Post by brumguvnor on Mar 24, 2017 12:07:25 GMT
Steve brought up an interesting point last night - using the free form magic system to shapeshift into a bear.
Using the difficulty factors table this would be:
Distance: yourself: (-1)
Area of effect: One person or creature with no concentration needed or 1 item touched: 1
Duration: Medium; 1 to 10 minutes: 3
Amount of material: not relevant
Damage: 4d10; 3
So, I would say that this means that at flesh level 6, you can change into a bear, for up to 10 minutes, and do 4d10 damage. If you look at the brown bear in the monster manual it's not too bad - you get 34 hit points, bite attack of d8+4 damage and +5 to hit, and claw attack of +5 to hit and 2d6+4, AC11. (this is one of the main reasons to use an established system as the base - all these stats are worked out!)
Although, for a sphere at 6 this does seem a little low to me: let's say you not only have seen a polar bear in the zoo, but this is not just a wildshape into a typical example of the species: no - this is shape changing into a prime example of a polar bear at its absolute peak: the Captain America of polar bears... This would give you:
40 hit points, bite attack of d10+4 damage and +5 to hit, and claw attack of +5 to hit and 2d8+4, AC13 (due to better natural armour). And you would obviously keep your own intelligence and wisdom.
I don't want to make this standard flesh shapechange TOO good - after all you are not just getting the ability to hit harder: you are getting some natural armour and more hit points as well; this is a more rounded defensive and offensive spell than just doing a level 6 fireball... - and it's not like you can't add further buffs, such as:
- taking an extra difficulty factor of 1 to improve your damage (i.e. very sharp and strong claws)
- taking an extra difficulty factor for much better natural armour (such as fur made out of keratin like claws, or thick skin like a crocodile under your fur)
- take an extra turn to cast another flesh level 6 spell, which to me should at the very least double your hits, damage and AC - I mean, you are basically casting the same spell again.
And thinking about it some more - casting it again means you are just enhancing what is there, without the initial cost of shifting away from a human form, so you should be able to get a bonus of something like regeneration of 4 per round.
If you used flesh level 6 just to activate regeneration then the applicable number would be your damage: a level 6 spell easily does 4d10 damage, so could probably give you the average of 4d10 of 24 points of regeneration per turn.
How's that sound? - are the numbers reasonable? - and perhaps more significantly: does the way that I arrived at them using the difficulty factors table make sense?
Using the difficulty factors table this would be:
Distance: yourself: (-1)
Area of effect: One person or creature with no concentration needed or 1 item touched: 1
Duration: Medium; 1 to 10 minutes: 3
Amount of material: not relevant
Damage: 4d10; 3
So, I would say that this means that at flesh level 6, you can change into a bear, for up to 10 minutes, and do 4d10 damage. If you look at the brown bear in the monster manual it's not too bad - you get 34 hit points, bite attack of d8+4 damage and +5 to hit, and claw attack of +5 to hit and 2d6+4, AC11. (this is one of the main reasons to use an established system as the base - all these stats are worked out!)
Although, for a sphere at 6 this does seem a little low to me: let's say you not only have seen a polar bear in the zoo, but this is not just a wildshape into a typical example of the species: no - this is shape changing into a prime example of a polar bear at its absolute peak: the Captain America of polar bears... This would give you:
40 hit points, bite attack of d10+4 damage and +5 to hit, and claw attack of +5 to hit and 2d8+4, AC13 (due to better natural armour). And you would obviously keep your own intelligence and wisdom.
I don't want to make this standard flesh shapechange TOO good - after all you are not just getting the ability to hit harder: you are getting some natural armour and more hit points as well; this is a more rounded defensive and offensive spell than just doing a level 6 fireball... - and it's not like you can't add further buffs, such as:
- taking an extra difficulty factor of 1 to improve your damage (i.e. very sharp and strong claws)
- taking an extra difficulty factor for much better natural armour (such as fur made out of keratin like claws, or thick skin like a crocodile under your fur)
- take an extra turn to cast another flesh level 6 spell, which to me should at the very least double your hits, damage and AC - I mean, you are basically casting the same spell again.
And thinking about it some more - casting it again means you are just enhancing what is there, without the initial cost of shifting away from a human form, so you should be able to get a bonus of something like regeneration of 4 per round.
If you used flesh level 6 just to activate regeneration then the applicable number would be your damage: a level 6 spell easily does 4d10 damage, so could probably give you the average of 4d10 of 24 points of regeneration per turn.
How's that sound? - are the numbers reasonable? - and perhaps more significantly: does the way that I arrived at them using the difficulty factors table make sense?