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Anyone have Alter Self strategy notes?

Hi folks,

My human Druid/Wizard just went from 3/2 to 3/3 and now has access to 2nd level spells. Alter Self fits very well with the character and campaign, so I plan to scribe that spell. I flipped through the MM for humanoids (surprisingly not all that many) to see what sorts of options there are for the character. I was thinking it might be worthwhile to compile the options and the benefits imparted for each one, along with notes on the best choices for certain things (e.g. it looks like the best MM humanoid for natural armor is Troglodyte for +6). Has anyone already done/seen this? If so, I'd love to mooch off of someone else's hard work! ;)

Thanks,
MC
 

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That's a great spell! Here's a few:

Troglodyte is OK, but the -2 dex counters 1 of the AC bonuses...

So Lizardfolk comes out the same AC with - +2 Str/Con and +5 natural armour.

Bugbear is a good choice. +4 Str, +2 Dex/Con, +3 natural armour. Less natural armour than the trog, much better stats.

Grimlock has the same stat boosts and +4 natural armour. Although you'd be blind. :) IIRC, think there's a druid feat in masters of the wild that lets you compensate for that, but think you need to be able to qualify for Dire Bat Wild Shape before taking it.

Hope those are useful.
 

I'm afraid, the Grimlock is a Monstrous Humanoid.
While similar, this is a different type and thus not available.

In the Forgotten Realms, there are the Avariel, a race of winged elves. That's one of the most useful forms for obvious reasons, but limited to FR campaigns (and those that do not really care about campaign limits :)).

For armor purposes, the Troglodyte or Lizardfolk is probably the best choice.


Sidenote: Druid/Wizard sounds like a rather strange combination. :)

Bye
Thanee
 
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I'm interested in hearing how the combo of classes is working out MAgus. I just started a new campaign Sunday and am playing a spirit shaman (complete divine). I am planning on going wizard next level and back and forth till I qualify for mystic theurge. Since the Spirit shaman has access to Druid spells your experience might help me out some. I went for spontaneous summoner and spontaneous healer from complete divine as well. To keep myself useful/flexible.

I might go for alter self if some useful ideas are forthcoming. Seems I might end up a front line person with our very eclectic group.

Thanks


later
 

Don't forget Aquatic Elf for swim speed and water breathing as well. For Alter Self, you retain your own ability scores, so no need to worry about that stuff. The only things you gain from Alter Self are: natural size, mundane forms of movement, natural armor, natural weapons, racial skill bonuses, racial feats, and any gross physical qualities (i.e. gills for example).

So interestingly enough I'd look at the humanoids that provided racial bonuses to skills and feats, something I haven't done (as reading the spell just now I realize you can get those benefits) but now plan on doing! :)
 

Liquidsabre said:
For Alter Self, you retain your own ability scores, so no need to worry about that stuff.

Doh! Just checked the SRD and another one catches me out. I could have sworn you replaced the racial ability modifiers of your normal race with those of the new race. When did that change? Is my brain failing?
 

Canis said:
Unless you're trying to emulate Gandalf, Merlin, or just about any wizard in mythology or fantasy literature. ;)

The standard D&D wizard just doesn't do that too well, IMO.
Well, it's probably not possible to emulate them properly in D&D anyways.

I don't think Gandalf or Merlin had the ability to wildshape, for example, and D&D magic just doesn't fit them.

Bye
Thanee
 


Hey! I'm playing a Wizard/Druid Gestalt! I rock, thus far, and can't wait for Polymorph and Share Spell. :]

Anyways, if you hate the change from pretty, girly elf to ugly, stinky Troglodyte (best choice in the game mechanics), invest in a Hat of Disguise and disguise as yourself.
 

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