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The Planar Shepherd Handbook Edit

Introduction The planar shepherd is a new prestige class found in the Faiths of Eberron. At first glance it seems like a very horrible idea. A druid tied to a specific plane of existence in Eberron that gets special bonuses from said plane. However, upon closer examination, we can see that the class really takes what it is given and shines like no other. So, without further ado, I give you the Planar Shepherd with a level by level breakdown.

Entry Requirements

   Skills
       Knoweldge (nature) 8 ranks, Knowledge (the planes) 4 ranks - These are easily obtained through Druid 5 (the "natural" precursor to this class). You can always take the Education feat to get all Knoweldges as class skills.
   Feats
       Greensinger Initiate or Nightbringer Initiate - This is more of a flavor choice for most players. Greensinger Initiate is going to help you with your social skills (adds Bluff, Hide and Perform along with some enchantment spells) while the Nightbringer Initiate enhances your offensive capabilities (adds Hide and Move Silently as well as "dark" spells). If it were my choice, I would take the Greensinger Initiate over Nightbringer Initiate. However, if you chose Mabar as your favored plane (see below), Nightbringer Initiate is for you.
   Special
       Wild shape class feature - Ah, they've hit the spot with this one. The obvious entry choice is Druid 5. However, there are alternative methods. Wildshape Ranger 5 (Unearthed Arcana) is a great precursor for those who want a slightly higher BAB. However, in the case of the Planar Shepherd, I would stick with Druid 5 for a few simple reasons. Planar Shepherd HD stack with Druid HD for purpose of wildshaping and the Druid spell list is MUCH more superior to the Ranger spell list (It is a 10/10 spellcasting class). Also note that WotC got creative and specifically made it Wild shape class feature. This means no cheesy entry with the Divine Minion template.


  • Level by Level Breakdown
  1. Animal companion, planar attunement, wild shape
              Animal companion allows you to stack your Druid levels with your Planar Shepherd levels for your animal companion, not a bad deal.
              Planar attunement makes you pick a plane that is of like alignment with yourself. You ignore any harmful effects from your lane's elemental or energy traits...not bad. It also helps your allies.
              Wild Shape is exactly that. Your levels with Druid stack and, there are some nice goodies to come at later levels that really "make" this class.
  2. Detect manifest zone
              Mainly fluff IMO. It will allow you to find areas on the material plane where your plane is more closely connected. This will grant you some bonuses at later levels.
  3. Wild shape (Magical Beasts)
              This is where it starts to get fun. You can now wild shape into any magical beast native to your chosen plane. This also applies to templated creatures. Very nice.
  4. Plane shift 1/day
              Good way to get out of combat. Remember though, with it being once per day, you can get there but you can't really get back.
  5. Planar Bubble
              Effectively, you bring part of your "home plane" back with you. This can enhance some of your spells, abilities, etc. Remember, you are unaffected by its' negative traits (such as fire, etc.). OUTRAGEOUS ability!!!! This allows you to harvest the time traits of planes as well. Dal Quor will give you 10 rounds to play with for every one round on the Material Plane. Xoriat will allow a minute to be an hour...awesome.
  6. Nothing at this level except a caster level and increases to BAB and saves
  7. Intensify manifest zone
              You can use a SLA once per day...it's a fair ability, but, not gamebreaking.
  8. Plane shift 2/day
              Same as 4th level but, now you can come home.
  9. Wild shape (elemental or outsider)
              And this is where the fun truly climaxes. You can now wild shape into any outsider or elemental from your native plane (within your HD, size, etc.). Here's the kicker, you retain ALL of their extraordinary, supernatural and spell-like abilities. This ability is so amazing that it makes one wonder why it's not called Druids of the Coast.
 10. Planar bubble 3/day, planar self
              You can planar bubble two extra times and, you become an Outsider native to your chosen plane. You also get a +1 caster level on all spells when in a manifest zone from your plane.


Busting In Druid 5 The easiest and most obvious entry into the class. As I stated earlier, this is my favorite entry so long as you take the Education feat from ECS (for Knowledge (the planes)).

Wildshape Ranger 5 Another discussed entry. As I stated earlier, it works better for MoMF than it does this class. The spellcasting is pretty shabby eventhough the higher BAB is pretty handy.

Divine Minion Template Controversial entry and, by RAW, not acceptable. However, if you can squeeze this by your DM, go for it. However, you still have to wait until 5th level to get in due to skills required. I don't recommend it at all.

Shapeshifter (OA) I'm not to keen on this route either, Druid 5 is still your best bet.

Wrapping Up Okay, so, you've taken Druid 5/Planar Shepherd 10...now what? Let's look, shall we?

Warshaper 5 This suffix works really well especially if you're planning on using your Wildshape a lot. Extended reach, increased strength, immune to crits and stunning? Sign me up. Watch your Caster Level though as this class has no spellcasting advancement. No wild shape increases will hurt you though.

Nature's Warrior 5 This got interesting. You now have all the supernatural, SLA and extraordinary abilities of your elemental wildshapes. This makes this slightly better than before. Still though, watch your CL because you'll take quite a hit for this one. Also, it increases your Wild Shape ability which is very handy.

Prioritizing Ability Scores Strength - Not entirely that important thanks to your wildshapes. Most forms have fairly good strength scores.

Dexterity - Again, if you plan on wildshaping a lot, not all that important. However, it is handy outside of wildshape for your initiative, your AC and your ranged attacks. I would keep this one up.

Constitution - One of the "ex" dump stats for a Druid. However, with the revisions to wild shape, you no longer gain extra HP for wildshaping. As with any character, get this one as high as you can without taking away from your spellcasting stats.

Intelligence - This is your skill setter. You really only need two skills to focus on but, there are others that you really need to give a few ranks in. Survival is always a handy one to have some ranks in and ALWAYS...ALWAYS keep Concentration maxed out. You cast spells in melee many a times, this is a must have.

Wisdom - This is your prime stat. Keep this one as high as possible because it gives you bonus spells and higher DCs. Don't forget it is the key ability for 80% of your skills. This is your most important stat...period.

Charisma - As with most druidic builds, this is a dump stat. The only reason to keep this up is for your Wild Empathy. However, your Planar Shepherd levels don't give you increases in Wild Empathy. I would make this at least a 10 (I hate negative modifiers) just because you may need to be diplomatic at times...especially when dealing with your "friends" from the planes.

Optimal Planes The planes in Eberron are rather vaguely described in the ECS. A "pure" list of creatures doesn't really exist and most of what I am to be explaining is based on "common sense." For instance, I'm going to assume that the Eberronian (is that a word?) plane of fire is much like the regular D&D cosmological plane of fire.

Daanvi - The Perfect Order This is exactly like Arcadia. We're looking at the "Plane of Law." As such, Axiomatic creatures abound and everything is very orderly. The example inhabitants are the Formians and the Inevitables. Justicators and Visilights also hail from this plane. It is a decent choice for the Lawful Neutral Druid who wants to stick true to his alignment. Daanvi, The Perfect Order

Plane Traits:

   * Spells with the lawful descriptor are maximized and enlarged
   * Spells that are Chaotic are Impeded

Inhabitants:

   * Formian Worker
   * Formian Warrior
   * Formian Taskmaster
   * Formian Myrmarch
   * Formian Queen
   * - Special Abilities: Formian Queen casts Spells as a 17th level Sorcerer
   * Kolyarut (inevitable)
   * - Special Abilities: @ Will - Enervation, Disguise Self, Fear, Hold Person, Invisibility, Locate Creature, Suggestion, Geas/quest, Vampiric Touch
   * Zelekhut (inevitable)
   * - Special Abilities: @ Will - Clairaudience, Clairvoyance, Dimensional Anchor, Dispel Magic, Fear, Hold Person, Locate Creature, True Seeing 3/day, Hold Monster, Mark of Justice, Lesser Geas 1/week
   * Axiomatic creatures (template) (MotP)
   * Justicator (MM3)
   * - Special Abilities: @ Will - Bless, Detect Chaos, Cure Serious Wounds 3/day, Dimensional Anchor, Invisibility purge, Silence, Dispel Chaos 1/day, Greater Command, Plane Shift
   * Visilight (MM3)
   * - Special Abilities: @ Will - Charisma Drain, Paralyzing Gaze, Telepathic link with other Visilights



Dal Quor - The Region of Dreams This is the Dream Dimmension. There are some GREAT Quori that you can eventually wild shape into. However, travel to this plane is rather hard and it will, most likely, never be coterminous again (unless your DM is in to that sort of thing). The only reason I would really pick this plane as my favored is for the quori shapes. Now, the 10:1 time ratio...that's ridiculous. Dal Quor, The Region of Dreams

Plane Traits:

   * Subjective Directional Gravity (aka: you can fly)
   * Flowing Time: For every 10 minutes spent on Dal Quor, 1 minute passes on the Material Plane (10:1 round ratio)
   * Spells of the Illusion school are entended

Inhabitants:

   * Quori (all)


Dolurrh - The Realm of the Dead Ah, what a pleasant place to call home. A good thing about having this as your favored plane is that you (and your allies if you desire) can ignore the Entrapping ability of the plane. However, eventhough you are safe from the constant sorrow, you aren't immune to the Nalfeshnees and Lemures... It is safe to say that this plane is very wicked and filled with terrible creatures. If Dolurrh is remote, you can travel here and rescue the souls of people if you so desire without the side effects. If you take the Nightbringer Initiate feat, this is a good choice for you thematically. Dolurrh, the Realm of the Dead

Plane Traits:

   * Heavy Gravity
   * Timeless
   * All spells are impeded
   * Per day of time spent, any non native must make a Will save or be an incorporeal shade that's native to the plane (makes no mention if the character is still in control of him [ie: can a PC become a shade and still control him?])

Inhabitants:

   * Nalfeshnee (demon)
   * - Special Abilities: Smite 3/day, Continous use of True Seeing, @ Will - Call Lightning, Feeblemind, Greater Dispel Magic, Slow, Greater Teleport Self, Unholy Aura
   * Lemure (devil)
   * - Special Abilities: Immune to Mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects).
   * Marut(inevitable)
   * - Special Abilities: Fists do Sonic and Electrical damage, @ Will - Air Walk, Dimension Door, Fear, Greater Command, Greater Dispel Magic, Mass Inflict Light Wounds, Locate creature, True Seeing 1/day, Chain lightning, Circle of Death, Mark of Justice, Wall of Force, Earthquake 1/week, Geas/quest, Plane Shift
   * Sorrowsworn (demon, MM3)
   * - Special Abilities: Aura of Loss (creatures in 30 ft. get -2 to attack, saving throws, ability checks and skill checks, @ Will - Detect Magic, Invisibility, Nondetection, Greater Teleport, Greater Dispel Magic 3/day, Touch of idiocy, Unholy Blight, Feeblemind 1/day, Mind fog, Plane shift, Wierd
   * Ephemeral Swarm (MM3)
   * - Special Abilities: Distraction (creatures in same square are nauseated), Strength Damage ~ Since this is Incorporeal AND a swarm creature, it's extremely hard to kill!!
   * Plague Brush (MM3)
   * - Special Abilities: Greensickness (Continual cloud of spores), Scoop (like a grapple), Trample, Airy (20% miss chance when attacking creature)


Fernia - the Sea of Fire The fun begins. The Plane of Fire contains all Fire subtyped creatures including the Efreeti. Balors and Pit Fiends also hail from this plane. You would, naturally, be immune to the fires of this plane. The obvious wild shape forms are the Efreeti (free wishes?! Yes please) and the Phoelarch who can revive kill himself (and others around him) just to rise again later. Fernia, the Sea of Fire

Plane Traits:

   * Fire-dominant
   * Mildly evil-aligned
   * Spells with the fire descriptor are maximized and enlarged
   * Spells with the cold descriptor are impeded

Inhabitants:

   * Azer
   * - Special Abilities: Heat, Immunity to Fire, Vulnerable to Cold
   * Balor (demon)
   * - Special Abilities: Damage Reduction 15/cold iron and good, Darkvision 60 ft., Immunity to Electricity, fire and poision, Resistance to Acid and cold 10, Spell resistance 28,Death Throes (Deal 100 damage to 100 ft. area when killed), Entangle, Summon Tanar'ri (1/day summon 4d10 dretches or 1 Nalfeshnee, Glabrezu or Balor), Flaming Body (6d6 to anyone grappling them), Continuous True Seeing, @ will - Blasphemy, Dominate Monster, Greater Dispel Magic, Greater Teleport, Power Word stun, Telekinesis, Unholy Aura, Fire Storm 1/day, Implosion
   * Fire Elemental (all) - Go Collosus Fire Elementals!
   * Efreeti - Free Wishes anyone?
   * - Special Abilities: Darkvision 60 ft., Immunity to Fire, Plane Shift, Telepathy 100 ft., Vulnerability to Cold, Change Size (Enlarge or reduce a person), Heat, @ Will - Detect Magic, Produce flame, Pyrotechnics, Scorching Ray (1 ray only), Invisibility 3/day, Wall of Fire, 3 Wishes 1/day (to nongenies only), Gaseous form, Permanent Image, Polymorph (Self Only)
   * Hell Hound
   * - Special Abilities: Breath Weapon, Fiery Bite
   * Magmin
   * - Special Abilities: Damage Reduction 5/magic, Darkvision 60 ft., Elemental Traits, Immunity to Fire, Melt Weapons, Vulnerability to Cold, Combustion, Fiery Aura
   * Fire Mephit
   * - Special Abilities: Breath Weapon, Fast Healing 1 when touching a flame, @ Will - Scorching ray 1/hour, Heat Metal 1/day
   * Magma Mephit
   * - Special Abilities: Breath Weapon, Fast Healing while touching magma, lava or flame, @ Will - Shapechange 1/hour (to form into a pool of lava), pyrotechnics 1/day
   * Steam Mephit
   * - Special Abilities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2 (fire), immunity to fire, vulnerability to cold, Breath Weapon, @ Will - Blur 1/hour, Rainstorm of boiling water 1/day
   * Rast
   * - Special Abilities: Darkvision 60 ft., Flight, Immunity to Fire, Vulnerability to Cold, Paralyzing Gaze, Improved Grab, Blood Drain (1 con damage while grappled)
   * Salamander (all)
   * Firre (elandrin, MotP)
   * - Special Abilities: DR 20/+2, SR 27, cast divine spells as a 12th level Cleric, Bardic Music all day, Magic Circle against Evil, Alternate Form, @ Will - Detect Thoughts, Fireball, Improved Invisibility, Persistant Image, Polymorph Self, See Invisibility, Wall of Fire, Prismatic Spray 1/day
   * Magma Paraelemental (all, MotP)
   * - Special Abilities: Burn, Fire Subtype
   * Cinder Swarm (MM3)
   * - Special Abilities: Swarm, Burn, Distraction
   * Conflagration Ooze (Can use the Infernal Template)(MM3)
   * - Special Abilities: Blindsight 60 ft., DR 5/bludgeoning & 10/magic, Immune to Fire, Ooze Traits, Resistance to Cold 10, SR 20, Vulnerable to Cold, Fire in the Blood, Smite Good, @ Will - Confusion, Deep slumber & Hold Monster
   * Harssaf (MM3)
   * - Special Abilities: Blindsense 30 ft., DR 5/Bludgeoning, Fast Healing 3, Immune to blindness and fire, SR 17, Vulnerable to Cold, Flaming Aura, Sand Pulse 1/day, @ Will - Sand Form
   * Phoelarch (MM3)
   * - Special Abilities: Darkvision 60 ft., Immune to Fire, SR 18, Vulnerable to Cold, Heat, Healing Fire, Immune to Disease and Poison, Rise from the Ashes, @ Will - Light, Scorching Ray, Produce Flame 3/day, Fire shield 1/day
   * Zezir (MM3)
   * - Special Abilities: Darkvision 60 ft., Fast Healing 6, Immune to Fire, Low-Light vision, Vulnerable to Cold, Flammable Spray, Spark Stream


Irian - The Eternal Day This is your "elemental" plane of Positive Energy. As per the rules in the Planar Handbook/Manual of the Planes, extended stays here can cause you to explode with energy. However, you are immune to that horrible side effect and, can quickly retreat here with your allies for a quick heal. Unfortunately, there is a small list of "positive energy" creatures most of which are fairly crappy. I really wouldn't pick this plane as my favored but, hey, it's your funeral...er, rebirth. Irian, the Eternal Day

Plane Traits:

   * Minor Positive-Dominant
   * Spells that use positive energy, including cure spells, are maximized. You get +4 to turn undead checks and receive the maximum possible turning damage result.
   * Negative energy magic is impeded.

Inhabitants:

   * Lantern Archon
   * - Special Abilities: Light Ray, @ Will - Aid, Detect Evil, Continual Flame
   * Ravid
   * - Special Abilities: Darkvision 60 ft., Flight, Immune to Fire, Positive Energy Lash, Animate Objects, Multiattack Feat
   * Xag-ya (MotP)
   * - Special Abilities: Incorporeal, Positive Energy Lash, Turn Undead (as 5th lvl Cleric), Explosion
   * Lumi (MM3)
   * - Special Abilities: Body of Light, Clear Vision, Darkvision 60 ft., Floating Head, Outsider Traits


Kythri - The Churning Chaos Ah, chaos, how harmonious. This is the "limbo" of Eberron. Githzerai call this place home as do, ironically, the Titans. Most chaotically aligned creatures should be available to you from this plane. As with other alignment centered planes, I'm not to keen on it. Not my style. Good for the Chaotic Neutral Druid however. Kythri, the Churning Chaos

Plane Traits:

   * Gravity changes frequently
   * Highly Morphic
   * Strongly Chaos-aligned
   * Spells with the Chaotic descriptor are maximized and enlarged.
   * Spells with the Lawful descriptor are impeded.

Inhabitants:

   * Chaos Beast
   * - Special Abilities: Darkvision 60 ft., Immune to Critical Hits and transformation, SR 15, Corporeal Instability
   * Githzerai
   * - Special Abilities: Darkvision 60 ft., Psionics: Daze 3/day, Feather Fall, Shatter, Plane Shift 1/day, Caster level = Class Level, Intertial Armor, SR 6
   * Howler
   * - Special Abilities: Darkvision 60 ft., Quills, Howl
   * Slaad (all) - this is nasty since you can use the White and Black Slaad from the Epic Handbook
   * - Special Abilities using the Black Slaad: Fast Healing 30, DR 45/+7, Alternate Form, Darkvision 320, Stun, Chaos Touch, Chaos Spittle, Weaponbreaker, Summon Slaad, Telepathy, @ Will - Animate Objects, Circle of Death, Chaos Hammer, Cloak of Chaos, Death Knell, Deeper Darkness, Dispel Law, Fear, Finger of Death, Fireball, Fly, Greater Dispelling, Identify, Improved Invisibility, Lightning Bolt, Magic circle against Law, Plane Shift, Power Word Blind, Power Word Kill, Protection from Law, See Invisibility, Shatter, Teleport without error, Word of Chaos, Implosion 1/day, Peripety 1/day, Ruin, Spell Worm
   * Titan
   * - Special Abilities: DR 15/lawful, Darkvision 60 ft., SR 32, Oversized Weapon, @ Will - Chain Lightning, Charm Monster, Cure Critical Wounds, Fire Storm, Greater dispel magic, Hold Monster, Invisibility purge, Levitate, Persistant Image, Polymorph (humanoid only), Etherealness 3/day, Word of Chaos 3/day, Summon Nature's Ally IX 3/day, Maze 1/day, Meteor Swarm 1/day
   * Quaraphon (MM3)
   * - Special Abilities: Darkvision 60 ft., Deafing Bellow, Rage 2/day, Improved Uncanny Dodge, Trap Sense, Uncanny Dodge


Lamannia - The Twilight Forest A HUGE list of creatures hail from this plane. Ironically, it is very favorable for Druids (who get their spells extended). Great elemental forms and outsider forms. It is, essentially, pure nature. This is probably the third "best" plane to chose from an optimization standpoint. Lamannia, The Twilight Forest

Plane Traits:

   * Druid Spells are extended

Inhabitants:

   * Achaierai
   * - Special Abilities: Darkvision 60 ft., SR 19, Black Cloud - Save or go insane
   * Animals (all) - Beast boy!
   * Arrowhawk (all)
   * - Special Abilities: Darkvision 60 ft., Immune to acid, electricity & poison, Resistance to cold and fire 10, Electricity Ray
   * Belker
   * - Special Abilities: Darkvision 60 ft., Elemental Trait, Smoke Form, Smoke Claws
   * Celestial Animals
   * - Special Abilities: Become a magical beast, Smite Evil, Darkvision 60 ft., DR & Resistance scaling with HD
   * Bebilith (demon)
   * - Special Abilities: DR 10/good, Darkvision 60 ft., Plane Shift, Scent, Telepathy 100 ft., Poison, Rend Armor, Web
   * Hellcat (Devil)
   * - Special Abilities: DR 5/good, Darkvision 60 ft., Invisible in light, Resistance to fire 10, scent, SR 19, Telepathy 100 ft., Improved Grab, Pounce, Rake
   * Air Elemental (all)
   * - Special Abilities: DR 10/-, Darkvision 60 ft., Elemental Traits, Air Mastery, Whirlwind
   * Earth Elemental (all)
   * - Special Abilities: DR 10/-, Darkvision 60 ft., Elemental Traits, Earth Mastery, Push, Earth Glide - Nasty with the Large size.. they weigh 6,000 pounds!
   * Water Elemental (all)
   * - Special Abilities: DR 10/-, Darkvision 60 ft., Elemental Traits, Water Mastery, Drench, Vortex
   * Fiendish Animals
   * - Special Abilities: Darkvision 60 ft., Resistance to cold and fire scales/HD, DR that scales/HD, Smite good
   * Djinni (genie)
   * - Special Abilities: Darkvision 60 ft., Immune to acid, Plane shift, Telepathy 100 ft., Air Mastery, Whirlwind, @ Will - Invisibility, Create food and water 1/day, Create wine 1/day, Major Creation, Persistant Image, Wind Walk, Gaseous form 1/day
   * Avoral (Guardinal)
   * - Special Abilities: DR 10/evil or silver, Darkvision 60 ft., Immune to electicity and petrification, Lay on hands, Low-light vision, Resistance to cold and sonic 10, Speak with animals, SR 25, True Seeing, Fear Aura, @ Will - Aid, Blur, Command, Detect Magic, Dimension Door, Dispel Magic, Gust of Wind, Hold Person, Light, Magic circle against evil, Magic missle, See invisibility, Lightning bolt 3/day
   * Leanol (Guardinal)
   * - Special Abilities: DR 10/evil or silver, Darkvision 60 ft., Immune to electicity and petrification, Lay on hands, Low-light vision, Protective Aura, Resistance to cold and sonic 10, speak with animals, SR 28, Roar, Pounce, Improved grab, Rake, @ will - Detect thoughts, Fireball, Hold Monster, Polymorph, Wall of Force, Cure Critical Wounds 3/day, Neutralize poison, Remove Disease, Heal 1/day
   * Hellwasp swarm
   * - Special Abilities: DR 10/magic, Darkvision 60 ft., Hive Mind, Immune to weapon damage, Resistance to Fire 10, low-light vision, swarm traits, Distraction, Inhabit, Poison
   * Invisible stalker
   * - Special Abilities: Darkvision 60 ft., Elemental Traits, Natural Invisibility, Improved Tracking
   * Lycanthropes (all) - Nasty
   * - Special Abilities: Alternate Form, Creature Type Empathy, DR 10/Silver, Low-light vision, scent
   * Air Mephit
   * - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Blur 1/hour, Gust of Wind 1/day
   * Dust Mephit
   * - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Blur 1/hour, Wind Wall 1/day
   * Earth Mephit
   * - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Change Size, Soften earth and stone 1/day
   * Ooze Mephit
   * - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Melf's Acid Arrow 1/hour, Stinking Cloud 1/day
   * Salt Mephit
   * - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Glitterdust 1/hour, Evaporate Moisture 1/day
   * Water Mephit
   * - Special Abilities: Summon Mephit, DR 5/Magic, Darkvision 60 ft., Fast Healing 2, Breath Weapon, Melf's Acid Arrow 1/hour, Stinking Cloud 1/day
   * Nightmare
   * - Special Abilities: Astral Projection, Darkvision 60 ft., Etherealness @ will, Flaming Hooves, Smoke
   * Thoqqua
   * - Special Abilities: Darkvision 60 ft., Elemental Traits, Immune to fire, Tremorsense, Vulnerable to cold, Heat, Burn
   * Tojanida (all)
   * - Special Abilities: All-around vision, Darkvision 60 ft., Immune to acid & cold, Resistance to electricity & fire 10, Improved Grab, Ink Cloud
   * Vermin (all)
   * - Special Abilities: No Int Score, Immune to all mind-affecting effects, Darkvision 60 ft., Always Neutral
   * Xorn (all)
   * - Special Abilities: Al-around vision, Earth Glide, DR 5/bludgeoning, Darkvision 60 ft., Immune to cold & Fire, Resistance to electricity 10, Tremorsense 60 ft.
   * Yeth Hound
   * - Special Abilities: DR 10/silver, Darkvision 60 ft., Flight, Scent, Bay, Trip
   * Dao (genie, MotP) - Awesome choice for free Limited Wishes!
   * - Special Abilities: Plane Shift, Telepathy, Earth Mastery, Push, @ will - Alter self, Detect Good, Detect Magic, Gaseous form, Invisibility, Misdirection, Passwall, Persistant Image, Wall of stone, 3/day - Move earth, Transmute Rock to mud, 1/day - Grant 3 Limited Wishes to Nongenies only!!
   * Marid (genie, MotP)
   * - Special Abilities: Water Mastery, Drench, Vortex, Plane Shift, Telepathy, @ Will - Create water, Detect Evil, Detect Good, Detect Magic, Invisibility, Polymorph Self, Purify food and drink (water only), See invisibility, 5/day - Control water, Gaseous form, Solid fog, Water breathing, 1/year - Limited wish (nongenies only)
   * Ooze Paramental (all, MotP)
   * - Special Abilities: Elemental, DR 15/+3, Fire Immunity, Acid
   * Smoke Paraelemental (all, MotP)
   * - Special Abilities: Elemental, DR 15/+3, Smoke Claws
   * Avalancher (MM3)
   * - Special Abilities: Cause Avalanche, Transmute rock to mud, All-around vision, Darkvision 60 ft., Immune to Bludgeoning damage, Low-light Vision
   * Battlebriar (MM3)
   * - Special Abilities: Impale, Improved Grab, Thorn Volley, Trample, Darkvision 60 ft., Low light-vision, plant traits, resistance to electricity and fire 20, thorn field
   * Dust Wight (MM3)
   * - Special Abilities: Crumbling Touch, Petrifying cloud, DR 5/Adamintine, DR 60 ft., Elemental Turning Vulnerability, Undead Traits
   * Gulgar (MM3)
   * - Special Abilities: Crystalline Bone, Sonic pulse, DR 10/Adamantine, Darkvision 60 ft., Immune to Sonic, Stability, Subsonic Speech, Tremorsense 30 ft.
   * Wood Woad (MM3)
   * - Special Abilities: Warp wood, Low-light vision, Plant Traits, Treewalk, Vulnerability to fire
   * Woodling Creatures (MM3)
   * - Special Abilities: DR 5/Slashing, Low-Light vision, Plant Traits, Vulnerability to Fire


Mabar - The Endless Night Awesome choice for all of you Nightbringer Initiates. I'm a big fan of Yugoloth's and they all hail from the plane of darkness as do Succubi and other "dark" creatures. This would be an interesting plane to chose for Neutral Evil druids. Also, don't forget that you are immune to the negative energy coursing through this realm. Mabar, the Endless Night

Plane Traits:

   * Minor negative-dominant
   * Spells that use negative energy including inflict spells are maximized
   * Spells that use positive energy are impeded.

Inhabitants:

   * Bhargest (all)
   * - Special Abilities: Feed, Change shape, DR 10/magic, Darkvision 60 ft., Scent, @ will - Invisibility sphere, 1/day - Mass bull's strength, Mass enlarge
   * Bodak
   * - Special Abilities: Death Gaze, DR 10/cold iron, Darkvision 60 ft., Immune to electricity, Resistance to acid & fire 10, Undead traits, Vulnerable to sunlight
   * Succubus (Demon)
   * - Special Abilities: Energy drain, Summon tanar'ri, DR 10/Cold Iron or Good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to acid & cold & fire 10, SR 18, Telepathy 100 ft., Tongues, @ will - Charm monster, Detect good, Detect Thoughts, Ethereal Jaunt, Polymorph (humanoid only, no limit on duration), Suggestion, Greater teleport
   * Nightshade (all) - Using the Nightcrawler - Swallow Whole = Fun!
   * - Special Abilities: Aversion to Daylight, Desecrating Aura, Energy drain, Poison, Summon Undead, Swallow Whole, DR 15/Silver & Magic, Darkvision 60 ft., Immune to Cold, SR 31, Telepathy 100 ft., Tremorsense 60 ft., Undead Traits
   * Shadow - Awesome cause the spawn you create are PERMANENTLY under your control!!!!
   * - Special Abilities: Create Spawn, Strength damage, Darkvision 60 ft., Incorporeal Traits, +2 Turn resistance, Undead Traits
   * Shadow Mastif
   * - Special Abilities: Bay, Trip, Darkvision 60 ft., Shadow Blend, Scent
   * Xeg-yi (MotP)
   * - Special Abilities: Incorporeal, Negative energy lash, Rebuke undead, Explosion
   * Yugoloth (all, MotP & MM3) - Using the Nycaloth cause of the wounding ability, it's crazy
   * - Special Abilities: Immune to Poison & Acid, Cold & Fire & Electricity resistance 20, Telepathy 100 ft., Improved grab, Rake, Wounding, Summon Yugoloth 1/day, @ will - Deeper darkness, Desecrate, Fear, Invisibility, Mirror image, See invisibility
   * Gloom Golem (MM3) - Immune to ALL magic! (Divine, Arcane & everything else.. nice!)
   * - Special Abilities: Crushing despair, Touch of Woe, Construct Traits, DR 10/good, Darkvision 60 ft., Immunity to magic, Low-light vision
   * Necronaut (MM3)
   * - Special Abilities: Assimilate Corpse, Trample, DR 15/lawful or magic, Darkvision 60 ft., Necromantic effects, SR 25, Undead Traits, Unholy toughness
   * Trilloch (MM3) - Wow, Immune to magic AND incorporeal! Awesome
   * - Special Abilities: Control Rage, Death Knell, Blindsight 60 ft., DR 15/lawful, Darkvision 60 ft., Immunity to magic, Incorporeal Traits, Natural Invisibility, Outsider Traits
   * Vasuthant (MM3)
   * - Special Abilities: Enervating Crush, Improved Grab, Reality Distortion, +2 Turn resistance, Blindsight, Darkvision 60 ft., Immune to Acid & Cold & Light, Resistance to fire and electricity 5, Trap light, Undead traits, Unholy toughness


Risia - The Plain of Ice The counterpart to Fernia minus the Efreeti. If you're into cold creatures, this is the plane for you. Not much to note, however, on the power level. Risia, the Plain of Ice

Plane Traits:

   * Mildly evil-aligned
   * Spells with the cold descriptor are maximized and enlarged
   * Spells with the fire descriptor are impeded.
   * Cold: The average temp. on Risia is 0°. 50% chance of extreme weather in the form of snow, sleet, hail or a blizzard.

Inhabitants:

   * Ice Devil
   * - Special Abilities: Fear aura, Slow, Summon Baatezu, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, Regeneration 5, See in Darkness, SR 25, Telepathy 100 ft., @ will - Cone of Cold, Greater Teleport, Persistant image, Unholy aura, Wall of Ice
   * Ice Mephit
   * - Special Abilities: DR 5/magic, Darkvision 60 ft., Fast healing 2, Immune to cold, Vulnerable to fire, Breath Weapon, Summon Mephit, 1/hour - Magic missle, 1/day - Chill metal
   * Ice Paraelemental (all, MotP)
   * - Special Abilities: Chill Metal, Elemental, DR 15/+3, Cold Subtype
   * Frost Salamander (MMII)
   * - Special Abilities: Cold Aura, Cold subtype, Darkvision 60 ft., DR 15/+1, Low-light vision
   * Immoth (MMII) - Could be handy, having 2 spell lists and all
   * - Special Abilities: Ice Runes, Poison, Cold Subtype, DR 5/+1, Elemental Traits, Icewalking, Half damage from piercing & slashing weapons, SR 23, Cast spells as a 12th level sorcerer
   * Chraal (MM3)
   * - Special Abilities: Breath Weapon, Death throes, Freeze, DR 5/-, Darkvision 60 ft., Deflecting Cold, Elemental Traits, Immunity to Cold, Vulnerable to fire
   * Rejkar (MM3)
   * - Special Abilities: Freezing Gaze, DR 5/magic, Darkvision 60 ft., Heroes Feast, Immunity to Cold, Outsider Traits, Vulnerable to fire
   * Snowflake Ooze (MM3) - Create Clones of yourself for free!!
   * - Special Abilities: Cold Aura, Blindsight 60 ft., Immune to Cold, Ooze Traits, Split, Vulnerable to Fire


Shavarath - The Battleground Hands down one of the best planes to choose. The alignment is iffy however. The plane is mult-aligned. Most devils/demons and archons are from here. They are in constant battle creating Whirling Blade storms...you're immune to these vicious entities. A rather interesting choice. Shavarath, the Battleground

Plane Traits:

   * Different Alignment per different creatures inhabiting a zone
   * Spells that create weapons and excite hostile emotions are extended
   * Compulsions that calm or pacify and all charms are impeded
   * Whirling Blades - 70% to do 2d6 damage/round to anyone who spends a hour in the plane

Inhabitants:

   * Hound Archon
   * - Special Abilities: Smite Evil, Turn Undead 6/day, Aura of Menace, Change shape, DR 10/evil, Darkvision 60 ft., Immune to Electricity and Petrification, Magic circle against evil, Paladin Abilities, Scent, SR 27, Teleport, Tongues, @ will - Aid, Continual Flame, Detect Evil, Message
   * Trumpet Archon
   * - Special Abilities: Trumpet, Aura of Menace, DR 10/evil, Darkvision 60 ft., Immune to Electricity & Petrification, Magic circle against evil, SR 29, Teleport, Tongues, @ will - Detect evil, Continual Flame, Message, Casts spells as a 14th level Cleric!
   * Babuu (demon)
   * - Special Abilities: Sneak Attack +2d6, Summon Tanar'ri, DR 10/cold iron or good, Darkvision 60 ft., Immune to Electricity & Poison, Protective Slime, Resistance to Acid & Cold & Fire 10, SR 14, Telepathy 100 ft., @ will - Darkness, Dispel Magic, See invisibility, Greater Teleport
   * Dretch (demon)
   * - Special Abilities: Summon Tanar'ri, DR 5/cold iron or good, Darkvision 60 ft., Immunity to Electricity & Poison, Resistance to Acid & Cold & Fire 10, Telepathy 100 ft.
   * Glabrezu (demon)
   * - Special Abilities: Improved Grab, Summon Tanar'ri, DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 21, Telepathy 100 ft., True Seeing, @ Will - Chaos Hammer, Confusion, Dispel Magic, Mirror Image, Reverse gravity, Greater Teleport, Unholy Blight, 1/day - Power word stun, Wish 1/month
   * Hezrou (demon)
   * - Special Abilities: Stench, Improved Grab, Summon Tanar'ri. DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 19, Telepathy 100 ft., @ will - Chaos hammer, Greater Teleport, Unholy blight, 3/day - Blasphemy, Gaseous form
   * Marilith (demon)
   * - Special Abilities: Constrict, Improved Grab, Summon Tanar'ri, DR 10/good, Darkvision 60 ft., Immune to Electricity & Poison, Resistance to Acid & Cold & Fire 10, SR 19, Telepathy 100 ft., @ will - Align weapon, Blade barrier, Magic weapon ,Project image, Polymorph, See invisibility, Telekinesis, Greater teleport, Unholy aura
   * Quasit (demon)
   * - Special Abilities: Poison, Alternate Form, DR 5/cold iron or good, Darkvision 60 ft., Fast healing 2, Immune to Poison, Resistance to Fire 10
   * Retriever (demon)
   * - Special Abilities: Eye rays, Find target, Improved grab, Construct traits, Darkvision 60 ft., Fast healing 5, Low-light vision
   * Barbed Devil (demon)
   * - Special Abilities: Fear, Improved Grab, Impale, Summon Baatezu, Barbed defense, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 23, Telepathy 100 ft., @ will - Greater Teleport, Hold person, Scorching Ray, 1/day - Order's Wrath, Unholy Blight
   * Bearded Devil
   * - Special Abilities: Infernal Wound, Beard, Battle Frenzy, Summon Baatezu, DR 5/silver or good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 17, Telepathy 100 ft., @ will - Greater Teleport
   * Bone Devil
   * - Special Abilities: Fear aura, Poison, Summon Baatezu, DR 10/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 21, Telepathy 100 ft., @ will - Greater Teleport, Dimensional anchor, Fly, Invisibility, Major Image, Wall of Ice
   * Chain Devil
   * - Special Abilities: Dancing Chains, Unnerving Gaze, DR 5/silver or good, Darkvision 60 ft., Immunity to Cold, Regeneration 2, SR 18
   * Erinyes (devil)
   * - Special Abilities: Entangle, Summon Baatezu, DR 5/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 20, Telepathy 100 ft., True Seeing, @ will - Greater teleport, Charm monster, Minor image, Unholy Blight
   * Horned Devil
   * - Special Abilities: Fear Aura, Infernal Wound, Stun, Summon Baatezu, DR 5/good, Darkvision 60 ft., Immune to Fire & Poison, Resistance to Acid & Cold 10, See in Darkness, SR 28, Telepathy 100 ft., @ will - Dispel Chaos, Dispel good, Magic circle against good, Greater Teleport self, Persistant Image, 3/day - Fireball, lightning bolt
   * Imp (devil)
   * - Special Abilities: Poison, Alternate form, DR 5/good or silver, Darkvision 60 ft., Fast healing 2, Immune to poison, Resistance to fire 5, @ will - Detect good, Detect magic, Invisibility, 1/day - Suggestion
   * Vargouille
   * - Special Abilities: Shriek, Kiss, Poison, Darkvision 60 ft.
   * Bladeling (MMII)
   * - Special Abilities: Razor storm, Cold resistance 5, DR 5/+1 (slashing and piercing weapons only), Fire resistance 5, Outsider Traits, Immune to acid & rust attacks
   * Arrow Demon (MM3)
   * - Special Abilities: Close combat shot, Oversized weapons, Summon Tanar'ri, Symmetrical archery, DR 5/cold iron and good, Darkvision 60 ft., Immunity to electricity & poison, Resistance to acid & cold & fire 10, SR 18, Telepathy 100 ft., @ will - Dimension door
   * Deathshrieker (MM3)
   * - Special Abilities: Death Rattle, Despair, Scream of the dying, +4 turn resistance, Darkvision 60 ft., Death's grace, Incorporeal traits, Silince vulnerability, Undead Traits
   * Mivilorn (MM3)
   * - Special Abilities: Breath weapon, Charging bite, Improved grab, Swallow whole, Combative Mount, Darkvision 60 ft., Low-light vision, Scent, SR 21
   * Ragewalker (MM3)
   * - Special Abilities: Control Living Spells, Induce Blood frenzy, Weapon Cloud, DR 10/cold iron, Fast healing 5, Grafted armor, Low-light vision, Repel Missles, SR 26, 3/day - Blade barrier, Bull's strength, Greater magic weapon, Wall of fire
   * Shredstorm (MM3)
   * - Special Abilities: Distraction, Lightning Bolt, Penetration, Construct traits, Darkvision 60 ft., Immune to Electricty, Low-light vision, Swarm Traits


Syrania - The Azure Sky Enter the Angels. Great for Neutral Good druids who want a good Angel wild shape and some good healing when necessary. As an emissary to this plane, it would be a beautiful place to set up a base of operations as well for you do-gooders. Syrania, the Azure Sky

Plane Traits:

   * Light Gravity
   * Strongly good-aligned
   * Spells with the good descriptor are empowered
   * Spells with the evil descriptor are impeded

Inhabitants:

   * Angel (all) - I'm going to use the Solar here since they cast as 20th level Clerics, Miracle anyone?
   * - Special Abilities: DR 15/epic and evil, Darkvision 60 ft., Low-light vision, Immune to Acid & Cold & Petrification, Protective Aura, Regeneration 15, Resistance to Electricity & Fire 10, SR 32, Tongues, @ will - Aid, Animate objects, Commune, Continual Flame, Dimensional Anchor, Greater dispel magic, Holy Smite, Imprisonment, Invisibility, Lesser restoration, Polymorph, Power word stun, Remove curse, Remove disease, Remove fear, Resist energy, Summon monster VII, Speak with dead, Waves of fatigue, 3/day - Blade barrier, Earthquake, Heal, Mass charm monster, Pernency, Resurrection, Waves of Exhaustion, 1/day - Greater restoration, Power word Blind, Power word Kill, Power word Stun, Prismatic Spray, Wish, Cast divine spells as a 20th level Cleric!
   * Prismatic Golem (MM3) - Immunity to magic still doesn't make it better than the Solar
   * - Special Abilities: Prismatic Body, Prismatic Touch, Blindsight 60 ft., Construct traits, DR 10/evil, Darkvision 60 ft., Immune to Magic, Incorporeal Traits, Low-Light vision, Moral Code


Thelanis - The Faerie Court Little application outside of roleplay (God forbid). Time passes very quickly in relation to the Material Plane and the monster selection is fairly weak because most creatures are Fey typed...except, of course, for the Eladrins. The Eladrins can be a very nice choice for most characters especially with their wonderful SLAs. Thelanis, the Faerie Court

Plane Traits:

   * Arcane Spells are empowered and extended
   * 1 day = 1 week on the Material Plane

Inhabitants:

   * Dryad
   * - Special Abilities: DR 5/cold iron, Tree dependent, Wild empathy, @ will - Entangle, Speak with plants, Tree shape, 3/day - Charm person, Deep slumber, Tree stride, 1/day - Suggestion
   * Eladrin (all) - Using a Ghaele here
   * - Special Abilities: Gaze, Alternate Form, DR 10/evil and Cold iron, Darkvision 60 ft., Immune to Electricity & Petrification, Low-light vision, Protective Aura, Resistance to Cold & Fire 10, SR 28, Tongues
   * Lillend
   * - Special Abilities: Constrict, Improved Grab, Darkvision 60 ft., Immunity to Poison, Resistance to Fire 10, Knows spells as a 6th level bard and the bardic music ability of a 6th level bard, 3/day - Darkness, Hallucinatory terrain, Knock, Light, 1/day - Charm person, Speak with animals, Speak with plants
   * Nymph
   * - Special Abilities: Blinding Beauty, Stunning Glance, DR 10/cold iron, Low-light vision, Unearthly grace, Wild empathy, 1/day Dimension door, Casts spells as a 7th level Druid
   * Satyr
   * - Special Abilities: Pipes, DR 5/cold iron, Low-light vision
   * Sprite (all) - Using the Pixie
   * - Special Abilities: Special Arrows, DR 10/cold iron, Greater invisibility, Low-light vision, SR 15, 1/day - Lesser confusion
   * Triton
   * - Special Abilities: Darkvision 60 ft., 1/day - Summon Nature's Ally IV
   * Sylph (MMII)
   * - Special Abilities: Improved Invisibility, Outsider Traits, SR 14, Summon Elemental, Cast spells as a sorcerer (caster level = HD + 4)
   * Petal (MM3)
   * - Special Abilities: Sleep songs, DR 5/cold iron, Low-light vision
   * Shimmerling swarm (MM3)
   * - Special Abilities: Dazzling illumination, Distraction, Hive mind, Immune to weapon damage, Low-light vision, Swarm traits
   * Thorn (MM3)
   * - Special Abilities: Sleep arrows, Sneak attack +2d6, DR 5/cold iron, Low-light vision


Xoriat - The Realm of Madness Very interesting for role play. The creature selection isn't too nice because most of them are Aberrations rather than Outsiders/Elementals. Magic is wild on this plane and, most likely, you will be attacked on sight....Daelkyrs, strangely enough, ARE Outsiders...this is a very good thing because they are total hosses. Xoriat, the Realm of Madness

Plane Traits:

   * No Gravity
   * Highly Morphic
   * Mildly evil-aligned
   * Wild Magic
   * Distorted Time: 1 minute in Xoriat = 1 hour on the Material Plane

Inhabitants:

   * Daelkyr - nice for PaO
   * - Special Abilities: Aura of madness, Corrupting touch, Daelkyr weapons, Tentacle whip, Alien mind, Daelkyr immunities, DR 10/byeshk or good, Darkvision 60 ft., Fast healing 5, Living breastplate, Outsider traits, SR 28, Symbiont mastery, @ will - Baleful polymorph, Confusion, Dimension door, Feeblemind, Haste, Mind fog, Polymorph, Slow, 3/day - Flesh to stone, Quickened Insanity, Quickened Polymorph any Object, Stone to Flesh
   * Mind Flayer
   * - Special Abilities: Mind blast, Psionics, Improved Grab, Extract, SR 25, Telepathy 100 ft., @ will - Charm monster, Detect thoughts, Levitate, Plane shift, Suggestion
   * Pseudonatural Creatures (CA)
   * - Special Abilities: True Strike 1/day, Alternate Form, Darkvision 60 ft., Low-light vision, Resistance to acid & electricity 5, Scent, SR 13
   * Rukarazyll (MMII)
   * - Special Abilities: Fungus, Spit ooze, DR 20/+2, Evasion, Outsider Traits, Profane alacrity, SR 23, @ will - Alter self, Blur, Cat's grace, Darkness, Desecrate, Detect good, Detect Magic, Entangle, Mirror Image, Plant growth, Protection from Good, Snare, Telekinesis, Teleport without error, undetectable Alignment, 3/day - Polymorph Self, Unhallow, Unholy Blight, 1/day - Command Plants, Contagion, Heal, Wall of thorns
   * Wyste (MMII)
   * - Special Abilities: Bite, Improved grab, Acid Immunity, Blindsight 120 ft.
   * Kaorti (FF)
   * - Special Abilities: Vile Transformation, Material Vulnerability, Outsider Traits, Poison Immunity, 1/day - Alter self, Color Spray, Feather Fall, Ray of Enfeeblement, Reduce, Spider climb
   * Odopi (MM3)
   * - Special Abilities: Improved grab, Swallow Whole, Throw stones, Trample, All-around vision, DR 10/good & magic, Darkvision 60 ft., Fast healing 7, Resistance to cold & fire 10, Scent, SR 22, @ will - Feather fall, 1/day - True seeing
   * Shrieking Terror (MM3)
   * - Special Abilities: Kiss, Poison, Pounce, Shriek, Darkvision 60 ft., Fast healing 5
   * Voidmind creatures (MM3)
   * - Special Abilities: Cone of Slime, Constrict, Improved Grab, DR 5/magic, Immune to acid & Mind-affecting spells and abilities and ability damage and ability drain and energy drain, Mind flayer host, SR 10+HD, Sentient Tentacle


Handy Tidbits and Builds

   Build Section
   Druid 10/Planar Shepherd 10 - Simple and every effective. But, of course, there are other options...

Quote: Originally Posted by Raven Dark Planar bubble...easily the most broken ability the class gets. Pick Dal Quoar as your domain for example. Now, you and everyone within your 40-foot diameter planar bubble gets 10 rounds of actions for every single round of actions those outside the bubble get. Although you need to keep concentration on the effect, the rest of your party doesn't.

Time Stop eat your heart out.

Don't believe me? The class ability clearly states you get all of the physical qualities of the plane. If you look up the physical qualities in the DMG, it clearly specifies that this includes gravity and time traits as well. That's RAW. Teehee.

Other examples:

Pick a plane with no gravity, you can now fly. Pick a fire plane, everything in the area takes 3d10 fire damage per round. Pick a plane of cold, the temperature instantly drops to 0 degrees and every living thing dies from the "flash frost." Pick a plane where time goes slower (such as Xoriet) so if you can withstand 24 minutes in a bubble of chaos and madness, a whole day passes on the outside--kinda like some PC roleplaying games I know of.

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