Wild Shape and Racial Traits...confused


Rules Questions


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I really hate to do this, because I'm sure its been discussed somewhere, but for the life of me I cannot find it.
I'm putting together a Dwarf Druid, and my question is as follows: when he wild shapes, a) does he lose the benefits of being a dwarf (saves vs poison, stonecunning, etc) ? and b) does he lose his qualification for dwarf racial traits/feats?

Basically, if I wild shape into an elemental, am I considered Humanoid(Dwarf) or Elemental during the wild shape?


Pretty sure Wild Shape (and by extension Beast Shape N) do not change your type.

Though I believe it says you lose any abilities relying on your physical form.

Lemme see if I can find it.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

The ability functions as the Beast Shape or in your case Elemental Body spell. These spells do not list your creature type changing, so I would assume that you retain your Dwarf type.

Sovereign Court

Polymorph effects do not change your type, only your form.

Polymorph Rules wrote:
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.

Fortunately, very few racial traits are supernatural or extraordinary. So you'll lose you darkvision, but keep your stonecunning, hardy, etc.

Paizo Employee Design Manager

This looks like the best reference:

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.

Since the Beast Shape and related spells are all polymorph effects, this would apply. It seems like you'd keep most of your base racial abilities like Stonecunning and Poison Resistance.


Thanks guys, that helps a lot.


Sorry for bumping but I need clarification, and I'm the DM for the game so I can't just defer to anyone else. I'm not sure if a Suli who wildshaped would lose the ability to use elemental assault. I was thinking yes, but I need a second opinion.


Resurrect for answer. Wanting to know if form of giant halfling is still lucky.


You keep the racial unless it is an extraordinary or supernatural ability. So, the real question is, "Is the luck either Ex or Su?" In the absence of anything saying the ability is Ex or Su, I would assume it is not.


Pathfinder Adventure Path, Lost Omens Subscriber
Melkiador wrote:
You keep the racial unless it is an extraordinary or supernatural ability. So, the real question is, "Is the luck either Ex or Su?" In the absence of anything saying the ability is Ex or Su, I would assume it is not.

Ex or Su abilities "that depend on firm." So a lucky halfling is still lucky. His hypothetical antennae is not the source of his luckiness.

A toothy half-orc, for example, looses his toothiness.


This is how i would break it down.

Lost

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.: Lost. Its' based on your dwarven clunky anatomy.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.Thats from your biology

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.: you changed your eyeballs, that doesn't work anymore.

Kept

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. from giant fighting school.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Cultural

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. You've been working in grandpappy's mine since you turned 30 and got out of diapers. You don't loose that just because you grow fur.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.: They stilled killed uncle ben. You're never going to forget that no matter what form they take.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Not that it does you much goodunless you're a goliath druid or turn into an earth elemental, but you had 2 weeks ever summer for 60 summers of axe to the head training and you don't loose that.

... and damn the thread necromancer for raising this, but i typed all this out i'm posting it.


Blake's Tiger wrote:
Melkiador wrote:
You keep the racial unless it is an extraordinary or supernatural ability. So, the real question is, "Is the luck either Ex or Su?" In the absence of anything saying the ability is Ex or Su, I would assume it is not.

Ex or Su abilities "that depend on firm." So a lucky halfling is still lucky. His hypothetical antennae is not the source of his luckiness.

A toothy half-orc, for example, looses his toothiness.

Only because you lose your natural attacks. If the racial ability isn't supernatural or extraordinary, you shouldn't lose it when you shapeshift, with the exception of movement speeds and natural attacks.

Quote:
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.

So while you don't lose supernatural or extraordinary abilities that don't rely on form, you can't lose racial abilities that are not attacks, movement, extraordinary or supernatural at all.


Pathfinder Adventure Path, Lost Omens Subscriber

Correct. You retain your SLAs. There are only 3 types of abilities: Ex, Su, and Sp.

If you are arguing that because racial traits don't list Ex or Su that you keep them, then I disagree. Keen Senses is unlisted (it's Ex because Anti-Magic zones don't turn it off), but the rules list it as an example of what is lost.

The best way to judge it is to ask yourself if a given ability relies on anatomy, training, culture, or mystical quality. Only anatomy based abilities (that are not SLAs) are lost.


Would a halflings Sure-Footed trait stay or go? I could see the argument being made that it's biological, training, or cultural.

BigNorseWolf wrote:
... and damn the thread necromancer for raising this, but i typed all this out i'm posting it.

Sorry, but I figured it was better to continue an old thread than start a new one on an unfinished topic.


Pathfinder Adventure Path, Lost Omens Subscriber

That tough one. Expect table variation. It's either their bodies are built well balanced or the spend so much time climbing things that they become skilled.

I would personally rule Sure-Footed biological, but, as I said, expect table variation.


I would not bother re adjusting a skill over it.

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