Master of Many Forms template HELP

Post/Author/DateTimePost
#1

6kenji6

May 11, 2008 11:40:58
I'm gonna start a new D&d campaign And I've dediced to play a MOMF, starting from lvl 1. We've got a 32pts system (http://home.san.rr.com/thegraggs/dnd/Misc/pbcalc.htm )for pg's stats and these core-books:

Complete adventurer
Complete Arcane
Complete Divine
Complete Warrior


Since our master has specifically asked for a minmaxed Chara, which template would be better for a MOMF?

thx a lot:D
#2

hiqkid

May 11, 2008 18:26:15
What do you mean by template? As I recall, MOMF's are casters, right? Usually losing caster level to LA is bad for casters.

What are you looking for in the template? This might help us make suggestions.

Anyhow maybe the Divine Minion template, in connection with something that makes you an outsider (Such as tiefling, fiendish, and so on)? It's here: http://www.wizards.com/default.asp?x=dnd/mb/20050209a.

It's pretty nice, and it's shapeshifting based. I know it's not from your book list, but it is easily available, so it may fly...

Hopefully I could help.
#3

bensan

May 11, 2008 19:46:08
What do you mean by template? As I recall, MOMF's are casters, right? Usually losing caster level to LA is bad for casters.

MoMFs aren't really casters; the class doesn't advance casting progression. My favorite entry for it is the Wild Shape Ranger, found here. If Divine Minion's wildshaping ability is allowed in place of a WS class feature, that's also a fine entry for a MoMF/Warshaper.
#4

andyjames

May 11, 2008 20:07:06
Assuming Divine Minion is out (not one of your listed books), then I'd go with:

Wildshape Ranger 5 (from SRD)/MoMF 7/Warshaper 5/Nature's Warrior 3

Or

Wildshape Ranger 5 (from SRD)/MoMF 10/Warshaper 5

Or

Ninja or Monk 1/Wildshape Ranger 5 (from SRD)/MoMF 10/Warshaper 4
#5

phoenix00

May 11, 2008 21:53:06
Divine Minion is located free here
http://www.wizards.com/default.asp?x=dnd/mb/20050209a
#6

bergtann

May 12, 2008 6:52:07
Why would you want a template on a MoMF?
#7

khatoblepas

May 12, 2008 9:33:36
Why would you want a template on a MoMF?

Divine Minion gives you Wildshape as an 11th level druid, as a free action, at will. You use this to qualify for MOMF early.

That, and they might be using LA Buyoff?

Divine Minion Human Rogue 1/Master of Many Forms 7/Warshaper 4/Anything X cause you win

If your DM is kind, maybe he could allow a Changeling? That would make this so much more powerful.

Divine Minion Changeling Ranger 3/Master of Many Forms 2/Warshaper 2/Master of Many Forms +5/Chameleon 8

Chameleon and MOMF is win. So much freaking win. Be anything, with any class.
#8

bergtann

May 12, 2008 9:37:33
The Chameleon thing I do get. But a MoMF can't take the form of a templated creature, as far as I know. So presumably the template goes non-operative when you shift.

What happens then?

Now, if it is ok'ed with the DM beforehand, that is fine. But if the DM thinks the template is a bit over the line, or just wants to be a bastard...
#9

phoenix00

May 12, 2008 9:56:20
Reread alternate form which wild shape uses, except when wildshape does something that is a contradiction of alternate form.


# The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
# The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.

http://www.d20srd.org/srd/specialAbilities.htm#alternateForm

for a simple easy to read wildshape rules I recommend this

fficial wildshape rules

For a number of times indicated by your class and expanded by MMF and Nature’s Warrior levels, as a supernatural standard action, you assume the form of an small or medium animal or of any additional types or sizes which your levels in a prestige classes like Master of many Forms (MMF) allow you. You must be familiar with a race to take its form. The assumed form can’t have more Hit Dice than your level in the wildshape class (e.g. druid) plus any MMF and Nature’s Warrior levels.
Your may not take the form of a creature advanced in size through additional racial Hit Dice, or with a template. The actual rules do not forbid incorporeal or gaseous forms. The change lasts for a number of hours equal to your wildshape class level plus any MMF levels. While wildshaped, you have a moderate aura of transmutation magic.

Your gain:

* the size of the creature, and if it has it, the aquatic subtype
* the Strength, Dexterity, and Constitution scores of the new form, including their modifier and all the related effects, with the exception that changes to Constitution do not affect your Hit Points: Your HP are still determined by your original constitution.
* all extraordinary special attacks possessed by the form. You do not get the extraordinary special qualities possessed by the new form such as darkvision, low-light vision and so forth, unless you reach MMF level 7. At MMF level 7, you also gain the so-called type and subtype traits written under Extraordinary qualities, like the immunities from plant traits.
You don’t get any supernatural or spell-like abilities.
* natural armor bonus, movement modes, natural weapons (such as claws, bite, and so on) including the form’s attack routines like 2xclaw or 8xtentacle, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). You do not get racial bonus feats or racial skill boni. until you reach MMF level 7. The Official Game Rules FAQ notes that racial feats and skills are extraordinary qualities, so you get them when you each MMF level 7.
* lost hit points as if you had rested for a night

You retain:

* your own alignment and your HD with everything related to your HD: number of racial HD, LA, class and PrC levels, base attack bonus, skill ranks, base saves and all class and PrC abilities. DCs from extraordinary abilities are based on your HD, not the creatures.
* your own hit points, but modified by healing (see above)
* your own mind, including your own Intelligence, Wisdom, and Charisma scores
* all extraordinary qualities of your original form, but no extraordinary attacks
* all supernatural abilities of your original form except for breath weapons and gaze attacks
* all spell-like abilities of your normal form
* the ability to speak intelligibly only if a member of that race can usually speak, too. If you are an MMF, you can speak in any form.
* any spellcasting ability you had in your original form, but can use verbal components only if you can speak in this form (see above), and can only use somatic or material components if you have limbs capable of fine manipulation
* your subtypes
* your type abilities and vulnerabilities: Even when wildshaped into a different type like animal, you are still vulnerable to spells that target your original type like hold person if you were humanoid, and still can use items that only your original type or race could use.

You lose:

* all extraordinary special attacks not derived from class levels
* your old natural attacks, if you have any, and your other old natural armor and movement modes
* any item you carry melds into your form and becomes non-functional. Exceptions are items tied to a wildling clasp (Magic item compendium, 4.000 gp). Items tied to such a clasp remain active and change size to fit your new size.

You can designate the new form’s minor physical qualities (such as height, weight, hair color, hair texture, skin color etc) within the normal ranges for a creature of that kind. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check, and are not tied to the other disguise modifiers from the PHB.
Any part of the body that is separated from the whole keeps its new form. If slain, you revert to your original form, though you remain dead. True Seeing spells or effect reveal your true form.

http://forums.gleemax.com/showthread.php?t=639448

and this

http://forums.gleemax.com/showthread.php?t=589497
#10

bergtann

May 12, 2008 11:15:19
Exactly.

Now, it could be my lack of facility with english as a foreign language, but this sentence "Your may not take the form of a creature advanced in size through additional racial Hit Dice, or with a template."

Would seem to imply that the form you take does not enjoy the benefits of the Divine Minion template.

(If the MoMF had the "Half-Celestial" template, would the forms he assumed all be Half-Celestial? Would he have access to the Half-Celestial supernatural abilities in a different form?)

Now you could argue that the sentence "retains all supernatural abilities" should allow the wildshaping to remain, even without the template that granted it.

Of course, MoMF requires wildshape to enter. In intself, it grants "Improved Wild Shape" you could argue that once you have Improved Wild Shape from MoMF, it is close enough to Wild Shape to allow you to retain the MoMF abilities without the original wild shape. Bit convoluted.

But it is a DM call. I am saying that a DM has enough material there to screw a character on RAW if he wants to.
#11

phoenix00

May 12, 2008 11:34:54
no, no, no

you can not assume a celstial lion form with wildshape, you can assume a lion form though.

If you already have the celestial template for your base form, you retain some of the abilities it grants, and you lose some of them, when you wildshape into a different form.

What specifically you lose is based off the wildshape rules I listed above.
#12

khatoblepas

May 12, 2008 11:35:59
Exactly.

Now, it could be my lack of facility with english as a foreign language, but this sentence "Your may not take the form of a creature advanced in size through additional racial Hit Dice, or with a template."

Would seem to imply that the form you take does not enjoy the benefits of the Divine Minion template.

That means you can't become, like, a Horrid animal or a creature with another template. It doesn't mean that you lose your race's template. Besides which, Divine Minion would be absolutely useless if it was supressed within a wildshape.

It would mean that as soon as you shifted to an animal form it grants, you'd lose the ability to wildshape, ergo, shift back to your regular form. That's not the intention at all!

Edit: Damnit, ninja phoenixes.
#13

phoenix00

May 12, 2008 11:54:52
Edit: Damnit, ninja phoenixes.

We aren't seen or heard until we strike.

And if we are strike down we will just be reborn.

Surrender now, it is your easiest and best option
#14

tshern

May 12, 2008 12:03:56
Anyhow maybe the Divine Minion template, in connection with something that makes you an outsider (Such as tiefling, fiendish, and so on)? It's here: http://www.wizards.com/default.asp?x=dnd/mb/20050209a.

Or just settle with the outsider type given by the Divine minion template.
#15

streetshaman

May 13, 2008 18:00:24
If you go Wildshaping Ranger, take MoMF to 7 - 10. At level 7 you get the (Ex) qualities of any form you take. I recommend Warshaper to 5 to get all the juicy stuff this class has to compliment your melee wildshaping build. Also the 5th level of Warshaper allows you more options with each wildshape use. You can drop 8-10 in MoMF for a dip in Ninja and/or Nature's Warrior for skills or utility respectively. If you do not go Ninja, make a Dwarf and consider 2 levels of Deepwarden. If you go Ninja, make a Human and get Able Learner feat for skill progression.

Wild Ranger 5/ MoMF 10/ Warshaper 5 or
Ninja 1/Wild Ranger 5/ MoMF 7/ Warshaper 5/ Nature's Warrior 2 or
Wild Ranger 5/ MoMF 8/ Warshaper 5/ Deepwarden 2 (Dwarf)

-----------

If you lead in with Druid, there is less of a need to go past MoMF 3 as there is a great spell in the Spell Compendium called Enhanced Wildshape. This gives you the same effect as level 7 MoMF (altho on a much more limited scale). Take a total of 17 levels of Druid and 3 levels of MoMF for decent Druid caster progression and access to 9th level spells as well as all forms including Humanoid and Monstrous Humanoid (cave trolls, gargoyles, etc.). You could technically lose 4-5 more Druid levels for Warshaper, but I would guess loseing the Druid spells over level 6 would not be worth it.

Keep in mind druid 14 gives A Thousand Faces which allows the smart MoMF to shift into a nasty humanoid form and then throw a "normal" humanoid layer on top of it. Like say cave troll form with a gnome skin. Surprise!
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Great feats for any build are:

Natural Spell (mandantory)

Exalted Wildshape (book of ED) grants unicorn form for extra healing and the best travel form - blink dog

Aberrant Wildshape or Draconic Wildshape - Both great if you only go 3 into MoMF and still want lots of form options.

Nymph's Kiss (BoED) - +1 to skills per level, +2 to cha skills and +2 to fey saves...good for humanoid forms/infiltration builds.

Assume Supernatural Ability (Savage Species) - pick one (Su) ability from a form and keep it. Niiice. DM will probably say "umm no".

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Downsides:

Shapeshift spell negates the awesome factor at 16 CL

Buy -LOTS- of notecards. Color code them for forms (travel, immunity, combat, flight, etc) and fill out all pertinent info (Ex effects and rules, stats, description, etc.). If you are not organized your group will hate you and your DM will kill your character off so he doesn't have to wait while you look up that obscure Ex ability! Have all spell descriptions as well. If the rule will come into play, have it on a card.

Potential to "do everything" and this will make your party dislike you. Focus on utility not power. Be the visegrips when things start falling apart, not the sledgehammer unless that is whats needed most at the moment =)


/cheers