Best forms for the abominate Grand Hex?


Advice


Relevent (excludes overwritten parts)

Quote:
The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV (see Pathfinder RPG Ultimate Magic). Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.
Quote:


Duration permanent
[...]
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Quote:
If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. If the creature has immunity to poison, you gain a +8 bonus on saves against poison.

While I guess you COULD use it on enemies, using it on allies as a buff seems far more effective. The will save part of Baneful Polymorph hurts and there is no innate way to undo it, but it is your own effect so you automatically succeed at Dispel Magic if you need to (alternately, you can try again in 24 hours just by reusing the hex).

What are the best forms for this?


Going to bump this up since I'm considering eventually getting this for our party barbarian.

I haven't looked at everything, but after reviewing a chunk of large-sized aberrations one of the problems is that the biggest advantage aberrations have are their special abilities and very few of them are covered in the abilities granted by Monstrous Physique.

I get really frustrated by how much shapechanging has been hurt by shoe-horning it into the shape/form spells. I don't mind the changes to ability scores getting a static bonus instead of the creature's score, as that was truly unbalanced previously. The static ability lists, however are limiting and often don't realistically overlap with the abilities offered by the base creature.

They should have just said you gain the static ability bonuses and penalties as well as the natural attacks, movement and special attacks/defenses of the creature. Maybe implement a CR limit such as cannot take the shape of a creature whose CR is greater than your caster level to prevent getting overpowered special abilities at lower level.

/rant


Wow sorry to raise dead this thread, but for sure the Brume. Freaking double charisma damage attack.

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