Kvantum |
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.
So in other words you gain Orc Ferocity, Intimidating, and Orc Blooded, but you don't automatically learn Orcish. (Though not specifically assigned a type, what GM in their right mind would say those three don't fall under "and the like"?)
Captain Sir Hexen Ineptus |
PRD wrote:The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.So in other words you gain Orc Ferocity, Intimidating, and Orc Blooded, but you don't automatically learn Orcish. (Though not specifically assigned a type, what GM in their right mind would say those three don't fall under "and the like"?)
Okay thanks, but it is a little gray. Logic dictates that I do not gain any weapon prof. ether. But by that ruling I do.
Scipion del Ferro RPG Superstar 2011 Top 4 |
Xpltvdeleted |
Well I am playing a particularly interesting human cloistered-cleric who has gotten reincarnated into a half-orc. I was wondering would I get "Intimidating" and/or "Orc Ferocity" now?
Could I get some official ruling here, possibly?
Could we see this address in the Advanced PH?
Thanks
Looking at the spell, its wording, and the associated table, it would appear to me that you get all of the physical aspects of your new race. Notice that for the stat adjustments, none of the mental stats are listed...just STR, DEX, and CON. So that tells me that all of the stuff in ur noggin stays the same adn that your new shell can be stronger/weaker than your old one.
jocundthejolly |
Kvantum wrote:Okay thanks, but it is a little gray. Logic dictates that I do not gain any weapon prof. ether. But by that ruling I do.PRD wrote:The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.So in other words you gain Orc Ferocity, Intimidating, and Orc Blooded, but you don't automatically learn Orcish. (Though not specifically assigned a type, what GM in their right mind would say those three don't fall under "and the like"?)
I think you should get the weapon proficiency. The way the rules are written, that is a native ability. It's not any less logical that someone reincarnated as a half-orc should get that than it is that every single normal half-orc character in the world should get that automatically, just by virtue of being a half-orc.
Captain Sir Hexen Ineptus |
Captain Sir Hexen Ineptus wrote:Looking at the spell, its wording, and the associated table, it would appear to me that you get all of the physical aspects of your new race. Notice that for the stat adjustments, none of the mental stats are listed...just STR, DEX, and CON. So that tells me that all of the stuff in ur noggin stays the same adn that your new shell can be stronger/weaker than your old one.Well I am playing a particularly interesting human cloistered-cleric who has gotten reincarnated into a half-orc. I was wondering would I get "Intimidating" and/or "Orc Ferocity" now?
Could I get some official ruling here, possibly?
Could we see this address in the Advanced PH?
Thanks
So, you fail to answer my question. Rather you just restated a fact. Is Intimidating and/or Orc Ferocity physical or mental?
Xpltvdeleted |
Xpltvdeleted wrote:So, you fail to answer my question. Rather you just restated a fact. Is Intimidating and/or Orc Ferocity physical or mental?Captain Sir Hexen Ineptus wrote:Looking at the spell, its wording, and the associated table, it would appear to me that you get all of the physical aspects of your new race. Notice that for the stat adjustments, none of the mental stats are listed...just STR, DEX, and CON. So that tells me that all of the stuff in ur noggin stays the same adn that your new shell can be stronger/weaker than your old one.Well I am playing a particularly interesting human cloistered-cleric who has gotten reincarnated into a half-orc. I was wondering would I get "Intimidating" and/or "Orc Ferocity" now?
Could I get some official ruling here, possibly?
Could we see this address in the Advanced PH?
Thanks
Whoa! Easy there turbo, who pissed in your corn flakes this morning?
Intimidating is due to a societal dislike for orcs...this is due to their physical appearance and would be situational (ie.-wouldn't work against orcs). Orc ferocity, again physical (in my opinion-but i could see it interpreted as a force of will as well so that's kinda iffy). Orc blooded, magic effects: yes; weapon profs: no; language: no.
Shar Tahl |
I would say the intimidate would stick, but not the Orc ferocity. The ferocity is the crazy fight till you body gives out attitude of the orc heritage, not strength of body.
The weapon use would not copy over either because it isn't a special physical feature allowing them to use it better.(since this was mentioned)
Quandary |
About the Intimidate bonus, firstly, per RAW it DOES apply to Intimidating other Half-Orcs/Orcs. I don't think you can really discern it's provenance, or whether it is 'social' (upbringing) or physical (your own sweat glands or smelling/otherwise sensing others' emotions like animals) so that is a toss-up.
But the reason I could see to remove it from Re-Incarnation Half-Orcs is because Intimidation is a CHA skill, and the 'mental' Stats are not carried over, so what is essentially a very-focused aspect of a mental stat (CHA) seems reasonable to exclude on that basis, because ultimately their isn't a real-world separation between physical and psychological processes, so whichever it is, it is a 'mental'/'social' effect, which should be removed like a general CHA bonus would.
Orc Ferocity COULD be seen as a 'willpower' based ability, but that isn't mentioned in it's 'fluff', and it's mechanic is basically an exception to a rules area dominated by CON, not WIS. Further, it is essentially a "Lite" version of Die-Hard, which along with it's own pre-req Endurance, like-wise deals with CON-centered mechanics, without any hint of WIS coming into play. I say it's physical endurance, and should be included, there just doesn't appear any convincing evidence otherwise.
So I would remove Language, Weapon Profs, and the Intimidate bonus, and keep the rest.