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Old 10-22-2010, 06:42 AM   Top  -  End  -  #4
The Giant
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Default This Old Rule: Polymorph, Part 2

This Old Rule: Polymorph, Part 2

At long last, I have finished the other components necessary for my Polymorph Revision. I have also gone back and revised the original article to reflect feedback and things I just plain forgot the first time around. If you haven't read that yet, I suggest you do so now, since this won't make a lick of sense otherwise.

Additional Spells:

Spoiler



Spell Changes: The following are minor changes that need to be applied to existing spells to bring them in line with the new Polymorph rules:
  • Alter Self: This spell is deleted and replaced by alter.
  • Animal Growth: This spell cannot target a creature that has had the Polymorphed template applied.
  • Animal Shapes: This spell is deleted and replaced by mass animorph.
  • Baleful Polymorph: This spell is deleted and replaced by turn to frog.
  • Enlarge Person: This spell cannot target a creature that has had the Polymorphed template applied.
  • Polymorph: This spell is deleted.
  • Polymorph Any Object: This spell is deleted and partially replaced by transmogrification. Other effects are deliberately removed as problematic, such as the ability to turn pebbles into humans.
  • Reduce Person: This spell cannot target a creature that has had the Polymorphed template applied.
  • Righteous Might: If the target of the spell has the Polymorphed template, they do not increase in size. They do not gain size bonuses to Strength or Constitution. If the creature already has been targeted by righteous might when it acquires the Polymorphed template, the size increase effect is suppressed for as long as the creature has the template. They still gain the damage reduction and natural armor enhancement effects.
  • Shapechange: This spell is deleted and replaced by infinimorph.


The Druid
Replace the druid's existing wild shape, elemental wild shape, and thousand faces abilities with the following:

Wild Shape (Su): At 5th level, the druid gains the ability to change its shape into that of an animal once per day. The druid may apply the Polymorphed template to himself, as long as the assumed shape is that of an Animal of Small or Medium size. The effect lasts for 1 hour/druid level, or until he chooses to change back. Changing form is a standard action that does not provoke attacks of opportunity. Use the druid's class level for all effects related to caster level, rather than total Hit Dice; any other class that grants wild shape abilities stack with druid levels to determine caster level. This ability otherwise functions exactly like the Animorph spell.

The druid gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, a Huge animal at 15th level, and a Diminutive animal at 17th level. At 12th level, the druid can take the form of a Plant (such as a shambling mound) or a Vermin, with the same size restrictions as for Animals. At 19th level, the druid may take the form of an Animal or Vermin with the Swarm subtype. The druid gains additional uses of the wild shape ability at 6th, 7th, 10th, 14th, and 18th levels.

Elemental Shape (Su): At 16th level, the druid gains the ability to take the form of an elemental. Similar to wild shape, they may apply the Polymorphed template to himself, as long as the assumed shape is that of a Small, Medium, or Large elemental (air, earth, fire, or water). They may use this ability once per day, and the effects last 10 min./level or until he chooses to change back. This ability otherwise functions exactly like the wild shape ability. The druid gains additional uses of the elemental shape ability at 18th and 20th, and may take the form of Huge elementals at 20th level as well.

A Thousand Faces (Su): At 13th level, the druid may change his appearance at will as a standard action, as if casting the alter spell on himself. Unlike the spell, however, the druid may only use this ability while he does not possess the Polymorphed template.

Monster Changes
The following are notes on how to alter monsters with natural polymorph abilities using the new rules. Technically, most of these notes could be figured out on one's own, but I thought it might be helpful to have them written down. This list only includes monsters in the SRD, but you can figure out the rules for other monsters based on these.

As a rule of thumb, if the creature can polymorph only itself and/or has a limited selection of assumed shapes, it gains the Shapechanging supernatural special ability, described below for a number of creatures. This allows it to use its Hit Dice as the caster level, and to maintain a shape indefinitely. Creatures with a large number of spell-like abilities that can polymorph other creatures as well simply replace that spell with a thematically appropriate selection of the replacement spells. Generally, I assumed that no creature should be able to naturally take the form of an Outsider, Elemental, Construct, or Undead without the use of spells. Finally, creatures capable of replicating specific individuals flawlessly get the Alter Shape ability, described below for the doppelanger.

Spoiler



Looking Back...
I felt pretty good about writing an extensive polymorph revision when there were several rounds of official errata on related spells and abilities, including a whole article explaining some of the exact points I made in the introduction. Unfortunately, I still don't think the fixes do enough to address the problems with the polymorph spell.

A more comprehensive fix (and one that I think is on the right track) was incorporated into the Pathfinder® rules. This is basically the same core idea as I had, just taken even further. Like my fix, it splits the ultra-powerful polymorph ability into several different spells based on the type of form chosen. But rather than allow you to assume any form with level-based limits on how high your numerical bonuses can be, as my version does, the Pathfinder® version simply spells out exactly what you get for each spell, giving fixed ability score and natural armor bonuses and then a list of special abilities that can be granted by that spell. Each creature type then has a series of 2-4 spells that grant increasing bonuses and abilities with each higher-level iteration. Even though this adds about a dozen new spells to the game, it's still an elegant solution. More so than mine, frankly; I didn't go far enough. They did. Credit where credit is due. Just about the only decision I disagree with is keeping the problematic polymorph any object spell, specifically its ability to turn pebbles into humans and the like. That's just confusing.

The main drawbacks to my fix above is that it still takes a lot of time to figure out what your new form can do. You need to first look through the monster books, then figure out racial bonuses, then determine if those bonuses need to be reduced, then compare the list of Special Attacks and Special Qualities to those allowed by the spell, etc. Does it work from a balance point of view? I think it still does, yes. Does it work from a gameplay point of view? No. It's just too awkward for around-the-table play. I realized that not long after this was first posted, when the sorcerer in the campaign that I instituted this rule chose not to learn polymorph rather than be saddled with the complexities involved! I believe the rule would still work in a play-by-post game, where there's no shortage of time to figure these things out between posts, but for regular tabletop play, I recommend the Pathfinder® version.

The spells necessary to understand the Pathfinder methodology are alter self, baleful polymorph, beast shape, elemental body, form of the dragon, plant shape, polymorph, shapechange.
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Rich Burlew
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