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Lacoran
2013-07-18, 10:13 AM
I like the idea of the planar shepard class and if you fix a few of the overpowering problems it can be a fun class that does not kill campaigns. SO I am attempting to convert it to Pathfinder.

Using the wildshape rules for pathfinder make this class and easy fix. I removed the ability to become an outsider through wildshape (the most overpowering ability of the class) but expained how you can wild shape into a magical beast. Added the Planar wildshpae feat becuase it feels like it should be part of this "Planar class".
I also remove the time trait from the planar bubble (the second most overpowering ability of the class).
Tell me what you think

Planar Shepherd
(Faiths of Eberron variant, p. 105)

Some druids, especially among the Greensingers or those who have dealt extensively with that sect, reject narrow interpretations of what constitutes the natural world.

Hit Dice: d8

Requirements:
To qualify to become a planar shepherd, a character must fulfill all the following criteria.
Skills: Knowledge (nature) 4 ranks, Knowledge (planes) 4 ranks.
Feats: Greensinger Initiate or Nightbringer Initiate.
Special: Wild shape class feature.

Class Skills:
The planar shepherd's class skills (and the key abilities for each skill) are Diplomacy (Chr), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Spellcraft (Int) and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
Spellcasting: 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 prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a planar shepherd, 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 existence other than the Material Plane, such as Irian 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 cannot 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, if 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 benefit with a number of allies equal to your class level; these allies must remain within 100 feet of you to gain this benefit.
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 detect manifest zone at will.

Wild Shape (Su): Your druid levels stack 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 small or medium magical beast native to your chosen plane, which functions as beast shape III.

At 9th level, you are able to use wild shape to change into a Tiny or Large magical beast. When taking the form of animals or Magic Beast, a wild shape now functions as beast shape IV

Plane Shift (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, provided all link hands with you. This ability otherwise works 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 emu-lates the environment of your chosen plane. This area mimics all traits of your chosen plane, including physical traits (excluding Time 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 1 round per class level.
At 10th level, you can use this ability three times per day.

Planar Wild Shape: At 6th level, the planar shepherd gets Planar Wild Shape as a bonus feat. If you already have the Planar Wild Shape feat, you can select any other feat for which you meet the prerequisites.

Intensify Manifest Zone (Sp): At 7th level, the planar shepherd can cast Intensify Manifest Zone once per day as a spell-like ability without the need for the material component cost.

Planar Self (Su): At 10th level, the planar shepherd becomes an outsider, native to the plane chosen by his Planar Attunement class feature. This changes his creature type to outsider with a single subtype appropriate to his chosen plane. This also gives him damage reduction of 10 / magic. The planar shepherd no longer ages, although mental benefits still accumulate normally. Unlike other outsiders, a planar shepherd can still be raised or resurrected as his original creature type.

EX-PLANAR SHEPHERDS
If you change to an alignment incompatible with your chosen plane, you lose access to planar shepherd class abilities. You can no longer advance in this prestige class until you atone (PHB 201). If you decide to choose a different plane, you must begin again at 1st level of the prestige class and do not benefit from abilities associated with the former plane.

Advancement
Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Animal companion, planar attunement, wild shape +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Detect manifest zone +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Wild shape (Small or Medium magical beast) +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Plane shift 1/day +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Planar bubble 1/day +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Planar Wild Shape +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Intensify manifest zone +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Plane shift 2/day +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Wild shape (Tiny or Large magical beast) +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Planar bubble 3/day, planar self +1 level of existing divine spellcasting class