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Zame Shadows
2013-12-04, 01:40 AM
Ok pretty simple thing but we're having trouble finding anything specific,

I got turned into a werewolf in the last game, and we weren't sure if any of my magic items would work in hybrid form.

Now I'll agree armor even my +1 mithral breastplate might have a hard time fitting a hybrid form and definitely shouldn't work in wolf form, but would I be able to keep my amulet/rings, cloak of resistance, belt, anklet and so forth Does anyone have a list official or not of what items will still work in hybrid / wolf forms.

I don't mind staying werewolf, the level adjustment doesn't bother me much at this point we already had someone turn into a half fiend during a mishap so the level adjustment isn't really a problem.

I know there is a Wildling Clasp in the MIC but the wording on it says that it would have to be able to be used by the new form so even if i got it would my armor still not work in wolf form?

Playing a fighter the extra str, dex and con in hybrid is rather helpful so I'd like to be able to keep my gear but if not I may just have to get cured since it won't be worth it in a couple levels.

Alternate idea, stay hybrid 24/7 and just get everything redone to fit? It honestly wouldn't bother me and a hat of disguise would cure npc reactions.

Greenish
2013-12-04, 01:57 AM
There is no official listing of which items work in which body configurations, though a web article lists animal item slots (http://www.wizards.com/default.asp?x=dnd/re/20031125a), and the text for magic items for different sizes seems to suggest different body shapes are not a problem (except for magic armour and weapons).

That said, I could see a breastplate being sufficiently simple to work for both human and hybrid forms (since they're in the same size category and similar body type, bipedal), and other magic items should be alright by default.

MesiDoomstalker
2013-12-04, 02:06 AM
The only item that should be an issue in Hybrid form is Plate Armor, as Plate Armor must be custom tailored to the individual. If it fits you in Humanoid form, it won't fit anyone else, including yourself in Hybrid.

Zame Shadows
2013-12-04, 02:15 AM
Yea just had a talk with my DM, he says if I pay 150 gp i can get adjustable fitted straps for the breastplate so it works in both forms so that shouldn't be much of a problem anymore. Only other issue now is the DC 25 save to stay in hybrid after losing a quarter, half, and 3/4s hp, otherwise I change to wolf and drop everything...

Greenish
2013-12-04, 02:18 AM
Not much to do but invest skill points into Control Shape, though you might try to get a magic item for it.

TiaC
2013-12-04, 02:32 AM
Magic items size to fit the wearer, you still have a humanoid torso so it should be fine. A full facemask might not fit over a muzzle, but most everything else should be fine.

unseenmage
2013-12-04, 04:11 AM
Savage Species page 41 has some things to say about Monster Equipment but it's less than specific.

I remember somewhere there was precedent for every creature having every magic item slot and that some items might just need re-sizing or re-fitting to account for odd body types. But I cannot for the life of me find it. Sorry.

olentu
2013-12-04, 05:08 AM
As I recall the rules compendium should have the appropriate information.

Artillery
2013-12-04, 05:16 AM
Buy some Wilding Clasps, you have a similar problem to druids that wildshape. It should work for everything that isn't armor. Get a mouthpick for any weapon you have?

Firechanter
2013-12-04, 05:26 AM
Magic items size to fit the wearer

Citation needed.

afaik that's just a common misconception, and therefore also inadvertedly a common houserule, but RAW nothing resizes unless explicitly stated.
Probably a carry-over from older editions, where these indeed did auto-resize.

Lord Vukodlak
2013-12-04, 06:14 AM
Citation needed.

afaik that's just a common misconception, and therefore also inadvertedly a common houserule, but RAW nothing resizes unless explicitly stated.
Probably a carry-over from older editions, where these indeed did auto-resize.


Size And Magic Items

When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions, especially with racial specific items.

This doesn't apply to armor or weapons(as they clearly aren't clothing or jewlery) but would be applied to rings and worn wonderous items which don't come in sizes unlike weapons and armor.

The last line indicates that by RAW unless explicitly stated otherwise magic items do resize.

Brookshw
2013-12-04, 07:12 AM
Citation needed.

afaik that's just a common misconception, and therefore also inadvertedly a common houserule, but RAW nothing resizes unless explicitly stated.
Probably a carry-over from older editions, where these indeed did auto-resize.

Digging through the memory banks I recall that older editions specified that you rolled to see which species it was sized for.


I remember somewhere there was precedent for every creature having every magic item slot and that some items might just need re-sizing or re-fitting to account for odd body types. But I cannot for the life of me find it. Sorry.

I can recall that LoM at least restricted the slots available for various creatures and mixed it up a bit rather than all slots are viable options (I'm looking at you aboleths & beholders). Whether this is a case of specific trumps general is not something I can speak to (afb atm).

Grayson01
2013-12-04, 09:21 AM
Dosen't the MM say that if you transform while wearing any items they are destroied?

Fax Celestis
2013-12-04, 09:34 AM
Digging through the memory banks I recall that older editions specified that you rolled to see which species it was sized for.


There's actually a thing about it in Magic of Incarnum, of all places.

So a few things:

Alternate Form (Su)

A werebear can assume the form of a brown bear or a bear-humanoid hybrid.


Alternate Form

A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:


The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.

Ansem
2013-12-04, 10:28 AM
With reasonable conviction you can ask your DM to let you use the Amulet from Faerun, 4k amulet you attach to each gear item and it transforms and works with you in wild shape. From that RAI you could argue it works as a Werewolf as well.

Brookshw
2013-12-04, 10:38 AM
@ Fax: huh? I'm trying to recall old how the old loot tables worked and was replying to a comment on them. Apologies if that was poorly conveyed.

Fax Celestis
2013-12-04, 11:17 AM
@ Fax: huh? I'm trying to recall old how the old loot tables worked and was replying to a comment on them. Apologies if that was poorly conveyed.

Oh, no, the thing you were looking for in older editions (body slots on weird shaped creatures), is actually discussed in this edition in Magic of Incarnum, in the monsters chapter. It's kind of a weird spot, but it's there.