q 299. where is the polymorphing handbook?
q 300a. what is the earliest level a planar shepard can wildshape into something like a balor.
q300b. what are some suggested planes/creatures for a druid5/planarshepard7 to wildshape into. looking for a melee combatant... heavy hitter etc...
bump.
advice appriciated
A300A Lvl 16 with a Wildshape Amulet (MoF). I think there's another item that raises it by 2 instead of 4, don't know if they would stack, can't remember where it's from.
A 300BSince you can wild shape into a magical beast that is a magical beast as the result of a template, the shadow creature template from Lords of Madness applied to the normal ass-kickers of your HD (In this case, a Dire Bear) results in lots of fun. Strictly RAW, the magical beast Wild Shape is useless, as there are ...what, 3 magical beasts even mentioned among the planar inhabitants in the ECS? Anarchic, Axiomatic and possibly something else. If you're the DM, or your DM is fine with reasonable interpretations instead of RAW, then Mabar provides some nice power options without being stupidly broken (time traits are dumb as fuck, don't use them unless you hate your DM/players/game). Nightbringer Initiate adds Enervation to your list and your Planar Bubble will maximize that if you choose Mabar, as well as allowing use of the Shadow Creature template for magical beasts.
Otherwise, choose Lammania for access to all magical beasts as written in it's description, despite it's list of inhabitants lacking any magical beasts at all. The Phrenic, Insectile, Monstrous Beast, Multiheaded, Winged, Celestial, Fiendish, Anarchic, Axiomatic (and I'm sure I'm missing a few) all turn animals and vermin into Magical Beasts. There are very few vermin worth using, but the usual animal forms can gain a lot from the templates. Usually spell resistance, sometimes other neat stuff (1.5x movement speed with the Shadow template).
Oh, and the Roper should be called the Raper. That is all.