Wild Shape IX (Druid Spell): Difference between revisions
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| Description = When you cast this spell, you change yourself into a | | Description = When you cast this spell, you change yourself into a sized-medium natural animal. You choose what this animal is, for the most part, but sometimes the Green will provide additional assistance of an unexpected nature. Once you have transformed into this shape, you may not change the form unless you change back to your normal form and cast this spell again. When you cast this spell, your body is utterly transformed into the new animal form, and all of your character's abilities become those of your new form. | ||
: The base abilities of your new animal form are based upon the template below. You gain all of the abilities of the template whose CR (challenge rating) matches your character level at the time you cast this spell. | : The base abilities of your new animal form are based upon the template below. You gain all of the abilities of the template whose CR (challenge rating) matches your character level at the time you cast this spell. | ||
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: This spell converts you completely and utterly into the form of the animal, and grants you a one-time bonus to a [[Disguise]] skill roll if you wish to blend in with others of that sort (see the Blend In ability in the template you choose for details). Regardless of which animal you become, your actual type becomes Protean for the duration of the spell (and, as a result, you gain a vulnerability to silvered weapons, taking 50% extra damage from them). | : This spell converts you completely and utterly into the form of the animal, and grants you a one-time bonus to a [[Disguise]] skill roll if you wish to blend in with others of that sort (see the Blend In ability in the template you choose for details). Regardless of which animal you become, your actual type becomes Protean for the duration of the spell (and, as a result, you gain a vulnerability to silvered weapons, taking 50% extra damage from them). | ||
: In addition to the abilities listed on your new form's template, you also | : In addition to the abilities listed on your new form's template, you also choose one movement ability, and you gain one random bonus ability. First, choose one of the following movement types that suits the animal type you have selected: | ||
::* [[Walk]] 100 ft. | |||
::* [[Brachiating]] 80 ft., [[Walk]] 50 ft. | |||
::* [[Vaulting]] 80 ft., [[Walk]] 50 ft. | |||
::* [[Greater Climb]] 70 ft., [[Walk]] 50 ft. | |||
::* [[Greater Swim]] 70 ft., [[Jet]] 120 ft., [[Walk]] 50 ft. | |||
::* [[Greater Flight]] 60 ft., [[Walk]] 50 ft. | |||
: This spell always makes you into a sized-medium Natural Animal, even if the animal form | : Next, roll 1d20+10 on the 'Bonus Abilities' table below, and look up your result (note that not all results are possible with ''Wild Shape IV''). You may either accept the result you rolled, or you can choose any result less than what you rolled. For example, if you rolled a 5+10 = 15 on the table, you could select either Inclusive Reach 10 ft. (result 15), or any result lower on the tables (results 1 through 14). Regardless of which result you pick, you may only end up with one movement power and one bonus ability. | ||
{{Wild Shape Bonus Abilities|11}} | |||
: This spell always makes you into a sized-medium Natural Animal, even if the animal form you choose is normally smaller than sized-medium. There are no size-based bonuses or penalties applied to sized-medium creatures. The exact type and description of the animal form is up to the druid casting the spell, but because of the random nature of the powers assigned each time you cast this spell, it may be desirable to declare what your animal form actually is after seeing the result of the roll. Choose a natural animal that fits the result (your GM gets final ruling on this, but should generally let you choose). Note that you do not gain any of the abilities of the animal form you declare yourself to be, except for those listed in the template, or the movement power you choose from the table above. That is, even if you declare yourself to be a giant bat and picked Lesser Flight, your form does '''not''' gain the Echolocation sense that most bats typically have. | |||
: Wild Shape cannot transform you into anything other than an actual Animal-type creature. You cannot claim you have transformed into a Monstrous Humanoid, Vermin, Undead, Magical Beast, or any other type or subtype of monster, except a creature with the Animal type or subtype. | : Wild Shape cannot transform you into anything other than an actual Animal-type creature. You cannot claim you have transformed into a Monstrous Humanoid, Vermin, Undead, Magical Beast, or any other type or subtype of monster, except a creature with the Animal type or subtype. |
Latest revision as of 20:09, 3 January 2021
- Level: Druid 9
- School: Transmutation
Casting
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, F (The antler of a greater elk spirit, shed during its prime, worth 1,000 gp.)
Effect
- Range: Self
- Target or Area: you
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level - Spell Resistance: Yes
Description
- When you cast this spell, you change yourself into a sized-medium natural animal. You choose what this animal is, for the most part, but sometimes the Green will provide additional assistance of an unexpected nature. Once you have transformed into this shape, you may not change the form unless you change back to your normal form and cast this spell again. When you cast this spell, your body is utterly transformed into the new animal form, and all of your character's abilities become those of your new form.
- The base abilities of your new animal form are based upon the template below. You gain all of the abilities of the template whose CR (challenge rating) matches your character level at the time you cast this spell.
- This spell converts you completely and utterly into the form of the animal, and grants you a one-time bonus to a Disguise skill roll if you wish to blend in with others of that sort (see the Blend In ability in the template you choose for details). Regardless of which animal you become, your actual type becomes Protean for the duration of the spell (and, as a result, you gain a vulnerability to silvered weapons, taking 50% extra damage from them).
- In addition to the abilities listed on your new form's template, you also choose one movement ability, and you gain one random bonus ability. First, choose one of the following movement types that suits the animal type you have selected:
- Walk 100 ft.
- Brachiating 80 ft., Walk 50 ft.
- Vaulting 80 ft., Walk 50 ft.
- Greater Climb 70 ft., Walk 50 ft.
- Greater Swim 70 ft., Jet 120 ft., Walk 50 ft.
- Greater Flight 60 ft., Walk 50 ft.
- Next, roll 1d20+10 on the 'Bonus Abilities' table below, and look up your result (note that not all results are possible with Wild Shape IV). You may either accept the result you rolled, or you can choose any result less than what you rolled. For example, if you rolled a 5+10 = 15 on the table, you could select either Inclusive Reach 10 ft. (result 15), or any result lower on the tables (results 1 through 14). Regardless of which result you pick, you may only end up with one movement power and one bonus ability.
Bonus Abilities
d20+10 Result | Ability |
---|---|
1 | No bonus ability |
2 | Darkvision 60 ft. |
3 | +4 Perception; can make an active perception check as a free action once per encounter |
4 | May make a 5-foot step each round, even if you have moved (not a second 5-foot step, just a guaranteed first one) |
5 | Automatically succeed on a single FORT saving throw up to once per round. Must declare this before rolling. |
6 | Combat Reflexes (Feat) |
7 | Ranged attack equal to your claw attack, 50' increment, max range 250' |
8 | Once per round, auto-swap positions with target of successful melee attack |
9 | Immune to Dazzled, Blind, Fogged conditions |
10 | Automatically succeed on a single WILL saving throw up to once per round. Must declare this before rolling. |
11 | Lifesense 60 ft. |
12 | Ranged attack equal to your claw attack, 50' increment, max 250'; may make 3 ranged attacks w/full attack action |
13 | Once per round, auto Bull Rush 5 feet w/successful melee attack, and step into space |
14 | Immune to Sickened, Afflicted, Nauseated conditions |
15 | You have Inclusive Reach out to 10 feet. |
d20+10 Result | Ability |
---|---|
16 | Your bite attacks are rolled as a melee touch attack instead of a normal attack. |
17 | Once per round, can pass through a single enemy's space (must end in open space, provokes, auto-succeeds) |
18 | Tremorsense 60 ft. |
19 | Immune to Ability Dilution, Ability Damage, and Ability Drain. |
20 | You can pass through ally spaces when charging. |
21 | Automatically succeed on a single REFL saving throw up to once per round. Must declare this before rolling. |
22 | Ignore difficult terrain |
23 | Immune to Bruised, Bleed, Ruptured conditions. |
24 | Grant no to-hit bonus to enemies while flanked. |
25 | Your form has Spell Resistance equal to your form's Maneuver Defense. |
26 | Immune to Quelled, Prone, Splayed conditions |
27 | Gain DR x/Common, where x = your Druid level; does not stack with other sources of DR |
28 | Blindsense 60 ft. |
29 | Immune to all fear-based status conditions |
30 | Gain ER x/Common, where x = your Druid level; does not stack with other sources of ER |
- This spell always makes you into a sized-medium Natural Animal, even if the animal form you choose is normally smaller than sized-medium. There are no size-based bonuses or penalties applied to sized-medium creatures. The exact type and description of the animal form is up to the druid casting the spell, but because of the random nature of the powers assigned each time you cast this spell, it may be desirable to declare what your animal form actually is after seeing the result of the roll. Choose a natural animal that fits the result (your GM gets final ruling on this, but should generally let you choose). Note that you do not gain any of the abilities of the animal form you declare yourself to be, except for those listed in the template, or the movement power you choose from the table above. That is, even if you declare yourself to be a giant bat and picked Lesser Flight, your form does not gain the Echolocation sense that most bats typically have.
- Wild Shape cannot transform you into anything other than an actual Animal-type creature. You cannot claim you have transformed into a Monstrous Humanoid, Vermin, Undead, Magical Beast, or any other type or subtype of monster, except a creature with the Animal type or subtype.
- While you are polymorphed, you do not gain access to any of your normal abilities, or any of the abilities of any creature type you are emulating, unless it is part of your ability to change your shape. You cannot use feats or skills based upon your normal self, you do not gain or lose any modifiers for any Stats, you gain no benefit or penalty for any normal magic item, you do not have your normal armor class, hit points, maneuver offense or defense, saving throw bonuses, class abilities, or anything else. For all intents and purposes, the polymorph has 'overwritten' your entire self, and the only abilities you have are those of your assumed form, and any abilities granted to you by the change into this new shape. Your animal form prevents you from speaking or casting spells, using magic items, or even using many skills while you remain transformed (unless you have a class feature or feat that allows you to do one or more of these things).
- Any time you dismiss this spell and revert to your normal form (either because the encounter ends, you voluntarily dismiss it, or you are reduced to zero or fewer hit points in your polymorphed form), you temporarily gain the Secured status condition. Then, all damage your polymorphed form suffered prior to being dismissed is transferred over to your normal form's hit points (this is added to any damage your normal form had suffered prior to casting this spell). Because of the Secured condition, this transfer can never cause you to be reduced below zero hit points, but you can certainly be reduced to zero hit points. Once the damage from your polymorphed form has been transferred to your natural form's hit points, the Secured condition ends.
- Because of this effect, it is impossible for the caster of this spell to be killed while in their polymorphed form, or by the act of exiting their polymorphed form. As a result, it can sometimes be useful to cast this spell purely to avoid being killed. Just be aware that, once unconscious, you have no protection against being Coup-de-graced (since the Secured condition wears off immediately after the hit points are moved over to your normal form).
- If the caster is suffering from any status condition, poison, or disease, when they cast this spell, that condition is also present in the polymorphed form. Similarly, if your polymorphed form was suffering from any disease, poison, or any other condition of any sort when the spell ends (or is dismissed), then that condition transfers to your natural form as well.
- While you are polymorphed, you may still be healed by your allies, and you still count as their ally for any abilities they possess.
- This spell lays a divine charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep when the new spell is cast. Only one divine charge can ever be present on a target at a time.
Mana Burn Circle Damage
Spell Circle | Burn Cost | Req'd Char Level | Base Dice | Max Dice |
---|---|---|---|---|
0 | N/A | N/A | 1d4 per 2 character levels | max of 4d4 at character level 8 |
1 | N/A | 1st | 1d6 per character level | max of 4d6 at character level 4 |
2 | +1 | 3rd | 1d6 per character level | max of 6d6 at character level 6 |
3 | +1 | 5th | 1d6 per character level | max of 10d6 at character level 10 |
4 | +1 | 7th | 1d6+1 per character level | max of 12d6+12 at character level 12 |
5 | +1 | 9th | 1d6+1 per character level | max of 15d6+15 at character level 15 |
6 | +1 | 11th | 1d6+2 per character level | max of 16d6+32 at character level 16 |
7 | +1 | 13th | 1d6+2 per character level | max of 20d6+40 at character level 20 |
8 | +1 | 15th | 1d6+3 per character level | max of 21d6+63 at character level 21 |
9 | +1 | 17th | 1d6+3 per character level | max of 25d6+75 at character level 25 |
10 | +1 | 19th | 1d6+4 per character level | max of 25d6+100 at character level 25 |
11 | +1 | 21st | 1d6+5 per character level | max of 25d6+125 at character level 25 |
12 | +1 | 23rd | 1d6+6 per character level | max of 27d6+162 at character level 27 |
13 | +1 | 25th | 1d6+7 per character level | max of 27d6+189 at character level 27 |
14 | +1 | 27th | 1d6+8 per character level | max of 29d6+232 at character level 29 |
15 | +1 | 29th | 1d6+9 per character level | max of 29d6+261 at character level 29 |
16 | +1 | 31st | 1d6+10 per character level | max of 30d6+300 at character level 30 |
17 | +1 | 33rd | 1d6+11 per character level | max of 30d6+330 at character level 30 |
18 | +1 | 35th | 1d6+12 per character level | max of 30d6+360 at character level 30 |