call a native of Mabar)
7th level: Control Undead
8th level: Create greater undead (can only be used to create shadows)
9th level: Gate (can only be used to open a gate to Mabar)
Spells
Detect manifest zone
level: adept1, cleric1, paladin1, sorcerer/wizard 1
Components V,S,DF
Casting time: 1 action
range 120'
Area 120' radius emanation centered on you
Duration: concentration, up to 10min/level
Saving throw: none
Spell resistance: no
You can sense the presence of manifest zones, areas in which the energies and traits of another plane leak over into the world of eberron. the ammount of information revealed depends on how long you study a particular area or subject.
1st round, presence or absence of a manifest zone. If the zone is in your range but not in your line of sight, you discern its direction but not its exact location.
2nd round, age of manifest zone. You gain a very general sense of how long it has existed (see age categories). if the zone is going to fade in the next 24 hours you learn that too.
3rd the plane to which the manifest zone is connected. if the zone is small and fits entirely within the area of your spell, you learn its exact boarders and dimensions. If the zone is larger then that you do not know the precise location or dimensions of the zone outside your spell area.
This spell can penetrate barriers, but a thin sheet of lead, 1" of common metal, 1' of stone, or 3' of wood or dirt blocks it.
Age Categories
Nascent - less then 1 day
new - 1 to 30 days
young - 31 days to 1 year
Mature - 1 to 10 years
old - 11 to 100 years
ancient - more then 100 years.
Intensify manifest zone
Level: Cleric 7, Druid 7
components, V, S, F, XP
Casting time 8 hours
range: close 25' +5'/2 levels
area : 40' radius/level emanation
Duration: permanent
Saving throw: none
Spell resistance: yes
You enhance the effects of a manifest zone of the specified plane.
The effects of the manifest zone increase by one "step" since each zone is different, this can have various effects. a zone that exists in rings (such as the gloaming in the eldeen reaches) has stronger effects as one moves inward: this spell increases the effect of a ring to that of the next inmost. the innermost ring of such a zone instead takes on one trait of the associated plane that it does not already have: in the case of the gloaming again, the spell confers the mildly negative-dominant trait on that ring. A zone that has a uniform effect over its area takes on one planer trait (of your choice) in the same way.
you cannot further enhance a manifest zone (or a ring within a zone) with additional intensify manifest zone spells.
An intensive manifest zone effect cannot be dispelleed, but it can be removed with a limited wish, miracle, planer bubble, or wish spell.
focus: a gem, piece of precious metal, or concentrated essence of the plane associated with the manifest zone, worth at least 500gp.
xp cost: 500xp