Fey Form, Gear and the battlefield mobility.


Rules Questions


Hi,

i am currently playing a very combat-effective Rogue (12)/ Fighter (Weapon Master( (2), character. However, recent combats have shown that combat mobility is a bit of a problem, especially compared to our lvl 14 Fighter (Archer).

So i was thinking about how to travel over the battlefield more quickly and my GM suggested that simply use Fey Form potions, chose a tiny fey and be not only extremly fast but also considerably more effective in combat since +6 DEX is massive for a DEX-based rogue.

My GM is under the impression that you get to keep, and you use, your normal gear, attributes and HP even in fey form. Is that really the case?

If not, can you think about any other way to traverse the battlefield quickly without sacrificing the attack action in any given turn?

Silver Crusade

If the form chosen is close enough to human. Fey form has a few I bet. Hands and being capable of speech is my guideline for whether your gear merges.

Potions are tough since it is personal spell, but if your GM waives that, only Fey Form I is the right level for potions.

For low level, boots of spider climbing are great for mobility, then potions of fly.

Silver Crusade

Oh lvl 14. Polymorph spell or Polymorph Any Object.

Shadow Lodge

St0nemender wrote:

Hi,

i am currently playing a very combat-effective Rogue (12)/ Fighter (Weapon Master( (2), character. However, recent combats have shown that combat mobility is a bit of a problem, especially compared to our lvl 14 Fighter (Archer).

So i was thinking about how to travel over the battlefield more quickly and my GM suggested that simply use Fey Form potions, chose a tiny fey and be not only extremly fast but also considerably more effective in combat since +6 DEX is massive for a DEX-based rogue.

My GM is under the impression that you get to keep, and you use, your normal gear, attributes and HP even in fey form. Is that really the case?

If not, can you think about any other way to traverse the battlefield quickly without sacrificing the attack action in any given turn?

Fey are not one of the form types that specifically lose their gear:
Polymorph wrote:

Source PRPG Core Rulebook

Definition Type Subschool
...
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.
...
The big issue is the Fey Form spells are all Personal, which means they can't be put into potions.

Source PRPG Core Rulebook pg. 551

The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.) The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions. The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
...

Also, note that taking the form of a tiny creature gives you the reach of a tiny creature, which means you can never flank a foe.

Source PRPG Core Rulebook pg. 197

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.

Only a creature or character that threatens the defender can help an attacker get a flanking bonus.

Creatures with a reach of 0 feet can’t flank an opponent.

If you are just looking for mobility, a simple potion of Fly would grant you a 60' Fly speed for 5 minutes...

Silver Crusade

And if you don’t have boots of haste, get a few pairs.


Thank you all for your input. My GM just made clear to me, that he doesnt acually care how overpowered his ruling would make me....

...and i am off to maky fly-speed 60 30 DEX Killer-Sprite.

Shadow Lodge

St0nemender wrote:

Thank you all for your input. My GM just made clear to me, that he doesnt acually care how overpowered his ruling would make me....

...and i am off to maky fly-speed 60 30 DEX Killer-Sprite.

You really need to read the Polymorph rules and the Fey Form spells before moving forward: There is A LOT to study here...

Also, note that Tiny size Fey and Fly 60' both require Fey Form II or higher to achieve, which is a 5th or 6th level spell at best and puts it well out of potential potion range even if you ignore the personal spell limitation.

Shadow Lodge

Just a reminder of how tiny creatures work in melee combat (assuming you don't have a reach weapon like a Elven Branched Spear)*:

Source PRPG Core Rulebook pg. 194

Creatures smaller than Small or larger than Medium have special rules relating to position.

Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can’t flank an enemy.
...

*RAW, even a reach weapon doesn't actually help you here (doubling your natural reach of 0' is still 0'), but I believe ruling that a tiny creature with a reach weapon has a 5' reach is fairly common...


St0nemender wrote:

... a very combat-effective Rogue (12)/ Fighter-Weapon Master 2 ... However, recent combats have shown that combat mobility is a bit of a problem, especially compared to our lvl 14 Fighter (Archer).

...my GM suggested that simply use Fey Form potions, chose a tiny fey and be not only extremly fast but also considerably more effective in combat since +6 DEX is massive for a DEX-based rogue.
My GM is under the impression that you get to keep, and you use, your normal gear, attributes and HP even in fey form. Is that really the case?
If not, can you think about any other way to traverse the battlefield quickly without sacrificing the attack action in any given turn?

okay, I hear chuckling after the first line. *nevermind*

Polymorphs into a humanoid form do allow you to keep your worn magic items etc as slots are the same, see magic item body slots.

Fey Form 1:T4 (as it's a wizard base spell) is a rather expensive potion that exceeds Brew Potion RAW guidelines (SplLvl≤3 & personal spell). Fey Form 2:T6 is what you are talking about with +6 Dex (so wet noodle kudos to your GM for suggesting clearly illegal stuff). So get a Wand and use UMD, and a wand key ring if needed. Don't forget to tell the creator that you want to be a sprite or quickling so he sets the basic form in the wand(less guesswork). It'll be faster AND cheaper in the end. You will do tiny weapon damage as a tiny fey. Wand Fey Form 2:T6@11(=CstrLvl) [50] $49500. BUT....

Get 3 wands:
Wand of Expeditious Retreat:T1@1 [50] $750, Wand of Air Step:T2@3 [50] $4500 & 5 ranks in fly, and Wand of Blink:T3@5 [50] $11250. It takes one casting to Move, two to bypass difficult terrain, and three to walk through doors & walls. It is WAY CHEAPER. You are trading time(actions) and money for abilities so "prep"(casting before combat) is essential.

A bit easier is Boots of Speed $12000, Winged Boots $16000, Cloak of the Bat $26000, or Boots of Teleportation $49000.

Go and read Items that can Save You thread.

Shadow Lodge

Azothath wrote:

...

Fey Form 1:T4 (as it's a wizard base spell) is a rather expensive potion that exceeds Brew Potion RAW guidelines (SplLvl≤3 & personal spell). Fey Form 2:T6 is what you are talking about with +6 Dex (so wet noodle kudos to your GM for suggesting clearly illegal stuff). So get a Wand and use UMD, and a wand key ring if needed. Don't forget to tell the creator that you want to be a sprite or quickling so he sets the basic form in the wand(less guesswork). It'll be faster AND cheaper in the end. You will do tiny weapon damage as a tiny fey. Wand Fey Form 2:T6@11(=CstrLvl) [50] $49500. BUT....

Wands are limited to 4th level or lower spells, so you should never see a Wand of Fey Form II [alchemist 5, arcanist 6, druid 5, hunter 5, investigator 5, magus 6, shaman 5, sorcerer 6, witch 6, wizard 6]. If the GM is ignoring this limit, a Druid or Shaman could create one with a price of 33,750g (Spell Level 5 * CL 9 * 750g).


depends on exactly how you do the standard item pricing. It is a bit different than self crafted/custom items which can be cheaper.
Still, it's a silly overpriced way to go.

My closing suggestions are the way to go (after my BUT...)

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