your own hit points, but modified by healing (see above).DCs from extraordinary abilities are based on your HD, not the creatures. your own alignment and your HD with everything related to your HD: number of racial HD, LA, class and PrC levels, base attack bonus, skill ranks, base saves and all class and PrC abilities.lost hit points as if you had rested for a night. ![]() The Official Game Rules FAQ notes that racial feats and skills are extraordinary qualities, so you get them when you each MMF level 7. You do not get racial bonus feats or racial skill boni. natural armor bonus, movement modes, natural weapons (such as claws, bite, and so on) including the form’s attack routines like 2xclaw or 8xtentacle, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth).You don’t get any supernatural or spell-like abilities. At MMF level 7, you also gain the so-called type and subtype traits written under Extraordinary qualities, like the immunities from plant traits. You do not get the extraordinary special qualities possessed by the new form such as darkvision, low-light vision and so forth, unless you reach MMF level 7. all extraordinary special attacks possessed by the form.the Strength, Dexterity, and Constitution scores of the new form, including their modifier and all the related effects, with the exception that changes to Constitution do not affect your Hit Points: Your HP are still determined by your original constitution.the size of the creature, and if it has it, the aquatic subtype.While wildshaped, you have a moderate aura of transmutation magic. The change lasts for a number of hours equal to your wildshape class level plus any MMF levels. The actual rules do not forbid incorporeal or gaseous forms. Your may not take the form of a creature advanced in size through additional racial Hit Dice, or with a template. druid) plus any MMF and Nature’s Warrior levels. The assumed form can’t have more Hit Dice than your level in the wildshape class (e.g. You must be familiar with a race to take its form. SpecialĪ fighter can select Blade Meditation as a bonus feat.For a number of times indicated by your class and expanded by MMF and Nature’s Warrior levels, as a supernatural standard action, you assume the form of an small or medium animal or of any additional types or sizes which your levels in a prestige classes like Master of many Forms (MMF) allow you. While Raven: Longsword, battleaxe, Warhammer, greatsword, halberd Diplomacy. Tiger Claw: Kama, kukri, handaxe, claw, greataxe, unarmed strike Jump. Stone Dragon: Greatsword, greataxe, heavy mace, unarmed strike Balance. Shadow Hand: Dagger, sai, Siangham, short sword, spiked chain, unarmed strike Hide. Setting Sun: Short sword, Nunchaku, unarmed strike, quarterstaff Sense Motive. Iron Heart: Bastard sword, dwarven waraxe, longsword, two-bladed sword Balance. The weapons and skills associated with each discipline are given below.ĭesert Wind: Scimitar, light mace, light pick, spear, falchion Tumble.ĭevoted Spirit: Falchion, greatclub, maul*, longsword Intimidate.ĭiamond Mind: Rapier, shortspear, trident, bastard sword (katana) Concentration. ![]() ![]() The save DCs of any maneuvers that you perform from the chosen discipline are increased by I, if they have a save DC. You gain a +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline's key skill. When you take this feat, choose a discipline.
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