3e SRD:Metamorphosis
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This material is published under the OGL 1.0a. |
Psychometabolism (Str) | |
Level: | Psion 5 |
---|---|
Display: | Ma, Ol |
Range: | Personal |
Target: | You |
Duration: | 1 hour/level (D) |
Power Points: | 9 |
The manifester change his or her form to that of another creature or inanimate object. The new form can range in size from Diminutive to one size larger than the character's normal form, and can have no more hit dice than the character has, and in any case the assumed form cannot have more than 15 hit dice. A character cannot change into constructs, elementals, outsiders, or undead unless the character is already are one of these types.
Upon changing, the character regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the character further). If slain, the character reverts to his or her original form, though he or she remains dead.
The character acquires the physical and natural abilities of the creature he or she has polymorphed into while retaining his or her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores Natural abilities include armor, natural weapons (not extraordinary or supernatural abilities), and similar gross physical qualities. A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings, but not psionic or magical flight and other psionic or magical forms of travel. Extremely high speeds for certain creatures are the result of extraordinary magical, or psionic ability, so they are not granted by this power. (In general, non-flying speeds greater than 60 and flying speeds greater than 120.) Other mundane abilities (such as low-light vision) are considered natural abilities and are retained.
Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
The character's new scores and faculties are average ones for the race or species into which he or she has been transformed. The character cannot transform into an exceptional or templated creature.
The character retains his or her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change to Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses, as well as the DCs for affected powers.) The character retains his or her own type, extraordinary abilities, psionics, spells, and spell-like abilities, but not supernatural abilities.
The character does not gain the supernatural abilities or the extraordinary abilities of the new creature.
When the polymorph occurs, the character's equipment, if any, transforms to match the new form. If the new form is a creature who does not use equipment (aberration, animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures, some shapechangers, or vermin), the equipment melds into the new form and becomes nonfunctional. If the new form uses equipment (fey, giant, humanoid, some outsiders, many shapechangers, many undead creatures), the equipment changes to match the new form and retains its properties.
If the character attempts to take the form of a complex object, he or she must make an appropriate Craft skill check. The character cannot metamorphose into inherently psionic or magical materials or objects, or any object with a hardness of 15 or greater. The character also cannot take the form of a psionically animated mechanism or any sort of object formed of ectoplasm.
As an inanimate object, the character loses all mobility; however, he or she retains the ability to manifest powers normally. The character can take damage as an object (but the object's natural hardness, if any, protects the character).
The character can freely designate the new form's minor physical qualities within the normal ranges for a creature of that type. The new form's significant physical qualities are also under the character's control, but must fall within the norms for the new form's species.
The character is effectively disguised as an average member of the new form's race. If the character uses this power to create a disguise, he or she gets a +10 bonus on his or her Disguise check.
Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter (a lycanthrope, doppelganger, experienced druid, etc.) can take its natural form as a standard action.
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