| Ndoki Hasaki |
So we're just about to start playing a game and I rolled a tiefling wizard. We're starting at level 1 but I'm allowed to play with a pseudodragon familiar without any real special abilities until I take the feat later.
Anyways, I've been looking through spells and PAO really seems a little too unspecific so I have a bunch of questions, sorry if they've already been answered...
Anyways, would casting it on myself allow me to target my familiar with spells such as enlarge person, since Tieflings aren't usually humanoid.
Secondly, using it to become a different creature, what stats change, and what stays the same? It seems people are a little torn on how hit dice, monster stats/abilities and whatever else does/doesn't change.
Finally, is there anything keeping me from, say, turning my pseudodragon into a huge dragon, or myself into a fine creature? It seems both could be a boon as a wizard, although if my familiar retains half of my HD that might affect what I change myself into as well.
Thanks, and again sorry if it's already been done.
Weirdo
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Anyways, would casting it on myself allow me to target my familiar with spells such as enlarge person, since Tieflings aren't usually humanoid.
First, polymorphing doesn't change your type.
Second, being a tiefling does not prevent you from using enlarge person on your familiar. Share Spells does not actually care whether you are a valid target for spells you cast on your familiar.
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
This says you can cast personal-range spells like Shield on your familiar even though normally you could only cast these spells on yourself. When doing so, you cast these spells as touch-range spells on your familiar - you do not cast them on yourself unless you have Improved Share Spells.
A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
This says that you can ignore type restrictions on spells such as Enlarge Person. It does not say that you must be a valid target for these spells, only that your familiar's creature type does not have to be a valid target for the spell. So you don't need to change your type in order to target your familiar with spells that only affect humanoids.
Secondly, using it to become a different creature, what stats change, and what stays the same? It seems people are a little torn on how hit dice, monster stats/abilities and whatever else does/doesn't change.
The abilities changed by PAO are treated like Greater Polymorph, meaning that depending on what you change into you can get the benefits of Beast Shape IV, Elemental Body III, Alter Self, Plant Shape II, or Form of the Dragon I. This means that you will gain bonuses or penalties to a number of physical stats, and possibly gain a natural armour bonus, natural attacks, or abilities like pounce, web, scent, breath weapon, whirlwind, etc as described in those spells, if the form that you turn into has those abilities. PAO is a bit more open-ended than Greater Polymorph, though, so you might be able to turn into something not covered by those spells (aside from the obvious change of creatures into objects). I believe it's up to the GM but the changes should be similar and I would probably use the closest of those spells as a guide for which abilities you should gain (or use undead anatomy III or monstrous physique IV).
Your Hit Dice does not change when you polymorph. Neither as previously noted does your creature type. As for other changes not specifically covered by the reference spells:
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.
Source. So if it's not explicitly covered by the spell you're using it's a GM call. If you anticipate turning into anything unusual, try to give your GM advance notice about what you'd like to turn into so you don't have to have this discussion and adjust stats at the table in the middle of combat.
Finally, is there anything keeping me from, say, turning my pseudodragon into a huge dragon, or myself into a fine creature? It seems both could be a boon as a wizard, although if my familiar retains half of my HD that might affect what I change myself into as well.
You could turn your Pseudodragon into a medium dragon referencing Form of the Dragon I, and you could turn yourself into a Diminuitive creature referencing Beast Shape IV. The former would make for a decent combat familiar though some of the Beast Shape options might be better for that purpose than the thematic dragon. Note your pseudodragon gets an additional +4 Str -2 Dex when polymorphed for sizing up from Tiny - polymorph spells assume you start from small/medium. Be careful not to lose your familiar and be careful with polymorphing yourself in combat because if you turn into an animal or other creature unable to use gear, speak or gesture you lose the ability to cast spells with material, verbal, or somatic components.
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.
Does this help?
Weirdo
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No problem. Two tips for when you have questions about spells in the future:
First, if it says "this spell works like Spell X except..." look up Spell X. Otherwise you might be missing a good chunk of info.
Second, try looking in the magic section for general rules. That's where you'll find things like "A creature can notice the [scrying] sensor by making a Perception check with a DC 20 + the spell level" or "If a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed."
The forums are here to help, but it's nice not to have to wait for a response.