Alter Self


Rules Questions


Assuming the spell grants ONLY those benefits listed in the spell description, and not benefits such as natural armor bonus?


Cleric of Caffeine wrote:
Assuming the spell grants ONLY those benefits listed in the spell description, and not benefits such as natural armor bonus?

It appears that way, but I look forward to a response from someone more knowledgeable, since that would be a clear (and likely intentional) nerf of the 3.5 version of the spell.

Though the 3.5 version didn't give +2 DEX or +2 STR.


You get only what the spell lists. It is a deliberate fix from 3.5.


As far as I can tell, it grants the benefits listed in the spell description, plus those listed under generic polymorph rules - i.e. natural attacks, and possibly additional stat adjustments if your starting size was something other than small or medium.

(The generic rules do call out natural armor - but one can generalize from other polymorph spells to conclude that, if a polymorph effect grants natural armor, it's specified in the spell description.)

Also note that this spell will make you lose "extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision)" - and presumably also low light vision.

Also note the 1 minute / level duration - this spell is pure combat buff; unless you've got something like a greater hat of disguise you can pretty much forget about getting any utility uses out of it.

...Which is the one thing I hate about pathfinder polymorph effects; they're not utility spells anymore. Yes, they needed to scale the combat-buff-ness of the things back from 3.x, but why also cripple the duration? Grump.


You also get all the benefits of a polymorph spell, which includes movement modes, water breathing (oddly enough, even if you turn into a dolphin) , natural attacks, and base speed.

Polymorph:

Spoiler:
A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. 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. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

Liberty's Edge

Spells like Beast Shape specifically point out a change in Natural Armor whereas Alter Self does not. Because of this, I've ruled that Alter Self doesn't give you the hard scales of a troglodyte or the thick muscle and fur of a bugbear, just a tactile facsimile with the same protection as your normal Natural Armor (if any.) Basically, I've found its easiest and quickest to just say the spells give you only what is listed in the description plus natural attacks.

I wouldn't mind being wrong.


Note the exact wording on movement types - it specifies that the spells can grant such benefits, if they exist on the form - so, for example, if you alter self into a humanoid with a flight speed, you can't actually fly, because the alter self spell doesn't grant a flight speed.

Good call on the water breathing, though - you get that for free with a swim speed.


Emerald Wyvern wrote:
Good call on the water breathing, though - you get that for free with a swim speed.

That is awesome! That was not the case with 3.5e Alter Self...the best you could get was the hold breath ability of the Lizardfolk.


Correct me if I'm wrong, but wasn't another change that you can only get the ex abilities listed in the spell (I.e. no turning into an avariel and getting flight)?


Really appreciate all the responses. Thanks all! Love that when a player throws out a question that I'm pondering the sides of I have a place to throw it out to and get great thoughts/insights bounced back.

Thanks again.

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