D&D 3E/3.5 [3.5] Alter Self


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theskees

First Post
Wippit Guud said:
Actually, people are missing an important line in the spell:



So, if the race gets bonusus to skills or free feats, you get them.
Based on that, going by the monsters in 3.5 MM, here's what you got to choose from, for all bonuses:

Bugbear - +3 natural armor, +4 move silently
Derro - +4 hide, +4 move silently
Gnoll - +1 natural armor
Goblin - +4 move silently, +4 ride
Hobgoblin - +4 move silently
Kobold - +1 natural armor, +2 craft traps, +2 profession miner, +2 search
Lizardfolk - +5 natural armor, hold breath, +4 jump, +4 swim, +4 balance
Locathah - swim 60, gills, +3 natural, +8 swim checks for special actions
Merfolk - swim 50, gills, +8 swim checks for special actions, take 10 on swim regardless of surroundings
Orc - no benefits
Troglodyte - +6 natural, +4 hide (+8 in rocky settings)

Plus all the PC races

My notes were somewhat different, which I mention below:

Dwarf - +2 Search, Appraise, & Craft for Stone or Metal
Gnome - +1 AC/attack & +4 Hide (due to small size), +2 Craft(Alchemy), +2 Listen
Goblin - +1 AC/attack & +4 Hide (due to small size), 30ft move, +4 move silently, +4 ride
Half elf - +1 to Listen, Spot, & Search, +2 to Diplomacy & Gather Information
Halfling - +1 AC/attack & +4 Hide (due to small size), +2 Climb, Jump, Move Silent, Listen, 20 ft. move.
Kobold - +1 AC/attack & +4 Hide (due to small size), 30 ft. move, +1 natural armor, +2 craft traps, +2 profession miner, +2 search
Lizardfolk - +5 natural armor, 2 claws (d4) + bite (d4), no hold breath (it's a special quality), +4 jump, +4 swim, +4 balance
Orc - If light sensitivity is a gross physical property, then you get this.

Size also affects Intimidate, while speed affects Jump.
 

theskees

First Post
Living Greyhawk humanoids

If you play Living Greyhawk, here are some added humanoids you can Alter Self into (at least until the powers that be change their type).

Beastfolk - In forested area, +8 Hide
Dakon (ape-man) - Climb 30ft., +2 natural armor, +4 Balance & Sense Motive
Losel (ape-orc) - Climb 20ft., +1 natural armor, bite(d4) & claws(d4), +2 Listen & Spot, +8 Disguise as orc
Norker - +1 AC & attack, +4 Hide (due to small size), +7 natural armor, 20ft., bite(d4), +4 Move Silent
Qullan - -1 AC & attack, -4 Hide, 10ft. space & reach (due to large size!), +4 racial Intimidate
Valley Elf - same as high elf, +4 disguise, but -2 Diplomace, Gather Information, and Intimidate vs Elves
Xvart - +1 AC & attack, +4 Hide (due to small size), +2 Move Silent, 20ft. speed.

So in LG there is a Large Humanoid. Now, as this spell doesn't decrease/increase the size of your equipment (like Enlarge/Reduce Person does), so size changes are less useful.
 
Last edited:

Wippit Guud

First Post
Never bothered with the size bonuses (just thought they were obvious) also didn't bother with the PC races, they're easy to see what affects them.

Forgot lizardmen had natural attacks. Ooops. Good poiint about hold breath though...
 

Lord Pendragon

First Post
theskees said:

My notes were somewhat different, which I mention below:

Dwarf - +2 Search, Appraise, & Craft for Stone or Metal
Gnome - +1 AC/attack & +4 Hide (due to small size), +2 Craft(Alchemy), +2 Listen
Goblin - +1 AC/attack & +4 Hide (due to small size), 30ft move, +4 move silently, +4 ride
Half elf - +1 to Listen, Spot, & Search, +2 to Diplomacy & Gather Information
Halfling - +1 AC/attack & +4 Hide (due to small size), +2 Climb, Jump, Move Silent, Listen, 20 ft. move.
Kobold - +1 AC/attack & +4 Hide (due to small size), 30 ft. move, +1 natural armor, +2 craft traps, +2 profession miner, +2 search
Lizardfolk - +5 natural armor, 2 claws (d4) + bite (d4), no hold breath (it's a special quality), +4 jump, +4 swim, +4 balance
Orc - If light sensitivity is a gross physical property, then you get this.

Size also affects Intimidate, while speed affects Jump.
Good notes. I noticed that Whippit's list includes the derro, which is a monstrous humanoid and therefore (sadly) not usable. However, other creatures he lists, such as the Locathah, Merfolk, and Troglodyte are indeed humanoids that fit the requirements. Also, I believe you could also use the spell to become a duergar, though off the top of my head I don't know if that'd be advantageous.
 

LokiDR

First Post
Lord Pendragon said:
Good notes. I noticed that Whippit's list includes the derro, which is a monstrous humanoid and therefore (sadly) not usable. However, other creatures he lists, such as the Locathah, Merfolk, and Troglodyte are indeed humanoids that fit the requirements. Also, I believe you could also use the spell to become a duergar, though off the top of my head I don't know if that'd be advantageous.

Does anyone have Monsters of Faerun and be willing to post a synopsys?
 

Lord Pendragon

First Post
No humanoids at all in the Monster Manual II

Monsters of Faerun yielded up:

Asabi – 50ft move, 20ft burrow, +2 natural
Bullywug – 20ft move, 30ft swim, +3 natural, +6 bonus to hide when in marshes.
Gibberling – small size, +1 natural.
Shalarin – 40ft swim, no land movement.
Siv – 40ft move, 20ft swim, +2 natural, Exotic Weapon Proficiency (siangham) as a bonus feat.

In all, the best choices are in the Monster Manual. Though the siv would be interesting if you happened upon a vorpal siangham. :D
 

Lord Pendragon

First Post
I went back through the Monster Manual, and included sub-races (such as duergar) in the list. The complete list of available forms:

Aquatic Elf gills, 40ft swim

Bugbear +3 natural, +4 move silently

Deep Halfling small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 20ft move, +2 listen, stonecutting (+2 search stonework)

Drow Elf proficiencies (hand crossbow, rapier, shortsword)

Dwarf 20ft move (even in heavy armor), stonecutting (+2 search stonework), +4 to resist bull rush or trip on the ground, +2 to appraise stone/metal, +2 to craft stone/metal

Duergar 20ft move (even in heavy armor), +4 move silently, +1 listen, spot

Elf +2 listen, search, spot, proficiencies (longsword, rapier, longbow, composite longbow, shortbow, composite shortbow)
Forest Gnome small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 20ft move,+4 hide (+8 in wooded areas)

Gnoll +1 natural

Gnome small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 20ft move, +2 listen, craft (alchemy)

Goblin small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 30ft move, +4 move silently, ride

Half-elf +1 listen, search, spot; +2 diplomacy, gather info

Halfling small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 20ft move, +2 climb, jump, move silently, listen

Hobgoblin +4 move silently

Kobold +1 natural, small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 30ft move, +2 craft (trapmaking), profession (miner), search

Lizardfolk +5 natural, +4 balance, jump, swim, proficiencies (simple weapons, shields), natural weapons (2 claws 1d4, bite 1d4)

Locathah 10ft move, 60ft swim, +3 natural, +8 swim vs. special hazard or avoid a hazard, can always take 10 on a swim check, can “run” while swimming, if in a straight line

Merfolk 5ft move, 50ft swim, +8 swim vs. special hazard or avoid a hazard, can always take 10 on a swim check, can “run” while swimming, if in a straight line

Orc no bonuses

Svirfneblin small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 20ft move, stonecutting (+2 search stonework), +2 listen, craft (alchemy), +2 to hide (+4 underground)

Tallfellow Halfling small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), 20ft move, +2 search, spot, listen

Troglodyte +6 natural, +4 hide (+8 underground), Multiattack feat, natural weapons (2 claws 1d4, 1 bite 1d4),

________________________________

Things I didn't include: racial bonuses to saves, racial dodge bonuses vs. a specific foe, the elf ability to automatically detect secret doors (?), racial attack bonuses vs. specific foes, weapon familiarity (?), any vision types.
 

Silver Surfer

First Post
I think the PHB races would be allowed, too, wouldn't they?
(just for the purpose of completeness)

Human: no bonuses
Half-Orc: no bonuses

Just came to my mind: humans get an extra feat at 1st level, does that count as a "racial bonus feat"? I doubt it somehow...
 

Wippit Guud

First Post
To get as complete a liast as possible, here be Oriental Adventures

Bakemono - speed 30ft, small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), +6 natural armor, bite attack (1d8), claw attack (1d6), +4 listen, +2 spot

Korobokuru - speed 20ft, +2 survival

Naga, Shinomen - Although listed as humanoids, stat blocks are for their snake form, and using alter self doesn't grant shapechanging

Nezum - speed 40ft, +2 hide, +2 move silently

Tasloi - speed 20ft, climb 40ft, small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks), use dex for climb checks
 

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