Shifter (MotW) and monster familiarity

Cheiromancer

Adventurer
I'm designing a 5/5 cleric/shifter (who used anyspell from the FRCS to meet the special pre-req), and I'm wondering what monsters he would be familiar with (so as to be able to turn into them).

Any monster he has fought in his career would qualify, but I don't want to reconstruct his whole adventuring career to this point. However, suppose he followed the WotC "adventure path" series of modules. What critters would he have faced now that he is 10th level?

Anybody have the complete set? What critters would the iconic characters have encountered by 10th level?
 
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I recently faced this question as a DM. Although it meant a bit of work for me, I created 13 random encounters appropriate to each of the PC's levels (this based on the DMG extrapolation for average number of encounters before leveling). This included templates, "leveled monsters", large groups (as appropriate for the monsters per the MM organization line"), etc. I also toss in common stuff (domesticated animals and the like) for free. If an area is known to be frequented by certain monsters, they get those as well. I'm sure some will point out the inconsistencies/inaccuracies to this method but I'm fairly happy with it. The reason? My potential shifter sent me a spreadsheet of what he could use, would be able to use, and could never use from my encounter sheet, and there was a healthy mix. Does it mean you might not get that Annis Hag form? Yes, but I felt it was a more "realistic" way to generate familiarity.

"I may be a little coward, but I'm a GREEDY little coward."
 


Alas, I do not. I was thinking of using a random generator (like the one posted by Emiricol in the electronics aids section) but I felt that might leave out such options as creatures that might have advanced by HD, templates, increased EL based on numbers of creatures encountered, etc. It was the long way 'round but I wanted to take into account that, at 7th level, the PC may have encountered a CR6 creature that had increased it's HD by 50%, thus making it CR 7; or 2 CR 4 creatures for a EL6 encounter.

I probably worry about these things way too much. We game twice a week and today is the first time I'm pushing the responsibility of HP and spell tracking back on my players - something they have wanted to do anyway (I have been using a latop to this point).

Sorry I wasn't more help

Chris
 

Would you require a wizard (or sorcerer) with the polymorph other spell to have the same degree of familiarity with a monster? I.e. a day's study, or first-hand combat experience?

If not, then a shifter character (frustrated that an annis cannot be found other than in a bard's tale) could simply ask (or pay) the spell-caster to turn him into an annis. Or, if the character were capable of 4th level arcane spells, he could do it to himself.

It seems that a list of familiar creatures would need to be described for great many spell-casters.
 


Actually, I am frequently asked "has my xth level character ever heard of this thing?" (after a description of something encountered), so I am instituting monster familiarity lists for all levels of a PC created prior to a game, regardless of class. I hadn't thought about the polymorph factor when considering familiarity, but my initial reaction would be to stomp on the player who first mentions it, then give it careful consideration, then look some stuff up, then stomp some more (not sure where this ends).

I don't have a knowledge (creature) skill in my game. I had heard of such a thing in the Everquest RPG but am not planning on allowing it. Unexpected diseases and effects at unfortunate times are way too much fun.

The truth is out there. No, not there...over THERE! A little to the left..never mind. The truth is gone.
 

I just take knowledge (Bestiary), wich at that level would give you quite bit of info on most native-plane monsters, and maybe a few outsiders.
 

These are my picks as the best forms, broken down by shifter level. (I'm trying to munchkin the character as much as possible):

1. Small and Medium-size, humanoids only:

Svirfneblin. SR, +4 dodge bonus, 120 ft. darkvision... awesome shape.

2. animal, monstrous humanoids:

Some of the smaller dire animals have possibilities (hawk, rat, weasel), but there are also some very good monstrous humanoids: grimlock (blindsight, natural armor), dekanter goblin (monsters of Faerun- fast healing 3) and harpy (flight). the best critter is probably the Kuo toa (keen sight, immune to poison and paralysis, electrictiy resistance 30, amphibious....). Too bad they smell so bad.

3. Large and Tiny, beasts and plants:

Shambling mound is good, maybe archer bush (tremorsense). The Annis is available, or the sea hag for underwater adventuring. Good beasts include the ankheg and the girallon. As a hippogriff or griffon you can help transport party members through the air. A dire bear or dire wolf is also handy for combat.

4. giants, vermin:

Troll looks like the best bet. Of the vermin the sword spider (monsters of Faerun) looks like the best bet.

5. Diminutive, magical beasts:

normal kinds of animals are available for stealthy work. More fliers: pegasus, giant eagle and owl. Cloaked ape (monsters of Faerun) gives flight, scent, and fast healing 3. A gargoyle is a worthy alternative to a harpy. A digester has a powerful acid attack, and is immune to acid itself. The best critter is probably the roper: great natural armor, high SR, ranged attacks that drain a wicked amount of strength.

6th and up: tons of possibilities.

Comments?
 

In our game, we mostly ignored the Familarity Requirement - the Druid/Shifter I play began play at 14th level, and it is nearly impossible to say what he already might have seen - Oh, and consider that a character at that level might have access to spells like Legend Lore, Plane Shift, and many more (via his allies), so he could already have seen any creature out there.

Then, remember the Nature Sense ability of the Druid - you could interprete it as him being familiar with any kind of creature, because he can identify it at glance - at least animals (including Dire and Legendary ones) and plants.

Anyway, even without these notes, the following creatures are most frequently used:

Troll (Regeneration is fine, though the Strength is lower than of other, similar sized giants)
Fire Giant (the wizard uses his polymorph self for this creature)

Both are some of the most favorite monsters in use, I think, and nearly everybody will know some of them.

Considering "Nature Sense", the following forms might also be very typical for a Druid/Shifter to be familiar with:
Treant (a very strong creature, terrible combined with Greater Magic Fang)
Tendricolous (oh, a large Dragon? Nice breakfast! - well, in the actual situation, I wasn`t able to swallow the Dragon, because his attack bonus was far to high - but I swallowed a Gargoyle - Regeneration 10 is great, too)

Most other forms I used were more for fun than actual power, like
Aboleth (underwater adventures, though Dire Shark or Whale Forms might be equal or better...)
Delver (How to open doors, walls and anything else in your way - nice for undermountain/underdark campaigns)
Will O´ Was

Forms I use(d) for powerplaying:

Stone Golem (Be aware that most other "Standard" Golems do have the Berserk Ability, which is extraordinary - and without a master, there is little chance that anyone can heal you of it. But Magic Immunity is awesome)
Legendary Ape (might or might not be available thanks Nature Sense)
12-Headed Hydra (no special form, since I consider them as "unaverage"...)

Forms I did not try, but might do (and some of them are even regularly available to Druids)
Bullette - just for beeing a landshark :)
Dire Tiger
Elephant

Anyway, I try to use as many various forms as I can - mainly for the fun it does. (Shifter are the "Walkin One Man Zoo"s)
If it is getting hard and enemies are to powerful, I will probably use the primary forms like Fire Giant or Golem.

Mustrum Ridcully
 

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