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Anyone have Alter Self strategy notes?
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<blockquote data-quote="Shallown" data-source="post: 1664254" data-attributes="member: 1368"><p>Well Magus You can't really hi-jack your own thread so that wasn't overboard. Did some research and these are the numbers I found. </p><p>Things in the SRD you can become with alterself but only listed the best of duplicated abilities. Alter self can cover lots of useful areas. Don't forget that some PHB races as useful abilities which I didn't include.</p><p></p><p>Alter self notes</p><p></p><p>Bug bear</p><p>+3 nat +4 move silent</p><p></p><p>Merfolk</p><p>Swim 50 ft </p><p>Amphibious</p><p>+8 swim take 10 on checks run as well.</p><p></p><p>Ogre</p><p>+5 nat</p><p>Large</p><p>40 ft move</p><p>Merrow above + 40 ft swim, 30 ft land move Aquatic no swim checks.</p><p></p><p>Trogs</p><p>Stench - GM's may not allow but seems like you could do it.</p><p>+4 hide +8 rock/underground</p><p>Multi attack feat</p><p>+6 nat</p><p>2 Claws 1d4, bite 1d4</p><p></p><p></p><p>Swirfneblin</p><p>+2 stone cut</p><p>+2 saves</p><p>+4 dodge bonus</p><p>+2 listen alchemy</p><p>+2 hide +4 underground</p><p></p><p>Goblin</p><p>Small bonuses</p><p>+4 move silent/Ride</p><p></p><p>Lizard folk</p><p>+5 nat</p><p>2 claw 1d4 bite 1d4</p><p>Hold Breath X 4</p><p>+4 balance, Jump, Swim</p><p></p><p></p><p>Some are more useful depending on your goal. Being able to swim and such would be very useful at times.</p><p></p><p>Thanks for the info.</p><p> </p><p>Unfortunately I don't get animal companions though I have a trained Guard Dog. My Gm has allowed me to change out abilities instead of getting animal empathy I can talk to spirits in objects places. Has proved cool and useful so far. Though when I tell my party that the abondoned (supposedly haunted) house is unhappy they don't get it.</p><p></p><p>How does the spell synergy work. I am getting a Weasal as a Familiar since I plan to go Mystic theurge and it won't get the better advanced powers. </p><p></p><p>What are your long term plans for the character in the sense of casting and Personal growth. Is he a supportive character? what roll does he fill party wise?</p><p></p><p>Just being nosy</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1664254, member: 1368"] Well Magus You can't really hi-jack your own thread so that wasn't overboard. Did some research and these are the numbers I found. Things in the SRD you can become with alterself but only listed the best of duplicated abilities. Alter self can cover lots of useful areas. Don't forget that some PHB races as useful abilities which I didn't include. Alter self notes Bug bear +3 nat +4 move silent Merfolk Swim 50 ft Amphibious +8 swim take 10 on checks run as well. Ogre +5 nat Large 40 ft move Merrow above + 40 ft swim, 30 ft land move Aquatic no swim checks. Trogs Stench - GM's may not allow but seems like you could do it. +4 hide +8 rock/underground Multi attack feat +6 nat 2 Claws 1d4, bite 1d4 Swirfneblin +2 stone cut +2 saves +4 dodge bonus +2 listen alchemy +2 hide +4 underground Goblin Small bonuses +4 move silent/Ride Lizard folk +5 nat 2 claw 1d4 bite 1d4 Hold Breath X 4 +4 balance, Jump, Swim Some are more useful depending on your goal. Being able to swim and such would be very useful at times. Thanks for the info. Unfortunately I don't get animal companions though I have a trained Guard Dog. My Gm has allowed me to change out abilities instead of getting animal empathy I can talk to spirits in objects places. Has proved cool and useful so far. Though when I tell my party that the abondoned (supposedly haunted) house is unhappy they don't get it. How does the spell synergy work. I am getting a Weasal as a Familiar since I plan to go Mystic theurge and it won't get the better advanced powers. What are your long term plans for the character in the sense of casting and Personal growth. Is he a supportive character? what roll does he fill party wise? Just being nosy later [/QUOTE]
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Anyone have Alter Self strategy notes?
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