Drakkonys
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I have several questions about wild shape that seem ambiguous.
1. Polymorph rules say that 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.
Does that mean you use the highest of your modifiers while shapeshifted? Someone somewhere on this forum said that Small and smaller animals use their DEX modifier to attack, but I can't find the exact RAW.
2. Rules also say that while under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form...
Does that mean you lose your ability to Wild Shape while shapeshifted and you need to revert back to your original form and use Wild Shape again if you want to change your form? For example, you're fighting as a Tiger and things go south and you decide to flee. Can you shapeshift into an Eagle and fly away or must you first change to your original form? Wild Shape is a supernatural ability, although I'm not keen on what does the that depend on your original form part means.
3. Also, if you assume a small bird form with Beast Shape I, you get fly speed, but which one do you get? The one listed in Beast Shape I description (fly 30, average maneuverability) or the creature's (fly 80, average maneuverability, in case of an Eagle). Same goes for other types of movement. Do you use the one listed in the spell's description or the one listed in the creature's description?
I'd appreciate if you could link the rules or reference a manual.
Kazumetsa Raijin
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1. Not 100% sure. I assumed you always used your Str regardless.
2. I believe you do have to go back to your original form, then you may wildshape again.
3. You most definitely gain Fly Speed 30 as listed by the level of the Beastform/Wildshape ability. If you gained speed 80, then Wildshape/Beastform shouldn't need to mention any mount to gain.
I hope my input helped!
| Driver 325 yards |
1. Unless the animal has weapon finesse, all animal use their STR. Unless you have weapon finesse, even if you turn into an animal with weapon finesse in its bestiary description, you still use your strength. Rule site - Wildshape says you can use your feats, but not the feats of the animal.
2. Wildshape does not depend on the original form because that limitation in not in the Wildshape description.
3. You go by what is in the Beastshape I description because that is what wildshape tells you to do. The creatures writeup does not matter. Note, the flying choices get better as your wildshape improves and you start using Beastshape II and III.
Nefreet
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Tiny-sized (and smaller) creatures have the option of using Dexterity instead of Strength for attack rolls. Anything small size or larger uses Strength, unless it has the Weapon Finesse feat.
This is described in the Bestiary.
I believe you must revert back to your original form, although back in 2nd Edition you didn't have to... I'll look more into it...
EDIT: yes, you can. This is also outlined in the Polymorph section.
You gain whatever the lower of the two abilities is. If you wildshape into a creature with a Fly speed of 80, but its maneuverability is clumsy, you'd gain a Fly speed of 30 (clumsy).
This is described in the rules section for Polymorph spells.
James Risner
Owner - D20 Hobbies
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1. Does that mean you use the highest of your modifiers while shapeshifted?
2. Does that mean you lose your ability to Wild Shape while shapeshifted and you need to revert back to your original form
3. which one do you get? The one listed in Beast Shape I description (fly 30, average maneuverability) or the creature's (fly 80, average maneuverability, in case of an Eagle).
1) No, it means you use STR for Melee and DEX for Ranged. Also if you have Weapon Finesse you may use it, as well as any other abilities that allow you to use STR or DEX instead of the other.
You are also thinking of this:
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB.
Nefreet, I couldn't find the rule you are referencing. quote?
2) You lose things based on your form. If you have a Gaze SU, you lose it because you lose your eyes (form.) You lose a poison attack if you lose your claws that had them. Etc. You lose your Darkvision if you take the form of a race without Darkvision (eyes.)
3) You get the speed of the form as limited by the spell. So if your speed if Fly 30 Average and the Spell allows Fly 60 Perfect, then you only get 30 and only get Average. Same for all movement forms.
Seraphimpunk
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1. afaik unless you have weapon finesse, use your strength. that text might just be reminding you, that if you have weapon finesse, you can still apply it as normal to natural attacks.
2. i don't think you have to change back first. ex and su abilities based on your original form would be racial abilities, like holding your breath, scent, swimming, etc.
since you're getting Wild Shape (su) from a class ability, you would still have access to it.
the full quote is:
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.
so if you had a SU ability to curse people, you'd retain it, as its not form-dependent.
but if you had claws, scent, and darkvision. you lose those in favor of whatever the new form grants you. likewise your wild shape class ability does not depend on your form, as it doesn't state in the Wild Shape description that you can only use wild shape in your original form/ humanoid form.3. you use whatever the limitation is based on the spell or the animal. whichever is worse.
if you turned into something with a 20 ft. fly speed with beast shape I, you'd get the 20 ft. fly speed. if you turn into an eagle, you get the 30 ft. fly speed until you can use beast shape II.
Horselord
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Seems I'm in error. Here is a Similar Thread asking just that. It's late here - mustn't be thinking right.
Drakkonys
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Thanks, everyone but I have more questions.
When a Druid shapeshifts into a Large Air Elemental and uses Whirlwind, does he qualify for the 3d10 electricity damage when he casts Call Lightning?
Also, how do you calculate the Whirlwind's volume for the purpose of trapping creatures in it? I've gone through the Universal Monster Rules in Bestiaries, but I haven't found anything on the number of creatures an Air Elemental can trap. I know that the creatures must be one or more size categories smaller, but I can't seem to find how many can you trap and carry with you.
Kazumetsa Raijin
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WHIRLWIND
School evocation [air]; Level druid 8
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Effect cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration 1 round/level (D)
Saving Throw Reflex negates; see text; Spell Resistance yes
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
That's the ability right?
Kazumetsa Raijin
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CALL LIGHTNING
School evocation [electricity]; Level druid 3
Casting Time 1 round
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
I guess as long as you meet the Type and Size requirements... you would indeed qualify.
| BigNorseWolf |
Thanks, everyone but I have more questions.
When a Druid shapeshifts into a Large Air Elemental and uses Whirlwind, does he qualify for the 3d10 electricity damage when he casts Call Lightning?
Eyup.
Also, how do you calculate the Whirlwind's volume for the purpose of trapping creatures in it? I've gone through the Universal Monster Rules in Bestiaries, but I haven't found anything on the number of creatures an Air Elemental can trap. I know that the creatures must be one or more size categories smaller, but I can't seem to find how many can you trap and carry with you.
I don't know if there's a raw answer.
The base is 5 feet wide, but past that you don't really have dimensions.
I would say you can have up to your own size worth of critters in the whirlwind.
1 large creature= 4 medium creatures
1 huge creature= 8 medium creatures
gargantuan= 16 medium creatures
collosal= 32 medium creatures.
Kazumetsa Raijin
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Drakkonys wrote:Thanks, everyone but I have more questions.
When a Druid shapeshifts into a Large Air Elemental and uses Whirlwind, does he qualify for the 3d10 electricity damage when he casts Call Lightning?
Eyup.
Quote:Also, how do you calculate the Whirlwind's volume for the purpose of trapping creatures in it? I've gone through the Universal Monster Rules in Bestiaries, but I haven't found anything on the number of creatures an Air Elemental can trap. I know that the creatures must be one or more size categories smaller, but I can't seem to find how many can you trap and carry with you.I don't know if there's a raw answer.
The base is 5 feet wide, but past that you don't really have dimensions.
I would say you can have up to your own size worth of critters in the whirlwind.
1 large creature= 4 medium creatures
1 huge creature= 8 medium creatures
gargantuan= 16 medium creatures
collosal= 32 medium creatures.
The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
In addition to your information.
Edit: I don't think there is a way to gain anywhere past Huge size in this game.
| BigNorseWolf |
Edit: I don't think there is a way to gain anywhere past Huge size in this game.
-I think you can get up to huge and then take powerful build which might (arguably) let you fit in more passengers. There's probably some weird feat trait prestige class combo spell combo or something that might up it another step.