| illyume |
I've got another one of those funny "how-do-rules-work" questions:
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. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
and
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.
Two particular items of note for the character I'm planning out are the Helm of the Mammoth Lord and the Minor Cloak of Displacement.
Both of these magic items "provide constant bonuses and do not need to be activated" that interest me: "The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers)" for the Helm of the Mammoth Lord, and the 20% miss chance on the cloak from "This item appears to be a normal cloak, with a pattern very similar to a major cloak of displacement’s nocturnal designs, but when worn its magical properties distort and warp light waves."
---
According to exactly what the polymorph subschool rules state, it seems like these are the sorts of constant, non-activated bonuses that should be available while polymorphed, but I could see things due to the flavour text on the items being ruled as "but they rely on the physical nature of the magic items so they won't function while melded with your animal form".
Am I likely best off advocating to GMs that these items continue functioning while my character's polymorphed, or am I likely better-off purchasing tiny-sized versions of both, and having my party members put them on my character after he shapeshifts?
| Gauss |
I am not sure I understand the problem. Except for the two command activated elements of the Helm, neither item ceases to function while you are polymorphed. You retain the benefits of both.
A GM would have to houserule that the Helm does not function to provide you with a gore attack.
Note: your second quote does not apply to magic items.
| illyume |
That's my understanding as well, but I've had GMs complain: "But the gore attack depends on there being horns. You gotta be in your normal form for those horns to be there. You can't gore attack if you're polymorphed!"
Maybe I'll bookmark the Transmute: Polymorph page in my CRB with a printout of this image to help sway any future arguments... >.>
James Risner
Owner - D20 Hobbies
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Considering this stuff is in question for a Pathfinder Society character, I'm probably alright as long as I've got a strong enough case for "this is how the rules work".
Are the Horns providing the Gore form the Helm part of your "original form" or does the Helm "make horns spout in any form you take".
Depending on your GM's interpretation of that A or B, you will find a different RAW at a table. This is fine if you are prepared for both interpretations. If playing PFS, you need to be prepared for this. PFS is RAW only and if the GM has a different RAW than you when he reads all the relevant rules, then you need to accept that.
| Cevah |
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.
The helm adds a feature to your base form. It should still work.
/cevah
pauljathome
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I wouldn't allow the helm to give a gore attack.
It states that "The tusks of the helm provide a gore attack". Since the tusks don't exist when you're polymorphed you don't get the attack.
Mind you, since items resize, I WOULD allow you to take the helm off, polymorph, and have somebody else put it on you. Assuming you can spend the time.
Taenia
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I asked James Jacobs about the Helm in the ask him thread and he said it doesn't work with Polymorph because specifically the horns on the helmet allow you to make a gore attack so if the helmet goes away so do the horns. Just as Paul said.
The Cloak should work fine.
The other one to look at would be the Ring of Rat Fangs if you don't have a bite attack.
| illyume |
Mind you, since items resize, I WOULD allow you to take the helm off, polymorph, and have somebody else put it on you. Assuming you can spend the time.
I think I'd forgotten about that part. Good to have that reassured, anyway.
So then, time to get myself a picture of a fox with a viking hat!
(Taenia: Already got a bite attack thanks to Fox Shape and two claws thanks to Lesser Beast Totem otherwise I'd definitely be looking at that ring. As it is, ring of deflection will be my first go-to ring.)
Taenia
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I would look closely at the Ring of Seven Lovely Colors. Will let you change into a raven 7/day for 10 min each and you will still be able to use most of your abilities along those lines.
I have a character very similar to this. Been hesitant to play him since I was trying to decide if I wanted to go Urban Barb all the way or splash in some monk/archaeologist bard and possibly a swashbuckler level for mouser.
You will have to let me know how the build ends up working out for you.
| illyume |
The build (theoretically at least) should work out quite well for me. About as well overall as a traditional two-handed barbarian would, with a few advantages where a typical barbarian wouldn't have, and a few disadvantages a typical barbarian wouldn't have.
Starting stats: 5 str, 19 dex, 15 con, 12 int, 10 wis, 14 cha.
All levels in Barbarian, taking the Urban Barbarian and Superstitious archetypes.
For the first two levels, weapon finesse and lesser beast totem are practically mandatory for my build concept. Levels 1 and 2 have and will suck, no questions asked. 14 base AC (16 while raging), with a +5 on attack rolls (+7 while raging) and 1d4-3 damage is horrendous. I've invested in UMD (with the dangerously curious trait) and a couple wands of Mage Armor, so my AC is at least passable while raging and buffed. After the first session I ran (and seeing how little my attempts at tripping/disarming actually helped) I bought a combat-trained lizard to use as a mount (while my character sits on the thing, entirely useless except for having decent enough ride checks to direct him).
Level 3, I can turn into a fox (gaining an effective +5 AC -- 2 from size, 2 from dex, 1 from natural armor -- and an effective +4 on attacks; 2 from size, 2 from dex). Now, my trip and disarm attacks will have some meaning at +13 to hit, and 25AC while mage-armor buffed isn't bad.
Level 4, I'll have enough fame (unless things go horribly wrong!) to purchase an agile amulet of mighty fists. This'll let me start doing damage, at 1d3+9 on each of three attacks. Also, I'll bump dex with my level up and will be able to buy a belt of dex +2 at some point during level 4, increasing all my important stuff by 2. And lesser elemental rage for an extra 1d6 on the first round each rage that I'm able to execute a full attack.
Level 5, piranha strike. +4 damage on each of three attacks, and with a typical attack roll of +17 I can afford to take the accuracy penalty no problem.
Level 6, reckless abandon so I can trade the -2 on attack rolls from piranha strike to a -2 on AC. I'll still have 21 AC unbuffed afterward (25 with mage armor, and 29 if I'm properly prepared and have shield up as well. Oh, and I have 11HP per level so I can afford to take a couple hits) so it's no big deal. Also, some time around now or in the next few levels I should be able to afford a helm of the mammoth lord for a fourth attack, and a pair of deliquescent gloves for +1d6 acid on two of my four attacks.
Level 7, combat reflexes. Since I only threaten my own square, I won't get a lot of chances to use those attacks, but extra AoOs is always nice and it'll be important later. Oh and did I mention I have +12 initiative now? (+8 from dex, +2 from reactionary trait, +2 from superstitious archetype)
Level 8, elemental rage. Easy +1d6 on all damage rolls. I have lots of attacks and don't get 1.5x damage for a twohanded weapon, so I need every extra bit of damage I can squeeze out.
Level 9, swift kitsune shapechanger. I should have a belt of +4 dex by this point. Also, somewhere around this point I'll be investing in a wand or two of mirror image. Just because I can't trust my AC (22 unbuffed, still 22 while reckless abandoning and raging, 26 with mage armor, 30 with shield too) to always hold up for me.
Level 10. I haven't decided what rage power to take here.
Level 11. Vulpine Pounce. Pounce is good, especially when you have four primary natural attacks fueled by all a tiny fluffy barbarian's rage.
Level 12. Come and Get Me. Now all of those AoOs I get (13 at this point... 1 normal, +5 from base dex, +2 from fox shape dex, +3 from rage dex, +2 from belt dex) can feasibly be used up in a round. I should have reliable access to Long Arm by this point (a wand to use with my +19 UMD if nothing else) so I'll be able to threaten adjacent squares again. And I'm doing somewhere in the neighborhood of 1d3+20+3d6 damage on each of those attacks, on attack rolls somewhere around +26. Nice way to ease into retirement.