Difference between revisions of "Rules (4E)"

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m (→‎Alter Form: Polish)
(→‎Assume Form: temp hp)
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When you use a power with this keyword, the target, including all equipment and abilities, turns into another creature, hereafter called the assumed form. While the power is in effect, remove the character from play and replace it with the assumed form; whoever played the target now plays the assumed form for the duration or until the assumed form is reduced to 0 hit points. When the power ends, once again replace the assumed form with the original target.   
 
When you use a power with this keyword, the target, including all equipment and abilities, turns into another creature, hereafter called the assumed form. While the power is in effect, remove the character from play and replace it with the assumed form; whoever played the target now plays the assumed form for the duration or until the assumed form is reduced to 0 hit points. When the power ends, once again replace the assumed form with the original target.   
  
* Completely replace '''all''' abilities of the target; nothing remains. It is as if the target was taken of the face of the earth and replaced with the assumed form.
+
* Completely replace all abilities of the target except hit points. It is as if the target was taken of the face of the earth and replaced with the assumed form. The only vestige f your original form is your hit point status, including damage taken.
* The assumed form is not a specific individual, but a typical creature of a specific type, like them ones ones found in the Monster Manual.
+
* You immediately gain temporary hit points equal to the creture's Blooded value (half its full hit points).
 +
* The assumed form is not a specific individual, but a typical creature of a specific type, like them ones ones found in the Monster Manual. It is possible for someone who knows you closely to recognize you with a DC 20 Insight roll (or opposed by your Bluff if you try to mask your identity).
 
* If there is not enough room on the board for the assumed form, it must squeeze. If there is not room to squeeze, the power fails  
 
* If there is not enough room on the board for the assumed form, it must squeeze. If there is not room to squeeze, the power fails  
 
* If there is not enough room when returning to the initial form, displace any nearby creature(s) to make room. If there is still not room, the target is [[Acrobatics (4E)#EscapeArtist|stuck]] and might need rescue.  
 
* If there is not enough room when returning to the initial form, displace any nearby creature(s) to make room. If there is still not room, the target is [[Acrobatics (4E)#EscapeArtist|stuck]] and might need rescue.  

Revision as of 09:48, 2 October 2008

4ED&D 4E
4th Edition Dungeons & Dragons

New Keywords

Alter Form

Powers with this keyword transform the physical body of the target into a shape of the same basic build and size, but not into a specific individual. All assume form powers also have the polymorph keyword. In many ways, assume form is a more extreme version of polymorph.

  • A creature of Small or Medium size can change into either Small or Medium size; creatures of other size categories retain their size category.
  • The new shape resembles the target's original form, and can be recognized with an Insight roll against the target's Bluff.
  • You must keep the same form for the entire duration, but can end the effect as a minor action.
  • Any equipment worn or carries changes only as much as required to be usable in the new form. When the power ends, any equipment reverts to its original shape.
  • Alter Form does not change game values except as indicated in the power.
  • See Monster Manual p. 280 for more on Change Shape.

Assume Form

All assume form powers also have the polymorph keyword. In many ways, assume form is a more extreme version of polymorph.

When you use a power with this keyword, the target, including all equipment and abilities, turns into another creature, hereafter called the assumed form. While the power is in effect, remove the character from play and replace it with the assumed form; whoever played the target now plays the assumed form for the duration or until the assumed form is reduced to 0 hit points. When the power ends, once again replace the assumed form with the original target.

  • Completely replace all abilities of the target except hit points. It is as if the target was taken of the face of the earth and replaced with the assumed form. The only vestige f your original form is your hit point status, including damage taken.
  • You immediately gain temporary hit points equal to the creture's Blooded value (half its full hit points).
  • The assumed form is not a specific individual, but a typical creature of a specific type, like them ones ones found in the Monster Manual. It is possible for someone who knows you closely to recognize you with a DC 20 Insight roll (or opposed by your Bluff if you try to mask your identity).
  • If there is not enough room on the board for the assumed form, it must squeeze. If there is not room to squeeze, the power fails
  • If there is not enough room when returning to the initial form, displace any nearby creature(s) to make room. If there is still not room, the target is stuck and might need rescue.
  • Any powers or conditions affecting the target before the initial transformation are suppressed; They have no effect while the transformation is active, but remain and are resolved normally after the transformation ends. This also applies to game values such as hit points and action points.
  • Any powers or conditions on the assumed shape end when the transformation ends.