I still don't understand how WIld Shape works... [Archive] - Wizards Community

Post/Author/DateTimePost
kokoru

01-17-07, 05:33 PM
Can someone explain it to me? What exactly changes when you wild shape?

1) Base attack bonus?
2) HP?
3) Physical Stats?
4) Mental Stats?
5) Number of attacks you get due to different form? (Like if you transform into Hydra or something can you get mucho attacks?)
6) Proficiency with weapons that your new shape has?
7) Saving throws of the creature you turned into?
8) What happens to equipment? Can your new shape wear equipment?
9) Spell-casting capabilities? If your new form can't really speak complex magical intonations, can you still cast spells with somatic components?
10) What about Skills and Feats (like multi-attack)? Do you gain or lose any depending on what the creature you shaped into naturally knows?
11) Supernatural abilities: Do you gain your new form's Supernatural abilities? what about Spell-like abilities? Spell Resistance?

I really want to play a Druid but I can't due to not knowing how Wild-Shape works. I hope someone can help me out. Thanks.
TheChilliGod

01-17-07, 05:52 PM
1) Stays same.
2) Stays same, regardless of stat changes.
3) Changes to the new monster's stats.
4) Stays same.
5) Gain natural attacks of new form (so yes, mucho attacks)
6) Natural Weapons, yes. Manufactured weapons (if you shaped into an elf, for example), I don't think so.
7) Base saves stay same, but adjust for stat changes.
8) Equipment melds into wild-shaped form, becoming useless. Your wild-shape can wear equipment if it seems plausible (Elephants with vests aren't much plausible), but only if you put it on after wild-shaping.
9) Yes spellcasting, but no verbal/somantic components without the Natural Spell feat. in the Players Handbook. You don't get spellcasting of the wild-shaped form.
10) Keep your own skill ranks and feats, adjust skills for stats.
11) No supernatural / spell-like abilities of new form. No Spell Resistance of new form, since it's a special quality.

Feel free to ask more Q's or correct my A's. I rushed through this, so I'm pretty sure I did something wrong.
Mindolin

01-17-07, 06:14 PM
TheChilliGod is almost completely correct. Only thing he is wrong about is changing into an elf, which is impossible. Wild Shape only allows animal forms, and later on Elemental forms. You can only turn into,say, a hydra if you take an Epic feat for an additional type of creature.
Dei

01-17-07, 06:18 PM
As a slight tangent to this, does your BAB apply to each of your natural attacks? Say for example if you transformed into something with two natural attacks and had a BAB of +6. Would this then give you two attacks at +6 and two attacks at +1?
TheChilliGod

01-17-07, 06:21 PM
TheChilliGod is almost completely correct. Only thing he is wrong about is changing into an elf, which is impossible. Wild Shape only allows animal forms, and later on Elemental forms. You can only turn into,say, a hydra if you take an Epic feat for an additional type of creature.Oh, my bad. I was assuming the Master of Many Forms PrC for the elf, and forgot to mention. :P The hydra I just followed on for the hell of it.

And Dei, I'm pretty sure you don't get iterative natural attacks. So those two claw attacks would stay two claw attacks.
kokoru

01-17-07, 07:26 PM
Your HP goes up to max when you wild shape right?

And if you don't get the Supernatural abilities, then how does Pun-Pun come into existance? Or is MoMF's shifting just better that one?

Do you have to carry two sets of equipment? One set for humanoid form and one set for animal form? Or perhaps you can take off some of your equipment before you shape so you can put it back on after you shape?
Encard

01-17-07, 07:30 PM
Your HP goes up to max when you wild shape right?
No.

And if you don't get the Supernatural abilities, then how does Pun-Pun come into existance? Or is MoMF's shifting just better that one?
It's better, but it still eventually only gives (Ex) abilities. Can't recall off the top of my head what Pun-Pun does.

Do you have to carry two sets of equipment? One set for humanoid form and one set for animal form? Or perhaps you can take off some of your equipment before you shape so you can put it back on after you shape?
Equipment that you can wear in the new form stays on you - anything else melds with your new form.
Dei

01-17-07, 07:38 PM
Equipment that you can wear in the new form stays on you - anything else melds with your new form.

Though there is a armour enchantment called beast-skin in Complete Adventurer (page 127) which for the price of a +2 bonus lets you expend another wild shape use to maintain the use of your armour while shaped.
Encard

01-17-07, 07:51 PM
Though there is a armour enchantment called beast-skin in Complete Adventurer (page 127) which for the price of a +2 bonus lets you expend another wild shape use to maintain the use of your armour while shaped.

Yep, a good thing to point out. There's also Wild armor from the DMG, which is potentially handy, and I believe 3.0 Masters of the Wild may have had something that let you keep other items you normally couldn't. I meant in the general case.
Nephlite

01-18-07, 11:38 AM
As a slight tangent to this, does your BAB apply to each of your natural attacks? Say for example if you transformed into something with two natural attacks and had a BAB of +6. Would this then give you two attacks at +6 and two attacks at +1?

Nope, no iterative attacks, Both at +6. By the way Hydra isn't possible as that is not a animal or elermental. Unless you are using a Prc.
kyeudo

01-18-07, 11:49 AM
Pun Pun works by gaining a broken (Ex) ability on the Sakkurh, which allows him to give any ability, even ones he just thinks up for the fun of it, to a creature with scales. He gives the ability to give abilities to his lizard familiar, reverts to normal form, has his familiar give the ability back, and then starts trading abilities and ability scores around until he's a god.
kokoru

01-26-07, 10:23 AM
Nope, no iterative attacks, Both at +6.

I don't quite understand how this works.

When you're allowed "secondary" attacks from something like your Foot Talons from being a Stormtalon (Raptorian Prc), do you get them in addition to your normal attacks? If so, at what attack bonus? Do you get them as part of a full attack? Or maybe only as part of a standard melee attack? Or do they work as an offhand weapon?

If I have a BAB of 17/12/7/2 would I get 4 normal attacks with a Full-Round attack and then the foot talon attack (which gives a -5 pentalty) at +12 (17 minus 5) or at -3 (2 minus 5), if I get the Talons at all?
IllyannaFarseer

01-26-07, 03:49 PM
Here's how I understand the BAB question


I have a Half Dragon. He has two claw attacks and a bite.


So I have a bab of 6 which gives me a +6/+1.

So I weild a sword, I get two attacks one at +6 the other at +1.


OR I can attack with my sword and my bite. One sword attack at +6, one at +1 and a bite at +1 (as it would go off the high bab, but take a -5 penalty)

Or I can attack with two claws and a bite, 2 claws at +6 and the bite at +1 (again the -5), as a full round action.


Now where it gets fuzy is if I want to add in my off hand claw (assuming no shield). So that's two weapon fighting, and the claw counts as a light weapon, so it would be

+2( 6, -4 for TWF without feat and offhand light), -3 (1, -4 for TWF without feat and offhand light) sword attacks, a Claw attack at -2 (6, -8 for TWF without feat and offhand light) and then a bite at +1 (natural attack at -5). If you had the TWF feat, it would be

Sword +4, -1
Claw +4
Bite +1

At least I think that's how it works. Not sure about the bite with the Two Weapon Fighting stuff. I'd have to dig but I think its legal. The Troll hunter in the MM gets 2 ax attacks a claw attack and a bite but he has TWF and Improved TWF as feats so this negatives are pretty small.