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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 117456" data-attributes="member: 1165"><p>Some relevant text from WotC</p><p></p><p>The druid has tailored her feat selection to help her</p><p>make better use of her wild shapes. Multiattack gives her</p><p>an effective bonus on secondary attacks while she is in</p><p>animal form (–2 instead of –5 penalty), and Natural</p><p>Spell lets her cast spells while in animal form.</p><p></p><p>Thyme, female half-elf Drd12: CR 12; Medium-size</p><p>humanoid (elf ); HD 12d8+12; hp 66; Init +2; Spd 30 ft.;</p><p>AC 20 (touch 13, flat-footed 18); Atk +10/+5 melee</p><p>(1d6+1/18–20, +1 opposable scimitar*) or +12/+7 ranged</p><p>(1d6, masterwork sling); SQ Animal companions (2</p><p>badgers, 2 hawks, tiger, wolf ), half-elf traits, nature</p><p>sense, resist nature’s lure, trackless step, venom immunity,</p><p>wild shape (Tiny, Small, Medium-size, Large, or dire</p><p>animal 5/day), woodland stride; AL N; SV Fort +9,</p><p>Ref +6, Will +12; Str 10, Dex 14, Con 13, Int 12, Wis 18,</p><p>Cha 10.</p><p>Skills and Feats: Animal Empathy +10, Concentration</p><p>+6, Handle Animal +7, Heal +11, Intuit Direction +9,</p><p>Knowledge (nature) +16, Listen +5, Profession (herbalist)</p><p>+9, Ride (horse) +4, Scry +6, Search +2, Spellcraft</p><p>+6, Spot +5, Wilderness Lore +19; Blindsight, Create</p><p>Infusion, Multiattack, Natural Spell, Track.</p><p>Animal Companions: Thyme has two badgers (hp 5,</p><p>6), two hawks (hp 5 ,4), a tiger (hp 48), and a wolf (hp</p><p>11) as animal companions.</p><p>Wild Shape (Sp): Thyme can change into a Tiny, Small,</p><p>Medium-size, Large, or dire animal and back again 5</p><p>times per day. She may adopt only one form per use of</p><p>this ability. With each use, she regains hit points as if</p><p>she has rested for a day. She does not risk the standard</p><p>penalty for being disoriented while in her wild shape.</p><p>She gains all the creature’s natural and extraordinary</p><p>abilities when she does so.</p><p></p><p></p><p>Thyme (brown bear form), female half-elf Drd12:</p><p>CR 12; Large humanoid (elf ); HD 12d8+12; hp 66; Init</p><p>+1; Spd 40 ft.; AC 15 (touch 10, flat-footed 14); <strong>Atk +16</strong></p><p><strong>melee (1d8+8, 2 claws) and +14 melee (2d8+4, bite)</strong>; or</p><p><strong>+17/+12 melee (1d6+9/18–20, +1 opposable scimitar*)</strong>;</p><p>Face/Reach 5 ft. x 10 ft./5 ft.; SA Improved grab;</p><p>SQ Animal companions (2 badgers, 2 hawks, tiger,</p><p>wolf ), half-elf traits, nature sense, resist nature’s lure,</p><p>scent, trackless step, venom immunity, wild shape (Tiny,</p><p>Small, Medium-size, Large, or dire animal 5/day),</p><p>woodland stride; AL N; SV Fort +12, Ref +5, Will +12;</p><p>Str 27, Dex 13, Con 19, Int 12, Wis 18, Cha 10.</p><p>Improved Grab (Ex): If Thyme hits with a claw, she</p><p>deals normal damage and attempts to start a grapple as a</p><p>free action without provoking an attack of opportunity.</p><p>Improved grab works only against Medium-size or</p><p>smaller opponents. Thyme has the option to conduct the</p><p>grapple normally or simply use her claw to hold the opponent.</p><p>Each successful grapple check she makes during</p><p>successive rounds automatically deals claw damage.</p><p>Scent (Ex): Thyme can detect approaching enemies,</p><p>sniff out hidden foes, and track by sense of smell.</p><p>Possessions: +1 opposable scimitar*, periapt of wisdom +2 on</p><p>wilding clasp*.</p><p></p><p></p><p>Thyme (badger form), female half-elf Drd12: CR</p><p>12; Tiny humanoid (elf ); HD 12d8+12; hp 66; Init +3;</p><p>Spd 30 ft., burrow 10 ft.; AC 15 (touch 15, flat-footed</p><p>12); <strong>Atk +14 melee (1d2–1, 2 claws) and +12 melee</strong></p><p><strong>(1d3–1, bite)</strong>; Face/Reach 2.5 ft. x 2.5 ft./0 ft.; SA Rage;</p><p>SQ Animal companions (2 badgers, 2 hawks, tiger,</p><p>wolf ), half-elf traits, nature sense, resist nature’s lure,</p><p>trackless step, venom immunity, wild shape (Tiny, Small,</p><p>Medium-size, Large, or dire animal 5/day), woodland</p><p>stride; AL N; SV Fort +10, Ref +7, Will +12; Str 8, Dex</p><p>17, Con 15, Int 12, Wis 18, Cha 10.</p><p>Skills and Feats: Animal Empathy +10, Concentration</p><p>+7, Handle Animal +7, Heal +11, Hide +11, Intuit Direction</p><p>+9, Knowledge (nature) +16, Listen +5, Profession</p><p>(herbalist) +9, Ride (horse) +5 <strong>(this is funny)</strong>, Scry +6, Search +2, Spellcraft</p><p>+6, Spot +5, Wilderness Lore +19; Blindsight, Create Infusion, Multiattack, Natural Spell, Track,</p><p><strong>Weapon Finesse (bite), Weapon Finesse (claw).</strong></p><p>Rage (Ex): When Thyme takes damage in combat</p><p>while in her badger form, she flies into a berserk rage</p><p>the following round, clawing and biting madly until</p><p>either she or her opponent is dead. She gains +4 Str,</p><p>+4 Con, and –2 AC. She cannot end her rage voluntarily.</p><p>Possessions: Periapt of wisdom +2 on wilding clasp*.</p><p></p><p>Note that she gains the <strong>natural attack routine</strong> of the creatures she wild shapes into, <strong>and also gain the animal's feats</strong> (most animals don't get feats, but animals with higher Dex than Str scores have Weapon Finesse, even if the MM doesn't explicitly state this; otherwise the small animals in the MM would have much smaller attack bonuses. I did the math myself).</p><p></p><p>I have also noticed that it does not explictly state anything about the attack routine. WotC could use some better editors <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I will post an update in a few days; I printed the WotC description of the new Wild Shape and would have posted it here, only I lent it to a friend and rather foolishly erased the file from my computer. I scoured the computer twice trying to find it. (Sigh).</p><p></p><p>FYI, Wild Shape <strong>no longer refer to Polymorph Other/Self</strong>.</p><p></p><p>The following version of this ability supersedes the one presented in the Player's Handbook.</p><p></p><p>At 5th-level, a druid gains the spell-like ability to turn herself into a Small or Medium-size animal (but not a dire animal or a legendary animal) and back again once per day. The druid may only adopt one animal form per use of this ability.</p><p></p><p>The creatures available as <em>wild shape</em> forms include some giant animals (as described in Appendix I of the Monster Manual) but not beasts, magical beasts, or anything with a type other than animal. The druid may use <em>wild shape</em> to become a dog or a giant lizard, but not an owlbear. THe form chosen must be that of an animal she is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.</p><p></p><p>The druid acquires the physical and natural abilities of the form she has taken while retaining her own mind. Physical abilities include size as well as Strength, Dexterity, and Constitution scores. Natural abilities include (natural) armor, natural weapons (such as claws, bite, or gore), sensory abilities (such as low-light vision), and similar gross physical qualities (presence or absence of wings or gills, number of extremities, and so forth). Natural abilities also include mundane movement capabilities, such as walking, swimming, and flying with wings. <strong>The druid also gains all the racial bonuses and feats of the animal form selected.</strong> <strong>She does not gain any supernatural or spell-like abilities of her new form, but does gain all the form's extraordinary abilities.</strong></p><p></p><p>The druid retains her own Intelligence, Wisdom, and Charisma scores, level and classes, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base save bonuses. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The druid also retains her own type (for example, humanoid), extraordinary abilities, and spell-like abilities, but not her supernatural abilities.</p><p></p><p>Conclusion</p><p>You gain the animal's feats (Weapon Finesse)</p><p>You gain the animal's racial skill bonuses</p><p>You gain the animal's natural attack routine</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 117456, member: 1165"] Some relevant text from WotC The druid has tailored her feat selection to help her make better use of her wild shapes. Multiattack gives her an effective bonus on secondary attacks while she is in animal form (–2 instead of –5 penalty), and Natural Spell lets her cast spells while in animal form. Thyme, female half-elf Drd12: CR 12; Medium-size humanoid (elf ); HD 12d8+12; hp 66; Init +2; Spd 30 ft.; AC 20 (touch 13, flat-footed 18); Atk +10/+5 melee (1d6+1/18–20, +1 opposable scimitar*) or +12/+7 ranged (1d6, masterwork sling); SQ Animal companions (2 badgers, 2 hawks, tiger, wolf ), half-elf traits, nature sense, resist nature’s lure, trackless step, venom immunity, wild shape (Tiny, Small, Medium-size, Large, or dire animal 5/day), woodland stride; AL N; SV Fort +9, Ref +6, Will +12; Str 10, Dex 14, Con 13, Int 12, Wis 18, Cha 10. Skills and Feats: Animal Empathy +10, Concentration +6, Handle Animal +7, Heal +11, Intuit Direction +9, Knowledge (nature) +16, Listen +5, Profession (herbalist) +9, Ride (horse) +4, Scry +6, Search +2, Spellcraft +6, Spot +5, Wilderness Lore +19; Blindsight, Create Infusion, Multiattack, Natural Spell, Track. Animal Companions: Thyme has two badgers (hp 5, 6), two hawks (hp 5 ,4), a tiger (hp 48), and a wolf (hp 11) as animal companions. Wild Shape (Sp): Thyme can change into a Tiny, Small, Medium-size, Large, or dire animal and back again 5 times per day. She may adopt only one form per use of this ability. With each use, she regains hit points as if she has rested for a day. She does not risk the standard penalty for being disoriented while in her wild shape. She gains all the creature’s natural and extraordinary abilities when she does so. Thyme (brown bear form), female half-elf Drd12: CR 12; Large humanoid (elf ); HD 12d8+12; hp 66; Init +1; Spd 40 ft.; AC 15 (touch 10, flat-footed 14); [b]Atk +16 melee (1d8+8, 2 claws) and +14 melee (2d8+4, bite)[/b]; or [b]+17/+12 melee (1d6+9/18–20, +1 opposable scimitar*)[/b]; Face/Reach 5 ft. x 10 ft./5 ft.; SA Improved grab; SQ Animal companions (2 badgers, 2 hawks, tiger, wolf ), half-elf traits, nature sense, resist nature’s lure, scent, trackless step, venom immunity, wild shape (Tiny, Small, Medium-size, Large, or dire animal 5/day), woodland stride; AL N; SV Fort +12, Ref +5, Will +12; Str 27, Dex 13, Con 19, Int 12, Wis 18, Cha 10. Improved Grab (Ex): If Thyme hits with a claw, she deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Medium-size or smaller opponents. Thyme has the option to conduct the grapple normally or simply use her claw to hold the opponent. Each successful grapple check she makes during successive rounds automatically deals claw damage. Scent (Ex): Thyme can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Possessions: +1 opposable scimitar*, periapt of wisdom +2 on wilding clasp*. Thyme (badger form), female half-elf Drd12: CR 12; Tiny humanoid (elf ); HD 12d8+12; hp 66; Init +3; Spd 30 ft., burrow 10 ft.; AC 15 (touch 15, flat-footed 12); [b]Atk +14 melee (1d2–1, 2 claws) and +12 melee (1d3–1, bite)[/b]; Face/Reach 2.5 ft. x 2.5 ft./0 ft.; SA Rage; SQ Animal companions (2 badgers, 2 hawks, tiger, wolf ), half-elf traits, nature sense, resist nature’s lure, trackless step, venom immunity, wild shape (Tiny, Small, Medium-size, Large, or dire animal 5/day), woodland stride; AL N; SV Fort +10, Ref +7, Will +12; Str 8, Dex 17, Con 15, Int 12, Wis 18, Cha 10. Skills and Feats: Animal Empathy +10, Concentration +7, Handle Animal +7, Heal +11, Hide +11, Intuit Direction +9, Knowledge (nature) +16, Listen +5, Profession (herbalist) +9, Ride (horse) +5 [b](this is funny)[/b], Scry +6, Search +2, Spellcraft +6, Spot +5, Wilderness Lore +19; Blindsight, Create Infusion, Multiattack, Natural Spell, Track, [b]Weapon Finesse (bite), Weapon Finesse (claw).[/b] Rage (Ex): When Thyme takes damage in combat while in her badger form, she flies into a berserk rage the following round, clawing and biting madly until either she or her opponent is dead. She gains +4 Str, +4 Con, and –2 AC. She cannot end her rage voluntarily. Possessions: Periapt of wisdom +2 on wilding clasp*. Note that she gains the [b]natural attack routine[/b] of the creatures she wild shapes into, [b]and also gain the animal's feats[/b] (most animals don't get feats, but animals with higher Dex than Str scores have Weapon Finesse, even if the MM doesn't explicitly state this; otherwise the small animals in the MM would have much smaller attack bonuses. I did the math myself). I have also noticed that it does not explictly state anything about the attack routine. WotC could use some better editors :-) I will post an update in a few days; I printed the WotC description of the new Wild Shape and would have posted it here, only I lent it to a friend and rather foolishly erased the file from my computer. I scoured the computer twice trying to find it. (Sigh). FYI, Wild Shape [b]no longer refer to Polymorph Other/Self[/b]. The following version of this ability supersedes the one presented in the Player's Handbook. At 5th-level, a druid gains the spell-like ability to turn herself into a Small or Medium-size animal (but not a dire animal or a legendary animal) and back again once per day. The druid may only adopt one animal form per use of this ability. The creatures available as [i]wild shape[/i] forms include some giant animals (as described in Appendix I of the Monster Manual) but not beasts, magical beasts, or anything with a type other than animal. The druid may use [i]wild shape[/i] to become a dog or a giant lizard, but not an owlbear. THe form chosen must be that of an animal she is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. The druid acquires the physical and natural abilities of the form she has taken while retaining her own mind. Physical abilities include size as well as Strength, Dexterity, and Constitution scores. Natural abilities include (natural) armor, natural weapons (such as claws, bite, or gore), sensory abilities (such as low-light vision), and similar gross physical qualities (presence or absence of wings or gills, number of extremities, and so forth). Natural abilities also include mundane movement capabilities, such as walking, swimming, and flying with wings. [b]The druid also gains all the racial bonuses and feats of the animal form selected.[/b] [b]She does not gain any supernatural or spell-like abilities of her new form, but does gain all the form's extraordinary abilities.[/b] The druid retains her own Intelligence, Wisdom, and Charisma scores, level and classes, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base save bonuses. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The druid also retains her own type (for example, humanoid), extraordinary abilities, and spell-like abilities, but not her supernatural abilities. Conclusion You gain the animal's feats (Weapon Finesse) You gain the animal's racial skill bonuses You gain the animal's natural attack routine [/QUOTE]
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