Discussion:
Shapechange Faq
(too old to reply)
Justisaur
2003-10-24 00:35:51 UTC
Permalink
I made this up since no one wanted to answer my questions. Now tear
apart my assumptions please.

v3.5 Errata'd Shapechange FAQ (unofficial, by Justisaur):

Do I use my Cha Mod for a creature's powers with a DC based on Cha?
Yes, your Cha has not changed.

Do I use my HD for a creature's powers based on HD? No, You turn into
the creature as listed, not with additional HD and the ability scores,
etc granted by that.

Can I add or use my caster level instead of it's normal one on a
creature's powers? No, unless it says "as a *insert your class here*"
then you may substitute your own caster level.

Do abilities that have duration persist after I change out of the form
that started it? Yes & No. If the ability is affecting someone else
such as a beholder's slow it has become separate from the creatures and
continues. If the ability is affecting the creature, it does not as
that is inherent to the creature.

Do abilities that have no duration persist after I change out of the
form that granted it? No. Effects created by those abilities persist
however.

Can I turn into a creature with a template? No, see Alter Self. Alter
Self does not allow creatures with templates, Polymorph acts as Alter
Self, Shapechange acts as Polymorph.

Do I get equipment that is standard for a creature? No

What if that equipment is listed as a supernatural or extraordinary
ability? No, you turn into the creature, not it's equipment.

What does "Familiar" mean for what shapes I can turn into? That's up to
your DM, but a reasonable interpretation is anything you have fought, or
summoned or created. Knowledge (the planes) should let you become
familiar with any extraplanar creatures on a successful check against a
DC = 20 + HD. Likewise, knowledge (dungeoneering) for aberrations &
oozes; knowledge (religion) for undead; knowledge (arcana) for dragons,
magical beasts & constructs; knowledge (nature) for animals, plants,
vermin, fey, giants & monstrous humanoids; knowledge (local) for
humanoids. While a simpl knowledge (the planes) DC 10 + HD should allow
you to know enough to cast planar binding and become familiar with an
extraplanar being.

What are some good forms to turn into? I've marked these from the 3.5
monster manual rating from one + to five, depending on how useful I
think they are, and pertinent abilities:
++++ Aboleth: Enslave (any living creature, as dominate person),
Aquatic, Slime & Mucus Cloud 8 HD. Purpose- Enslave
++ Achaierai: (Polymorphable) Black cloud (PBAE damage & Insanity 7th
lv). 50' move. 6 HD Familiarity: Planes. Purpose- Unavoidable Damage/
Insanity.
Angels: Tongues, Protective Aura (magic circle against evil, lesser
globe of invulnerability) resist fire & electricity 10, Immune to acid,
cold & petrifaction, Familiarity: Planes
+++ Angel, Planetar: HD 17. 90' fly, 25 str, DR 10/evil, SR 30,
Regeneration 10/evil, AC 19 natural,. Purpose- Denfensive Fighting.
++++ Angel, Solar: fly 150' DR 15/evil/epic, Regen 15/evil, 28 Str, 21
nAC, SR 32, HD 22. Purpose- Defensive Fighting.
Archons: Aura of Menace (like curse), Immune to electricity &
petrification, Magic Circle Against Evil, Teleport, Tonges.
++++ Hound Archon: Scent, SR 16, 9 nAC, DR 10/evil. Purpose - Teleport
+ Assassin Vine: 4hd, Blindsight, Camouflage, Purpose- Blindsight 30'
+++++ Beholder: 11 HD, Eye rays: Charm person/monster, Disintegrate,
Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep,
Slow, Telekinesis, Antimagic Cone. Fly 20' nAC 15, Can't be flanked.
Purpose: 3 "rays" per round/ anti-magic cone/ Charming (best for
sorcerers)
+ Carrion Crawler: 8 paralysis attacks. Purpose - paralyze (not likely
to work due to low DC, but large # of attacks always make the
possibility of a 1)
++++ Choker: Improved Grab, Constrict, Speed 20' 10' climb, Quickness.
HD 3 Purpose - Quickness (gets extra standard action, gives ability to
cast 2 spells) (unsure if casting is possible in this form).
++ Cloaker: Moan (fear/paralysis effects), Engulf, Shadow Shift (mirror
image, concealment or silent image) HD 6. Purpose: Mirror Image.
+ Couatl: Ethereal Jaunt, Telepathy, Poison, 60' fly. 9 HD. Purpose:
Ethereal Jaunt.
++ Delver: 15 HD, +15 nAC, Immune to acid, Stone Shape, Burrow,
Corrosive Slime (damage, dissolves armor & weapons). Purpose: Stone
Shape/Destroy opponents weapons & armor
Demons: Immunity to electricity & poison, resist acid, cold & fire.
+ Demon, Babau: 7 HD, 2d6 Sneak Attack (Polymorphable), Slime, DR10/cold
iron/good. SR 14, telepathy 100', Str 21. +8 on Hide, Search, Listen,
Move Silently Purpose: Sneak Attack / Searching.
++++ Demon, Balor: 20 HD, 90' fly, 19 nAC, SR28, Str 35, DR 15/cold iron
or good, True Sight, Death Throes (100pt ae), Flaming Body (damage
shield). Purpose: True Sight/General Fighting, Suicide Fire Bombing.
++ Demon, Bebilith: 12 HD, DR 10/good, plane shift, scent, teleptathy
100', Rend Armor, Web, Poison 1d6/2d6 Con (Polymorphable). Purpose:
Nasty Poison, destroy armor Plane Shift.
++ Demon, Glabrezu: 12 HD, DR 10/good, SR 21, 19 nAC, Improved Grab,
Telepathy, 31 Str, True Sight. Purpose: True Sight/General Fighting.
++ Demon, Marilith: 16 HD, DR 10/good & cold Iron, 16 nAC, Improved
Grab, Telepathy, 29 Str, Constrict. Purpose: 5 Extra HTH Attacks.
+ Retriever: 10 HD, Eye Ray (12d6 or flesh to stone) usable with a
physical attack. Improved Grab, Fast Healing 5. Purpose: Extra magic
attack, healing.
+ Destrichan: 8 HD, 100' Blindsight, Destructive Harmonics. Purpose:
Blindsight
Devil: Immunity to fire & poison, resist acid & cold. See in Darkness,
Telepathy.
+ Khyton: 8 HD, DR 5, Regen 2/ silver or good, SR 18, Dancing Chains, +8
craft with metal. Purpose: Metalworking check or fighting chain
wielders.
+++ Devil, Horned: 15 HD, DR 10 Regen 5/ good & silver, +19 nAC, 31 Str,
SR 28, Infernal Wound. Purpose: General/Darkness Fighting.
+++++ Devil, Pit Fiend: 18 HD, DR 15 Regen 5/good & silver, +23 nAC, 37
Str, SR 32, Constrict, Disease, Fear Aura, Poison (d6 Con/Death).
Darkness/General Fighting, Str.
++ Dragons: 150'+ Flight, Blindsense 60', Keen Sight (120'), Breath
Weapon. Purpose: Fastest Flight at high HD, General Fighting,
Impressing people.
Blue Dragon: Sound Imitation
White Dragon: Icewalking
Bronze Dragon: Repulsion breath
Copper Dragon: Slow breath
Gold Dragon: best AC, Str, etc. of the dragons, str damage breath.
Silver Dragon: paralyzing breath, Cloudwalking.
+++ Dragon Turtle: 12 HD, Capsize, 12d6 Steam Breath Weapon, Snatch,
Immune to Fire Sleep & Poison, +17 nAC. Purpose: Capsize/Aquatic
Fighting.
++ Eladrin, Ghaele: HD 10, Fly 150' (perfect), DR 10/cold iron & evil,
SR 28, Incorporeal, Light Rays (2d12 ignores all DR), Gaze (destroys 5
hd or less evil creatures, fears higher), . Protective Aura Purpose:
Destroy low lv evil, Do damage while incorporeal, Best Flight.
++ Earth Elemental: Earth Glide (20-30' burrow, no tunnel).
+ Ettin: 10 HD, Superior Two weapon fighting (no penalties,
Polymorphable)
++++ Formian Taskmaster: HD 6, Dominate Monster (only up to large, max 4
creatures, cannot affect creatures that have saved within 24 hours).
+++ Giant, Cloud: 17 HD, Rock Catching, Rock Throwing, Oversized Weapon
(can use Gargantuan Weapons), Scent, 35 Str, 12 nAC. Purpose Gargantuan
Weapon Fighting, Str, Distant Ranged Combat.
+++ Giant, Storm: 19 HD, Rock Catching, Rock Throwing, 39 Str, Water
Breathing, +8 Swim. Purpose: Freedom of Movement, Underwater Fighting,
Str.
++ Frost Worm 14 HD, Trill (paralyze PBAoE), Breath Weapon (15d6 cold),
Cold (d8 damage shield), Death Throes (20d6 cold/physical ae when
dies). Purpose - fighting Cold vulnerable, Suicide Cold Bombing.
++ Clay Golem: 11 HD, DR 10/adamantine & bludgeoning, Immune to Magic,
Berzerk, Cursed Wound, Haste, Acid heals (Polymorphable except for
Haste). Purpose: Prevent Healing, Dangerous to assume form due to
berserk though, No verbal/somatic compoenents while in form
+++ Stone Golem: 14 HD, DR 10/adamantine, Immune to Magic, Slow
(Polymorphable except for slow). Purpose: Slow, Good hard to overcome
DR, fighting magic. No verbal/somatic components while in form
++++ Iron Golem: 18 HD, DR 15/adamantine, Immune to Magic, Breath
weapon: (free action! d4/3d4 Con), Fire heals, Str 33. Purpose: Weapon
Fighting, Hard DR, Fighting Fire/Magic. No verbal/somatic compoenents
while in form.
++ Grimlock: 2 HD, Blindsight 40' (Polymorphable), +10 Hide. Purpose:
Only humanoid (that can cast spells) with Blindsight.
Guardinals: Immune to Electricity & Petrification, Resist Cold & Sonic &
Poison, Lay on Hands (Up to total HP per day), Speak with animals.
+ Gaurdinal, Avoral: 90' flight. 7 HD, +8 spot, True Seeing, Fear Aura,
DR 10/evil or silver, SR 25. Purpose: Spot, Heal.
++ Guardinal, Leonal: 12 HD, Pounce, Rake, Improved Grab, 27 Str, Roar
(Holy Word + 2d6 sonic), Protective Aura, DR 10/evil or silver.
Purpose: Holy Word, Heal.
++ Sea Hag: 3 HD, Evil Eye(Stunned for 3 days/death), Horrific
Appearance (2d6 Str drain, just looking at it).
+ Harpy: Captivating Song (300' radius charm)
++++ Hydra: Fast Healing 22, Breath Weapon (3d6 fire or cold each head
on pyro or cryo hyrdra) (Polymorphable). Purpose: Best Fast Healing,
Lots of attacks, up to 36d6 breath weapons.
+++++ Inevitable, Kolyarut: 13 HD, Vampiric Touch (iterative, 5d6),
Enveration Ray, DR 10/chaotic, Fast Healing 5, SR 22, +4 Disguise,
Gather Information, & Sense Motive, Construct. Purpose: Gain Temporary
HP, Drain Enemies. (at 20th w/ haste & tensor's transformation do up to
25d6 vampiric touching a round)
++++ Inevitable, Marut: 15 HD, Str 35, 16 nAC, fists of thunder &
lightning (3d6 sonic & electricity damage on slam), Fast Healing 10 & DR
15/chaotic, SR 25, +4 concentration, spot & listen, Construct. Purpose:
Str, General Fighting while healing, spellcasting with concentration
checks.
++ Invisible Stalker: 8 HD, 30' fly, Natural Invisibility, Improved
tracking. (unsure if casting is possible in this form).
+ Medusa: 6 HD, Petrifaction Gaze, Poison.
++ Mind Flayer: 8 HD, Mind Blast (3d4 rounds stun), Improved Grab,
Extract(removes brain), SR 25, 100' telepathy. Purpose: Mind Blast
+ Mohrg: 14 HD, Undead, Paralyze, Improved Grab, Create Spawn. Purpose:
Create Spawn
++++ Nightcrawler: 25 HD, Undead, Summon Undead, Improved Grab, Swallow
Whole, Energy drain, Poison (2d6 Str), 48 Str, Burrow 60', 29 nAC,
Desecrating Aura (Desecrate 20'), DR 15/silver or magic, SR 31,
Tremorsense 60'. Purpose: Summon Undead, Str, Poison, Burrowing,
General Fighting - no arms.
++++ Nightwalker: 21 HD, Undead, Summon Undead, Crush Item, Evil Gaze
(Paralysis), 38 Str, DR 15/Silver or magic, SR 29, telepathy 100'.
Purpose: Str, General Fighting, Paralyze, Summon Undead.
+++ Nightwing: 17 HD, Summon Undead.
+ Nymph: 6 HD, Blinding Beauty, Stunning Glance, DR 10/Cold Iron, Wild
Empathy +6, Unearthly Grace (add Cha to all saves & AC). Purpose:
Unearthly Grace, Wild Empathy.
+ Purple Worm: 16 HD, 35 Str, Improved Grab, Swallow Whole, Poison. 20'
burrow Purpose Str, tremorsense, burrow.
+ Rakasha: 7 HD, DR 15/good & piercing, SR 27. Purpose: Detect
Thoughts.
++ Ravid: 3 HD, Animate Objects.
+ Rust Monster: 5 HD, Rust (Polymorphable)
+ Greater Shadow: 9 HD, Incorporeal Undead, Str Drain, Create Spawn.
Purpose: Create Spawn.
+ Death Slaad: 15 HD, DR 10/lawful, Fast Healing 5, Immunity to sonic,
telepathy, Str 21, Stun. Fighting sonic using creatures.
+ Spectre 7 HD, Incorporeal Undead, Energy Drain, Create Spawn.
Purpose: Create Spawn.
++ Spider Eater: 4 HD, Freedom of Movement
++++ Titan: 20 HD, 19 nAC, DR 15/lawful, SR 32 Str 43, Oversized Weapon
(Gargantuan with no penalty). Purpose: Highest Str humanoid.
+ Treant: 7 HD, DR 10/slashing, 29 Str, Double Damage Against Objects,
Trample (Polymorphable). Purpose - Breaking things.
++++ Vampire Spawn: 4 HD, Undead, Blood Drain (d4 con), Dominate person,
Energy Drain, DR 5/Silver, Fast Healing 2, Gaseous Form, Spider Climb,
+4 Bluff, Hide, Listen, Move Silently, Sense Motive, Search, Spot.
Purpose: Dominate.
+ Wight: 4 HD, Undead, Energy Drain, Create Spawn.
++ Will oWisp: 9 HD, 50' fly, natural invisibility, immune to magic
(Polymorphable).
+ Wraith: 5 HD, Incorporeal Undead, Con Drain, Create Spawn.
+ Wyvern: 7 HD, Improved Grab, Poison(2d6/2d6 Con) (Polymorphable).
++ Ythrak: 12 HD, Blindsight 120', 60' Fly, Sonic lance (6d6 sonic),
Immune to gazes. Purpose: Best blindsight, fighting gaze creatues.
I think the Kolyarut is the nastiest use of Shapechange if you have
tensor's transformation, doing lots of damage & gaining temporary HP
while you are in the form. Any of the undead can be used to create an
army of them; however controlling them after you change or shapechange
expires could be difficult. Along the same lines the Formian
Taskmaster, Aboleth & Vampire Spawn are great for forming your army of
dominated monsters. The Beholder would be terrible in the hands of a
Sorcerer being able to disintegrate, finger of death & charm monster
every round while keeping something in an anti-magic field. The choker
is great for a wizard who wants to cast 2 spells a round. The
Guardinals are great for healing up HP in a hurry, and the Hydra is best
for fighting while healing. If you are fighting spell casters or
heavily magical creatures turn into a golem for immunity to magic.
There is also a variety of spells & skills available, from teleport from
the Archons to a lowly +2 to Craft trapmaking from kobolds
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Chris Christian
2003-10-24 17:53:45 UTC
Permalink
I do not believe that Wild Shape allows Constructs as a viable form.

Jester
Matthew Miller
2003-10-24 19:02:53 UTC
Permalink
Post by Chris Christian
I do not believe that Wild Shape allows Constructs as a viable form.
Wild shape only allows Animals. But no one said anything about Wild Shape
-- it's got nothing to do with Shapechange, the 9th-level spell.
--
Matthew Miller ***@mattdm.org <http://www.mattdm.org/>
Boston University Linux ------> <http://linux.bu.edu/>
David Alex Lamb
2003-10-28 19:24:47 UTC
Permalink
Post by Justisaur
I made this up since no one wanted to answer my questions. Now tear
apart my assumptions please.
The most unfortunate assumption seems to be that people would make substantive
comments; I've watched this thread for several days and haven't seen much
activity. Anyway, I've saved away your FAQ for future reference.

Do you intend to put it up on a Web page somewhere?
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
Justisaur
2003-10-30 21:30:59 UTC
Permalink
Post by David Alex Lamb
Post by Justisaur
I made this up since no one wanted to answer my questions. Now tear
apart my assumptions please.
The most unfortunate assumption seems to be that people would make substantive
comments; I've watched this thread for several days and haven't seen much
activity. Anyway, I've saved away your FAQ for future reference.
Do you intend to put it up on a Web page somewhere?
Yes on my web page in my sig... Just haven't got around to it yet, and
was still thinking on some of my assumptions. In the 9th lv spell
questions thread MSB gave me some things to think on, and changed my
view on a couple premises.
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Michael Scott Brown
2003-10-31 02:39:09 UTC
Permalink
Post by Justisaur
Yes on my web page in my sig... Just haven't got around to it yet, and
was still thinking on some of my assumptions. In the 9th lv spell
questions thread MSB gave me some things to think on, and changed my
view on a couple premises.
And I didn't even have to yell!

-Michael
Justisaur
2003-10-31 20:48:46 UTC
Permalink
Post by Michael Scott Brown
Post by Justisaur
Yes on my web page in my sig... Just haven't got around to it yet, and
was still thinking on some of my assumptions. In the 9th lv spell
questions thread MSB gave me some things to think on, and changed my
view on a couple premises.
And I didn't even have to yell!
Some of us aren't quite as dense as others around here.
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Michael Scott Brown
2003-10-31 21:24:54 UTC
Permalink
Post by Justisaur
Post by Michael Scott Brown
And I didn't even have to yell!
Some of us aren't quite as dense as others around here.
<swoon> Thank the gods.

-Michael
Justisaur
2003-11-04 00:37:22 UTC
Permalink
I think I've got it ironed out. Any wording changes (still seems a
little clunky to me) or arguments welcome.

v3.5 Errata'd Core Shapechange FAQ (unofficial, by Justisaur):

Do I use my Cha Mod for a creature's powers with a DC based on Cha?
Yes, your Cha has not changed.

Do I use my HD for a creature's powers based on HD? No, You turn into
the creature as listed, not with additional HD and the ability scores,
etc granted by that.

Can I turn into a creature that is advanced in HD? No, You turn into a
typical version of the creature.

Can I add or use my caster level instead of it's normal one on a
creature's powers? No, It's the creature's power.

Can I turn into a creature with a template? No, see Alter Self. Alter
Self does not allow creatures with templates, Polymorph acts as Alter
Self, Shapechange acts as Polymorph.

Do abilities persist after I change out of the form that started it?
Yes & No. If the ability is inherent to the creature it does not
persist. Examples include Barghest HD from it's feed ability, Con from
Shambling mounds, the Enslave ability of an Aboleth, and Protective Aura
from angels. Abilities that are similar to spells usually with a caster
level, such as Astral Projection from a Nightmare, Haste from a Clay
Golem, or poison persist. There's no black and white way to tell what
powers persist and what don't. Use good judgment.

Do abilities that have a reuse time reset if I change form to a
different creature then back? No, changing from a red dragon that just
breathed to something else then back to a red dragon does not reset the
reuse time on the red dragon's breath. As a red dragon you just
breathed 2 rounds ago, you must wait until the time is up to use it
again. Turning into a different type of dragon would not need to wait
to use its breath. For instance you breathe as a red dragon, turn into
a blue dragon, you may then use the blue dragon's breath weapon.

If I die in shapechanged form do I turn back into my natural form? Yes.

Do I get equipment that is standard for a creature? No

What if that equipment is listed as a supernatural or extraordinary
ability? Yes, however those items are transformed items of your own (if
you have any of the appropriate type) and their new powers are dependant
on the creature, and loose them as soon as separated. As well they
return to their original form at the end of the spell's duration.
Example- You turn into a Balor, A Balor's Vorpal sword is a supernatural
ability. You have a wand in hand. Your wand turns into this vorpal
sword. If you dropped the sword it becomes a non-magical sword, until
you pick it up again in balor form, or you pick it up and transform into
something else that can hold a wand, or the spell ends in which case it
will turn back into a wand.

Do parts separated from me turn back to what they were naturally after
the spell ends? Yes, although they do not turn back until the spell
ends, unless they are somehow reattached. Poisoning however is
considered an effect and does not end when the spell ends.

What does "Familiar" mean for what shapes I can turn into? Anything you
have fought, summoned, created, or interacted with. Knowledge (the
planes) will let you become familiar with any extraplanar creatures on a
successful check against a DC = 20 + HD. Likewise, knowledge
(dungeoneering) for aberrations & oozes; knowledge (religion) for
undead; knowledge (arcana) for dragons, magical beasts & constructs;
knowledge (nature) for animals, plants, vermin, fey, giants & monstrous
humanoids; knowledge (local) for humanoids. While a simple knowledge
(the planes) DC 10 + HD will allow you to know enough to cast planar
binding and become familiar with an extraplanar being.

What are some good forms to turn into?

I think the Kolyarut is the nastiest use of Shapechange if you have
tensor's transformation, doing lots of damage & gaining temporary HP
while you are in the form. Any of the undead can be used to create an
army of them; however controlling them after you change or shapechange
expires could be difficult. Along the same lines the Formian
Taskmaster, Aboleth & Vampire Spawn are great for forming your army of
dominated monsters. The Beholder would be terrible in the hands of a
Sorcerer being able to disintegrate, finger of death & charm monster
every round while keeping something in an anti-magic field. The choker
is great for a wizard who wants to cast 2 spells a round. The
Guardinals are great for healing up either your or another's HP in a
hurry, and the Hydra is best for fighting while healing yourself. If
you are fighting spell casters or heavily magical creatures turn into a
golem for immunity to magic. General wandering around not knowing
what's coming the best Angel you can get or a Pit Fiend are best. If
you are high enough, and fighting anything with a head a Balor may be
useful. There are also a variety of spells & skills available, from a
9th lv spell Astral Projection from the Nightmare to a lowly +2 to Craft
trapmaking from kobolds.


I've marked these from the 3.5 monster manual rating from one + to five,
depending on how useful I think they are, and pertinent abilities:

++ Aboleth: Enslave (any living creature, as dominate person), Aquatic,
Slime & Mucus Cloud 8 HD. Purpose- Enslave (only continues while in
shape)

++ Achaierai: (Polymorphable) Black cloud (PBAE damage & Insanity 7th
lv). 50' move. 6 HD Familiarity: Planes. Purpose- Unavoidable Damage/
Insanity.

Angels: Tongues, Protective Aura (magic circle against evil, lesser
globe of invulnerability) resist fire & electricity 10, Immune to acid,
cold & petrifaction, Familiarity: Planes

+++ Angel, Planetar: HD 17. 90' fly, 25 str, DR 10/evil, SR 30,
Regeneration 10/evil, AC 19 natural,. Purpose- Denfensive Fighting.

++++ Angel, Solar: fly 150' DR 15/evil/epic, Regen 15/evil, 28 Str, 21
nAC, SR 32, HD 22. Purpose- Defensive Fighting.

Archons: Aura of Menace (like curse), Immune to electricity &
petrification, Magic Circle Against Evil, Teleport, Tonges.

++++ Hound Archon: Scent, SR 16, 9 nAC, DR 10/evil. Purpose - Teleport

+ Assassin Vine: 4hd, Blindsight, Camouflage, Purpose- Blindsight 30'

+++++ Beholder: 11 HD, Eye rays: Charm person/monster, Disintegrate,
Fear, Finger of Death, Flesh to Stone, Inflict Moderate Wounds, Sleep,
Slow, Telekinesis, Antimagic Cone. Fly 20' nAC 15, Can't be flanked.
Purpose: 3 "rays" per round/ anti-magic cone/ Charming (best for
sorcerers)

+ Carrion Crawler: 8 paralysis attacks. Purpose - paralyze (not likely
to work due to low DC, but large # of attacks always make the
possibility of a 1)

++++ Choker: Improved Grab, Constrict, Speed 20' 10' climb, Quickness.
HD 3 Purpose - Quickness (gets extra standard action, gives ability to
cast 2 spells) (unsure if casting is possible in this form).

++ Cloaker: Moan (fear/paralysis effects), Engulf, Shadow Shift (mirror
image, concealment or silent image) HD 6. Purpose: Mirror Image.

+ Couatl: Ethereal Jaunt, Telepathy, Poison, 60' fly. 9 HD. Purpose:
Ethereal Jaunt.

++ Delver: 15 HD, +15 nAC, Immune to acid, Stone Shape, Burrow,
Corrosive Slime (damage, dissolves armor & weapons). Purpose: Stone
Shape/Destroy opponents weapons & armor

Demons: Immunity to electricity & poison, resist acid, cold & fire.

+ Demon, Babau: 7 HD, 2d6 Sneak Attack (Polymorphable), Slime, DR10/cold
iron/good. SR 14, telepathy 100', Str 21. +8 on Hide, Search, Listen,
Move Silently Purpose: Sneak Attack / Searching.

++++ Demon, Balor: 20 HD, 90' fly, 19 nAC, SR28, Str 35, DR 15/cold iron
or good, True Sight, Death Throes (100pt ae), Flaming Body (damage
shield), Vorpal Sword. Purpose: True Sight/General Fighting, Fighting
things with heads, Suicide Fire Bombing.

++ Demon, Bebilith: 12 HD, DR 10/good, plane shift, scent, teleptathy
100', Rend Armor, Web, Poison 1d6/2d6 Con (Polymorphable). Purpose:
Nasty Poison, destroy armor Plane Shift.

++ Demon, Glabrezu: 12 HD, DR 10/good, SR 21, 19 nAC, Improved Grab,
Telepathy, 31 Str, True Sight. Purpose: True Sight/General Fighting.

++ Demon, Marilith: 16 HD, DR 10/good & cold Iron, 16 nAC, Improved
Grab, Telepathy, 29 Str, Constrict. Purpose: 5 Extra HTH Attacks.

+ Retriever: 10 HD, Eye Ray (12d6 or flesh to stone) usable with a
physical attack. Improved Grab, Fast Healing 5. Purpose: Extra magic
attack, healing.

+ Destrichan: 8 HD, 100' Blindsight, Destructive Harmonics. Purpose:
Blindsight
Devil: Immunity to fire & poison, resist acid & cold. See in Darkness,
Telepathy.

+ Khyton: 8 HD, DR 5, Regen 2/ silver or good, SR 18, Dancing Chains, +8
craft with metal. Purpose: Metalworking check or fighting chain
wielders.

+++ Devil, Horned: 15 HD, DR 10 Regen 5/ good & silver, +19 nAC, 31 Str,
SR 28, Infernal Wound. Purpose: General/Darkness Fighting.

+++++ Devil, Pit Fiend: 18 HD, DR 15 Regen 5/good & silver, +23 nAC, 37
Str, SR 32, Constrict, Disease, Fear Aura, Poison (d6 Con/Death).
Darkness/General Fighting, Str.

++ Dragons: 150'+ Flight, Blindsense 60', Keen Sight (120'), Breath
Weapon. Purpose: Fastest Flight at high HD, General Fighting,
Impressing people.
Blue Dragon: Sound Imitation
White Dragon: Icewalking
Bronze Dragon: Repulsion breath
Copper Dragon: Slow breath
Gold Dragon: best AC, Str, etc. of the dragons, str damage breath.
Silver Dragon: paralyzing breath, Cloudwalking.

+++ Dragon Turtle: 12 HD, Capsize, 12d6 Steam Breath Weapon, Snatch,
Immune to Fire Sleep & Poison, +17 nAC. Purpose: Capsize/Aquatic
Fighting.

++ Eladrin, Ghaele: HD 10, Fly 150' (perfect), DR 10/cold iron & evil,
SR 28, Incorporeal, Light Rays (2d12 ignores all DR), Gaze (destroys 5
hd or less evil creatures, fears higher), . Protective Aura Purpose:
Destroy low lv evil, Do damage while incorporeal, Best Flight.

++ Earth Elemental: Earth Glide (20-30' burrow, no tunnel).

+ Ettin: 10 HD, Superior Two weapon fighting (no penalties,
Polymorphable)

++++ Formian Taskmaster: HD 6, Dominate Monster (only up to large, max 4
creatures, cannot affect creatures that have saved within 24 hours).

+++ Giant, Cloud: 17 HD, Rock Catching, Rock Throwing, Oversized Weapon
(can use Gargantuan Weapons), Scent, 35 Str, 12 nAC. Purpose Gargantuan
Weapon Fighting, Str, Distant Ranged Combat.

+++ Giant, Storm: 19 HD, Rock Catching, Rock Throwing, 39 Str, Water
Breathing, +8 Swim. Purpose: Freedom of Movement, Underwater Fighting,
Str.

++ Frost Worm 14 HD, Trill (paralyze PBAoE), Breath Weapon (15d6 cold),
Cold (d8 damage shield), Death Throes (20d6 cold/physical ae when
dies). Purpose - fighting Cold vulnerable, Suicide Cold Bombing.

++ Clay Golem: 11 HD, DR 10/adamantine & bludgeoning, Immune to Magic,
Berzerk, Cursed Wound, Haste, Acid heals (Polymorphable except for
Haste). Purpose: Prevent Healing, Dangerous to assume form due to
berserk though, No verbal/somatic compoenents while in form

+++ Stone Golem: 14 HD, DR 10/adamantine, Immune to Magic, Slow
(Polymorphable except for slow). Purpose: Slow, Good hard to overcome
DR, fighting magic. No verbal/somatic components while in form

++++ Iron Golem: 18 HD, DR 15/adamantine, Immune to Magic, Breath
weapon: (free action! d4/3d4 Con), Fire heals, Str 33. Purpose: Weapon
Fighting, Hard DR, Fighting Fire/Magic. No verbal/somatic compoenents
while in form.

++ Grimlock: 2 HD, Blindsight 40' (Polymorphable), +10 Hide. Purpose:
Only humanoid (that can cast spells) with Blindsight.
Guardinals: Immune to Electricity & Petrification, Resist Cold & Sonic &
Poison, Lay on Hands (Up to total HP per day), Speak with animals.

+ Gaurdinal, Avoral: 90' flight. 7 HD, +8 spot, True Seeing, Fear Aura,
DR 10/evil or silver, SR 25. Purpose: Spot, Heal.

++ Guardinal, Leonal: 12 HD, Pounce, Rake, Improved Grab, 27 Str, Roar
(Holy Word + 2d6 sonic), Protective Aura, DR 10/evil or silver.
Purpose: Holy Word, Heal.

++ Sea Hag: 3 HD, Evil Eye(Stunned for 3 days/death), Horrific
Appearance (2d6 Str drain, just looking at it).

+ Harpy: Captivating Song (300' radius charm)

++++ Hydra: Fast Healing 22, Breath Weapon (3d6 fire or cold each head
on pyro or cryo hyrdra) (Polymorphable). Purpose: Best Fast Healing,
Lots of attacks, up to 36d6 breath weapons.

+++++ Inevitable, Kolyarut: 13 HD, Vampiric Touch (iterative, 5d6, only
keep hp in form), Enveration Ray, DR 10/chaotic, Fast Healing 5, SR 22,
+4 Disguise, Gather Information, & Sense Motive, Construct. Purpose:
Gain Temporary HP, Drain Enemies. (at 20th w/ haste & tensor's
transformation do up to 25d6 vampiric touching a round)

++++ Inevitable, Marut: 15 HD, Str 35, 16 nAC, fists of thunder &
lightning (3d6 sonic & electricity damage on slam), Fast Healing 10 & DR
15/chaotic, SR 25, +4 concentration, spot & listen, Construct. Purpose:
Str, General Fighting while healing, spellcasting with concentration
checks.

++ Invisible Stalker: 8 HD, 30' fly, Natural Invisibility, Improved
tracking. (unsure if casting is possible in this form).

+ Medusa: 6 HD, Petrifaction Gaze, Poison.

++ Mind Flayer: 8 HD, Mind Blast (3d4 rounds stun), Improved Grab,
Extract(removes brain), SR 25, 100' telepathy. Purpose: Mind Blast

+ Mohrg: 14 HD, Undead, Paralyze, Improved Grab, Create Spawn. Purpose:
Create Spawn

+++++ Nightmare, Cauchemar: 15 HD, Astral Projection, Etherealness.

++++ Nightcrawler: 25 HD, Undead, Summon Undead, Improved Grab, Swallow
Whole, Energy drain, Poison (2d6 Str), 48 Str, Burrow 60', 29 nAC,
Desecrating Aura (Desecrate 20'), DR 15/silver or magic, SR 31,
Tremorsense 60'. Purpose: Summon Undead, Str, Poison, Burrowing,
General Fighting - no arms.

++++ Nightwalker: 21 HD, Undead, Summon Undead, Crush Item, Evil Gaze
(Paralysis), 38 Str, DR 15/Silver or magic, SR 29, telepathy 100'.
Purpose: Str, General Fighting, Paralyze, Summon Undead.

+++ Nightwing: 17 HD, Summon Undead.

+ Nymph: 6 HD, Blinding Beauty, Stunning Glance, DR 10/Cold Iron, Wild
Empathy +6, Unearthly Grace (add Cha to all saves & AC). Purpose:
Unearthly Grace, Wild Empathy.

+ Purple Worm: 16 HD, 35 Str, Improved Grab, Swallow Whole, Poison. 20'
burrow Purpose Str, tremorsense, burrow.

+ Rakasha: 7 HD, DR 15/good & piercing, SR 27. Purpose: Detect
Thoughts.

++ Ravid: 3 HD, Animate Objects.

+ Rust Monster: 5 HD, Rust (Polymorphable)

+ Greater Shadow: 9 HD, Incorporeal Undead, Str Drain, Create Spawn.
Purpose: Create Spawn.

+ Death Slaad: 15 HD, DR 10/lawful, Fast Healing 5, Immunity to sonic,
telepathy, Str 21, Stun. Fighting sonic using creatures.

+ Spectre 7 HD, Incorporeal Undead, Energy Drain, Create Spawn.
Purpose: Create Spawn.

++ Spider Eater: 4 HD, Freedom of Movement

++++ Titan: 20 HD, 19 nAC, DR 15/lawful, SR 32 Str 43, Oversized Weapon
(Gargantuan with no penalty). Purpose: Highest Str humanoid.

+ Treant: 7 HD, DR 10/slashing, 29 Str, Double Damage Against Objects,
Trample (Polymorphable). Purpose - Breaking things.

+++++ Vampire Spawn: 4 HD, Undead, Blood Drain (d4 con), Dominate
person, Energy Drain, DR 5/Silver, Fast Healing 2, Gaseous Form, Spider
Climb, +4 Bluff, Hide, Listen, Move Silently, Sense Motive, Search,
Spot. Purpose: Dominate (only continues while in shape).

+ Wight: 4 HD, Undead, Energy Drain, Create Spawn.

++ Will oWisp: 9 HD, 50' fly, natural invisibility, immune to magic
(Polymorphable).

+ Wraith: 5 HD, Incorporeal Undead, Con Drain, Create Spawn.

+ Wyvern: 7 HD, Improved Grab, Poison(2d6/2d6 Con) (Polymorphable).

++ Ythrak: 12 HD, Blindsight 120', 60' Fly, Sonic lance (6d6 sonic),
Immune to gazes. Purpose: Best blindsight, fighting gaze creatues.
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Michael Scott Brown
2003-11-04 02:28:05 UTC
Permalink
Post by Justisaur
Do I get equipment that is standard for a creature? No
What if that equipment is listed as a supernatural or extraordinary
ability? Yes, however those items are transformed items of your own (if
you have any of the appropriate type) and their new powers are dependant
on the creature, and loose them as soon as separated. As well they
return to their original form at the end of the spell's duration.
Example- You turn into a Balor, A Balor's Vorpal sword is a supernatural
ability. You have a wand in hand. Your wand turns into this vorpal
sword.
This is much with the waaay fishy. You made it up, or is this official
input?

-Michael
Justisaur
2003-11-04 21:27:20 UTC
Permalink
Post by Michael Scott Brown
Post by Justisaur
Do I get equipment that is standard for a creature? No
What if that equipment is listed as a supernatural or extraordinary
ability? Yes, however those items are transformed items of your own (if
you have any of the appropriate type) and their new powers are dependant
on the creature, and loose them as soon as separated. As well they
return to their original form at the end of the spell's duration.
Example- You turn into a Balor, A Balor's Vorpal sword is a supernatural
ability. You have a wand in hand. Your wand turns into this vorpal
sword.
This is much with the waaay fishy. You made it up, or is this official
input?
This is unofficial. Suggestions here? I'm trying to avoid the problem
of "I turn into a Balor, drop my vorpal sword that I get as a
supernatral ability, turn into something else, repeat until I have a
large pile of vorpal swords."

I was originally thinking it should just not give any of the items, but
that seems fishy too...
Post by Michael Scott Brown
-Michael
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Michael Scott Brown
2003-11-05 08:14:53 UTC
Permalink
Post by Justisaur
Post by Michael Scott Brown
Post by Justisaur
Example- You turn into a Balor, A Balor's Vorpal sword is a supernatural
ability. You have a wand in hand. Your wand turns into this vorpal
sword.
This is much with the waaay fishy. You made it up, or is this
official input?
Post by Justisaur
This is unofficial. Suggestions here? I'm trying to avoid the problem
of "I turn into a Balor, drop my vorpal sword that I get as a
supernatral ability, turn into something else, repeat until I have a
large pile of vorpal swords."
How about "you don't get a vorpal sword when you turn into a Balor".
Equipment <> Monster. Balors carry specific magical equipment. It has
nothing to do with their form and has nothing to do with a supernatural
power (the su, I think, refers to the *vorpal* part of their attack
sequence).

-Michael
127.0.0.1
2003-11-05 08:20:55 UTC
Permalink
Post by Michael Scott Brown
Balors carry specific magical equipment. It has
nothing to do with their form and has nothing to do with a
supernatural power
Boy, you are so wrong - suggest you RTFM.
--
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Justisaur
2003-11-05 22:03:06 UTC
Permalink
Post by Justisaur
Post by Justisaur
Post by Michael Scott Brown
Post by Justisaur
Example- You turn into a Balor, A Balor's Vorpal sword is a
supernatural
Post by Justisaur
Post by Michael Scott Brown
Post by Justisaur
ability. You have a wand in hand. Your wand turns into this vorpal
sword.
This is much with the waaay fishy. You made it up, or is this
official input?
Post by Justisaur
This is unofficial. Suggestions here? I'm trying to avoid the problem
of "I turn into a Balor, drop my vorpal sword that I get as a
supernatral ability, turn into something else, repeat until I have a
large pile of vorpal swords."
How about "you don't get a vorpal sword when you turn into a Balor".
Equipment <> Monster. Balors carry specific magical equipment. It has
nothing to do with their form and has nothing to do with a supernatural
power (the su, I think, refers to the *vorpal* part of their attack
sequence).
From the SRD:

Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks
like a flame or a bolt of lightning.

I'm not even really sure how to handle that for a balor, let alone
Shapechange. It could be that any longsword they cary is considered +1
vorpal while it's held? Or it could be a sort of ability that makes a
+1 vorpal longsword out of magic, in which case the shapechanger could
make it. In that case it wouldn't be a part of the shapechanged form,
but more of a magical effect - which should go away when changed...

The only other thing I can see that's similar is this from Erinyes

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that
entangles opponents of any size as an animate rope spell (caster level
16th). An erinyes can hurl its rope 30 feet with no range penalty.
Typically, an erinyes entangles a foe, lifts it into the air, and drops
it from a great height.

It's pretty obvious that the Erinyes is using a power to give the rope
that ability though, as it doesn't say "Entangling Rope (Ex)"
Post by Justisaur
-Michael
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Michael Scott Brown
2003-11-06 01:10:37 UTC
Permalink
Post by Justisaur
Post by Michael Scott Brown
Equipment <> Monster. Balors carry specific magical equipment. It has
nothing to do with their form and has nothing to do with a supernatural
power (the su, I think, refers to the *vorpal* part of their attack
sequence).
Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks
like a flame or a bolt of lightning.
I'm not even really sure how to handle that for a balor, let alone
Shapechange. It could be that any longsword they cary is considered +1
vorpal while it's held?
No. At the risk of repeating myself - notice that carrying a vorpal
sword gives you the supernatural ability to lop people's heads off. That's
all that's going on there; the entry is informing the GM as to a special
quality of its attacks. Balors use vorpal swords. *Being a Balor* doesn't
make any sword they touch vorpal, however, nor does it make any object they
desire turn into a vorpal sword.
Post by Justisaur
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that
entangles opponents of any size as an animate rope spell (caster level
16th). An erinyes can hurl its rope 30 feet with no range penalty.
Typically, an erinyes entangles a foe, lifts it into the air, and drops
it from a great height.
It's pretty obvious that the Erinyes is using a power to give the rope
that ability though, as it doesn't say "Entangling Rope (Ex)"
It's not obvious at all. The *rope* entangles opponents (ie; rope of
entangling ...). If you take away that rope, the Erinyes doesn't suddenly
get to animate another.
That ability shouldn't be Ex, either, IMO..

-Michael
Justisaur
2003-11-06 04:48:22 UTC
Permalink
Post by Michael Scott Brown
Post by Justisaur
Post by Michael Scott Brown
Equipment <> Monster. Balors carry specific magical equipment. It
has
Post by Justisaur
Post by Michael Scott Brown
nothing to do with their form and has nothing to do with a supernatural
power (the su, I think, refers to the *vorpal* part of their attack
sequence).
Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks
like a flame or a bolt of lightning.
I'm not even really sure how to handle that for a balor, let alone
Shapechange. It could be that any longsword they cary is considered +1
vorpal while it's held?
No. At the risk of repeating myself - notice that carrying a vorpal
sword gives you the supernatural ability to lop people's heads off. That's
all that's going on there; the entry is informing the GM as to a special
quality of its attacks. Balors use vorpal swords. *Being a Balor* doesn't
make any sword they touch vorpal, however, nor does it make any object they
desire turn into a vorpal sword.
Ah, you mean Vorpal itself is a supernatral ability of the sword, and
Balors just always carry one around? That seems a strange way of
putting the ability. I'd think they wouldn't have put it as an Su and
just mentioned they have one.

After thinking on it today and rereading Supernatral in the SRD's
Abilites & Conditions; & Types & Abilities I think the proper way to
look at it is that the balor has the innate ability to call forth a
vorpal sword, sort of like a soul sword ability, but since this is a
magical effect when you change out of the form (or a Balor dies) the
sword would dissipate. This would make it a bit mean and nasty when
fighting an actual Balor as well, since you couldn't sunder or disarm it
(well no longer than it takes him to form a new one).
Post by Michael Scott Brown
Post by Justisaur
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that
entangles opponents of any size as an animate rope spell (caster level
16th). An erinyes can hurl its rope 30 feet with no range penalty.
Typically, an erinyes entangles a foe, lifts it into the air, and drops
it from a great height.
It's pretty obvious that the Erinyes is using a power to give the rope
that ability though, as it doesn't say "Entangling Rope (Ex)"
It's not obvious at all. The *rope* entangles opponents (ie; rope of
entangling ...). If you take away that rope, the Erinyes doesn't suddenly
get to animate another.
That ability shouldn't be Ex, either, IMO..
I agree that it shouldn't be Ex, that's very strange - as Ex is non
magical, and I can't imagine a way to animate a rope that wouldn't be.
In fact it's so strange I'm inclined to think that's a mistake. As far
as the ability, I think she might get to animate another by the
destription.

From the SRD again:

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that
entangles opponents of any size as an animate rope spell (caster level
16th). An erinyes can hurl its rope 30 feet with no range penalty.
Typically, an erinyes entangles a foe, lifts it into the air, and drops
it from a great height.

The thing that makes me think she can is the fact it says "as an animate
rope spell". The other point here is that she also carries a flaming
bow, but that's not listed as an Ex or Su ability.

On your side of the interpretation it does seem to say she carries it,
and IT entangles opponents...
Post by Michael Scott Brown
-Michael
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Michael Scott Brown
2003-11-06 17:14:01 UTC
Permalink
Post by Justisaur
Post by Michael Scott Brown
No. At the risk of repeating myself - notice that carrying a vorpal
sword gives you the supernatural ability to lop people's heads off.
That's
Post by Justisaur
Post by Michael Scott Brown
all that's going on there; the entry is informing the GM as to a special
quality of its attacks. Balors use vorpal swords. *Being a Balor* doesn't
make any sword they touch vorpal, however, nor does it make any object they
desire turn into a vorpal sword.
Ah, you mean Vorpal itself is a supernatral ability of the sword, and
Balors just always carry one around? That seems a strange way of
putting the ability. I'd think they wouldn't have put it as an Su and
just mentioned they have one.
The monster manual lists every special attack of the monster with the
appropriate descriptor. The "full attack" entry can only describe BAB and
damage for the most part; there is a special quality of its attacks due to
their vorpal nature that needs to be called out somewhere. The format of
the MM has to list a 'type' for every capability, and the vorpality of a
sword certainly seems non-normal and non-extraordinary and non-spell-like
from where I'm sitting.
Post by Justisaur
After thinking on it today and rereading Supernatral in the SRD's
Abilites & Conditions; & Types & Abilities I think the proper way to
look at it is that the balor has the innate ability to call forth a
vorpal sword, sort of like a soul sword ability,
Please. These "high caste" monsters carry special equipment by virtue of
their status. Period. If the monster were able to manifest such a sword out
of anything handy, it would have said as much, as this has important
implications for disarming or sundering a Balor's weapon.
Post by Justisaur
The thing that makes me think she can is the fact it says "as an animate
rope spell". The other point here is that she also carries a flaming
bow, but that's not listed as an Ex or Su ability.
The *rope* acts as if it were under an animate rope spell. You *do*
realize there are MAGICAL ITEMS THAT DO THAT, don't you?
A flaming bow can be described with straight damage entires (bow 1d8
+1d6 fire), etc.
Post by Justisaur
On your side of the interpretation it does seem to say she carries it,
and IT entangles opponents...
When she uses it. Power word: duh. It's a bloody rope of entanglement.

-Michael
Justisaur
2003-11-07 09:14:28 UTC
Permalink
Post by Justisaur
Post by Justisaur
Post by Michael Scott Brown
No. At the risk of repeating myself - notice that carrying a vorpal
sword gives you the supernatural ability to lop people's heads off.
That's
Post by Justisaur
Post by Michael Scott Brown
all that's going on there; the entry is informing the GM as to a special
quality of its attacks. Balors use vorpal swords. *Being a Balor*
doesn't
Post by Justisaur
Post by Michael Scott Brown
make any sword they touch vorpal, however, nor does it make any object
they
Post by Justisaur
Post by Michael Scott Brown
desire turn into a vorpal sword.
Ah, you mean Vorpal itself is a supernatral ability of the sword, and
Balors just always carry one around? That seems a strange way of
putting the ability. I'd think they wouldn't have put it as an Su and
just mentioned they have one.
The monster manual lists every special attack of the monster with the
appropriate descriptor. The "full attack" entry can only describe BAB and
damage for the most part; there is a special quality of its attacks due to
their vorpal nature that needs to be called out somewhere. The format of
the MM has to list a 'type' for every capability, and the vorpality of a
sword certainly seems non-normal and non-extraordinary and non-spell-like
from where I'm sitting.
Post by Justisaur
After thinking on it today and rereading Supernatral in the SRD's
Abilites & Conditions; & Types & Abilities I think the proper way to
look at it is that the balor has the innate ability to call forth a
vorpal sword, sort of like a soul sword ability,
Please. These "high caste" monsters carry special equipment by virtue of
their status. Period. If the monster were able to manifest such a sword out
of anything handy, it would have said as much, as this has important
implications for disarming or sundering a Balor's weapon.
Post by Justisaur
The thing that makes me think she can is the fact it says "as an animate
rope spell". The other point here is that she also carries a flaming
bow, but that's not listed as an Ex or Su ability.
The *rope* acts as if it were under an animate rope spell. You *do*
realize there are MAGICAL ITEMS THAT DO THAT, don't you?
A flaming bow can be described with straight damage entires (bow 1d8
+1d6 fire), etc.
Post by Justisaur
On your side of the interpretation it does seem to say she carries it,
and IT entangles opponents...
When she uses it. Power word: duh. It's a bloody rope of entanglement.
It is much more elegant this way. Ironically I had the FAQ say they
didn't get EX or SU items, which was my gut instinct - looks like my gut
was right, just took some reasoning that wasn't obvious to my
conscious...
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other useful documents.
Michael Scott Brown
2003-11-07 22:26:31 UTC
Permalink
Post by Justisaur
Post by Michael Scott Brown
When she uses it. Power word: duh. It's a bloody rope of entanglement.
It is much more elegant this way. Ironically I had the FAQ say they
didn't get EX or SU items, which was my gut instinct - looks like my gut
was right, just took some reasoning that wasn't obvious to my
conscious...
When in doubt, always remember that the lazy solution is often right.
:)

-Michael
Matthew Miller
2003-11-04 06:00:39 UTC
Permalink
Post by Justisaur
Can I turn into a creature that is advanced in HD? No, You turn into a
typical version of the creature.
Hmmm. Interesting to note the addition of "nonunique" in shapechange vs.
the wording in normal polymorph.
--
Matthew Miller ***@mattdm.org <http://www.mattdm.org/>
Boston University Linux ------> <http://linux.bu.edu/>
Justisaur
2003-11-04 21:28:43 UTC
Permalink
Post by Matthew Miller
Post by Justisaur
Can I turn into a creature that is advanced in HD? No, You turn into a
typical version of the creature.
Hmmm. Interesting to note the addition of "nonunique" in shapechange vs.
the wording in normal polymorph.
Hadn't considered that. So you think it might be possible to turn into
a creature advanced by HD?
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Matthew Miller
2003-11-04 21:36:20 UTC
Permalink
Post by Justisaur
Post by Matthew Miller
Post by Justisaur
Can I turn into a creature that is advanced in HD? No, You turn into a
typical version of the creature.
Hmmm. Interesting to note the addition of "nonunique" in shapechange vs.
the wording in normal polymorph.
Hadn't considered that. So you think it might be possible to turn into
a creature advanced by HD?
I think it's definitely possible with polymorph. (Not only does it seem
allowed by the wording, it seems inherently balanced to make it scale
basically linearly with level.) However, the addition of "nonunique" in
shapechange makes me think that it's probably otherwise for this spell --
which I admit is a bit weird.
--
Matthew Miller ***@mattdm.org <http://www.mattdm.org/>
Boston University Linux ------> <http://linux.bu.edu/>
Justisaur
2003-11-07 21:14:21 UTC
Permalink
Post by Matthew Miller
Post by Justisaur
Post by Matthew Miller
Post by Justisaur
Can I turn into a creature that is advanced in HD? No, You turn into a
typical version of the creature.
Hmmm. Interesting to note the addition of "nonunique" in shapechange vs.
the wording in normal polymorph.
Hadn't considered that. So you think it might be possible to turn into
a creature advanced by HD?
I think it's definitely possible with polymorph. (Not only does it seem
allowed by the wording, it seems inherently balanced to make it scale
basically linearly with level.) However, the addition of "nonunique" in
shapechange makes me think that it's probably otherwise for this spell --
which I admit is a bit weird.
I might have been wrong on this point. Nonunique I think refers to
changing into something like a Tarresque, which there's supposed to be
only one of.

I was basing not being able to turn into a creature of higher HD because
I thought it said somewhere you turn into a "typical creature" of it's
kind. Maybe a previous eddition. The closest thing I could find in 3.5
was alter self saying "You are effectively disguised as an average
member of the new form's race." That might preclude you from extra HD as
you obvioulsy wouldn't be average then. It seems a somewhat weak
argument.
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Justisaur
2003-11-14 04:11:27 UTC
Permalink
Just finished my latest update on this and loaded it up on my website.
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
Simon Hain
2003-11-14 10:46:16 UTC
Permalink
Post by Justisaur
Just finished my latest update on this and loaded it up on my website.
is there a trick for viewing it?
i get just a text-file full of text, without any formatting.
is there some program out there that supports this .faq-type for some
special way?

gs
simon
Justisaur
2003-11-16 20:55:07 UTC
Permalink
Post by Simon Hain
Post by Justisaur
Just finished my latest update on this and loaded it up on my website.
is there a trick for viewing it?
i get just a text-file full of text, without any formatting.
is there some program out there that supports this .faq-type for some
special way?
Damn Tripod again. Just right click, save it and open it in about
anything...
--
- Justisaur -
check http://justisaur.tripod.com/well.htm for my encounter generator,
xp calculator, and other usefull documents.
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