Alter self to fly

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Starship Cartographer
If you wanted to use Alter Self in order to fly, what would you turn in to (assuming you are a human to start)?

In a related question, is there a list of critters broken up by type anywhere? It would be nice to see all of the "humanoids" in one big list (since a water breathing option would also be useful :D )

I've a preference for core and Scarred Lands creatures (since that's likely all that will be allowed).
 

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Can a halfling (Humanoid) turn into a Sahaugin (Monstrous Humanoid) using Alter Self? Isn't that a change in "type"?
 



From the SRD:
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level.
...
You acquire the physical qualities of the new form while retaining your own mind.
...
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

So maybe there isn't a Humanoid that can fly, or breath under water?
 

Ki Ryn said:
If you wanted to use Alter Self in order to fly, what would you turn in to (assuming you are a human to start)?

In a related question, is there a list of critters broken up by type anywhere? It would be nice to see all of the "humanoids" in one big list (since a water breathing option would also be useful :D )

I've a preference for core and Scarred Lands creatures (since that's likely all that will be allowed).
Oh ick. I hadn't realized they'd changed that spell. :P

I think most of the monster books have a type-based index at the beginning. The 3.0 MM did.

For flying creatures, your best bet is probably the avariel (winged elf).
 

Scarred lands ok? Well, don't they have those bat-men (no arms - wings instead, wield weapons with their feet)? That would do it.

Now - this whole issue is imbalanced - depending on whose campaign your in, the spell does entirely different things! There should be a simple list of what is and is not exceptable. If a single creature exists with a +8 natural armor of the correct type, should you be able to gain it w/ a 2nd level spell? Once case of bad design or poor luck (hey, its humanoid w/ a +6 LV adj, but it is humanoid!)


My vote:
Fly: no
Glide: ok (move 1/2 down, 1/2 normal, dropping slowly, no damage for reaching ground, must continue making moves every round).
Water breathing: no
Extended function underwater: yes (double how long you last while under water
Natural Armor modifier: gain +1/+2/+3/+4 at 3rd/8th/13th/18th
Dark vision: no
Low light vison: no
Improved vision: suffer penalty for light conditions to spot/search in 1/2

Well, just my opinion, but folks seem to use this spell as uber anything.
 

We've got a rule in our campaign that keeps this stuff from getting out of hand:

A character may only shape change into something they have actually seen before. Drawings in books and 'concepts' do not work.

It's a good rule.

jh
 

Emirikol said:
...A character may only shape change into something they have actually seen before. Drawings in books and 'concepts' do not work.

I like this idea, but it is still open to abuse. At higher level, once you've 'seen the world a bit' your 2nd level spell can gain tremendously in power. I think it also carries with it a nice flavor.

Now, for a bit of fun:

You can sign up for the very popular lecture series at your local magic college. This lecture includes several creatures who give examples of their range of body motion and design. This lecture series, 'how much can you squeeze out 2nd level spell". These creatures will teach you how to: fly, climb like a spider, gain natural armor and abusive hth attacks. In addition, to make this class really exciting for the plane touched (yep, outsider type!!!) and ogres (giants), a whole new range of dangerous abuses never intended by the playtesters of 3.5. Sign up now and get an autographed copy of 'how to give a GM a migrane."

If I ever show up in my own game, I'll have to shoot myself.
 

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