Beast Shape Issues


Magic and Spells

Dark Archive

Our group has playtested the Beast Shape spells, primarily through a druid’s wild shape ability.

One of the things that came up in the Alpha playtest that hasn’t been addressed are that beast shape doesn’t detail increased base movement. Wild shaping into a wolf should grant extra land movement at some point for the aspiring spellcaster

As well, certain animal and magical beast abilities are missing – although I don’t think every ability out there should be listed in the Beast Shape spells, I am thinking we are missing acid spray (digester), amphibious (toad), attach (dire weasel, stirge, weasel), blindsight (porpoise), blood drain (dire weasel, stirge), disease (dire rat), hold breath (sea cat, crocodile, porpoise), ink cloud (kraken, octopus), keen scent (dire shark, shark), leap, powerful charge (triceratops, rhinoceros), rage (dire badger, dire wolverine, badger, wolverine), sprint (cheetah), stampede (bison), superior low-light vision (giant owl), and swallow whole (tyrannosaurus, dire shark, purple worm, remorhaz).

Also, we were told there would be more polymorph spells to deal with changing into monstrous humanoids – are those coming?

Scarab Sages

In regards to movement, you should check out the Polymorph Subschool section on page 159-160.

"Your base speed changes to match that of the form you assume."
"If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing."

Dark Archive

Karui Kage wrote:

In regards to movement, you should check out the Polymorph Subschool section on page 159-160.

"Your base speed changes to match that of the form you assume."
"If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing."

I missed that part! Thanks.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Archade wrote:

Our group has playtested the Beast Shape spells, primarily through a druid’s wild shape ability.

One of the things that came up in the Alpha playtest that hasn’t been addressed are that beast shape doesn’t detail increased base movement. Wild shaping into a wolf should grant extra land movement at some point for the aspiring spellcaster

As well, certain animal and magical beast abilities are missing – although I don’t think every ability out there should be listed in the Beast Shape spells, I am thinking we are missing acid spray (digester), amphibious (toad), attach (dire weasel, stirge, weasel), blindsight (porpoise), blood drain (dire weasel, stirge), disease (dire rat), hold breath (sea cat, crocodile, porpoise), ink cloud (kraken, octopus), keen scent (dire shark, shark), leap, powerful charge (triceratops, rhinoceros), rage (dire badger, dire wolverine, badger, wolverine), sprint (cheetah), stampede (bison), superior low-light vision (giant owl), and swallow whole (tyrannosaurus, dire shark, purple worm, remorhaz).

The the entire point of the Polymorph redesign was to address the fact that the original spell was essentially a mechanic that turned monster manuals into shopping lists for ability packages. These spells were specifically designed to counter that trend. You're not going to now get a whole truckload of abilities from one spell, you're mainly now getting the appearance of the creature with a restricted subset of abilities limited by what's available ONLY with the SPELL and the monster, the lesser conjoin of both.

It's no coincidence that Polymorph was one of those spells banned by virtually EVERY network campaign that used the D20 rules.

Pathfinder did not start this trend, you can see several examples of it in the last 3.5 books particularly in shapechanging spells that were designed to give ONE specific shape.


My Beast Shape comment: I think that being able to get a gorgon's breath weapon with Beast Shape IV is too good. Likewise for an androsphinx's roar. They're both area effect "save or lose" abilities (a huge area in the case of the androsphinx!) which are better than comparable 6th level spells (Flesh to Stone and Symbol of Fear, e.g.).


I personally think that the bonuses these spells grant should be Size bonuses instead of Enhancement bonuses, or at least, as KaeYoss suggested in previous posts (here, for example), one half of the bonus Size and one half of the bonus Enhancement.

Currently, they give little benefit to a Wild-shaping Druid (for example), since casting the various Bull's Strength,etc. spells - or better, wearing magical Belts - nullifies a great portion (if not all) of the bonuses they grant.

I undestand that they were given a nerf to avoid the 'Giga-boosts' of the past (Gnome Druids with 6 STR suddenly 'oomph'ed to 31, anyone ?), but this is IMHO too much of a nerf...

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I don't have a problem with them granting enhancement bonuses. It just means that if you're going to be polymorphing a lot, you don't have to burn spell slots on ability boosters and don't have to spend your money on physical ability score boosting items. Spend the money on amulets of natural armor, wisdom boosting headbands, wild armor, etc.

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