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| The Morninglord03-26-05, 04:40 AM | It is no big secret that the rules of the polymorph spell causes a lot of confusion. In this thread I have made the polymorph spell into a template to hopefully make the different changes to a polymorphed creature a bit clearer. I hope I have avoided mistakes in the conversion, but please point them out if you catch one. I will be adding some more details later. I would like this thread to become a place to discuss the polymorph spell and maybe get some answers to questions you may have. First, a link to the Rules of the Game articles regarding the spell in question: Polymorphing (basics) (http://www.wizards.com/default.asp?x=dnd/rg/20040511a) Polymorphing (Alter Self) (http://www.wizards.com/default.asp?x=dnd/rg/20040518a) Polymorphing (Polymorph) (http://www.wizards.com/default.asp?x=dnd/rg/20040525a) Polymorphing (Baleful Polymorph) (http://www.wizards.com/default.asp?x=dnd/rg/20040601a) Second, the template: Creating a Polymorph: Polymorph is a template that can be added to any living creature (referred to hereafter as the base creature). A polymorph takes on the characteristics of some type of monster (referred to hereafter as the base monster). The polymorph cannot assume an incorporeal or gaseous form. Type: The base monster must be of the same type as the base creature or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The polymorph gains the type and subtype of the base monster. Size: The size changes to that of the base monster. The base monster must be within one size category of the base creature, and must be fine or larger. Hit Dice and Hit Points: The base monster cannot have more HD than the base creature (or the caster level of the spellcaster casting the spell, whichever is lower) to a maximum of 15 HD. Do not recalculate hit points. The base creature regains hit points as if it had rested for a night. Speed: Same as the base monster, up to a maximum speed of 120 feet for flying or 60 feet for nonflying movement. Armor Class: The polymorph gains the natural armor bonus of the base monster. Base Attack/Grapple: The base creature retains its own base attack bonus. The polymorph's grapple bonus uses the base creature's base attack bonus but the base monster's modifiers for Strength and size. Attacks: The polymorph gains the natural weapons of the base monster. A body with more limbs does not allow for more attacks (or more advantageous two-weapon attacks) than normal. Damage: Same as the base monster. Special Attacks: The polymorph gains the extraordinary special attacks of the base monster, but not the supernatural or spell-like special attacks. It retains the supernatural and spell-like special attacks of the base creature, unless the attack requires a body part the base monster does not have (such as a mouth for a breath weapon or eyes for a gaze attack). The polymorph keeps the extraordinary special attacks of the base creature derived from class levels. Special Qualities: The polymorph retains the supernatural and spell-like special qualities of the base creature, unless the attack requires a body part the base monster does not have (such as a mouth for a breath weapon or eyes for a gaze attack). It keeps the extraordinary special qualities of the base creature derived from class levels. Base Save Bonuses: The polymorph retains the base save bonuses of the base creature. Abilities: The polymorph gains the Strength, Dexterity and Constitution scores of the base monster, but retains the Intelligence, Wisdom, and Charisma scores of the base creature. Skills: The polymorph uses the racial skill bonuses of the base monster. The change in physical ability scores affect the modifier to skills based on those abilities. Feats: The polymorph replaces any racial bonus feats it may have with those of the base monster, but retains all other feats of the base creature. Alignment: The polymorph retains the alignment of the base creature. |