| Megasmilax |
Hi guys,
I have an alchemist NPC set in a city, as a sort of urban legend who tends to travel around either healing the sick/preventing excess crime in the slum he's protecting (he'll have the spont healing/healing touch discoveries as well as the Healing warmth extract). He's thought to be a pure shapeshifter since townsfolk don't tend to get a long enough look at him to realize he's just an average elf. My plan is that he'll make great use of Beast Shape, Monstrous Physique, Undead Anatomy, Elemental/Fluid/Dust Form extracts. First question is, what are some suggestions as to some of the best forms for any of these extracts with regards to being either hard to see, hard to distinguish form OR hard to catch up to? I'm kind of hoping he'll have a bit of a "moving shadow" feel , as well as occasionally sprouting wings and flying away at high speeds, turning into mist and escaping through sewers and the like.
My second question has to do with the fact that he also has the mummification discovery (confers cold and non-lethal immunity, as well as a couple other perks). I know this doesn't change his type, but do any of these remain when he swaps forms using extracts? I'm also trying to design his own enclaves, which will likely be side vaults within a sewer system that lets him run heavily fortified alchemy labs. Suggestions? Cheers!
N. Jolly
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Any suggestions? Or would I have better luck starting a roleplayers vs rollplayers thread or complaining about E6 or somesuch?
If you do either of those things, you're just going to summon wolves, and no one needs that. Now what you probably want is this guide on forms for shape shifting, as well as possibly my guide to the alchemist to find some ways to do this.
Also a level would be helpful on this, to know what we're dealing with so we don't offer level 20 advice for a level 10 character.
| Megasmilax |
Megasmilax wrote:Any suggestions? Or would I have better luck starting a roleplayers vs rollplayers thread or complaining about E6 or somesuch?If you do either of those things, you're just going to summon wolves, and no one needs that. Now what you probably want is this guide on forms for shape shifting, as well as possibly my guide to the alchemist to find some ways to do this.
Also a level would be helpful on this, to know what we're dealing with so we don't offer level 20 advice for a level 10 character.
Thanks mate, the shapeshifting guide was most useful, and I've been following yours since you first posted it :) (Kudos!).
The Alchemist is level 14, currently statted out for DEX/INT, with enough ranged/bomb variability to make him threatening as well as the 2 healing and 2 mummification discoveries listed. The shapeshifting guide was handy with regards to options, though it didn't answer my initial question about retained immunities granted by mummification (or by preserved organs, for that matter).
Other than that, I was hoping to build on the character by soliciting opinions on his methods (and motivations) if anyone showed up in the thread :P. I'm trying to find a way to justify to myself why a level 14 alchemist would more or less stay in an set of fortress/bunkers in a huge metropolis slum, when there are only a small handful of people in town who can match him (raw power-wise) and most of the city leaders are levels 7-10/11.
N. Jolly
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Thanks mate, the shapeshifting guide was most useful, and I've been following yours since you first posted it :) (Kudos!).
The Alchemist is level 14, currently statted out for DEX/INT, with enough ranged/bomb variability to make him threatening as well as the 2 healing and 2 mummification discoveries listed. The shapeshifting guide was handy with regards to options, though it didn't answer my initial question about retained immunities granted by mummification (or by preserved organs, for that matter).
Other than that, I was hoping to build on the character by soliciting opinions on his methods (and motivations) if anyone showed up in the thread :P. I'm trying to find a way to justify to myself why a level 14 alchemist would more or less stay in an set of fortress/bunkers in a huge metropolis slum, when there are only a small handful of people in town who can match him (raw power-wise) and most of the city leaders are levels 7-10/11.
No problem man, I honestly really liked that polymorph guide, I wanted to ask the author if I could use it in my guide.
As for the issue with keeping your Mummy bonuses, I don't think you do, but I can't be sure. I guess it depends on if your mummification depends on your original form or not, which is the only relevant text that I can find regarding things. It seems like you need your original form though, at least as far as would make sense, unless you just become a mummy Troll/Gargoyle/Dragon/etc.
And there's tons of reasons they could be staying in their location; family ties, a debt to the city, knowing that it's where they would do the most good, or anything like that.
| Megasmilax |
I've been poking around polymorph rules, and I think that the change made between 3.5 and PF kind of helps the alchemist here in a lot of cases. Since there is no change in type, and as per the text of most of the spells, you only GAIN bonuses from using the spells. This means that since you don't ACTUALLY become a bird or fish or zombie whathaveyou, the alchemist should, by RAW, keep his immunities granted by his discoveries. Granted, if you treat the polymorphing spells as true changes in form, the body that's been mummified is itself being altered and would no longer harbor those resistances.