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| #1guest602422309Jun 23, 2009 15:12:23 | A friend is running a quick gladitorial-esque campaign, giving us base xp and gold, and letting our min/maxxing go wild. I decided to play a 7 Druid/10 Planar Shepherd, and try for Wild Shaping into a Solar. Here are some questions - if anyone knows the answers, I'd appreciate it. First of all, 17th is the highest level, but I wanted to try and work towards wild shaping into a Deva. To do that, there are the following items that raise my effective wild shaping level: Wild Shape Amulet (+4 to level, I have heard there is a limit of 20th level?) Skin of Kaletor (+4 to level) Armor/Mantle/Ring of the Beast (set) (+1 to level) And here is the information for the Solar, btw: http://www.dandwiki.com/wiki/SRD:Solar First question - can I, using those items, wild shape into a Solar? I'm pretty sure that with the Skin and the Beast set I should be able to (setting my effective level to 22 for wild shaping). And if I can, is there any way I can combine just the Amulet and the Skin? (Meaning Amulet gets me to 20th - and not over I assume - and the Skin gets me to effectively 24? Or, if the amulet has a limit of 20, how exactly would that factor in?) Secondly, and most importantly, if I can change into a Solar, what attributes/abilities do I get? And how would magic items I currently possess / attribute bonuses factor in? So.. 1. What would my attributes be set at, and how would item bonuses/wish bonuses factor in? 2. What abilities would I get? 3. What proficiencies/feats would I get? 4. What items/equipment would I get? Is the Dancing Sword and magical bow considered 'Magical Force' items (or some such) and just appear with the shape? 5. Would I get the Clerical spell-casting abilities? How would that work - do I then have spells memorized/prayed for, or would that be a separate situation? 6. And finally, if I use the Deva shape-changing ability to change BACK into a small/medium humanoid, would all my abilities (including movement) stay the same? Thanks all! |
| #2guest602422309Jun 23, 2009 17:00:15 | Shameless bump - hoping for the expertise of those surfing these aisles. |
| #3sofawallJun 23, 2009 18:18:17 | 1) Your physical scores would change to that of a solar, just like normal wildshape. 2) Huh? All Ex., Su. and Sp. abilities. You do not, however, get any Special Qualities. So no Damage Reduction or Regeneration for you. 3) None. You don't get feats when Wildshaping, and your type doesn't change anymore when you wild shape, so no getting martial weapon proficiency there. 4) I do not think you get the items. They're Solar gear, not racial abilities. 5) Racial spellcasting is a tough cookie. There have been arguments about whether or not it's Ex., Su., or just none of the above. If you go by "Everything is Ex., Su., or Sp." then yes, you weould get racial spellcasting. If you think that there is another catagory, the blank one, then you would NOT get racial spellcasting. 6) You would have the movement of the new form. This thread may be useful to you. It was to me in answering. I probably got ninja'd by, oh, 4 people. EDIT: Wow, not a single Ninja. |
| #4guest602422309Jun 23, 2009 22:23:49 | 1) I agree with the physical stats changing to that of a Solar, but would you then add Wish bonuses from my original form? And, I assume you would also add any magic item bonuses, if you had some that worked while in the Solar form? 2) Are you sure that special qualities are not given? For example, under almost every wild shape example there is an ooze example, and where you get the blindsight and other ooze qualities - all that are under special qualities of the monster description. 3) For Feats, I noticed that you got Feats while changing to elemental forms, so assumed that Feats might be given across the board. Couldn't find a ruling on this. 4) Kinda agree with you on the gear part, unless it was something that was innately 'Solar'. But thanks for your help - many great points and a good link. |
| #5sofawallJun 23, 2009 23:56:04 | 1) Inherent is not likely to carry over. That is improving you, not the Solar you're turning into. As for gear, you'd need to take it off and put it on again, as it says all gear melds into you, not just unusable ones. 2) Wildshaping into an Ooze? What gives you this? Unless it says it gives you special qualities, it doesn't, and WotC is playing silly-buggers with the example NPCs again. See the thread I linked for more info. 3) When it specifically calls something out, you can be pretty sure it's an exception. Not always, but often. Especially in this case, as it gives you the feats of an elemental, but not of the animal. It specifically called it out in the elemental section, not the overall Wild Shape section, therefore you do not get feats normally while wildshaping. |
| #6noldorforceJun 24, 2009 0:17:58 | Planar Shepherd indicates that it grants all of the appropriate "abilities", which includes special attacks and special qualities. As for magic items, tag your own stuff with Wilding Clasps (MIC). |
| #7sofawallJun 24, 2009 0:31:48 | Hmm, I forgot some of the special qualities were actually considered Ex. Su. or Sp. Ok, like Racial Spellcasting, unless you subscribe to the school of thought where everything is Ex. Su. or Sp., then you only get those. In the case of the Solar, all you get from Special Qualities is Regeneration, as an Ex. ability. |
| #8noldorforceJun 24, 2009 9:52:43 | More than that on special qualities, actually. DR is always either extraordinary or supernatural (depending on what penetrates it, but the FAQ and later Monster Manuals make this explicit point). Darkvision, low-light vision, energy resistance (creature ability), and spell resistance (creature ability) are all extraordinary. (Energy immunity has no given type, and thus would not be granted.) Change Shape, the protective aura, and Tongues are all supernatural. In short, out of all the Solar's special qualities only the immunities (acid, cold, petrification) have no ability type, and thus only they would not be granted by the Planar Shepherd's modification of Wild Shape. (The racial spellcasting also does not have an ability type - unlike that of some of the MM5 hobgoblins - and thus would not be granted.) Note: It's not listed on that page as a special quality, and Sovelior/Sage omits it as well from that line (d20srd adds it in), but Change Shape is explicitly a special quality. Not like it matters terribly much. |
| #9sofawallJun 24, 2009 11:58:24 | Bah, I probably should have looked at the MM glossary to find which abilities were actually Ex. and Su., I just went by the Solar's entry in the SRD. Thanks for correcting me. |
| #10dawnmorJun 24, 2009 13:17:52 | Well, I think if your going for the druid concept......... Many people would disagree with me because of they rather have money then other bonuses of equal value and such. I would do VOP on the druid, sense I 'Think' the bonuses from VOP carry over to your solar form. Sadly tho when people do Planar shepard if ever sense many people believe it to be broken, that they go with the plane of fire for the efreeti to get 3/day wishes. In a week you could probly give yourself Bumps to all your stats, unfortunately thats all I know about the use for wish. While we are on the subject of Planar shepard and this question is Planar shepard related. What use of wishing is there? besides getting +1 bumps to your stats? ((Not stealing the thread or not intending too)) |
| #11guest602422309Jun 24, 2009 13:18:44 | Thanks for all the replies - a couple questions on them then. Now that we pretty much know the powers, what would my attributes be if I had special items (that were Wild Clasped, or inherent wish bonuses?) How would they add/modify? What about Feats? I thought that when you Wild Shape into an animal, you get their Feats (for their attacks, etc.), and they specifically say that you recieve the Feats for the higher elemental forms. Are any Feats bestowed? And finally, if I use (after Wild Shaped into a Solar) their Change Shape ability, would I keep the Solar's movement? Thanks! |
| #12sofawallJun 24, 2009 13:52:47 | Change Shape does not keep movement, according to that thread I linked. You do not get feats unless expressly said. If you could somehow keep items while wildshaped (Wilding Clasp, take them off then put them back on) you would get the stat bonus. |
| #13risnerJun 24, 2009 15:48:51 | 7 Druid/10 Planar Shepherd The questions you ask show that you have not researched this much at all. Also, most of those are "DM questions." Wild Shape Amulet has a limit of 20, ask your DM if this means it doesn't help when you have an effective over 20. If you ask me as your DM, no it doesn't work. Skin and Armour would work for +5 for a total of 22 tho. Solar, you get the abilities that wild shape gives you plus anything bonus from Planar Shepard. Can you do a Solar? In other words, your DM must say there exists a Plane you can be a shepard that contains Solars. 9th Level PS gets you ex,su,sla abilities, including qualities if it doesn't say Ex Special Attacks. You get Solar's STR/DEX/CON (except for HP calculation), keep your others per wild shape. No magic item works unless it says "works with Wild Shape", so a amulet of health (+6 CON) melds away and you lose HP as per the loss of +3 * HD. If you have Wilding Clasps on something that a Solar can wear, you retain it. Same for Wild Armour. Ask your DM if Inherent bonuses are retained (i.e. Inherent Bonus to STR then into Solar, would you keep it?) One of the KQ's has this question with Skip Williams saying they should not be retained when Wild Shaping or taking a new form because the inherent bonus is tied to the form. If I were your DM, I'd allow it but I'm a quite liberal DM. You get no proficiencies/feats, per Wild Shape. What do you mean by 'Magical Force' items? If you accept clearly bogus current reading of the Polymorph rules, you gain spellcasting. This only comes from recent printings (MM5) that have spellcasting as Ex abilities (not qualities.) This is clearly not the intent (Rules of the Game for ref) and is what I consider a bogus interpretation. But in short, whether or not you get Spell casting comes down to two DM questions. 1) Is Spell casting an Ex ability that I get with 9th P.S. 2) Do I need to wait until spell preparation time to memorize my cleric spells. If you Alternate Form (Wild Shape) into something, then Alternate Form into another thing, the Wild Shape becomes irrelevant and you are the 2nd form in every way. Clearly the movement methods would be of the humanoid and not the Deva even if this were not true. Unless the Deva has Disguise Self? I didn't look it up. Which Deva? Page/book 2) Are you sure that special qualities are not given? For example, under almost every wild shape example there is an ooze example, and where you get the blindsight and other ooze qualities - all that are under special qualities of the monster description. 1) Positive. For an Ooze, blindsight is a natural ability. Like flying is natural. You get natural abilities (even if they are SQ) but never get SQ that are not natural. You could argue with your DM and try to convince him some sq is a natural ability, but it won't fly if the ability isn't basically a part of the form. All oozes are blind, so if you didn't get Blindsight, you would be totally blind. 2) That is an exception. You do not get feats except in elemental form. |
| #14guest602422309Jun 25, 2009 9:39:53 | Thanks for the replies! I actually have researched this like a mo-fo, and hadn't found any definitive answers for (some) yet. |
| #15sir_argenonJun 25, 2009 23:16:30 | Wild Shape Amulet (+4 to level, I have heard there is a limit of 20th level?) what books are these items located please? |
| #16risnerJun 26, 2009 0:57:11 | what books are these items located please? WSA = Magic of Faerun Skin = Dragon Magazine 3xx Armour = MIC or Complete Champion (dun remember which) |
| #17sofawallJun 26, 2009 0:57:18 | Here Here Here |
| #18tytalusJun 26, 2009 5:10:02 | Wild Shape Amulet has a limit of 20, ask your DM if this means it doesn't help when you have an effective over 20. If you ask me as your DM, no it doesn't work. He's level 17. The WSA would bump that up to 20, after which other effects could bring it even higher. A good example how level-increasing effects are supposed to stack is given in the FAQ for the Practiced Spellcaster feat. |