Doctor Despair
2021-11-25, 03:22 PM
A few threads recently have referenced the Master of Flies prc, and so my curiosity led me to look at them, and I've ended up with more questions than I started with. First, two similar abilities are present in the Master of Vipers (Serpent Kingdoms) and Vermin Keeper (Underdark):
Swarm Shape (Su): When the master of vipers reaches 9th level, his alternate form ability expands to allow the form of a viper swarm (see Fiend Folio page 172). This ability enables the master of vipers to move through tiny holes where a foe cannot follow, as well as attack as a swarm.
Swarm Form (Su): At 10th level, a vermin keeper can use his wild shape to assume the form of any vermin swarm (any swarm whose constituent creatures are of the vermin type).
These prcs use alternate form and wildshape (which is keyed off of alternate form) respectively, and both of which therefore specifically do not gain their new form's subtype or special qualities. You'd become a swarm with no swarm traits, however that would work. Now, however, the prc in question functions a little differently (and much more verbosely). The Master of Flies (Savage Species) gains:
Swarm Shape (Su): Beginning at 2nd level, a master of flies can take the form of a swarm of vicious little vermin and return to her own form. This effect is similar to that of a summon swarm spell, except that the swarm is of the same size category as the caster (and it has the same face statistic as the caster). The master of flies can choose the type of vermin from the table above. In swarm shape, she can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor maneuverability).
The swarm has the same number of hit points as the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by gust of wind, for example), the master of flies must return to her own shape. To do so, the dispersed creatures must first coalesce (at the swarm's speed); the master of flies must take a standard action on the following round to transform.
A master of flies can use this ability once per day at 2nd level and more times per day at 3rd, 4th, 6th, 7th, and 9th level, as shown on Table 7—3: The Master of Flies.
At 5th level, a master of flies is able to take the shape of a swarm identical to that produced by an insect plague spell, except that the swarm can be no more than one size larger than the master of flies (you can choose the face if more than one is available). This swarm can move at half the master of flies' normal speed and can fly at the same speed (clumsy maneuverability).
At 8th level, a master of flies is able to take the shape of a swarm identical to that produced by a creeping doom spell, except that the swarm can be no more than two size categories larger than the master of flies (you can choose the face statistic if more than one is possible). This mass of vermin can only move at 10 feet per round and cannot fly.
In all other respects, the swarm shape ability is identical to the druid's wild shape ability (see Chapter 3 of the Player's Handbook).
This ability is also based on wild shape, but is ALSO based on these various spells that summon swarms. That initiates some confusion on its own. The qualities that are distinct from wildshape are:
The effect functions as Summon Swarm
The swarm is the same size as the caster
The swarm has the same "face statistic" as the caster
The swarm's speed is 15, or 45 (poor maneuverability)
The swarm's hp is equal to yours at the time of casting
The swarm can be damaged by fire and AOE effects
The swarm can be dispersed (such as by wind)
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component
A square of red cloth.
So as nothing contradicted the spell effect in the Swarm Shape ability, you attack and pursue all creatures and lose control over how and where you move. However, it seems somewhat explicit (based on how it needs to specify that you take damage from fire and AOEs) that you gain all the physical qualities of the swarm except as noted. This presumably at least includes swarm traits. Unfortunately, it looks like the ability would last for concentration + 2 rounds, so you'll need to work around losing concentration.
I'm not sure what a "face statistic" is. Skills/bab/saves/etc? Regardless, everything not specified is as wildshape:
At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
So we lose the ability to speak (and therefore cast spells unless they lack verbal components, we use Silent Spell, or we use Surrogate Spellcasting. Our gear melds when we change form. Using the ability is a standard that doesn't trigger AOOs. Apart from this, it functions as Alternate Form. Man, what a rabbit hole this ability sends you down.
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. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, and does not regain any hit points for changing its form. 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) movement modes, and extraordinary special attacks of its original form.
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 supernatural 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.
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 its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
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 viceversa.) Gear returns to normal size if dropped
So it appears you'd get a +10 to disguise to appear as a swarm, but true seeing foils it.
You retains your type and subtype, and gain the aquatic subtype if relevant. This may be a rare situation where you would have two creature types (e.g., you gain the appropriate vermin/animal type corresponding to your swarm, as it functions as the summon X line, but don't have any mechanism making you lose your old type). You presumably gain the swarm subtype, as creatures explicitly can have more than one subtype.
If killed, you revert to your natural form
If it weren't already apparent, you cannot become a templated swarm
You lose your natural weapons, natural armor, movement modes, and physical ability scores. You also lose Ex special attacks if they aren't from class levels. You also lose breath attacks and gaze attacks.
You gain the swarm's natural weapons, natural armor, movement modes, Ex special attacks, and physical scores. A lot of this may be redundant to the abilities' "functions as Summon Swarm" line.
You retain your original forms SLAs, SuAs, special qualities, and ability to cast spells (that you can use in spite of your lack of speech).
You retain a number of game statistics of your original form. Would these be the "face stats" referred to in the earlier ability? If so, this comment may he redundant.
Then, at MoF 5, your ability models after Insect Plague:
Conjuration (Summoning)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
You are larger, your speed improves, and you must remain stationary (rendering thr speed somewhat moot). Worse, though, is the duration, which is now 1 min/level instead of concentration. Technically, you could become TWO swarms here though, which raises some issues. As two swarms, are you entitled to two sets of actions? Does that mean you can take two full-round actions, or cast two spells?
Then, at level 8, the MoF ability modifies to emulate Creeping Doom:
Conjuration (Summoning)
Level: Drd 7
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).
The duration is still capped to 1 min/level sadly, but unlike Insect Plague, we can actually move! We may only be able to move as a standard action (ugh), but it's something. Once again, we can become multiple creatures (three in this case). Does this triple our action economy for a while? Maybe.
So I suppose I'll conclude with my lasting questions:
Am I interpreting these interactions correctly?
What are "face stats"?
Does being two or three swarms allow you two or three sets of actions for the round?
Swarm Shape (Su): When the master of vipers reaches 9th level, his alternate form ability expands to allow the form of a viper swarm (see Fiend Folio page 172). This ability enables the master of vipers to move through tiny holes where a foe cannot follow, as well as attack as a swarm.
Swarm Form (Su): At 10th level, a vermin keeper can use his wild shape to assume the form of any vermin swarm (any swarm whose constituent creatures are of the vermin type).
These prcs use alternate form and wildshape (which is keyed off of alternate form) respectively, and both of which therefore specifically do not gain their new form's subtype or special qualities. You'd become a swarm with no swarm traits, however that would work. Now, however, the prc in question functions a little differently (and much more verbosely). The Master of Flies (Savage Species) gains:
Swarm Shape (Su): Beginning at 2nd level, a master of flies can take the form of a swarm of vicious little vermin and return to her own form. This effect is similar to that of a summon swarm spell, except that the swarm is of the same size category as the caster (and it has the same face statistic as the caster). The master of flies can choose the type of vermin from the table above. In swarm shape, she can move at a speed of 15 feet, or up to 45 feet if the swarm flies (poor maneuverability).
The swarm has the same number of hit points as the original creature and can be damaged by fire and area-effect spells and abilities. If the swarm is dispersed (by gust of wind, for example), the master of flies must return to her own shape. To do so, the dispersed creatures must first coalesce (at the swarm's speed); the master of flies must take a standard action on the following round to transform.
A master of flies can use this ability once per day at 2nd level and more times per day at 3rd, 4th, 6th, 7th, and 9th level, as shown on Table 7—3: The Master of Flies.
At 5th level, a master of flies is able to take the shape of a swarm identical to that produced by an insect plague spell, except that the swarm can be no more than one size larger than the master of flies (you can choose the face if more than one is available). This swarm can move at half the master of flies' normal speed and can fly at the same speed (clumsy maneuverability).
At 8th level, a master of flies is able to take the shape of a swarm identical to that produced by a creeping doom spell, except that the swarm can be no more than two size categories larger than the master of flies (you can choose the face statistic if more than one is possible). This mass of vermin can only move at 10 feet per round and cannot fly.
In all other respects, the swarm shape ability is identical to the druid's wild shape ability (see Chapter 3 of the Player's Handbook).
This ability is also based on wild shape, but is ALSO based on these various spells that summon swarms. That initiates some confusion on its own. The qualities that are distinct from wildshape are:
The effect functions as Summon Swarm
The swarm is the same size as the caster
The swarm has the same "face statistic" as the caster
The swarm's speed is 15, or 45 (poor maneuverability)
The swarm's hp is equal to yours at the time of casting
The swarm can be damaged by fire and AOE effects
The swarm can be dispersed (such as by wind)
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component
A square of red cloth.
So as nothing contradicted the spell effect in the Swarm Shape ability, you attack and pursue all creatures and lose control over how and where you move. However, it seems somewhat explicit (based on how it needs to specify that you take damage from fire and AOEs) that you gain all the physical qualities of the swarm except as noted. This presumably at least includes swarm traits. Unfortunately, it looks like the ability would last for concentration + 2 rounds, so you'll need to work around losing concentration.
I'm not sure what a "face statistic" is. Skills/bab/saves/etc? Regardless, everything not specified is as wildshape:
At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
So we lose the ability to speak (and therefore cast spells unless they lack verbal components, we use Silent Spell, or we use Surrogate Spellcasting. Our gear melds when we change form. Using the ability is a standard that doesn't trigger AOOs. Apart from this, it functions as Alternate Form. Man, what a rabbit hole this ability sends you down.
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. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, and does not regain any hit points for changing its form. 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) movement modes, and extraordinary special attacks of its original form.
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 supernatural 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.
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 its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
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 viceversa.) Gear returns to normal size if dropped
So it appears you'd get a +10 to disguise to appear as a swarm, but true seeing foils it.
You retains your type and subtype, and gain the aquatic subtype if relevant. This may be a rare situation where you would have two creature types (e.g., you gain the appropriate vermin/animal type corresponding to your swarm, as it functions as the summon X line, but don't have any mechanism making you lose your old type). You presumably gain the swarm subtype, as creatures explicitly can have more than one subtype.
If killed, you revert to your natural form
If it weren't already apparent, you cannot become a templated swarm
You lose your natural weapons, natural armor, movement modes, and physical ability scores. You also lose Ex special attacks if they aren't from class levels. You also lose breath attacks and gaze attacks.
You gain the swarm's natural weapons, natural armor, movement modes, Ex special attacks, and physical scores. A lot of this may be redundant to the abilities' "functions as Summon Swarm" line.
You retain your original forms SLAs, SuAs, special qualities, and ability to cast spells (that you can use in spite of your lack of speech).
You retain a number of game statistics of your original form. Would these be the "face stats" referred to in the earlier ability? If so, this comment may he redundant.
Then, at MoF 5, your ability models after Insect Plague:
Conjuration (Summoning)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
You are larger, your speed improves, and you must remain stationary (rendering thr speed somewhat moot). Worse, though, is the duration, which is now 1 min/level instead of concentration. Technically, you could become TWO swarms here though, which raises some issues. As two swarms, are you entitled to two sets of actions? Does that mean you can take two full-round actions, or cast two spells?
Then, at level 8, the MoF ability modifies to emulate Creeping Doom:
Conjuration (Summoning)
Level: Drd 7
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).
The duration is still capped to 1 min/level sadly, but unlike Insect Plague, we can actually move! We may only be able to move as a standard action (ugh), but it's something. Once again, we can become multiple creatures (three in this case). Does this triple our action economy for a while? Maybe.
So I suppose I'll conclude with my lasting questions:
Am I interpreting these interactions correctly?
What are "face stats"?
Does being two or three swarms allow you two or three sets of actions for the round?