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Master Transmogrifist - Which Favored Shapes?
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<blockquote data-quote="jekessler" data-source="post: 3010068" data-attributes="member: 43061"><p>OK, got a response back from him detailing his limits a bit more. Pretty much what I figured. The references to Spell Energy are his custom spell point system. Still leaving final disposition on the abilities, though, depending on what I choose. Not that I expect anything else, since he modifies many things as he goes.</p><p></p><p>"I don't see any reason why your character won't be able to eventually gain both the Supernatural (I am thinking at 8th) and Spell Like (I am thinking at 9th) abilities of creatures --- do note however that on the Spell Like abilities you will only be able to use them if you have the energy for a spell of that level -- or in other words the energy to cast the Spell Like abilities will come from your personal store (you will not gain any additional energies). However, keep in mind that some "Spell Like" abilities I have changed to "Spell" abilities and these you do not gain because they are not inherent to the creature in question but something it learned beyond its normal abilities. Basically what you can gain will be those abilites that "every" creature of that type would have no matter what their attributes would be.</p><p></p><p>Also keep in mind that you can not Transform into the following types of creatures: Shape-Changers, Oozes, and Undead. Which means you could not change into a Dopple Ganger as you suggested in a previous email. Also if you change into a creature that is inherently evil (such as Devils, Demons, or other Outsiders of this type) you are going to have alignment issues to deal with.</p><p></p><p>However just because a creature is stated as being evil does not mean it is "inherently evil". I consider most creatures to be "inherently neutral" but they tend towards the alignment listed on the average. So this means ask if you are considering an "evil" type creature.</p><p></p><p>On the positive side I am going to allow Constructs but with the stipulation that if you Transform into a Construct you will have a base 50% Arcane Spell Failure chance regardless of the Construct type chosen. Further this option will not be open to your character until he is at least a 6th level Transmogrifist and I may bump it up to 7th level -- have not determined exactly which would be best.</p><p></p><p>As a final note -- please keep in mind that I use the Monster Manual as a guideline and some creatures listed in the book are slightly different in my world due to my conceptualization of that creature. So far the most I have changed a creature has been about 25% and I don't forsee any creature taking on much more change than that.</p><p></p><p>Lastly I will reserve the right to treat each creature on a case by case basis but on the positive side I may except creatures not listed in the base Monster Manual -- provided they at least come from one of the D&D books."</p><p></p><p>So, short answer, SU abilities in, and so are Spell-Like, but I don't get extra spell slots (points) to cast them with, and some may have been changed to pure spells anyway...</p></blockquote><p></p>
[QUOTE="jekessler, post: 3010068, member: 43061"] OK, got a response back from him detailing his limits a bit more. Pretty much what I figured. The references to Spell Energy are his custom spell point system. Still leaving final disposition on the abilities, though, depending on what I choose. Not that I expect anything else, since he modifies many things as he goes. "I don't see any reason why your character won't be able to eventually gain both the Supernatural (I am thinking at 8th) and Spell Like (I am thinking at 9th) abilities of creatures --- do note however that on the Spell Like abilities you will only be able to use them if you have the energy for a spell of that level -- or in other words the energy to cast the Spell Like abilities will come from your personal store (you will not gain any additional energies). However, keep in mind that some "Spell Like" abilities I have changed to "Spell" abilities and these you do not gain because they are not inherent to the creature in question but something it learned beyond its normal abilities. Basically what you can gain will be those abilites that "every" creature of that type would have no matter what their attributes would be. Also keep in mind that you can not Transform into the following types of creatures: Shape-Changers, Oozes, and Undead. Which means you could not change into a Dopple Ganger as you suggested in a previous email. Also if you change into a creature that is inherently evil (such as Devils, Demons, or other Outsiders of this type) you are going to have alignment issues to deal with. However just because a creature is stated as being evil does not mean it is "inherently evil". I consider most creatures to be "inherently neutral" but they tend towards the alignment listed on the average. So this means ask if you are considering an "evil" type creature. On the positive side I am going to allow Constructs but with the stipulation that if you Transform into a Construct you will have a base 50% Arcane Spell Failure chance regardless of the Construct type chosen. Further this option will not be open to your character until he is at least a 6th level Transmogrifist and I may bump it up to 7th level -- have not determined exactly which would be best. As a final note -- please keep in mind that I use the Monster Manual as a guideline and some creatures listed in the book are slightly different in my world due to my conceptualization of that creature. So far the most I have changed a creature has been about 25% and I don't forsee any creature taking on much more change than that. Lastly I will reserve the right to treat each creature on a case by case basis but on the positive side I may except creatures not listed in the base Monster Manual -- provided they at least come from one of the D&D books." So, short answer, SU abilities in, and so are Spell-Like, but I don't get extra spell slots (points) to cast them with, and some may have been changed to pure spells anyway... [/QUOTE]
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