Polymorphing into something immune to the headaches of polymorphing


Rules Questions


Trying to make some polymorph forms for SFS

So lets see how well i understand these...

Other abilities (page 143) are never available.
No ability that is not explicitly called out in the spell description can be gained from this spell.
Players are required to bring the source of the polymorph with them AND have the forms prepared.
Selected racial traits can only be selected from abilities listed in the “Racial Traits” sidebar for a race.

Equipment: If i don't turn someone into the same form they are their equipment goes all wonky. This means i want at least I big and one small humanoid.

Spellcasters and martials punching with the ring of fangs are the only ones i can turn into anything else without hosing them.

When you design a polymorph form, the target can gain the same maximum number of special abilities as an expert NPC of a CR equal to the spell’s maximum CR<----- ok, was it really neccesary to make us look on ANOTHER chart to figure this out? You couldn't include Pick X abilities with Y level spell? Really?

Okay, but if i pick an actual creature I can pick 3 abilities instead of 2.

3rd level

2 special abilities

Each form must be an aberration (no benefits), animal (no benefits), fey (no benefits), humanoid (keeps weapons) , magical beast (no benefits, if bear in the party keeps weapon) , monstrous humanoid (no benefits), or vermin (+4 vs mind affecting spells)

I can do small or medium. I see no reason not to make everything small for the +1 enhancement bonus to dex ability and skill checks since I can't make them large

Form 1: FlyingFox

Size small: +1 to dex checks and dex skill checks
Fly Speed 20 Clumsy
Blindsense (sound) 15 feet

Form 2: Caster Booster? Can't think of a theme for this one.
Size Small
Blind Sense climb speed 30 feet
Racial traits: Elf Elven magic for +2 spell resistance and +2 to mysticism

Form 3: Eager Beaver
Size Small
Swim speed 30
Racial traits. Ysoki Scrounger and Moxie

Form 4: Shirren Diplomat booster
Size Medium
Blind sense vibration 15 feet
Racial traits" Communalism (for a diplomacy reroll) Cultural fascination for +2 diplomacy and culture.


At level 3 your climb speed is limited to 20 ft on your Caster Booster.

You might as well grant the free natural attack to all of these, it might allow an attack of opportunity while wielding an unwieldy melee weapon or a two handed ranged weapon. If it's a bad attack, it could be better than nothing if your reaction is otherwise going unused.

Sovereign Court

BigNorseWolf wrote:

Equipment: If i don't turn someone into the same form they are their equipment goes all wonky. This means i want at least I big and one small humanoid.

Spellcasters and martials punching with the ring of fangs are the only ones i can turn into anything else without hosing them.

This doesn't seem quite that bad when you read the polymorph rules?

Alien Archive 2 > Polymorph Rules > Equipment wrote:

If the polymorph form granted by a spell is of the same creature type as the target’s true form, the armor, weapons, and other equipment the target had at the time of casting remain visible and accessible and are changed by the magic to be usable in the new form. If any item is out of the target’s possession for more than 1 round, it reverts to its normal form.

If the polymorph form is of a different creature type than the target’s true form, the spell causes the target’s armor (including any armor upgrades and the abilities of powered armor) to continue to function and be able to be activated by the target regardless of the character’s form. However, the armor isn’t visible in polymorph form, and it can’t be targeted or accessed (such as to change batteries) by either the target or other creatures. All other equipment is unavailable in a polymorph form of a different type and cannot be used, activated, targeted, or modified by either the target or other creatures.

Turn any humanoid into another humanoid, they keep access to their weapons. Turn a humanoid into say, a monstrous humanoid;

- Armor continues working but becomes hidden, and you can't change the settings. Could be a feature, if facing a monster that likes to damage armor.
- Carried weapons become inaccessible. But you can pick a weapon off the floor. A solarian could invoke their stellar weapon again. A vanguard could just do their death touch thing. You could drop your weapon, polymorph, then retrieve it via Called fusion.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Wow. Society took an extremely complicated rule set, and added another layer of complicated rules restrictions on top of it?

How are they ever going to draw in new players with an attitude like that?

Sovereign Court

I don't think it's more complicated really. It's a bit different than Pathfinder's polymorph rules but not really more complex. The big changes come down to:

- You get to have only a small set of shapes that you know how to change into, which you determine when you learn a polymorph spell. Should speed things up at the table.
- Armor continues to function while polymorphed, so your AC doesn't wildly change/plummet if you turn into a different species.


Ravingdork wrote:

Wow. Society took an extremely complicated rule set, and added another layer of complicated rules restrictions on top of it?

How are they ever going to draw in new players with an attitude like that?

It's only complicated setting the forms up, which you can do while caffinated and having a forum full of geeks check your work :) (thanks for the correction on the climb speed)

Once i make an index card to hand to a new player it's fairly easy.

Although Why turning them into a giant bug suddenly makes them the best diplomat in the universe I don't know... :)

tiny hard to spell owl wrote:
- Carried weapons become inaccessible. But you can pick a weapon off the floor.

The duration is short enough that i can see myself doing this in combat where that might be problematic.


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Pretty
wolf
picture
always
ruins
my
charts
Level MaxCR Abilities
1_____1_____1
2_____3_____2
3_____6_____2
4_____9_____2
5____12_____3
6____15_____3


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I just realized how Polymorph is excellent. I took it at level 2 for my Mystic. So, I give you the forms I've chosen and suggestions for the level 3 ones.

Level 1:

Woiko Form: Medium Humanoid (Aquatic), Swim speed, Low-Light Vision.
Woiko Children Form: Small Humanoid, Swim speed, Low-Light Vision.
At level 1, Swim speed is the only nice feature you can give. I have a small and medium one to give Strength or Dexterity bonuses.

Human Form: Medium Humanoid, Tracking(Scent).
Human Children Form: Small Humanoid, Tracking(Scent).
2 Human forms for disguise, as it's a very common race not supposed to raise suspicion in most parts of the galaxy. And I like the concept of disguising the whole party as a family :D

Level 2:

Elf Form: Medium Humanoid, Elven Magic, Darkvision.
This is for my Mystic, as she lacks Darkvision.

Small Climbing Form: Small Humanoid, Hyper, Climb speed.
Hyper is just awesome. Having a Climb speed can prove itself useful. Both abilities are not supposed to work together, it's one or the other. But I just have 4 forms, so I optimize.

Vesk Form: Medium Humanoid, resistance acid and sonic 5.
Our Solarian has all the other resistances.

Shirren Form: Medium Humanoid, Communalism, Blindsense (Scent) 5 feet.
2 forms in one. Blindsense out to 5 feet can be very useful for melee fighters. Communalism is excellent for skill checks and in combat.

Level 3 suggestions:

Useful form: Any combination of Fly speed, Blindsense (Vibration) 15 feet and Burrow speed.
2 forms in one, once again for utility.

Resistant form: Small Humanoid, Fire, Cold, Electricity and Acid resistance 5.
Most useful combat form in my opinion.

Melee combat form: Medium Humanoid, Communalism or Hyper, some resistances or damage reduction.
Range combat form: Small Humanoid, Communalism, some resistances or damage reduction.
Two forms to boost your friends. The proper choice of resistances is tough. Melee fighters all have damage reduction, but range fighters often have it too. Fire and Cold resistances are common, but also the more important ones to have. So, I would take a different combination or resistances, certainly damage reduction for the range one and Electricity + Fire for the melee one.

In my opinion, Polymorph Level 3 is quite a bad level. Level 1 and 2 are excellent, level 4 and above, too. But level 3 is kind of lackluster, especially compared to the other spells you can take at that level.


So what happens if you take something like the lashuntas educated ability where you pick any two skills and add +2 racial bonus to them? Is that possible and if so would it be fixed or variable?


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

I would think that you would have to select the skills as part of your form known.


Something i haven't noticed is that you get one movement form for free with the spell. So if you can find a critter with the movement and ability you want you can potentially get

1st level 1+2
2nd level 2+2 abilities
3rd level 2+2 abilities
4th level 2+2 abilities
5th level 3+2 abilities
6th level 3+2 abilities


What abilitied do character lose when you polymorph them?

It doesn't say but I would imagine that if you polymorph someone completely into another creature (polymorph II and above) they lose things that are based on gross anatomy like four armed.

Vision stays the same though?

Sczarni

Starfinder Charter Superscriber

Polymorph is a descriptor that applies to transmutation spells and effects that allow you to change the physical shape of yourself or another creature. A spell or effect with the polymorph descriptor has the following general parameters, unless the spell or effect specifies otherwise. As a rule, a polymorph spell or effect doesn’t change any attribute about its target unless it says it does.

A polymorph form has the shape and appearance of one base creature within limitations. A form grants other capabilities with limitations set by the version of polymorph spell you cast. A polymorph spell can rarely give the target all the capabilities of another creature. It can impart only traits of a physical nature, including changes in movement types, natural weapons, resistances, senses, and some other features. When the target takes the form of a specific individual, its capabilities are likely to be similar, but the magic can’t always grant the full extent of a creature’s power.

Intentional vagueness is intentional?

I suppose if you're looking for an answer for Society play, present any possible questions to your GM (or get answers from your regional VO) before game so you don't tie up combat.

I wouldn't say you lose something as basic as sight, though, unless the form you were changing into clearly had no eyes and its only sense was blindsight.

Sczarni

Starfinder Charter Superscriber

Starfinder probably should have added "basic vision" as a statblock trait, given the wide range of senses out there.

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