I am looking into how Druids (and by extend, Planar Shepherds and Masters of Many Shapes) can Wild Shape into Outsiders from the Outer Planes. The method I have looked into before boiled down to "Ask your DM", but are there any other methods to do this? Preferably without additional multiclassing or extensive feats, but if that's how it works I'd still like to hear it. Thanks in advance!
[RPG] How to a Druid Wild Shape into Outsiders
dnd-3.5edruidplaneswild-shape
Related Solutions
No, they can't.
Emphasis mine:
Swarm Subtype: A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature.
First, while a swarm may act as a single creature, it isn't one. Second, you wouldn't Wild Shape into either a Small or Medium creature.
So, per the rules as written, you cannot Wild Shape into a swarm.
However, like you said, it can be a bit open to interpretation. You should consult your GM to see if they'd allow this. I probably would, depending on what kind of swarm.
Some planar shepherd questions won't generate good answers when the questions are about the class's abilities' interactions with planes outside the Eberron campaign setting. Even the planar shepherd's own Adaptation section is unhelpful, saying, for example, "If manifest zones do not exist in your campaign, the 10th-level ability to create one could instead allow creation of a planar touchstone (Planar Handbook 153)" (FE 109). That ability to create apparently permanent manifest zones was, I assume, excised in editing. Thus, as always, ask the DM when considering using such classes in campaign settings other than home ones.
Questions & Answers
The planar shepherd (FE 105-9) is largely considered one of the most powerful prestige classes in the game. When a druid takes a prestige class, it must be good.
Question: Does the planar shepherd's extraordinary ability planar attunement render the shepherd immune to the normal magic, impeded magic, and limited magic traits that occur the closer he gets to the Outlands' central spire?
Answer: No. The planar attunement extraordinary ability reads
At 1st level, you must choose a single plane of existence other than the Material Plane.... 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. [...] 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. [...] You are also immune to the entrapping effects of planes .... 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.
Emphasis mine.
Q: What creatures are the Outlands' natives for the purposes of the planar shepherd's supernatural ability wild shape?
A: Not many. The planar shepherd's supernatural ability wild shape reads
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 magical beast native to your chosen plane, with the same size restrictions as for animal forms. [...] This includes creatures whose type changes to magical beast as the 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 wild shape to do so. [...] In addition to the normal effects of wild shape, you gain all the elemental or outsider’s extraordinary, supernatural, and spell-like abilities.
Unlike some other planes, no template exists to make, for example, animals into magical beasts by making them more Outlandish. Worse, while the outlands is home to countless creatures because of its position on the Great Wheel, few published creatures are native to the Outlands.1 Even residents from other planes who've lived there a long time--or were even born there--still aren't native to the Outlands. Dungeons and Dragons's immigration policy is horrible that way; there are very few ways to make oneself native to plane if one's race is from another plane; such creatures are usually unique.
Finally, the elemental or outsider forms into which the planar shepherd can wild shape remain restricted by the druid's wild shape which is, in turn, restricted by the special ability alternate form, which reads, "A creature cannot use alternate form to take the form of a creature with a template." Thus the planar shepherd could not, for example, use his wild shape ability to assume the form of any creature via the template petitioner (MP 199-200).
What remains, then, are printed creatures like the following:
- The concordant killers (MM4 34-5) are outsiders native to the Outlands.
- Illurien (MM5 90-1) is a unique being who resides in the Outlands; if she's native is the DM's decision.
- The kuldurath (FF 116) is a Large 9 HD magical beast native to the Outlands.
- The rilmani (FF 140-3) are the iconic outsiders native to the Outlands.2
- The simpathetic (Dragon #351 52) is a Tiny 1 HD magical beast native to the Outlands.3
Undoubtedly other creatures exist in more obscure sources.
Q: What does the the supernatural ability planar bubble and the spell-like ability intensify manifest zone do when the planar shepherd's picked the Outlands?
A: For the supernatural ability planar bubble, not much. The special ability reads
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.
The outlands has the following traits according to the Dungeon Master's Guide (2013)
- Divinely morphic. This trait disappears close to the center of the plane, and in that area even deities are affected by the nature of the plane.
- Mildly neutral-aligned. Unlike on the other Outer Planes, all alignments are equally welcome on the Outlands.
- Normal magic, impeded magic, and limited magic. The Outlands has the normal magic trait far from its central spire, but as one approaches the hub of the plane, spells, spell-like abilities, and even supernatural powers are further and further restricted. Where the surface of the plinth is near vertical, almost no abilities (and few deity-level powers) function. Far from the spire, magic functions normally.
The only interesting trait is the last, but as that trait's dependent on proximity to the spire, it has no effect. Nonetheless sometimes it's worthwhile to have the ability to create a safe zone when planar traits are otherwise dangerous.
For the spell-like ability intensify manifest zone, it's unclear what happens when the Outlands is picked. The ability will likely have an effect similar to one of those created by an orrery of the planes (ECS 271), but the DM must determine what effects--if any--occur.
- Seriously, a player who picks the Outlands for his planar shepherd should encourage the DM to create or adapt more.
The rilmani got a raw deal in Dungeons and Dragons, 3rd Edition. While never more popular than any other minor iconic (there were more 3rd Edition yugoloths than rilmani but an equal number of demodands), they're nonetheless important planarly... planally... to the planes and received a lot more attention in Dungeons and Dragons, 2nd Edition. A fan's conversion of 2nd Edition rilmani to 3rd Edition is here, and more about the rilmani can be learned from Timaresh: The Mirrored Library, a Web site taking its name from a rilmani institution. The Web is a strange place.
The article containing the creature is Todd Stewart's "The Gatetown of Ecstasy," likely of interest to one considering a trip to the Outlands.
Best Answer
Planar Shepherd
From Faiths of Eberron, is the only way I have found to Wild Shape into Outsiders. It limits you to Outsiders native to one specific plane. Certain planes have a good selection, notably Celestia (Celestials are very powerful for their HD total, and there are a lot of them in various splats).
If you just want to be a Druid who changes form into Outsiders, though
I.e. you aren't trying to use Divine Minion for infini-outsider, then there is a solution.
First of all, be a Half-Fiend with one level in the Savage Progression (or find some other Low-LA way to get the Outsider type, like being a Lesser Planetouched, or a Star Elf). Then, dip a level in Cleric, or qualify for the Contemplative (CDivine) prestige class. Choose the Alteration Domain(Dragonlance Campaign Setting). Take the Domain Spontaneity feat (CDivine). You may now exchange prepared Divine spells of 4th level or higher for Polymorph.
Congrats, you can be Outsiders.
Alternatively, wait until level 15 and be an Urban Druid. They get Polymorph Any Object.
A Psychoactive Skin of Proteus doesn't work as it explicitly bans outsiders.
Harder, and more cheesier alternatives include things like the Recaster (Races of Eberron), which lets you add a spell to your list of one level lower than the highest level of spell you know, and that spell can be from any class list. It requires 3rd level Arcane spells, and only advances arcane spellcasting though, so either Alternative Spell Source/Southern Magician or serious cheese would be required to get in.
The Spell Domain has the spell Greater Anyspell, but it specifies it can only be cast from the Domain Slot, not any other way - so it's essentially useless to you. Also only 5th level or worse spells, so only good if you're already an outsider.
Arcane Disciple could theoretically give you the Alteration Domain's Polymorph, but again it requires Arcane Magic and it changes those spells into Arcane Spells.
The Initiate feats might be able to help you, but they all specify 'add spells to your cleric list' so it's not exactly easy as a Druid to be having a cleric list. Rainbow Druidsnake? God knows.
Complete Champion has Domain Staffs, which are like a domain, in a staff. Cast spells from them like a runestaff, but wonkier.
The CO staple of a Drakehelm from the Explorer's Handbook (doesn't get more obscure than the Explorer's Handbook) straight up adds spells to your class list. It's a magic item. And completely ridiculous.
Complete Arcane has the draconic legacy feat which adds spells to your class list. Polymorph might be in there or arguable for one of the planar dragons or the other. You could get it through shenanigans. Probably. God, I don't know.
So yes, it's definitely possible. Easiest way is to just wait for Shapechange, the God-Spell, to come online at level 17. Or level 15 with Urban Druid and Polymorph Any Object. Before that you are going to have to pimp yourself to a god and go to Complete Divine, though, looks like.
Notably, Pathfinder has Planar Wild Shape, which basically shortcuts 99% of this effort by handing you the Outsider type on a silver planar-shaped platter.
They did away with polymorphing entirely though, in favour of set lists of abilities and enhancement bonuses to existing stats, so in the words of that famous guy, 'No dice!'.