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Mobility: Pick a few forms that can fly, swim, and burrow.

I think you'd get a climb


speed also, which can be handy.
Combat: High natural armor class, and natural attacks. Mobility can be helpful here
also.
Utility: Many creatures have high racial bonuses to skills, and/or racial bonus feats.
Telling whether something is a racial bonus feat or not can be tricky. If it has a (B) next
to it in the feats section, it definitely is. Otherwise, if the creature's description doesn't
say that it is, it probably isn't. All creatures get feats every three levels, and at first level,
and you don't get those from the spell. I think disguising yourself as a member of
another race, or an individual, also falls under this, but I guess it could be its own
category.
If you submit something to be added to the list, please list the HD of the creature, the
Type of the creature, benefits it offers, and what book or resource it is from.
Just so we are all clear on what exactly you can get from the spell, here is an excerpt
from its description in the SRD. Pay special attention to the parts I've underlined.
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.
You do not gain any extraordinary special attacks or special qualities not noted above
under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast
healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities
of the new form. Your creature type and subtype (if any) remain the same regardless of
your new form. You cannot take the form of any creature with a template, even if that
template doesnt change the creature type or subtype.
Here is the compiled list so far, taken from lists by Lilt, Schulerta, ErikPSO,
SouthernSkies, and various other sources. Dpskane is in the process of adding a column
to it that indicates whether the form would be capable of using Verbal and/or Somatic
components. Feel free to look over the list, and check to make sure it is correct, because
I don't own all of the books used as sources in it.
Humanoids from the SRD:
Fuente; Cast; Armadura Natural; Tamao; Movimiento; y Skill/Dote Bonus
Bugbear MM p29 V/S 3 M 30ft +4 Move Silently<br />
Dwarf PHB 14 V/S - M 20ft (no encumbrance) +2 to Craft (Stone or Metal), <br />
+2 to Search (Stonework)<br />
Duergar MM 92 V/S - M 20ft (no encumbrance) +4 Move Silently, +1 Listen and
Spot<br />

Elf PHB 15 V/S - M 30ft +2 Listen, +2 Search, +2 Spot<br />


Half-Elf PHB 18 V/S - M 30ft +1 Listen, +1 Search, +1 Spot, <br />
+2 Diplomacy and Gather Information<br />
Aquatic Elf MM 103 V/S - M 30ft, 40ft Swim +2 Listen, +2 Search, +2 Spot<br />
Drow Elf MM 103 V/S - M 30ft +2 Listen, +2 Search, +2 Spot (Looks cool)<br />
Githyanki MM 127 V/S - M 30ft<br />
Githzerai MM 129 V/S - M 30ft<br />
Gnoll MM 130 V/S 1 M 30ft<br />
Gnome PHB 16 V/S - S 20ft +2 Listen, +2 Craft (Alchemy)<br />
Goblin MM 133 V/S - S 30ft +4 Move Silently, +4 Ride<br />
Halfling PHB 19 V/S - S 20ft +2 Climb, +2 Listen, <br />
+2 Jump, +2 Move Silently<br />
Hobgoblin MM 153 V/S 4 M 30ft +4 Move Silently<br />
Kobold MM 161 V/S 1 S 30ft +2 Craft (Trapmaking), +2 Search, <br />
+2 Profession (Miner) <br />
Lizardfolk MM 169 V/S 5 M 30ft +4 Balance, +4 Jump, +4 Swim,<br />
Claw and Bite attacks (1d4 each) <br />
Locathah MM 169 V/S 3 M 10ft, 60ft Swim +8 Swim (take 10)<br />
Merfolk MM 185 V/S - M 5ft, 50ft Swim +8 Swim (take 10)<br />
Orc MM 203 V/S - M 30ft<br />
Troglodyte MM 246 V/S 6 M 30ft +4 Hide (+8 underground), Multiattack,<br />
Claw and Bite attacks (1d4 each)
Other Humanoids:
Fuente; Cast; Armadura Natural; Tamao; Movimiento; y Skill/Dote Bonus
Skulk FF 154 V/S - M 30ft +8 to Move Silently, +15 to Hide<br />
(only if wearing light/no armor)<br />
Svirfneblin MM 132 V/S - S 20ft +2 Search (Stonework), +2 Craft (alchemy), <br />
+2 Listen, +2 Hide (+4 underground)<br />
Tallfellow Halfling MM 149 V/S - S 20ft +2 Search, +2 Spot, +2 Listen<br />
Deep Halfling MM 150 V/S - S 20ft +2 to Craft (Stone or Metal), <br />
+2 to Search (Stonework), +2 Listen<br />
Phaerlock UD 97 V/S 7 M 30ft +4 balance, +4 Jump, +4 Swim, Multiattack,<br />
Claws and Bite attacks (1d4 each)<br />
Crucian MH 59 V/S 8 M 20ft Iron Will, Weapon Focus (Warhammer)<br />
Catfolk MH 56 V/S 1 M 40ft +2 Listen, +2 Move Silently<br />
Dark Creeper FF 38 V/S 1 S 30ft +8 Hide, +4 MS in Shadows<br />
Dark Stalker FF 38 V/S 2 M 30ft same as above<br />
Mongrelfolk FF 125 V/S - M 30ft Endurance, +8 Hide, +8 Sleight of Hand<br />
Asabi MoF 15 V/S 2 M 50ft, 20ft Burrow Bite attack(1d4), Combat Reflexes, <br />
Jump Lengths Increased<br />
Bullywug MoF 25 S 3 M 20ft, 30ft Swim Endurance, +6 Hide (Marshes)<br />
Gibberling MoF 52 V?/S 1 S 30ft Bite (1d3), Weapon Focus (Bite)<br />
Shalarin MoF 76 V/S - M 40ft Swim Weapon Focus (Trident)<br />
Siv MoF 78 V/S 2 M 40ft, 20ft Swim Exotic Weapon Proficiency (Siangham) <br />
Arctic Dwarf RoF 9 V/S - S 20ft (no encumbrance) +2 to Craft (Stone or Metal), <br />
+2 to Search (Stonework)<br />
Urdunnir Dwarf RoF 22 V/S - M 20ft (no encumbrance) +2 to Craft (Stone or Metal),
<br />

+2 to Search (Stonework)<br />


Wild Dwarf RoF 24 V/S - S 20ft (no encumbrance) +2 to Craft (Stone or Metal), <br />
+2 to Search (Stonework)<br />
Avarial RoF 31 V/S - M 30ft, 50ft Fly +4 Spot, +4 Jump, , +2 Listen, +2 Search<br />
Forest Gnome RoF 52 V/S - S 20ft +2 Listen, +2 Craft (Alchemy), <br />
+4 Hide (+8 Forests)<br />
Grey Orc RoF 65 V/S - M 40ft<br />
Orog (Deep Orc) RoF 71 V/S 2 M 30ft +2 Craft (Armorsmithing and
Weaponsmithing)<br />
Spirit Folk, River UE 14 V/S - M 30ft, 30ft Swim +8 Swim (Take 10)<br />
Spirit Folk, Mountain UE 13 V/S - M 30ft, 30ft Climb +2 Balance, +2 Jump, <br />
+2 Tumble, +8 Climb (Take 10) <br />
Tren SK 87 V/S 8 M 30ft, 40ft Swim +4 Hide (+8 in rocky/subterranean),<br />
2xclaw (1d4), 1xbite (1d4), Multiattack<br />
Varag MM4 168 S 3 M 60ft Run and Spring Attack bonus feats

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