PDA

View Full Version : Polymorph Revisions



Quellian-dyrae
2007-02-06, 02:17 AM
Not that this really needs an introduction, and even if it did you could always click the big ol' Gaming tab to the left, but I'll say it anyway: Polymorph desperately needs to be fixed. The Giant himself provided a change, Wizards has provided alternatives, I'm sure possible revisions abound wherever D&D homebrew gathers. Here's my idea:

First, I want polymorphing to still be able to perform all its usual functions. It should be a solid enhancement effect, specifically in the ability scores and natural armor arena; it should offer the versatility of alternate forms; it should expand the character's movement and senses. In some senses, I also want to expand on what it can do.

One of what I see as the problems of polymorphing is that it is a very tricky cost/benefit comparison, since many (but not necessarily all) forms of polymorphing will grant potentially abusable abilities at the cost of your magic items, armor, spells, and/or supernatural abilities. I want polymorphing to work more like other enhancements; they can improve character abilities, but only to a certain point.

This system makes polymorphing into a very versatile, and often quite long-lasting, augmentative effect. In general, a translated enhancement of equal level tends to result in a lower effective boost than a polymorph effect, but the polymorphing makes up for it with diversity.

As a minor note, this can be a fairly complex system; characters who make frequent use of polymorphing are encouraged to draft reference sheets for frequently assumed forms to speed play.

Transmutation (Polymorph) Effects:


A polymorph effect allows the caster to change the form of a sentient creature. This change in form can be beneficial or baneful, and alters both the appearance of the creature and in some degree its abilities. The creature is not made new; in fact, many of the changes imbued by a polymorph effect are largely cosmetic. More skilled casters, however, are able to work the subtle changes of nerves, fine muscles, and even the brain to allow for more effective control over the altered form.

All polymorph effects are based on the creature’s base form. If a polymorphed creature is subject to another polymorph effect, the new effect overrides the old one.

The first step in polymorphing a creature lies in choosing the altered form. The possible forms are generally restricted by type and HD, the restrictions depending on the spell or effect used to enact the change. The creature is considered disguised as a creature of that type, and gains a +10 circumstance bonus on its Disguise check. You may apply templates, but each LA of the template counts as 2 HD for determining maximums.

In addition to the disguise effect, the altered form limits the abilities that can be bestowed by the effect, as shown below.

Each polymorph effect grants a number of alterations based on the spell or ability used and the user or caster’s level. These alterations are spent to grant abilities of the altered form to the character, selecting from the options provided below. Abilities such as alternate form grant ten alterations per HD. No polymorph effect can grant more than 20 alterations per level.

If you choose, you can cast a detrimental polymorph. In this case, you lower stats (to a minimum equal to the stat of the altered form) or remove effects that the altered form does not possess. Detrimental polymorphs are granted twice the usual number of alterations.

When using a beneficial polymorph, you may gain alterations by reversing effects; for example, inflicting a penalty on a beneficial polymorph increases your allowed alterations. The alterations gained cannot cause the total alterations to more than double. You may not reverse effects for detrimental polymorphs.

A polymorphed target’s armor changes shape with it and functions normally. Other magical gear either alters to fit or melds with the body, but enhancements remain functional. Weapons that cannot be wielded meld with the body (but see the grant attack effect below).


Polymorph Boosts:


Boost Attribute (10 Alterations): You grant an enhancement bonus to the target’s Strength, Dexterity, or Constitution score of +1 per 10 alterations spent (choose the ability score increased with each purpose). You can grant a maximum bonus to any given ability score equal to the racial bonus granted by the altered form (in most cases, this means the creature’s ability score -10 if even or -11 if odd) minus any racial bonuses of the target’s normal form. You may not boost Intelligence, Wisdom, or Charisma in this manner.

Boost Armor (20 Alterations): You bestow an enhancement bonus to the target’s natural armor of +1 per 20 alterations spent, to a maximum boost equal to the altered form’s natural armor bonus minus the target’s existing natural armor bonus. Feats (such as improved natural armor) that raise the altered form’s natural armor, and the target’s lack thereof, are irrelevant to determining the maximum bonus.

Movement Mode (10-20 Alterations): You grant the target a new form of movement that the altered form possesses. Land, climb, swim, and burrow speeds all cost 10 alterations. Granting a fly speed costs 20 alterations. New modes of movement begin at speed 20’ or the speed of the altered form, whichever is lower.

Boost Speed (10 Alterations): You increase an existing mode of movement by 10’ per 10 alterations spent. This must be a mode of movement that the altered form possesses, and you may only boost speed in existing modes of movement for the character (though you can grant these via the movement mode effect). This cannot boost a mode of movement’s speed above that of the altered form.

Senses (Lesser) (10 Alterations): You grant one of the following abilities, provided the altered form possesses it: Darkvision, Low Light Vision, Scent, Tremorsense, or Blindsense. The range is as normal for the altered form.

Senses (Greater) (25 Alterations): You grant the target Blindsight, provided the altered form has it.

Boost Skill (1 Alteration): You grant the target a +1 bonus to a given skill. You can only boost skills that the altered form possesses. The maximum boost is based on two numbers, both of which have a minimum of 0: the altered form’s ranks in the skill minus the normal form’s ranks; plus the altered form’s racial bonus in the skill minus the normal form’s racial bonus. For example, if the altered form has 4 ranks in Spot and a +8 racial bonus on Spot checks, and the normal form has 8 ranks in Spot and a +2 racial bonus, the maximum Spot boost is +6 (0 for ranks, 6 for racial bonuses).

Grant Feat (30 Alterations): You grant the target a feat that the altered form possesses. It must fill all prerequisites for the feat, but feats and abilities granted by the polymorph count for fulfilling them. You may not grant feats that improve the creature’s natural attacks or natural armor (such as weapon focus or improved natural attack).

Grant Physical SA (50 Alterations): You can grant the target a physical special attack possessed by the altered form. Physical special attacks must be exceptional abilities, and they must be based on gross physical qualities or actions. Examples include: Pounce, Rake, Rend, Trample, Improved Grab, Trip, and so on.

Grant Physiological SA (100 Alterations): You can grant the target a physiological special attack possessed by the altered form. Physiological special attacks must be exceptional abilities, and they result from some sort of bodily process or function. Most forms of poison and disease count, as do slimes, spikes, and the like.

Grant Extraordinary SQ (150 Alterations): You grant the target an extraordinary special quality possessed by the altered form, chosen from the core list of special abilities provided in the DMG. The DM can allow special abilities that are not on this list on a case-by-case basis at its sole discretion. In the case of an energy resistance, the maximum resistance is 2 per caster level. In the case of DR, the maximum is equal to the caster’s level.

Grant Supernatural SA (200 Alterations): You grant the target a supernatural special attack possessed by the altered form, chosen from the list of special abilities provided in the DMG. The DM can allow special abilities that are not on this list on a case-by-case basis at its sole discretion.

Grant Supernatural SQ (300 Alterations): You grant the target a supernatural special quality possessed by the altered form, chosen from the core list of special abilities provided in the DMG. The DM can allow special abilities that are not on this list on a case-by-case basis at its sole discretion. In the case of SR, the maximum resistance is 10 + the caster’s level.

Grant Subtype (20 Alterations): You grant the target a subtype possessed by the altered form, with the exception of the incorporeal subtype. The target gains all effects of that subtype, positive and negative, at no additional cost in alterations. The subject can be targeted by effects that affect that subtype, but such effects end immediately when the target loses the subtype (even if they are normally instantaneous). If the subtype is diametrically opposed to the character’s own subtype, it loses its subtype and all relevant abilities.

For purposes of polymorphing, incorporeality functions as a Supernatural special quality, and thus costs 300 alterations to bestow.

Grant Type (50 Alterations): You grant the target the altered form’s type. The target gains all effects of that subtype, positive and negative, at no additional cost in alterations, but loses all effects of its own type, positive and negative. The subject can be targeted by effects that affect that type, but such effects end immediately when the target loses the type (even if they are normally instantaneous).

Grant Attack (Varies): You grant the target an attack that the altered form possesses. The cost in alterations is equal to the maximum roll on the damage die (not counting bonuses) of the attack form. Feats, such as improved natural attack, that boost the altered form’s natural weapon damage, and the target’s lack thereof, are irrelevant to the damage and cost. Any changes in size are irrelevant to the cost. For example, a tiger is a large creature with the improved natural attack (bite) feat. Its bite damage is 2d6. A medium character transformed into a tiger who is granted the tiger’s bite uses 12 alterations to gain the 2d6 damage bite attack. This cost is in addition to the size change cost for making the character large (a requirement for becoming a large creature). The character does not need to spend alterations on the improved natural attack feat.

If the attack form granted can be used to wield a weapon, it costs 10 alterations or the cost for its unarmed damage, whichever is higher.

A character with two weapon fighting feats functions as having the equivalent multiweapon fighting feats when polymorphed into a creature with three or more weapon-wielding limbs.

Special abilities that duplicate additional attacks (such as rake, improved grab, trip, constrict, or rend) need not have extra attacks purchased separately.

A character cannot actually gain more attacks due to a polymorph; it has a maximum number of attacks equal to its normal full attack routine (not counting any bonus attacks from magic, although such bonus attacks might grant bonus natural attacks). For example, an 11th level fighter with a single weapon has a maximum of three attacks per round. However, if it were transformed into a tiger, it would attack at +11/+11/+6 rather than +11/+6/+1. If the fighter were hasted, it would not gain an additional available natural attack (not that it matters, since the tiger form wouldn’t offer any more) but the haste spell would remain active, granting it another claw attack at a +11 BAB.

Weapons that cannot be wielded by the altered form meld with the body. If these are magical weapons and the change grants natural attacks, you can apply the magical benefits of the weapon to one natural attack per attack the weapon would normally apply to in your full attack routine. Certain effects, such as dancing, cannot apply to natural weapons. A speed weapon that applies to multiple natural weapons only grants one total extra attack. For example, if the above fighter wielded a long sword +3 (which would have applied to all of its normal attacks) it would add that sword’s enhancement bonus to all three natural weapon attacks. If it were a 6th level fighter with two weapon fighting wielding a long sword+1 and a masterwork short sword, it could apply the +1 bonus to two of its natural attacks, since the long sword+1 is used in two of its three attacks for the round.

Size Change (10 Alterations per size category): You adjust the target’s size, with a cost in alterations as follows. If you reverse the change, it counts as a hindrance, costing alterations in a detrimental polymorph but allowing extra alterations in a beneficial polymorph. Apply the alteration cost for each change in size, step by step. The creature’s gear changes size with it. If the altered form is different than the target’s form, you must change the target to the altered form’s size or the spell fails.

Size changes from a polymorph adjust the target’s space, reach, damage, attacks and AC, grapple checks, hide checks, and other checks that are affected by size. These changes do not adjust ability scores; ability score adjustments must be purchased separately.


Polymorph Hindrances:


When performing a beneficial polymorph, you can also gain more alterations by inflicting some disadvantages on the target. You cannot more than double your starting number of alterations. If performing a detrimental polymorph, these effects can be purchased normally:

Gear Loss (5 Alterations per level): The target’s gear melds with its new form and becomes non-functional. Since the value of gear scales up with character power, this grants +5 alterations per target level.

Lose Racial Abilities (Varies): The target loses all of its racial abilities. This grants either: 5 alterations plus 10 alterations per Level Adjustment of the race; or 3 alterations per CR. When calculating stat boost maximums, treat bonuses normally awarded by its race as 0.

Lose Spells (10 Alterations per spell level): The target cannot cast spells while shifted. This adds 10 alterations per spell level the target is capable of casting.

Inflict Minor Weakness (5 Alterations): The target suffers a minor weakness of the altered form; something that might restrict its actions but that don’t really hamper it, such as a vampire’s aversion to garlic. A creature’s inability to speak also counts.

Inflict Notable Weakness (10 Alterations): The target suffers a notable weakness of the altered form, such as light blindness.

Inflict Critical Weakness (20 Alterations): The target suffers a severe weakness of the altered form, such as a vulnerability.

Inflict Fatal Weakness (40 Alterations): The target suffers a potentially fatal weakness of the altered form, such as a vampire being destroyed by sunlight or running water.


Alteration Cost Quickies:


{table=head]Effect|Alterations

Boost Attribute|10/+1

Boost Armor|20/+1

Movement Mode|10 (20 for flight)

Boost Speed|+10/10'

Lesser Senses|10 each

Greater Senses|25

Boost Skill|1/+1

Grant Feat|30 each

Grant Physical SA|50 each

Grant Physiological SA|100 each

Grant Extraordinary SQ|150 each

Grant Supernatural SA|200 each

Grant Supernatural SQ|300 each

Grant Subtype|20

Grant Type|50

Grant Natural Attack|By damage

Size Change|10/size category

Gear Loss|-5/target level

Lose Racial Abilities|-(5 + 10/LA) or -3/CR

Lose Spells|-10/SL

Inflict Minor Weakness|-5

Inflict Notable Weakness|-10

Inflict Critical Weakness|-20

Inflict Fatal Weakness|-40
[/table]


Spells:


Polymorph Self:
Transmutation (Polymorph)

Level: Sor/Wiz4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You transform into another creature. This functions as a beneficial polymorph effect that allows you to change into another creature with HD of equal to or less than your caster level. You may choose from the following creature types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Plant, or Vermin. If you are not a member of one of those creature types, you may instead change into another creature of your type. You receive 10 alterations per caster level (max 100 alterations).

Material Component: An empty cocoon.

Polymorph Other:
Transmutation (Polymorph)

Level: Sor/Wiz4, Drd4
Components: V, S, M, (F)
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched, or touched object weighing up to 10 pounds per caster level
Duration: 1 minute/level (D) or 1 hour/level (D) if targeting an object.
Saving Throw: Fortitude Negates
Spell Resistance: Yes

You transform your target another creature. This functions as a beneficial or detrimental polymorph effect (your choice) that allows you to change the target into another creature with HD of equal to or less than your caster level. You may choose from the following creature types: Aberration, Animal, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Plant, or Vermin. If your target is not a member of one of those creature types, you may instead turn it into another creature of its type. You receive 5 alterations per caster level (max 50 alterations).

If you apply the spell to an object, you can transform the object into another item. The new item can have an increase or decrease in size and/or weight of up to 10% per caster level. You may change its substance to one with a hardness of one higher or lower per two caster levels. Craft checks may be required to create particularly complex items.

Material Component: An empty cocoon.

Focus: If you are changing an object to one of greater value, you must use gold or gems with a total value of the difference as an additional focus component. The gold or gems meld with the item when it is changed, and when it turns back to normal, they reappear undamaged.

Metamorph Self:
Transmutation (Polymorph)

Level: Sor/Wiz6
Duration: 10 minutes/level (D)

This spell functions like Polymorph Self, except it has a longer duration and is not limited by creature type. Additionally, you receive a maximum of 150 alterations.

Metamorph Other:
Transmutation (Polymorph)

Level: Sor/Wiz6, Drd6
Target: Creature Touched, or touched object weighing up to 100 pounds per caster level
Duration: 10 minutes/level (D) or 1 day/level (D) if targeting an object.

This spell functions like Polymorph Other, except it has a longer duration and is not limited by creature type. Additionally, you receive a maximum of 75 alterations.

Mutate Self:
Transmutation (Polymorph)

Level: Sor/Wiz8
Duration: 1 hour/level (D)

This spell functions like Polymorph Self, except it has a longer duration, is not limited by creature type, and allows you to choose an altered form with HD equal to up to half again your caster level. Additionally, you receive 15 alterations per caster level, to a maximum of 300 alterations.

Mutate Other:
Transmutation (Polymorph)

Level: Sor/Wiz8, Drd8
Target: Creature Touched, or touched object weighing up to 1,000 pounds per caster level
Duration: 1 hour/level (D) or permanent (D) if targeting an object.

This spell functions like Polymorph Other, except it has a longer duration, is not limited by creature type, and allows you to choose an altered form with HD equal to up to half again your caster level. Additionally, you receive 10 alterations per caster level, to a maximum of 200 alterations.

Shapechange:
Transmutation (Polymorph)

Level: Sor/Wiz9
Components: V, S, M, F
Duration: 1 hour/level (D)

This spell functions like Polymorph Self, except it has a longer duration, is not limited by creature type, and allows you to choose an altered form with HD up to twice your caster level. Additionally, once per round as a free action, you may change the altered form and the division of alterations. You receive 20 alterations per caster level, to a maximum of 600 alterations.

Focus: A jade circlet worth 1,500 gold pieces.

Angelform:
Transmutation (Polymorph) (Good)

Level: Clr6
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You transform into an angelic being. This is a beneficial polymorph effect targeting you. You may take the form of any good outsider with HD up to your caster level. You receive 10 alterations per caster level, to a maximum of 150 alterations.

Material Component: A drop of blood from a good outsider.

Fiendform:
Transmutation (Polymorph) (Evil)

Level: Clr6
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You transform into a fiendish being. This is a beneficial polymorph effect targeting you. You may take the form of any evil outsider with HD up to your caster level. You receive 10 alterations per caster level, to a maximum of 150 alterations.

Material Component: A drop of blood from an evil outsider.

Angelform, Greater:
Transmutation (Polymorph) (Good)

Level: Clr9
Duration: 1 hour/level (D)

This spell functions like Angelform, except the maximum HD is half again your caster level and you receive 15 alterations per caster level, to a maximum of 300 alterations.

Fiendform, Greater:
Transmutation (Polymorph) (Evil)

Level: Clr9
Duration: 1 hour/level (D)

This spell functions like Fiendform, except the maximum HD is half again your caster level and you receive 15 alterations per caster level, to a maximum of 300 alterations.

Alter Self:
Transmutation (Polymorph)

Level: Brd2, Sor/Wiz2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

You transform yourself into another creature. This is a beneficial polymorph effect. The altered form must be the same type as you, and has a maximum HD equal to your caster level. You receive 5 alterations per caster level (max 25 alterations).

Massmorph:
Transmutation (Polymorph)

Level: Sor/Wiz7
Range: Close
Target: 1 creature per two levels, no two of which can be more than 30’ apart.

This spell functions like Polymorph Other, except it targets multiple creatures as shown above.

Massmorph, Greater:
Transmutation (Polymorph)

Level: Sor/Wiz9
Range: Close
Target: 1 creature per two levels, no two of which can be more than 30’ apart.

This spell functions like Metamorph Other, except it targets multiple creatures as shown above.



Wild Shape:


Starting at 5th level, a druid gains the ability to transform itself into an animal and back again. This functions as a beneficial polymorph effect that lasts for one hour per class level. The druid is no longer strictly restricted in size by level (since size adjustments are much less beneficial under these polymorph rules). A druid begins able to use 10 alterations per class level. For each additional type they gain, they get +1 alteration per class level. For each additional size they would normally gain, they get +2 alterations per class level. The druid can assume the form of creatures with HD equal to or less than its own. The type of creatures that the druid can become, its number of uses per day, and its alterations gained, are summarized on the following table:

{table=head]Level|Forms|Alterations
1|None|0
2|None|0
3|None|0
4|None|0
5|Animals 1/day|50 (10/level)
6|Animals 2/day|60 (10/level)
7|Animals 3/day|70 (10/level)
8|Animals 3/day|96 (12/level)
9|Animals 3/day|108 (12/level)
10|Animals 4/day|120 (12/level)
11|Animals 4/day|154 (14/level)
12|Animals or Plants 4/day|180 (15/level)
13|Animals or Plants 4/day|195 (15/level)
14|Animals or Plants 5/day|210 (15/level)
15|Animals or Plants 5/day|255 (17/level)
16|Animals or Plants 5/day, Elementals 1/day|288 (18/level)
17|Animals or Plants 5/day, Elementals 1/day|306 (18/level)
18|Animals or Plants 6/day, Elementals 2/day|324 (18/level)
19|Animals or Plants 6/day, Elementals 2/day|342 (18/level)
20|Animals or Plants 6/day, Elementals 3/day|400 (20/level)
[/table]


Expert Shifter Feat:


Expert Shifter [General]:
You are highly adept at shapechanging effects.

Prerequisites: Ability to change shape through some spell or ability.

Benefit: You get +2 alterations per character level when using any form of polymorph effect.