| Post/Author/DateTime | Post |
|---|---|
| #1mltrymanMar 04, 2009 23:27:45 | After actually taking a serious read over the 2nd level spell "alter self" .. i saw some very serious benefits for any aspiring young mage. These specifically: "You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth)." And here is where i come to you all for help... i need help coming up with a list of critters that would be most beneficial for this spell. Core PHB mostly, although all of the complete series, races series, and i think my dm would allow MM I - V. He is very against campaign world specific stuff though. I read somewhere on one of the posts here about Dwarven Ancestor? where's that from? Also, since HD is limited to caster level ... lets stick with things from 1 - 10 HD. Thank you friends in advance! |
| #2yteh_ek_pfffMar 04, 2009 23:35:46 | viola! http://forums.gleemax.com/showthread.php?t=176246 |
| #3lormadorMar 05, 2009 7:40:24 | The question is whether you're manipulating your creature type to get additional mileage out of the spell. I've gotten pretty far with the Otherworldly feat, then Altering Self into Earth or Salt Mephit (flying and good natural armor) or a Xorn (really nice natural armor, hands, and able to speak). Without manipulating your form and sticking to Core, most casters elect for Troglodyte for the natural armor. |