Alter self to fly

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). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

Flight is obviously allowed by the spell itself, its just a matter of finding a form to take.
 

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Which I believe several different threads have said there to be effectively none for humanoids :( So the spell can, but it cant. Sortof like being able to cast fireball, but it only ever does half damage until you've been inside of a volcano and swam around for awhile.. It has a better and intersting use, but it is impossible to get except in incredibly extraordinary situations (as in, I think only one book out of the more than 20 discussed had one race that was a viable choice)
 

Avariels would count, as would (IIRC) the bat guys from Scarred Lands that somebody else mentioned.

And that just means that its harder for humanoids to get a form with wings. An outsider or dragon caster would be able to easily find a form capable of granting wings.
 

Humanoid Toolbox for Alter self.

Avariel = Fly 50 ft. (average)
Aquatic Elf = Swim 40 ft.
Gray Orc = 40 ft.
Mountain Spirit Folk = Climb 30 ft.
Troglodyte = +6 natural armor, 1d4 claws and bite
Goblin = take small size, but keep a 30 ft. speed

not to mention the racial skill bonuses and feats associated with some of these races
 
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The four easiest forms to use:

Kobold: small size so +1 AC, +1 attack (ranged touch?), +4 hide (size) and +1 natural armor. Still move 30

Troglodyte: +6 natural armor and 3 natural attacks @ 1d4; Multiattack feat; +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).

Locathah: +3 natual armor, land speed 10, swim 60, +8 swim checks to avoid obsticals, waterbreathing

Forest Gnome: speed 20, +2 Listen, +2 Craft (alchemy), +4 Hide, which improves to +8 forests, +4 hide from size, +1 hit/AC from size

Kobold for general use, Troglodyte for AC/melee, Locathah for water, forest gnome for scouting. That is a good variety out of one spell. You need avorials to get flight, or that bat race if they are humanoid not monsterous humanoid. If you get skinny on the bat people, let us know.
 
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Ki Ryn said:
There ain't no "Avoriel" in my Monster Manual. There is an "Avoral" but it's an outsider.
And "ain't" ain't in the dictionary. :D

I think Avariels are from Monsters of Faerun, but I could be wrong.
 

Actually, 'aint' is in the dictionary..lol.. at least every one I have in the house here and dictionary.com ;)

trogs are definately fun, and there are a lot of other races which are fun to do so with.. what if you are in a campaign world where the only valid targets are the core races though? Not horrible, but very limiting to some degree..lol
 

Emirikol said:
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

So a group of wizards could all benefit, if a) Wizard #1 saw a critter-humanoid, and b) Wizard #1 cast silent image just to show the other wizards a perfect duplicate of that critter-humanoid? Or only if the other wizards fail their saving throws vs. silent image? Or would this become a roundabout way of detecting that the silent image was only an illusion (try to cast alter self based on the image and fail)?
 


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