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Isn't there a line in polymorph about you not being able to gain feats or restore HP due to polymorph? So that would mean the AHAV option for spring attack doesn't work and the genetic reconstruction doesn't work.
Feats are barred by the Racial Traits section (so you can't get a feat from Half Elf, Human, or Ryphorian racial traits), but not otherwise. Of course, Other Abilities from a specific form are pure GM fiat to even allow them, let alone impose limits, so yours may apply this bar more widely. I think it would be appropriate to bar them similar to how class grafts and other similar things are barred.
I'd never noticed that the HP/stamina recovery bar is in there, you're right. So you could not die, but not recover the 1 HP from genetic reconstruction. You'd have to spend resolve or depend on an augmentation or something similar to get back up.
Xenocrat |
Some recent Polymorph developments:
1. Tech Revolution has a biotech augmentation that lets you polymorph into a single form. It's not great, requiring a big expenditure of resolve or being crit first, but it's an option.
2. Liberation of Locus-1 has two new races. The one important racial trait is this one, from the Tromblin Bloodseeker.
Pounce (Ex) When a tromlin bloodseeker charges, they can also
make a full attack.
Yikes and/or awesome! Slap some Polymorphic Serum Mk2 with this on your solar charge builds to make them even more gross.
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Galactic Magic finally gave us a little bit of polymorphing for the biohacker via the Morphing Hack theorem available at 2nd level.
You have developed a special hybrid biohack that can physically transform a creature. Once per day as a standard action, you can target a living creature with a special biohack that counts against your total uses of biohacks and otherwise functions as a biohack. If you hit your target, they are affected by a 1st-level polymorph spell; an unwilling creature can negate the effect with a successful Fortitude save. Your caster level for this effect is equal to your biohacker level, and the effect lasts for a number of rounds equal to your key ability score. As you advance in biohacker levels, your morphing hack becomes more potent; increase the polymorph spell level to 2nd when you reach 5th level, and by one additional spell level for every 3 biohacker levels you have (maximum 6th level at 17th level).
When you select this theorem, select a single polymorph form according to the guidelines for the spell on page 145 of Alien Archive 2. Every time you use this ability, the target turns into the polymorph form you have chosen. Each time you gain a biohacker level, you can select a new form for this theorem, replacing the old one. You can select this theorem multiple times, with each additional theorem giving you an additional daily use of this biohack and an additional polymorph form for the biohack.
A single form useable a single day for just a few rounds isn't great, but at least it's something, and you can take it more than once.
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Drift Crashers 1 has two new races and a bunch of alternate racial traits for planar scions (tieflings, aasimar, ifrit, etc.).
1. Ganzi have this, which is nice:
Reverse Fate (Su) As a reaction to failing a saving throw, a ganzi can reroll the save and take the new result. The ganzi can use this ability once per day, plus a number of times equal to half their CR or level.
There are some 1/day reroll abilties, some of which are more broad than for saves, but multiple times per day and after failing a save, rather than after rolling but not knowing the result, is a nice new niche.
2. Varranta don't actually get much. A bonus feat, which you can't get through Polymorph, and +2 racial to engineering and mysticism.
3. Noteworthy planar scion alternate abilities follow. Note that RAW polymorph gives you any racial trait even if it's supernatural/magical - but magical/supernatural non-racial monster abilities from specific monster forms are off limits. But these are extra supernatural without any obvious biological basis, so check with your GM, especially since some are the usual level of AP nutso unbalanced.
a.
CELESTIAL HEROISM (AASIMAR)
Many aasimars born of the wild freedom of Elysium can bring
forth the heroic spirit in others, driving them to fight their
hardest. As a swift action, the aasimar can bolster the spirit of
a willing creature within 30 feet. The bolstered creature gains a
+1 morale bonus to damage rolls and saving throws, and suffers
no penalties for charging. These benefits last for 1 minute or
until the aasimar uses this ability again. This is a mind-affecting
effect. The aasimar can bolster spirits in this way once per day,
plus a number of times equal to half their CR or level.
This replaces celestial radiance and skilled.
You're an envoy, but with better action economy. Smdh, Paizo.
b.
CELESTIAL JUDGMENT (AASIMAR)
Aasimars descended from Heaven’s celestial hierarchy can
pass judgment on their foes, enforcing their will with the
menace of celestial wrath. As a standard action, the aasimar
chooses a creature they can see within 20 feet, who must
attempt a Will save (DC = 10 + half the scion’s level or CR +
the scion’s key ability modifier). On a failure, the target suffers
a –1 penalty to attack rolls and saving throws for 1 minute
or until the aasimar is no longer conscious, whichever comes
first. This is a mind-affecting effect. The aasimar can menace
foes this way once per day, plus a number of times equal to
half their CR or level.
This replaces celestial radiance and skilled.
It's a weaker demoralize, but stacks and lasts longer.
c.
CELESTIAL SOLACE (AASIMAR)
Many aasimars born of the comfort of Nirvana are beacons
of hope, uplifting their allies with warm glances and gentle
words. As a swift action, the aasimar can impart hope to a
creature within 30 feet who has 0 Stamina Points (or is at
half Hit Points or fewer for creatures that don’t have Stamina
Points), granting that creature temporary Hit Points equal
to the aasimar’s level or CR and a +1 divine bonus to AC.
These benefits last for 1 minute or until the aasimar uses this
ability again. This is a mind-affecting effect. The aasimar can
impart hope in this way once per day, plus a number of times
equal to half their CR or level.
This replaces celestial radiance and skilled.
A swift action ally heal and AC boost. Sure, that seems fair.
d.
CELESTIAL VOYAGER (AASIMAR)
The devas who watch over the planes lend their aasimar
descendants the ability to reach across planar borders,
summoning allies of raw quintessence. These aasimars can
cast summon creature I as a spell-like ability, choosing one
type of creature for each character level they gain. This
otherwise acts as gaining summon creature as a spell known
for all purposes, including changing selections and meeting
requirements of selected creatures. At 4th level and every 4
levels thereafter, this ability increases by 1 spell level, to a
maximum of summon creature VI at 20th level. The aasimar
can summon allies in this way once per day.
This replaces celestial radiance and skilled.
Sure, you could take on of the other SLA abilities, but can I convince you to be interested in one that scales up to level 6 and is one of the most versatile and powerful options in the game?
e.
FIENDISH NIHILISM (TIEFLING)
The nightmare of Abaddon often forms tieflings
who are natural life-stealers. As a swift action, these
tieflings can devour the fleeting life force of a creature within
30 feet that was killed since the end of the tiefling’s last turn.
Doing so grants the tiefling temporary Hit Points equal to the
killed creature’s CR and a +1 divine bonus to saving throws,
which last for 1 minute or until they use this ability again. The
tiefling can devour life force in this way once per day, plus a
number of times equal to half their CR or level.
This replaces deceitful and fiendish gloom.
A swift action self heal and save boost. Sure, that seems fair.
f.
FIENDISH RUIN (TIEFLING)
The roiling tumult of the Abyss creates tieflings cursed—or
blessed—with the ability to enter frenzies of destructive
activity. As a swift action, the tiefling can enter a frenzy,
which lasts for 1 minute. During this time, the tiefling takes
a –2 penalty to AC and a –1 penalty to all saving throws, but
gains a +1 divine bonus to attack rolls and a +2 divine bonus
to melee damage rolls. The tiefling can frenzy this way once
per day, plus a number of times equal to half their CR or level.
This replaces deceitful and fiendish gloom.
Barbarian rage, why not.
g. FIENDISH TORMENT (TIEFLING)
velstracs can conjure lengths of chain to bind foes. As a
standard action, the tiefling chooses a foe within 30 feet and
attempts a combat maneuver check to grapple, using their
highest ability modifier in place of their Strength modifier.
The tiefling does not gain the grappled condition this way.
In subsequent rounds, the tiefling can spend a move action
each round to command the chains to continue grappling,
potentially pinning the target as normal. Each use of these
binding chains lasts 1 minute, until the scion uses this ability
again or dismisses the chains as a swift action. The tiefling
can conjure binding chains this way once per day, plus a
number of times equal to half their CR or level.
This replaces deceitful and fiendish gloom.
"But isn't this a horrifically overpowered addition to the already strong and easily gamed grapple builds?" asked the Frog.
"Lmao," said the Scorpion. "Lmaooooo."
h.
MYOPIC RESILIENCE (AASIMAR, GANZI,
OR TIEFLING)
Some planar scions build a particularly intense resistance
rather than developing diverse resistances; tieflings of infernal
lineage often possess superb fire resistance, for example.
When selecting this trait, the planar scion chooses a single
energy type to which they normally have resistance, such as
cold, electricity, or fire. The scion loses resistance to the other
energy types, but the resistance they choose increases to 10
at 8th level and to 15 at 12th level.
Focus your resistance.
i.
PHANTASM (SYLPH)
Some sylphs possess not only airy, half-visible bodies, but
power over air in its aspect as the medium of sound. Such
sylphs have a +4 racial bonus to Stealth checks.
This replaces a sylph’s spell-like ability.
More stealth support. Go even more nuts.
j.
WARP ELEMENT (IFRIT, OREAD, SYLPH,
OR UNDINE)
When a planar scion with this trait makes an attack or
casts a spell that would deal acid, cold, electricity, fire, or
sonic damage, they can instead choose to match half of that
damage to the element of their heritage (fire for ifrits, acid
for oreads, electricity for sylphs, or cold for undines).
This replaces each planar scion’s elemental affinity.
Could be useful for some builds.
Xenocrat |
Are you a construct race technomancer who can take a specific construct form without losing your weapons? Have I got the alien for you for you. Balrood, Horizons of the Vast 5:
Felling Blow (Ex) As a swift action upon successfully striking an opponent with a melee attack, a balrodd can apply the critical effect of the unarmed strike or melee weapon in addition to doing damage (which isn’t doubled). A balrodd can use this ability once every 1d4 rounds.
That's a yikes from me, PC.
The scrawler, a CR 6 animal from the same book, is an intruiging combat form when you get Polymorph 3 at 7th level.
Burrowing Barbs (Ex) When a scrawler hits a creature with its tailblade, the target must attempt a DC 14 Reflex save; on a failure, one or more barbs break off the scrawler’s tail and remain burrowed inside the target. The target takes 1d6 bleed damage; the bleeding condition can be ended according to the normal
rules (Core Rulebook 273), but each round the target takes bleed damage, they must also succeed at a DC 14 Fortitude save or be paralyzed for 1 round; this is a poison effect.Paralytic Mucus (Ex) Toxins coat the slick skin and tail barbs of a scrawler. If the scrawler hits a creature with its tailblade and
inflicts damage, the target must succeed at a DC 14 Fortitude save or be paralyzed for 1d4 rounds. Creatures that hit the scrawler with an unarmed attack must also attempt this save, with the same result on a failure. This is a poison effect.
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The new book Interstellar Species has an amazing new polymorph feat, finally technos with that one cache hack and Envoys with that weak ACF aren't the only long term polymorph options.
Benefit: When you cast polymorph on yourself and choose to transform into a predetermined polymorph form
from a lower-level list of forms you know, you increase the spell’s duration. If you transform into a form that’s from a list one level lower, the duration increases to 5 minutes/level (D). If you transform into a form that’s from a list two levels lower, the duration increases to 1 hour/level (D). If you transform into a form that’s from a list three levels lower, the spell’s duration lasts until the next time you regain spell slots.
The technomancer cache hack option only gave you permanent Polymorph 3 at level 18, now you can get get Polymorph 3 up all the time at character level 16 with this feat. And Polymorph 4 for 16 hours is going to be enough, or Polymorph 3 available for 13 hours at character level 13.
Great stuff.
There's also a high level Polymorphic Titan feat that lets you push a Huge form to Gargantuan or Colossal at the cost of RP, but the benefits aren't, hah, large, so it's really just to be a meat hazard and get a marginal benefit for breaking things.
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Starfinder Enhanced has several new/republished PC species, none of which have interesting or useful Polymorph species/racial traits.
But there is a Shaper Mystic connection now who specializes in Polymorph. Associated Skills are fairly bad but on theme, Athletics and Life Science. Bonus Spells are Polymorph 1-6, 1 Disguise Self, 2 Spider Climb, 3 Fluidity of Form, 4 Reincarnate, 5 Mass Fluidity of Form.
Connection Powers start weak, then get good:
1 - Natural Weapon, which you can manifest/dismiss as if drawing a weapon. If your species or a graft already gave you one, you can reroll one damage die when you hit. It's fine? Usually better (if you take Improved Unarmed Combat) than the free polymorph natural attack. I probably trade it for an epiphany, I can always put a natural weapon on a polymorph form, and if I want big melee all the time I'm going power armor maybe with Warmonger as a seecondary connection.
3 - Get DR/ER to everything equal to spell level for 1 round after you cast a spell. Spend 1 RP to extend it to 1 minute. At low level this is negligible, at high level you're better off with a real resistance spell (or Suli resistance trait while polymorphed) or armor upgrades. Epiphany bait for me, maybe Warmonger secondary connection to get power armor at 5th.
6 - Get more healing from randomly rolled heals, like Mystic Cure and Blessing of Youth. Spend 1 RP to get the max result!
9 - This is the good stuff. Every Polymorph form except your highest spell level gets one extra special ability. So at 16th level you can cast Polymorph 5 with four special abilities (three of them racial/species traits), which is more than what Polymorph 6 will give you.
12 - Increase polymorph cast on yourself to 30 minutes per caster level from 1 minute per level. Costs a hefty half spell level in RP, rounded up. Compare to Perpetual Polymorph feat described in my post above, which gives you lower level effects but doesn't cost resolve. It's strong, but I could see trading it for an epiphany and getting the feat instead.
15 - You can cast polymorph on yourself as a standard action instead of 1 round action once per 10 minute stamina rest. Takes the pressure off needing long duration and Polymorph Adept feat, but you probably are better off with those. Wish I could use this to standard action polymorph buff an ally instead.
18 - Once per day spend 2 RP when casting Polyrmoph 6 to get a Really Big Result. Either any form (including a normally tiny one!) is converted to colossal, with extra reach, extra natural attack (alas) melee damage, strength ability check bonus, double special sense range, and 30 THP, or you take a tier 15 living starship form that has a very nice forward arc starship weapon.
If you keep the natural weapon, do Improved Unarmed Strike feat, and use the colossal connection power then at level 20 you'd be doing an average of 60.5 plus strength, which isn't terrible for a "free" melee weapon with no hands. Find a way to use that crazy reach plus flight/difficult terrain effects to keep them away from you while you take AoOs, and don't forget you can put Compression on as a special ability to move through areas 1/4 of your space (round down!) without penalty, so...5'. Muahaha!