Wildshape Loss question


Rules Questions

Silver Crusade

So to quote phb
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.

Does this mean an aasimar or any of the elemental kin lose their resistances or their bonus to their asociated bloodline etc.

And like samsarans do they lose their Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

and dwarves would they lose their defensive training Stone cunning, hatred etc.

also what about the halfling's luck bonus

The Exchange Owner - D20 Hobbies

The rules say your GM is the "final arbiter" of your question.

Liberty's Edge

As James said, your GM is the final arbiter.

With that in mind, my replies:

"Does this mean an aasimar or any of the elemental kin lose their resistances or their bonus to their asociated bloodline etc."

Bloodline bonus as in sorcerer? No.
Their racial resistance (like the Ifrit fire resistance 5)? for simplicity sake I have always treated it as an aura that protect what the the creature is wearing, so a supernatural power linked to the mind more than the body. I think I will allow the PC to maintain it. But it is hardly clear.

"And like samsarans do they lose their Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points."
Decidedly dependent on the creature type, and that don't change. They will keep it.

"Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level."
Spell Like ability, unaffected.

"and dwarves would they lose their defensive training Stone cunning, hatred etc."
Hatred: no it is linked to their psyche, not the body.
Defensive training: it is a form of training, but linked to their physical form, I will have them lose it.
Stone cunning: training and knowledge, I would have them keep it.

"also what about the halfling's luck bonus"
Again, it is something dependent on the halfling type, not his body shape. They will keep it.


I disagree with Diego on a lot of those points, which is unfortunately a problem with the line of spells and why the GM is the final arbiter.

At the same time, there are too many abilities for them to specifically call them all out, so leaving to the GM is best.


Is anyone aware of somewhere it says that these racials are even ex/su to begin with? The race builder section in ARG mentions it for building new races, but anywhere else?

samsaran lifebound is one of the few explicitly marked, but halfing luck, dwarven stonecunning etc are definitely not


To keep things simple in my games, I have polymorph spells replace all racial abilities with whatever you gain from the spell.
In my eyes, you temporarily cease to be whatever race you were (thus losing those abilities) and become whatever creature you change into (thus gaining those abilities).

This isn't a perfect fix, but it saves a lot of time and arguments at the game table vs trying to judge each spell every time one of them is used.


Childeric, The Shatterer wrote:

To keep things simple in my games, I have polymorph spells replace all racial abilities with whatever you gain from the spell.

In my eyes, you temporarily cease to be whatever race you were (thus losing those abilities) and become whatever creature you change into (thus gaining those abilities).

This isn't a perfect fix, but it saves a lot of time and arguments at the game table vs trying to judge each spell every time one of them is used.

So a human would lose their bonus feat and extra skill points?

What about ability score bonuses?
If an elf uses alter self he loses his weapon proficiences?
In my opinion that would increase the confusion, but if it works for you all the better.


As stated by others above, you'll see a lot of table variation.

There's too many to do them all, but the key for me is "depends on form."

Bonus feats (as long as the new form can use them), including weapon proficiencies, and bonus skill ranks stay.

Energy resistance, I rule, does not. The ifrit has elemental fire incorporated into his form and that gives him resistance to Fire. He wildshapes into a bear, then he temporarily does not have elemental Fire incorporated into his form.

Oread with +1 natural armor do not keep it.

Defensive training and hatred stay.

Tenge glide does not.

Etc.

My general tactic is that I don't enforce it unless you're trying to do something obviously dependent on your old form: vision, movement types, natural armor, natural attacks, and things like sticky tongues and gliding.

Is your +2 Climb due to your life in the trees or your claws or half and half? The game is about fun, so I'm not going to sweat it. If you sweat it for me and self audit, then you get bonus cookie points.

[EDIT]: Is my tactic what the rules say? No. It speeds up play, though.

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