Author Topic: Assume Supernatural Ability options  (Read 6561 times)

Offline Defensor Pacis

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Assume Supernatural Ability options
« on: April 13, 2015, 12:19:16 AM »
So, I'm currently playing a wild shape-r, and these are the forms I've currently got available: Humanoid, Giant, Fey, Vermin, Monstrous Humanoid, Aberration, Plant, Ooze, Elemental, Dragon, Animal, and Magical Beast. Maximum HD is 12, and I've already got the breath weapon of dragon. Specifically, I'm looking for some supernatural ability that would be useful out of combat, mainly just because I don't think I could reliably pass the check in combat. I'm not looking for max level game breaking cheese like the Sarrukh, just something that would be powerful.
Any and all suggestions are welcome.
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Offline beardman

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Re: Assume Supernatural Ability options
« Reply #1 on: April 13, 2015, 01:12:44 AM »
Here's a partial list. Lots of outsider forms but maybe you'll find something useful.

Forms

Alter self
Azer (+6 na)
Dwarf ancestor (+18 na)
Quasit (flight, dex damage poison, toad wolf form)
Imp (flight)
Arrow hawk (flight 2d6 electricity bolt)
Triton (swim speed)
Xill (plane walk)
Xorn (burrow)


Polymorph

3 hd. Ravid (animate objects, 2d10 positive energy vs undead)
4 hd. Spider eater (paralysis poison, flight, freedom of movement)
5 hd. Ethereal filcher (ethereal jaunt)
5 hd. Rust monster
6 hd. Achaerai (insanity cloud)
6 hd. Barghest (le magic aligned weapons, consume body ability prevents raising)
6 hd. Bearded devil (infernal wound, beard, rage
6 hd. Bralani (tongues)
6 hd. Formian (dominate monster)
6 hd. Nightmare (astral projection, etherealness, flight)
6 hd. Succubus (negative level/suggestion, tongues, ce aligned weapons, flight)
7 hd.  Avoral (healing, true sight, big dex and na, flight)
7 hd. Babau (sneak attack, acid skin)
7 hd. Djinni (plane shift others, telepathy)
7 hd. Lammasu (pounce, magic circle against evil)
8 hd. Aboleth (enslave, slime, mucus cloud)
8 hd. Hellcat (invisibility, pounce)
8 hd. Invisible stalker (tracking)
9 hd. Erinyes (true seeing, entangle)
9 hd. Will o' wisp (flight, magic immunity, invisibility)
10 hd. bone devil (str poison)
10 hd. Ghaele (cg aligned weapons)
10 hd. Retriever (blasting/petrify eye ray's)
11 hd. Beholder (win)
12 hd. Bebilith (con damage poison, web, plane shift self)
12 hd. Leonal (roar 3/day=holy word)
14 hd. Sarrukh (win)

ETA: check out this link for more.

http://www.minmaxboards.com/index.php?topic=9399
« Last Edit: April 13, 2015, 01:38:04 AM by beardman »

Offline IlPazzo

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Re: Assume Supernatural Ability options
« Reply #2 on: April 13, 2015, 11:57:20 AM »
I have a list I made for a druid with aberration wild shape I played. That was based on Metamorphic Transfer which is basically ASA on crack for psionics, but there are tricks to make it available to spellcasters too.

I will not pass that list as it's not in english, but here are a few notable (sup) abilities of aberrations.
I also used no settings so I don't have fearun or eberron cheese.

Choker: extra standard or move action every turn - this would be cheesy for a dedicated spellcaster, but since you probably went MoMF it's kind of balanced I guess.

Phasm: it has alternate form with the only restriction being large or smaller size. This can allow potential abuse and extreme versatility. Anything that has a definite size is eligible. Like a small campfire, a sword, even a swarm.

Intellect Devourer: it can steal the body of it's defeated enemy, animating it for up to seven days. This is probably not very useful to you as you already have an enormous amount of creatures you can wild shape into.

Also, eye rays of beholders and beholderkins are a nice pick, as with a single ASA you get quite a few forms with that abillity. When it comes to beholderkins, I personally like the Overseer as a broken form. Eye rays are stronger for combat, but things like at-will disintegration or greater dispel magic can be pretty handy out of combat too.

As a last note, the Temporal Filcher has a very weird ability of jumping 7 minutes forward in time.
« Last Edit: April 13, 2015, 12:14:49 PM by IlPazzo »

Offline sambojin

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Re: Assume Supernatural Ability options
« Reply #3 on: May 16, 2015, 08:30:18 PM »
This is pretty regularly mentioned.

Aboleths are terrifying out of combat. 8HD, aberration, so well within your abilities.

ASA Mucus. Swim in a pool. Excrete muscus or scrape some off you. Get out of pool. Unshape into normal form. Collect mucus.

You now have one of the most deadly poisons in D&D. Litres of it. Either use poison-making, or just use a poison mister (common equipment from Drows of the Underdark, pp92. 150gp of death).

Air drown everyone. You are the gift that keeps giving (or killing. Whatever).