Re: Five Senses
Posted: Wed May 19, 2004 4:23 am
Huh. I read him exactly the opposite, he's saying Dog Fu is it. You can attack w/ natural weapons, but not iteratively.
Huh. I read him exactly the opposite, he's saying Dog Fu is it. You can attack w/ natural weapons, but not iteratively.
The_Hanged_Man at [unixtime wrote:1084942899[/unixtime]]But he says you can't "combine" them. IF that doesn't mean you can't use natural attacks iteratively, what does it mean?
FrankTrollman at [unixtime wrote:1084942079[/unixtime]]
But he also says that you can use the Wolf's natural weapons at your normal attack routine - which is Dog Fu.
Physical qualities also include natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth).
You can make attacks that are "normal" for you or normal for your assumed form, but you can't combine them.
Skip wrote:The subject also temporarily gains the augmented subtype for its original type. The subject loses any subtypes it has in favor of the assumed form's subtypes. For example, a human turned into a troll gains the giant type and the augmented humanoid subtype.
You get the following:
-- Proficient with the form's natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon the form is described as using.
You get the following:
-- Immunity to acid, cold, and petrification. (Immunity is a natural ability.)
...
You don't get the following:
-- Darkvision out to 60 feet and low-light vision. (Extraordinary special quality.)
-- Resistance to electricity 10 and fire 10. (Extraordinary special quality.)
You don't get the following:
-- Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal). (You usually keep your Intelligence score when changing forms; the baleful polymorph spell can be an exception.)
You get the following:
-- All goblinoids speak Goblin. (You don't suddenly speak Goblin just by changing form.)
-- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. (You don't forget what you know, but a change to humanoid form doesn't get you any armor proficiency that's not listed here.)
You get the following:
-- These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name). (Natural ability, not that you're likely to need it.)
You get the following:
-- Blind, with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. (Natural ability.)
...
You don't get the following:
-- Blindsight (Extraordinary special quality.)
You can't become a swarm by changing form.
Unlike previous versions of the D&D game, the subject's hit points change according to his new Constitution score.
If the subject has a prestige class that depends on an unusable feat, the subject cannot use any features of the class but retains any Hit Dice, base attack, and base save bonuses from the class and also retains weapon and armor proficiencies from the class.
As noted in Part One, extraordinary special attacks or qualities from class levels are primarily a function of the mind.
...
Also as noted in Part One, extraordinary special attacks and qualities are assumed to be largely a function of the body.
...
As noted in Part One, extraordinary special attacks derive largely from the physical body, while extraordinary special qualities prove more subtle.
The subject cannot take the form of any creature with a template, just as with the alter self spell.
The assumed form's size can be anything from Fine to Colossal.
In general, a change from one form that has a humanoid shape to another form that has a humanoid shape leaves all equipment in place and functioning. The subject's equipment changes to match the assumed form. It becomes the appropriate size for the assumed form and it fits the assumed form. The spellcaster can change minor details in your equipment, such as color, surface texture, and decoration.
Some items can fit on just about any kind of body. For example, a ring fits just about any form that has digits of some kind (the limit of two rings applies no matter how many hands or similar appendages a creature has). Likewise, a necklace fits on just about any form that has a neck.
Alignment: Always neutral. (You usually keep your alignment when changing forms; the baleful polymorph spell can be an exception.)
Extraplanar Subtype
You gain this subtype when changing form only when the form you assume would have it. The subtype has no traits, but certain spells and other magical effects work in special ways against extraplanar creatures.