| Post/Author/DateTime | Post |
|---|---|
| Lycanthromancer04-03-06, 02:12 PM | (Note: All abilities and forms gained are subject to DM approval.) Theriomorph (Derived from the Master of Many Forms, Complete Adventurer) “Who am I? What am I? I am everything.” -Talo Spiritwalker Every creature, object, and entity that exists on a physical plane projects an aura that forces it to remain in a single state of being. It shapes their bodies and houses their minds, and keeps their varied parts where they ought to stay. Whether through magic or (super)natural ability, many creatures can alter this morphic field, changing their shapes to suit their purposes. From polymorph-slinging wizards to animalistic lycanthropes to wildly-vascillating chaos-beasts, they all prove that altering one’s body through inner and outer forces can be done, if you only know how. Theriomorphs have the ability to manipulate their morphic fields at will, in much the same way that a druid wildshapes. They, however, are not restricted to such a small handful of forms, and can emulate nearly anything with enough practice. Likewise, they can copy things that even polymorphing arcanists cannot, applying exotic templates to broaden their repertoire and grant them flexibility, even mimicking bigger, meaner versions of “normal” monsters. Adventurers: Some theriomorphs love what they are, and adventure to find new and more varied forms to play with. Others were rejected by family and friends for being “unnatural monsters,” and have been cast out of their homes to fend for themselves. A number of them act as thieves, spies, and investigators, slipping under the most scrutinizing security and spiriting away with information and loot to further whatever goals are set before them. Still others are assassins, using their disguises and acting talents to get close to a target, taking it out with a flurry of fangs and claws and even potent poisons, then escaping in a form that most would overlook as harmless. Many master a level of control that would turn a doppelganger green with envy and move about humanoid and monstrous societies with impunity, changing identities at the drop of a helmet to gain whatever bauble or alliance they’ve set their eyes on. Whatever their motivations, however, most theriomorphs keep their true natures a closely-guarded secret from all but the most trusted allies; knowing that a shapeshifter is around always attracts more attention than is comfortable, especially from the nobility and constabulary, and “accidents” often befall those who spread their confidences too thinly. Characteristics: Theriomorphs are masters of changing form, and can do so several times per day with little fuss. More powerful theriomorphs are able to shift rapidly and frequently, mixing and matching several different forms to overcome whatever obstacles stand in their way. They are extraordinary in their versatility, and have a nearly ubiquitous place in any organization, adventuring party included. A theriomorph’s power comes primarily from three places: First, the range and variety of forms he has to choose from. The more creatures he is familiar with, the greater his versatility and power, and the greater chance he has of overcoming the challenges he faces. A theriomorph can’t use the abilities of a creature he isn’t familiar with, after all. Second, the wisdom to use those forms to his best advantage. Familiarity with every creature in existence won’t help if used foolishly. While shifting form into a gargantuan-sized cloud giant might be a good idea for an open battlefield, doing so isn’t quite as advantageous while inside the tight underground passages of the Underdark, for instance. Brute force, or stealth? Trickery, or special abilities? Choosing the right tool for the job is often just as important as having those tools in the first place. And third, the ability to fool others into believing him to be as he appears. While this isn’t always the case (anyone watching the theriomorph rampaging toward them isn’t going to be too concerned about the fact that he’s not really an elephant, after all), a convincing act will often turn attention away from otherwise suspicious activity, and give the shapeshifter access to places he otherwise would not be welcomed. Alignment: Theriomorphs come from all walks of life, all races, all genders, and can be of any alignment. Good theriomorphs use their powers to undercut tyrants and despots, or for the betterment of the places where they live, while Evil theriomorphs often supplant rightful authority while working to build a power-base for themselves, or they might use their most terrifying forms to cause destruction for the sheer love of it. Lawful theriomorphs often use their shapeshifting to perfect themselves in mind and body, Zen-like in their devotion, or they might work for the government as an infiltrator and spy. Chaotic characters revel in the process of changing from one form to the next and might spread a little uncertainty and anarchy using their myriad personas as the mood hits them. Neutral theriomorphs may revel in all of nature’s beauty, druid-like, or they might simply be surviving the best they can, keeping their heads low and trying to avoid notice. Religion: Theriomorphs run the gamut where religion is concerned. Some are fanatics, some are said to be lackadaisical at best. Many worship deities and forces of nature, and commune in the wilderness as one of the beasts of the land. Some worship trickster deities, some venerate deities of thieves, assassins, lycanthropes, travel, or the deity of whatever race they most admire and wish to emulate. Many worship no deity at all. Background: Theriomorphs are creatures whose morphic fields have been weakened in some way, and have gained control of them through practice and sheer force of will. Some would-be theriomorphs choose to become shapeshifters, searching out ancient rituals and magics to give them mastery of form. Others have it thrust upon them, their bodies corrupted by magical accidents or malignant experimentation. Some few are born as theriomorphs, cursed or blessed (according to the individual’s viewpoint) with a body that refuses to stay in any recognizable shape for long without training and a strong mind. Regardless of the source of the affliction, all theriomorphs have learned a measure of control that allows them to fortify their personal auras, and change shape into various creatures that they are familiar with. Stronger theriomorphs can change into stronger creatures, and many use this ability to protect themselves in a hostile world. Races: Humans, with their often overwhelming curiosities and desire for new experiences; Orcs, with their fierce tribal, totemic culture; Doppelgangers, with their almost religious shapeshifting-fervor; Lycanthropes, with their close ties to animals and their divided view of the world; and Rakshasas, with their already impressive magical and transformative abilities, are all the most likely races to actually try to become theriomorphs, though it shows up with similar consistency amongst every intelligent race that has access to transmutation magic; that is to say, infrequently. Few societies will accept anyone openly theriomorphic, and will usually evict them upon learning of their true natures. Among the common races, Gnomes and Halflings are the surprising primary exceptions to this rule, as the former are generally very curious about magic in all its forms, and the latter are usually quite tolerant to others’ peculiarities (so long as the theriomorph in question doesn’t abuse their trust, that is). Other Classes: Theriomorphs work well with characters of any class, as a rule. They rely only marginally on clerics’ and druids’ healing abilities as they can heal themselves through their morphic transcendence, and can later gain immunities through their many and varied forms, though buffing and summoning spells are always useful (especially the latter, as it can grant the theriomorph a variety of useful forms unavailable otherwise). They can hold their own with the sword-swingers, and make excellent scouting partners for rogues. They also work quite well with arcanists, as a salamander’s immunity to a fireball spell can really open up combat options with a pyromaniacal mage at your back. Role: Their abilities are so varied and so useful that any adventuring group that can accept a theriomorph’s differences will find a makeshift warrior, scout, infiltrator, spy, wilderness survival expert, theft-deterrent, second-rate magician (with the right forms and feats), and general troubleshooter all in one. Not a bad deal, really, especially if one of those spots is left unfilled for some reason. While the theriomorph may only be able to fill one or two of these roles at a time, he can switch amongst them at will, and can adapt as needed, and that is his main strength. GAME RULE INFORMATION Theriomorphs have the following game statistics. Abilities: A theriomorph relies primarily on his shapeshifting for his physical attributes, and can mostly afford to have low stats in these areas, though a decent Constitution score can mean the difference between life and death for a theriomorph who has run out of morphic transcendences for the day. A good Intelligence means lots of skill points, a better chance at learning new forms through skill checks, and lots of languages when posing as other creatures. A high Wisdom is a must for lots of shapeshifting, several of class’ primary skills, and for scouting purposes, and a good Charisma helps keep up a disguise and boosts the DCs of a great many spell-like and supernatural abilities. Alignment: Any. Hit Die: d6 Starting Gold: 2d4 x 10 gp CLASS SKILLS The theriomorph’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str). Skill Points: 4 + Int modifier (x4 at 1st level) CLASS FEATURES All of the following are class features of the Theriomorph. Weapon and Armor Proficiencies: Theriomorphs are proficient with all simple weapons, as well as all of the natural weapons they gain from changing forms. They are also proficient with light armor, but not with shields. Base Level Attack Fort Ref Will Bonus Save Save Save Special 1st +0 +2 +0 +2 Morphic Transcendence (Small, Medium, Humanoid and Animal Types, 2/day + Wis Mod), Bestiary, Shapeshifter 2nd +1 +3 +0 +3 MT (New Type, 3/day + Wis Mod) 3rd +2 +3 +1 +3 MT (New Type , Tiny) 4th +3 +4 +1 +4 MT (4/day + Wis Mod), Exotic Form 5th +3 +4 +1 +4 MT (New Type, Large) 6th +4 +5 +2 +5 MT (New Type, 5/day + Wis Mod) 7th +5 +5 +2 +5 MT (New Type, Diminutive) 8th +6 +6 +2 +6 MT (6/day + Wis Mod), True to Form 9th +6 +6 +3 +6 MT (New Type) 10th +7 +7 +3 +7 MT (New Type, Huge, 7/day + Wis Mod), Morphic Aversion 11th +8 +7 +3 +7 MT (New Type) 12th +9 +8 +4 +8 MT (8/day + Wis Mod), Mimicry Mastery 13th +9 +8 +4 +8 MT (New Type, Fine) 14th +10 +9 +4 +9 MT (New Type, 9/day + Wis Mod) 15th +11 +9 +5 +9 MT (New Type), Ageless 16th +12 +10 +5 +10 MT (Gargantuan, 10/day + Wis Mod), Nimblemorph 17th +12 +10 +5 +10 MT (New Type) 18th +13 +11 +6 +11 MT (New Type, 11/day + Wis Mod) 19th +14 +11 +6 +11 MT (New Type, Colossal) 20th +15 +12 +6 +12 MT (12/day + Wis Mod), Legion of One Morphic Transcendence (Su): A 1st level theriomorph gains the ability to manipulate her morphic field at will, and can change into various creatures (and back) a certain number of times per day, as shown on Table 1-1: The Theriomorph. Using morphic transcendence: Activating morphic transcendence is a standard action that does not provoke attacks of opportunity, and a single use lasts for one hour per class level, until she reverts to her original form, or until she becomes something else. She may shift straight from one form to another without having to revert to her natural shape. The theriomorph may, at the end of its duration, expend another use of morphic transcendence as a free action to remain in that shape until it again expires. Subsequent uses of morphic transcendence do not overlap; in other words, if the theriomorph changes shape before her previous one expires, she cannot simply change back to that earlier form unless she uses the ability again. Upon changing, the theriomorph regains lost hit points exactly as if she had rested for a night (though this healing does not restore temporary ability damage or provide other benefits of resting; changing back does not heal her further; and she does not retain this benefit when extending the duration of morphic transcendence as a free action). The following are ways to gain “familiarity”: -Attaining a template or a form through some means (starting race, a curse, alter self, polymorph, reincarnation) -Striking the final blow in a fight to the death. -Consuming part of the creature’s remains. -Physically touching an indifferent, helpful, or friendly creature. -Studying the creature, then making the relevant knowledge check (DC 10 + Template LA + HD). This DC is reduced by -5 for every hour spent studying the creature directly, and -1 per hour studying it indirectly (such as through a book).Limitations: A theriomorph can only shapeshift into the types and sizes of creatures indicated on Table 1-1. Like the druid, she must be familiar with any form she takes, and can gain familiarity with a form even if she is unable to assume it. She cannot use morphic transcendence to take gaseous or incorporeal forms, although a specific form’s special abilities may allow her to do so. She cannot assume forms that have more HD than she has theriomorph levels. Familiarity and Hit Dice: A theriomorph can only shapeshift into the types and sizes of creatures indicated on Table 1-1 (she can also change into a member of her own race, regardless of type or size). Like the druid, she must be familiar with any form she takes, and can gain familiarity with a form even if she is unable to assume it. She cannot use morphic transcendence to take gaseous forms until she can become an elemental, nor can she assume incorporeal forms, although a specific form’s special abilities may allow her to do either. She cannot assume forms that have more HD than she has theriomorph levels. Inanimate Objects: When a theriomorph gains the ability to become an inanimate object, she can take the shape of almost any simple object, such as a chair, sword, rug, or even a “normal” plant. She gains the object’s hardness and retains her own hit points. If she attempts to take the form of a complex object, she must make an appropriate skill check. For instance, if she wants to take the form of a beautiful painting, she must make a Craft (painting) check against a DC set by the DM to determine the quality of the painting. Objects with moving parts are also possible, but the skill check is higher. If she fails the check, morphic transcendence fails, and the activation is wasted. Likewise, she cannot take the form of a complex mechanical mechanism unless she has some sort of skill associated with the object. The theriomorph cannot use this power to assume the form of a magic item, or any object with a hardness of 15 or higher. She also cannot take the form of a magically animated mechanism or any object formed of ectoplasm. As an inanimate object, the theriomorph loses all mobility. She retains her normal senses and the ability to speak. If she takes damage while in the form of an object, her actual body also takes damage, as normal. If the theriomorph takes the form of a container, treat anything placed inside as equipped for when she enters another shape. Advanced Forms and Templates: Unlike polymorph or the druid’s wildshape class feature, a theriomorph can assume forms with advanced racial HD and templated forms. She must have encountered the specific template/creature combination in question to assume its shape - at least until she gains the exotic form ability (see exotic form for further details). Add LA to HD to determine when a templated form becomes available. If the base creature’s type changes through the use of a template, use the new type instead of the old - an illithid skeleton is considered to be undead instead of an aberration. If a theriomorph gains familiarity with a form that has multiple entries dependent on age category or HD, such as a chromatic or metallic dragon, she gains familiarity with all of its incarnations, and can assume any of its forms up to her HD limit. Creatures that have entries that are wildly different from each other (such as sahuagin and malenti, formians and hydras) are considered separate creatures entirely, and cannot be assumed without specific familiarities for each form. Class levels cannot be assumed using morphic transcendence. Multiple Creatures, Multiple Heads: A theriomorph may only assume the form of a single creature, meaning that she cannot use morphic transcendence to become a creature with the swarm subtype, nor may she use any extraordinary or supernatural ability of a given form to split into multiple creatures. Forms with multiple heads are acceptable, so long as those heads remain attached to a single body. Gaining extra heads gives all of the normal benefits (extra eyes, mouths, ears, even brains), and the theriomorph can survive having several heads removed or damaged, so long as there is at least one head remaining at all times. Minor Physical Qualities: The theriomorph is free to specify the physical characteristics of her assumed shape, such as gender, height, and weight; eye, hair, and skin color; etc, within the norms for that race. Once chosen, these cannot be changed without some other means of doing so (alter self, another expenditure of morphic transcendence, etc). Morphic transcendence bestows a +10 bonus on Disguise checks when used for impersonating a creature. The DC for this check is determined by the DM. She Retains: her mental ability scores (Int, Wis, Cha), personality, mind, and soul, alignment, type, subtype, class abilities (including spellcasting), spell-like abilities, and supernatural and extraordinary qualities (unless her new physiology renders them unusable; for example, through a lack of hands, eyes, or mouth). She retains the ability to speak if the form has a mouth and the ability to vocalize, and can also communicate with creatures of the same general kind (canine, for instance), unless it speaks a specific language that she does not know. She Gains: the physical ability scores (Str, Dex, Con) of an average creature of that kind, which replace her own and are used for all relevant purposes (saves, skill modifiers, hit points, and so on). She also gains the extraordinary special attacks of her new form, natural attack routines, racial bonus feats and skill bonuses, natural armor, movement types and speeds (extraordinary forms only, up to 120’ flying and 60’ non-flying), any gross physical qualities (such as extra limbs, functional gills, fangs, wings, etc) that she can use as a normal creature of that type conceivably could (supernatural abilities notwithstanding), hardness, and extraordinary damage reduction. She Loses: access to any supernatural attacks that are not purely mental in nature, as well as any extraordinary attacks she possesses in her natural form. She Does Not Gain: HD, spell-like or supernatural abilities, any special qualities inherent to the creature (except for hardness and extraordinary damage reduction), a new type or subtype, supernatural damage reduction, or weapon or armor proficiencies (unless it is included as a racial bonus feat). Retains: Mental Ability Scores Personality Mind and Soul Alignment Type Subtype Class Abilities Spell-like abilities Supernatural qualities Extraordinary qualities Speech (Usually) Active Magical Effects Gains Physical Ability Scores Extraordinary Special Attacks Natural Attack Routines Racial Bonus Feats Racial Skill Bonuses Natural Armor Movement Types and Speeds Gross Physical Qualities (Limbs, etc) Hardness Extraordinary Damage Reduction Loses Some Supernatural Attacks Previous Extraordinary Attacks Speech (if New Form Cannot Vocalize) Mundane Equipment Inactive Magical Effects Does not Gain HD Spell-Like Abilities Supernatural Abilities Special Qualities Type Subtype Supernatural Damage Reduction Weapon or Armor ProficienciesEquipment: When the change occurs, any equipment either remains worn or held by the new form (if it is capable of wearing or holding the item); otherwise, it melds into the new shape. Magical equipment re-sizes to fit the wearer, if necessary. Non-magical items so melded become inert, as do inactivated magical items and mundane bonuses from magical equipment, such as the armor bonus from a magical suit of chain mail. Magical effects created by items that are currently active (whether the enhancement bonus from a suit of full-plate, the haste spell from Boots of Haste, or the bonus bestowed by Eyes of the Eagle) remain in effect while absorbed, or until they expire naturally. All absorbed equipment remains weightless and unencumbering while so held. When you revert to your true form, any new items you wore in your assumed forms that you cannot wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form after 1 minute. Divination Magic: Various spells can detect the changes to a creature’s morphic field, or can otherwise blow a theriomorph’s cover. Detect Magic, arcane sight, greater arcane sight, and analyze dweomer reveal a magical aura around a theriomorph (transmutation), regardless of whether or not she is in her normal form. The detect alignment spells determine both the theriomorph’s actual alignment, as well as any alignment subtype she assumes. Detect animals or plants, detect undead, and similar spells are deceived if she has assumed the appropriate form and has taken on the type and subtype using her true to form ability. Detect thoughts works normally unless she has taken on a type or subtype that is immune to mind-affecting effects (construct, elemental, plant, or undead). Locate creature, scrying, discern location, and greater scrying do not work unless the caster is familiar with the theriomorph’s shapechanging abilities, or is searching for the specific form she is in at the time. True seeing functions normally, and the viewer sees both her current form and her original form simultaneously. Maintaining a Form: A transformation can be maintained during normal sleep and under most other circumstances, but if knocked unconscious or killed, the theriomorph’s body immediately returns to its original state. Anything removed from the theriomorph’s body while she is conscious and under the effects of morphic transcendence remain in their altered state for the space of 1 minute before returning to normal (for saliva, blood, and other body parts), or simply dissipating (for implanted eggs or other parts that do not have a direct analogue). Morphic transcendence cannot be initiated while in an antimagic effect, but if she enters one while in another form, she must succeed on a Will save (DC 20) immediately and once per minute thereafter, or revert to her original shape. Qualifying for Classes and Feats: A theriomorph qualifies for any feat that one of his familiarities qualifies for, even if his natural form does not. However, he may only make use of such feats if he is in a form that meets those prerequisites (Improved Natural Attack (Claws) only works when in a form with claws, etc). Levels of theriomorph count as both caster levels and wildshape levels for feats, other classes (including PrCs), and any and all other purposes. If the theriomorph is under the influence of some effect that increases effective caster level (such as the Practiced Spellcaster feat), the duration and maximum HD for the morphic transcendence ability is increased accordingly. Other Shapeshifting Classes: Levels of this class do not stack with druid levels for wildshaping, but they do stack with PrCs that grant bonuses to wildshape. New Type (Su): At 1st level, the theriomorph gains the ability to change into creatures of the Animal and Humanoid types. Over subsequent levels, she gains access to new types. All types have a minimum level requirement, and some have prerequisite types that must be obtained before they become available. See the following table: Minimum Type Type Level Prerequisites: Requirement: Fey Min lvl 2 Inanimate Object Min lvl 2 Monstrous Humanoid Min lvl 2 Vermin Min lvl 2 Magical Beast Min lvl 5 Undead Min lvl 5 Aberration Min lvl 6 Magical Beast Giant Min lvl 6 Monstrous Humanoid Plant Min lvl 6 Dragon Min lvl 10 Magical Beast Elemental Min lvl 10 Outsider Min lvl 10 Construct Min lvl 14 Inanimate Object Ooze Min lvl 14 Magical BeastBestiary (Ex): Most theriomorphs spend large amounts of time studying the creatures of the world. They gain a +1 competence bonus for every two theriomorph levels they have attained when making knowledge checks regarding creatures whose sizes and types they can assume, and can use Knowledge skills untrained for that purpose. Shapeshifter (Ex): A theriomorph becomes a shapeshifter upon reaching 1st level, and gains the shapechanger (augmented) subtype. Exotic Form (Su): At 4th level, the theriomorph gains the ability to add templates to the weaker forms she can already assume. Gaining familiarity with, and using a template is somewhat more intricate than gaining a normal form, however: In order to apply templates for more exotic forms, the theriomorph must gain familiarity with both a templated and non-templated version of the same creature. For example, Rax, an 18th-level theriomorph, encounters a wyrmling half-fiend red dragon and slays it, thus gaining familiarity with the half-fiend red dragon form; he does not, however, gain familiarity with either the template or the base creature form until he encounters a normal red dragon and gains familiarity with it as well. He then gains both form and template simultaneously. If adding the template would alter the base creature’s type, both pre- and post-template types must be available for the theriomorph’s use. In the instance above, if Rax could become Outsiders, but did not have access to dragon creatures, he would not be able to apply the half-fiend template to a bronze dragon until he gained the dragon type, as well (although he could assume a half-fiend bronze dragon form if he encountered one). True to Form (Su): At 8th level, the theriomorph can choose to gain the type and subtype of a form he assumes at the expense of his own. Along with this alteration, he gains associated extraordinary traits, and loses those that were part of his original form. Spells and other effects that are dependent on creature type (such as the disrupt undead spell) affect the theriomorph only if his type and subtype match the effect’s description. If the theriomorph shapeshifts and gains immunity to an ongoing effect he is subject to, the results of that effect are not negated (poison damage remains, even if the theriomorph assumes a form immune to poison); however, many effects are suppressed while in a form that is immune to them, and their durations continue to expire, as normal. Should the theriomorph assume a form that is no longer immune before it wears off, he is once again subjected to that effect. All saving throws against the affect are automatically successful while in a form with the appropriate immunity. Theriomorphs always retain the shapechanger (augmented) subtype, regardless of whether or not they keep their original qualities. Any subtypes or abilities not on the table below cannot be assumed by a theriomorph through the use of this ability. Morphic Aversion (Su): By 10th level, a theriomorph can deceive even the most powerful mortal detection magics into believing that he is what he claims to be. When subjected to any detect spell, scrying attempt, true seeing spell, or other divination effect, the theriomorph automatically receives a Will save (use the DC given for other spells of that level) to give misleading information about himself, even if he is not aware of the divination attempt. On a successful save, detect magic and similar do not register a magical aura. He is invisible to scrying attempts. True seeing sees only his current form. Detect thoughts fails to detect anything from him. On a failed Will save, the divination attempt works as normal. Mimicry Mastery (Su): At 12th level, the theriomorph comes ever closer to perfecting the forms she emulates. She gains all of the extraordinary special qualities of any form she assumes with the aid of her true to form ability. Ageless (Ex): After attaining 15th level, a theriomorph no longer takes ability score penalties for aging (see Table 6-5: Aging Effects, page 109 of the Player’s Handbook) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the theriomorph still dies of old age when her time is up. Nimblemorph (Su): By 16th level, the theriomorph is so comfortable with her ability to emulate other creatures that she can speed the process along more quickly, without possibility of error. Activating morphic transcendence is now a move action, instead of a standard action. Legion of One (Su): At 20th level, the theriomorph masters his ability to change shape, and can do so with greater ease than ever before. He must choose one creature type, called his legion focus, whenever he uses morphic transcendence. He may then change into any creature that matches the legion focus or revert to his original form once per round, without ending its duration. He can change the minor features of his forms at will, as a free action each round. Any template that changes the base type must match the legion focus, or it cannot be used. If the theriomorph wishes to change his legion focus, or to receive the healing benefits of a full night’s rest, he must expend another use of morphic transcendence. Example: Thorin is a 20th level human theriomorph that activates morphic transcendence with the legion of one ability at the beginning of an encounter, and chooses the dragon type as his legion focus. He assumes the form of an adult red wyrm and wades into melee, changing to a white half-dragon minotaur a few rounds later. After the battle, he reverts to his human form for a while, and then decides to scout as a pseudodragon a few hours later. If he decides that he needs to become some other creature, like an astral dreadnought, he must change his legion focus by expending another use of morphic transference. Aberration Darkvision 60’; Eats, sleeps, breathes. Animal Low-light vision; Eats, sleeps, breathes. Construct or Inanimate Object No Con score; Low-light vision; Darkvision 60’; Immunity to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromantic effects, critical hits, nonlethal damage, ability drain, fatigue, exhaustion, energy drain, any effect that requires a Fort save (unless it works on objects or is harmless, death from massive damage; Cannot heal naturally; Does not eat, sleep, breathe; Bonus HP (Sm 10, Md 20, Lg 30, Hg 40, Gar 60, Co 80). Dragon Darkvision 60’; Low-light vision; Immunity to magic sleep and paralysis; Eats, sleeps, breathes. Elemental Darkvision 60’; Immunity to mind-affecting effects, poison, sleep, paralysis, stunning, critical hits, flanking; Does not eat, sleep, breathe. Fey Low-light vision; Eats, sleeps, breathes. Giant Low-light vision; Eats, sleeps, breathes. Humanoid Eats, sleeps, breathes. Magical Beast Darkvision 60’; Low-light vision; Eats, sleeps, breathes. Monstrous Humanoid Darkvision 60’; Eats, sleeps, breathes. Ooze Blind; Blindsight; Immunity to gaze attacks, visual effects, illusions, and other sight-based attacks, poison, sleep effects, paralysis, polymorph, stunning, critical hits, and flanking; Eats, breathes; Does not sleep. Outsider Darkvision 60’; Eats, sleeps, breathes. Plant Low-light vision; Immunity to mind-affecting effects, poison, sleep effects, paralysis, polymorph, stunning, critical hits; Eats, breathes; Does not sleep. Undead No Con score; Darkvision 60’; Immunity to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, damage to physical ability scores, fatigue, exhaustion effects, any effect that requires a Fort save (unless it works against objects or is harmless), death from massive damage; Damaged by positive energy; Healed by negative energy; Uses Cha for Concentration checks; Does not eat, breathe, sleep. Vermin Darkvision 60’; Eats, sleeps, breathes.Air Ex fly speed. Alignment (C, E, G, L) Overcomes DR as if its natural and manufactured weapons were of that alignment. Angel Darkvision 60’; Immunity to acid, cold, petrification. Aquatic Ex swim speed; Breathes underwater. Archon Darkvision 60’; Low-light vision; Immunity to electricity, petrification. Baatezu Immunity to fire, poison; Resistance to acid 10, cold 10. Cold Immunity to cold; Vulnerability to fire (+50% damage). Earth Ex burrow speed. Eladrin Darkvision 60’; Low-light vision; Immunity to electricity, petrification; Resistance to cold 10, fire 10. Fire Immunity to fire; Vulnerability to cold (+50% damage). Guardinal Darkvision 60’; Low-light vision; Immunity to electricity and petrification; Resistance to cold 10, sonic 10. Humanoid Subtypes - Reptilian - Shapechanger - Tanar’ri Immunity to electricity, poison; Resistance to acid 10, cold 10, fire 10. Water Ex swim speed; Breathes underwater. Alright everybody. Tell me what you think. [edit] Alright, I changed the mechanics a bit, because I tried to make one for an upcoming campaign, and I found that it wasn't nearly flexible enough. Hope you like the new changes. -Ly |
| Lycanthromancer04-04-06, 04:03 PM | Okay, now for the feats: MORPHIC FORTITUDE [General] Your body is unusually resilient, which allows you to assume stronger forms than you otherwise could. Prerequisite: Theriomorph level 5, Wis 15 Benefit: You can assume the forms of creatures with 2 HD more than your theriomorph levels indicate. Normal: You can only emulate creatures with the same number of HD as you have theriomorph levels, or fewer. MORPHIC MELDING [Wild] You have perfected the art of mixing your various forms. Prerequisites: Theriomorph 12, Wis 15 Benefits: If you expend two uses instead of one while using morphic transcendence, choose one Natural Weapon (or one pair, for claws) as a Secondary Natural Weapon, or one Natural Quality (such as a Movement Type, Racial Feat, Natural Armor, or Racial Skill Bonus) of a form that you are familiar with. Augment your new form with that attribute. Your new form’s physical appearance changes to match the added ability (changing coloration, growing armor plating, changing the shape of its limbs, etc). Morphic melding lasts for the entire duration of morphic transcendence, but only one attribute can be gained at a time. Normal: You cannot mix the attributes of your theriomorph forms. Special: If you add an attribute to a form that has no way of utilizing it (such as adding claw attacks to a snake form), the new form grows limb-shaped pseudopods that it can use for that purpose. It can do nothing with the pseudopods that aren’t directly related to that purpose. If the form already possesses the attribute gained using this feat, the two effects do not stack. The new form gains the better of the two abilities. If the form gains a natural attack, use the following for damage unless the two forms are of equal size; if so, use the better damage value: Fine -, Diminutive 1, Tiny 1d2, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. If the form in question can no longer use an ability due to gaining an attribute through the use of this feat, replace the old ability with the new one. Special: You can gain this feat up to two times. The second time you take morphic melding, you can add a Special Attack or a Special Quality (Ex only) to your new form. Special Attacks last the duration of the morphic transcendence, but Special Qualities last for only 1 minute per theriomorph level. QUANTUM IMPARTATION [General] You can share your shapeshifting abilities with others, but at a reduced capacity. Prerequisites: Theriomorph 10, Wis 13 Benefit: You can alter the form of a single willing creature that you touch by expending a use of morphic transcendence. You choose which form it takes (up to 5 HD, or its own HD, whichever is lower), and it assumes that form on your turn. The effect lasts 1 hour for every HD of the form you bestow upon it, until you release it from the effect (a free mental action, but only on your turn), or until it chooses to revert to its original form and makes a successful Will save (DC 10 + your Wis Mod + 1/2 your theriomorph level). It may attempt such a save once per minute. The dizzying consequences of having its morphic field altered causes the affected creature to be sickened for one round. You can split the HD of forms granted by quantum impartation among as many creatures as you want, so long as you have a minimum of 6 HD of forms left to you (see below). Special: The primary drawback of this feat is as follows: for every HD of the form you bestow upon another creature, you lose one HD for forms you can assume (minimum 1 HD lost, even for fractional HD forms). You retain access to the types and sizes you can emulate, as well as your familiarities, but you can no longer utilize your strongest forms. If using quantum impartation would take you to below 5 HD, quantum impartation fails, and the use of morphic transcendence is wasted. These HD are reclaimed when the quantum impartation effect ends. Special: Quantum impartation does not impart any theriomorph class abilities, such as True to Form, Morphic Aversion, or Mimicry Mastery, onto the subject. Familiar templates, however, can be transferred in this way. SUBSUME SPELL-LIKE ABILITY [General] You can use a spell-like ability of a form you assume. Prerequisite: Ability to change form via polymorph, wild shape, or morphic transcendence, Supernatural Affinity, and 12 HD. Or, the ability to use a spell-like ability a limited number of times per day, and 12 HD. Benefit: As Supernatural Affinity, but you can use spell-like abilities up to twice per day. In order to qualify, you must have as many HD to qualify for the 'minimum caster level' of the spell effects being duplicated before you can use one. For instance, in order to use a solar's Wish, you must have a minimum of 17 HD (as it is a 9th-level spell effect, and the soonest that any class can gain access to 9th-level spells is 17th level). The caster level for spell-like abilities gained from this feat is equal to your total HD. Also, any XP generally required by the spell being emulated is spent when using this feat. Normal: You cannot use spell-like abilities of forms you assume. Special: You may take Subsume Spell-Like Ability up to two times. The second time you gain a single use of whichever spell-like abilities you have available. SUPERNATURAL AFFINITY [General] You can use supernatural abilities of the forms you assume. Prerequisite: Ability to change form via polymorph, wild shape, or some other ability, and 6 HD. Or, the ability to use a supernatural ability a limited number of times per day, and 6 HD. Benefit: Three times per day, you can use a single supernatural ability of your current form. If that form is your natural one, you can use your own supernatural abilities up to three times more per day. You need not use all three uses on the same ability, or even on the same form. If the ability has a duration other than instantaneous, it lasts for one minute per 5 HD or its natural duration, whichever is less. The save DC for any supernatural ability gained through this feat is 10 + 1/2 your total HD + Cha mod. Normal: You cannot use supernatural abilities of forms you assume. Special: You may take supernatural affinity up to three times. The second time you gain two extra uses of available supernatural abilities, and the third time you gain a single use of whichever supernatural abilities you have available. |
| Clawhound04-04-06, 05:08 PM | OK. I'll bite. This class is a whole lot to take in. 1. The class should get d8 to d10 HD. It's a melee class. It should also get medium armor and martial weapons. The class can turn into a giant. Who else is going to use those giant class weapons? 2. This class gets certain abilities before the Druid. It gets certain abilities way before a mage. This is questionable. Dropping an ability by a few levels is acceptable for a specialty, but not by many levels. For example, the ability to form one's self into an inanimate object comes many, many levels before a mage learns to Polymorph Any Object. Pay attention to when druids and wizards gain certain abilities/spells. Those represent the current "balance" of progression. 3. There is no incentive to shapeshift into a "lesser" form. 4. There is no ability to mix/match abilities. In theory, this class should be able to shift into a bear with armadillo plates. 5. Shapeshifting is notoriously difficult to balance correctly. Please read up on the errata. The pro's have difficulty getting this ability right. 6. I rate this class as too good/not good enough. The form does not excel at that which it needs to excel, melee. Does the class get no monster feats, such as multiattack, hover, or awesome blow? Does the class learn to reinforce its AC? Does the class ever learn evasion? 7. You look like you rewrote the polymorph/wildshape rules once again. That will lead to confusion. These days, everything descends from Alter Form. Start with that and note the changes. (That will cover your butt on many fronts.) 8. I must ask again, what is this class's role in a 4-person party? This class must be able to fill that role. |
| Lycanthromancer04-04-06, 09:28 PM | Thanks for the reply. I'll go point-by-point, and try to poke at them a bit (or at least poke at you). 1. The class should get d8 to d10 HD. It's a melee class. It should also get medium armor and martial weapons. The class can turn into a giant. Who else is going to use those giant class weapons?I gave the class a d6 specifically because the class allows for the form's Con bonus. That's where all of the HP are coming from, and I thought that perhaps giving it something higher would be redundant. Perhaps not. Likewise, I thought that perhaps having an extremely high Str bonus would offset the simple weapon proficiencies (and a theriomorph would usually depend on his forms' natural weapons more than anything else anyway). 2. This class gets certain abilities before the Druid. It gets certain abilities way before a mage. This is questionable. Dropping an ability by a few levels is acceptable for a specialty, but not by many levels. For example, the ability to form one's self into an inanimate object comes many, many levels before a mage learns to Polymorph Any Object. Pay attention to when druids and wizards gain certain abilities/spells. Those represent the current "balance" of progression.This is a class specifically designed around shapeshifting and nothing else. The druid and mage each have other abilities that allow them massive amounts of flexibility, and flexibility equals power. Giving the theriomorph abilities before these classes isn't necessarily imbalanced; the psion gains the ability to metamorph into objects at the same level that wizards get polymorph - in fact, that's where I got the text from. 3. There is no incentive to shapeshift into a "lesser" form.Note that unlike the polymorph spells, the theriomorph can use forms with increased HD. That alone would give enough clout to many of the weaker creatures, especially if they have some unique and interesting abilities (Choker, anyone?). 4. There is no ability to mix/match abilities. In theory, this class should be able to shift into a bear with armadillo plates.In theory. I've been working on nifty feats to add to this class (and any other class that wildshapes). It's a really good idea, and I'll add it to the list (although it would have to be a bit more flexible than just adding a bonus to AC, but not too breakable... I already have one feat called Supernatural Affinity that gives access to 3 (Su) abilities each day (and not always the same ones, either). Another, called Subsume Spell-Like Ability, does the same for (Sp). I have others, and I'll post them later on. 5. Shapeshifting is notoriously difficult to balance correctly. Please read up on the errata. The pro's have difficulty getting this ability right.I don't like the fact that WotC flip-flops so often, which is exactly why I decided to re-write the whole shebang. I don't want the class to oscillate that wildly, so I set the rules in stone. 6. I rate this class as too good/not good enough. The form does not excel at that which it needs to excel, melee. Does the class get no monster feats, such as multiattack, hover, or awesome blow? Does the class learn to reinforce its AC? Does the class ever learn evasion?The class doesn't get any monster feats, per se, (except for racial bonus feats) but it does qualify for feats it can use in its other forms, even if its natural form does not. Plus, using higher-HD forms automatically increases the Theriomorph's natural AC (not to mention gaining access to new forms with high Dex's, and the ability to use magic items while shapeshifted - read the morphic transcendence ability)... 7. You look like you rewrote the polymorph/wildshape rules once again. That will lead to confusion. These days, everything descends from Alter Form. Start with that and note the changes. (That will cover your butt on many fronts.)See #5. 8. I must ask again, what is this class's role in a 4-person party? This class must be able to fill that role.What role does the individual want to fill? It could be scout, melee-er, ranged expert, etc, etc, etc. The theriomorph in question can fill any role that his ingenuity and his myriad forms allow him to fulfill. ...And that's it. |
| Lycanthromancer04-10-06, 06:58 PM | I edited the class somewhat. It's far more flexible now, and should be able to fit into nearly any campaign. Take a look. |
| Vadin04-10-06, 07:17 PM | She Does Not Gain: HD Does this mean that the Theriomancer is healed every time they shaoeshift, but always retain their normal hitpoints? |
| Lycanthromancer04-10-06, 08:01 PM | Does this mean that the Theriomancer is healed every time they shaoeshift, but always retain their normal hitpoints?It means that the size of the theriomorph's HD don't change regardless of type and subtype assumed, and it doesn't gain extra HD for any reason (such as adding a lycanthrope-template, for instance). By-the-by, I edited-in some homemade feats into the second post. |
| Starman IX04-10-06, 11:30 PM | I hope this doesn't constitute as jacking your thread. If you want me to, I'll make my own. Why not make the shapechanging class easier instead of harder? Hit Die: d8 Skills: Bluff, Craft, Disguise, Knowledge (arcana, dungeoneering, local, nature, religion, the planes), Profession. Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. BAB Fort Ref Will Special +0 +2 +2 +0 The Change(Ex Attacks, Full Round Action), Assumed Forms, Shapechanger +1 +3 +3 +0 +2 +3 +3 +1 +3 +4 +4 +1 +3 +4 +4 +1 +4 +5 +5 +2 The Change(Ex Qualities, Standard Action) +5 +5 +5 +2 +6/+1 +6 +6 +2 +6/+1 +6 +6 +3 +7/+2 +7 +7 +3 +8/+3 +7 +7 +3 The Change(Su Attacks, Move Action) +9/+4 +8 +8 +4 +9/+4 +8 +8 +4 +10/+5 +9 +9 +4 +11/+6/+1 +9 +9 +5 +12/+7/+2 +10 +10 +5 The Change(Su Qualities, Free Action) +12/+7/+2 +10 +10 +5 +13/+8/+3 +11 +11 +6 +14/+9/+4 +11 +11 +6 +15/+10/+5 +12 +12 +6 Weapon and Armor Proficiencies: A changer is proficient with all simple and natural weapons and light armor. The Change (Su): This ability functions like the shapechange spell, except as noted here. You may change into any form with hit die equal to your changer level. At first level you only get extraordinary attacks, but this gets better. At first level The Change is a full round action that doesn't provoke attacks of opportunity, again, this gets faster at higher levels. You do not get the ability to change as a free action every turn. You must turn back into your regular form before you use The Change again. You can use The Change a number of times a day equal to your Charisma modifier. Assumed Forms (Ex): To use The Change you must be familiar with it. You are familiar with your own race. If you study a creature for 5 rounds and make a successful skill check, you may add that creature to the list of forms you can assume. The creature studied cannot have more hit die than your current changer level. The skill check is the CR of the form X 2. The skill check depends on the creature you are studying. Knowledge (arcana): construct, dragon, magical beast Knowledge (dungeoneering): aberration, ooze Knowledge (local): humanoid Knowledge (nature): animal, fey, giant, montrous humanoid, plant, vermin Knowledge (religion): undead Knowledge (the planes): elemental, outsider Shapechanger (Ex): You gain the shapechanger subtype. |
| katarl04-11-06, 07:30 AM | Wow, a very intricate class, once of the more complicated shifter classes around. It looks very interesting, and has a very 'sciency' feel to it. Why do Theriomorphs die 'when their time is up'(?), if they truly had mastery over their forms, they wouldn't have to. The 'when their time is up' implies some kind of higher power that wants them to die, like nature with the druidic version, or the monk and 'everything has an end' philosophy. If you shapeshifted into an elf, and stayed that way, would you have the lifespan of your original race? Its kinda fighter stroke rogue in 4 player party arrangement, you can fight, and sneak, but not heal/throw fire. A very nice job, though i'll probably stick to the shapeshifter core class, lest i get swept up in rules, or my dm catches me saying quantum inertia in a fantasy game. |
| Starman IX04-12-06, 04:11 AM | This message is brought to you by :bump: |
| Lycanthromancer04-13-06, 04:22 PM | Why would anyone die when their time is up? Just because a theriomorph can control its appearance doesn't mean that it doesn't actually age. When you get too old, you die, simple as that (barring something extraordinary, of course). And as far as complexity goes, I have a few reasons for making things the way they are. 1.) I hate having to constantly reference 10 books, 10 spots within each book, and then try to figure out how it all works together while the game is going, so I collect all of the info and how abilities interact all in one place. My brain tries to shut down if I have to reference alter self, polymorph, wild shape, the polymorph web-articles, errata, and all sorts of other things. It saves brain-waves for me, so I include it in my creations. 2.) I like pre-empting problems. Saves headaches, as well as my DM screaming it's b0rk3n! if something unforseen comes up. Thus, the complexity. ...Oh, and it's Quantum Impartation...but I'm not nitpicky. Much. |
| Lycanthromancer04-21-06, 03:09 PM | Another note on the theriomorph's complexity... Has anyone noticed that most of the morphic transcendence ability is just clarifying minutia? You know, this happens under this circumstance, and that happens when this does? ...Did that make any sense at all? Oh, and would it be overpowered if I allowed a single Hydra familiarity to grant access to all of the forms? Barring cryo- and pyro-, of course. Being able to become a 12-headed hydra from a 5-headed familiarity seems a bit much to me. |
| Weretiger04-21-06, 05:56 PM | I doubt it'd be terribly overpowered, since you can get the multiheaded template anyways. At 4th level, the theriomorph gains the ability to add templates to the weaker forms she can already assume. Gaining familiarity with, and using a template is somewhat more intricate than gaining a normal form, however: In order to apply templates for more exotic forms, the theriomorph must gain familiarity with both a templated and non-templated version of the same creature. You say they gain the ability to add templates to "weaker forms" and that adding it to "exotic forms" is harder. However, you only supply rules for exotic forms. Firstly, what are the rules for non-exotic forms, and secondly, what is the definition of an exotic (or non-exotic) form? Or is "exotic form" another word for "templated creature"? I suspect that it is. However, after familiarity has been gained with a template, can that template be applied to other forms? If I acquire familiarity with an anarchic ogre, can I shift into an anarchic tiger? What about something closer to the form I know, such as an anarchic ogre mage, hill giant, or bugbear? I like the class in general, but the exotic form ability does not seem fully developed. |
| Lycanthromancer04-23-06, 09:23 PM | Hmmm. I thought I was clear with what I was saying... "Exotic form" is just a reference to a "form with a template." If you find a fiendish dire rat, you don't gain familiarity with either a normal dire rat, or the fiendish template; you just gain familiarity with the templated form. If, however, you later sink your teeth into a "normal" dire rat, you get the normal form, and can then apply the template to anything else in your familiarity repertoire (so long as the HD + LA = your class level). Capische? [edit] Oh, and you cannot add the template to anything that the template description disallows (like, say, a wereleopard template on a salamander). |
| Weretiger04-24-06, 04:58 PM | I thought so, but I wasn't sure. That's reasonable; you won't be able to get crazy templated forms without some effort. Do you have to gain the templated form first? It seems more likely that a character would find a templated creature after he had fought a normal creature of the type, as templates (all the ones I've seen, anyways) make creatures stronger. |
| Lycanthromancer04-26-06, 01:02 PM | Naw, it doesn't matter which you get first. You could meet a normal hill giant, then find a hill giant weretiger ( :D ) or you could meet a hill giant weretiger first, and then the normal one. My point was that the theriomorph would be able to compare the templated form to the non-templated form, figure out what was different between them, and then start tossing the template around like a crazy man (and for female theriomorphs, a crazy woman). This is mainly to get lots of mileage out of the forms you already possess. |
| Lycanthromancer05-12-06, 03:28 PM | Are you guys happy with my explanations, or have you simply lost interest? Has anyone tried it out in actual play? I haven't had the chance to actually playtest it yet, and I'm eager to hear stories... Oh, did I mention that you don't have to have 'familiarities' with the Inanimate Object forms? You have to have a passing knowledge, but you don't have, say, kill a spoon to turn into one. |
| Kaiberon05-12-06, 05:35 PM | no, it is broken. the repeated healing is a little too strong if comboed with the right suite of abilites, it gives an already "better than fighter" fighter more staying power. I think it would be best if constructs/aberrations/dragons came last seeing as they are the best creeps out there, expecially if you can bust out their (Su) and (Sp) abilities. Give them 1/2 BAB since natural forms all use full attack natural weapons, and only the highest attack bonus is used anyway. Bonus Feats smattered here and there from the monstrous list etc.; improved flight, snatch, swallow whole, Incarnum Changing (become creatures of the Incarnum subtype, gain 1 temporary Essentia), appearance alteration (look like different colored or shaped versions of your forms, fat wolf, black speckled bear), awesome blow Make the forms slightly weaker than normal to start Hour long durations off the bat are too strong. I think something tied to the tier of form and form changing: For instance: tier 1; animals and humanoids with max. CR equal to therio-level, you gain phys stats for an average creature of the race, might last an hour per level, but a limit on the number of forms known, maybe 1/level, still strong since you can take Dinosaurs. Taking on the creatures Sub-type as well. 1-2 tier one changes/day about lvl 5: tier 2: get up into Fae, Fiends etc CR=Therio Level. you might get 10 minutes/lvl, here's where extaordinary qualities and attacks come in, letting that bear form Improved grab. 1-2 tier 2 changes/day, 3-5 tier 1 changes/day Moving up to 8-10: Affinity I, choose a particular creature Type from Tier 1: animals, humanoid, etc. you specialize in that, gaining the selected Type in place of your own for the duration, changing as a move into creatures of that type and gaining 1 use of their (Sp) abilities/day as well as being considered +1Therio lvl to determine CR. (Tier 3s open up and last 1 minute/lvl)dragon, (Tier Three)aberration, You also add their stat bonuses to your own stats to determine physical abilities. Healing Factor 1/day (heal as if rested for one change) 1 Tier 3/day, 2-3 tier 2 changes, 3-5 tier one changes lvls 12-15: Affinity II, choose another creature type and apply above mods or choose the same one again and gain a +1 insight bonus to all rolls while in a form of that Type 2 Tier 3/day, 3-4 tier 2/day, 3-5 tier 1/day 18+: Shapechanger (Augmented) type, Healing Factor 2/day Undead, Construct Types, Affinity III; choose another type as Affinity I |
| Kaiberon05-12-06, 05:36 PM | oh yeah, and D8 HD with no HP change for morphing. |
| Weretiger05-12-06, 05:42 PM | Actually, I haven't been posting because of the whole "All posts between the 1st and the 15th will be destroyed" thing. No, I haven't gotten to playtest it. I have a group with two complete noobs, two medium beginners (about two years for one and a couple (six?) months for the other), and one younger brother (mine) who has been playing meat shields and clerics for about 5 years... So no, there's no one with the experience and the interest to hold down a complex shapechanger (I would if I PCed, but I'm DMing (3rd level), which doesn't make for very interesting enemy NPCs... Seriously, with an enemy of this class who began in shapeshifted form, the PCs wouldn't give him a chance to shift back and wouldn't know he was a shapeshifter until he died (which would be pretty quick)). I'd love to use it, but it's just not happening. |
| Lycanthromancer05-12-06, 06:10 PM | Kaiberon: I'd really like to see how much you like the druid then. Or wizards and sorcerers. Or Clerics. Heck, even a rogue can outfight a fighter, with the right feat and skill selections...Using the fighter class as a benchmark just doesn't work. With very rare exceptions, the fighter is severely underpowered (and no, I don't want to argue the point here). Weretiger: I'd like to hear about it if you manage to slip something in. |
| Lycanthromancer05-15-06, 01:58 PM | Actually, I haven't been posting because of the whole "All posts between the 1st and the 15th will be destroyed" thing. No, I haven't gotten to playtest it. I have a group with two complete noobs, two medium beginners (about two years for one and a couple (six?) months for the other), and one younger brother (mine) who has been playing meat shields and clerics for about 5 years... So no, there's no one with the experience and the interest to hold down a complex shapechanger (I would if I PCed, but I'm DMing (3rd level), which doesn't make for very interesting enemy NPCs... Seriously, with an enemy of this class who began in shapeshifted form, the PCs wouldn't give him a chance to shift back and wouldn't know he was a shapeshifter until he died (which would be pretty quick)). I'd love to use it, but it's just not happening. The next time the PCs seriously tick off a random NPC, stage a series of raids, each time with different critters, spearheaded by the theriomorph villain. Make sure to slip in details and comments here and there that would tie all of the encounters together (and make observant PCs wonder). Make sure at least one of the details points at a way the PCs can oust the theriomorph (and perhaps discover he is indeed a shapeshifter). Giving the theriomorph multiple forms that would make escaping fairly easy would wind up the PCs' level of frustration. Then, in a memorable battle (not too much later), have the PCs crush him soundly. This could be a sidestory, or the main affair. As long as you all enjoy it... :D |
| FatMonkey1305-18-06, 09:55 PM | I was working on a Divine Spell caster / Shapechanger / Monkish type class and I was wondering If I could use your shape changing system as a base for the Shape changing component and If when I finished If I could post abilities based on your Theriomorph? Edit: I think that this (the class you made) is a realy great class. |
| Lycanthromancer05-19-06, 12:27 PM | Err...Sure. Whaddaya like about it, exactly? |
| FatMonkey1305-19-06, 05:50 PM | Well the class is very unique and specialized but at the same time is extremely customizable. It allows for the creation of front line fighters, scouts, as well as very specialized stealthy classes. I also like it because it fits well with the way I would like to present transformations like those from Journey to the West (Where 4 out of 5 main characters as well as many others primary magic ability is doing transformations). Journey to the West is a classic Chinese story in which 4 former very powerful beings (still very powerful; Monkey the Great Sage Equaling Heaven, Piggy, Friar Sand, and a Dragon Prince that is acts as the monk’s horse) must assist a monk on his journey to the west (India) to gather scriptures. |
| Lycanthromancer05-19-06, 06:07 PM | Thank you for the input. I try to keep my creations flexible and yet focused. Hmm...'Flexible, yet focused.' I like that creed. See my Dragoon Knight class, if you're interested in a little Final Fantasy flair in your game. :D |
| Lycanthromancer05-25-06, 06:32 PM | I can't say if it sheds any light on the subject of balance, but I played a gestalt Changeling Theriomorph 6 / (Monk 1 / Egoist 5) for the first time yesterday. I was a gargoyle through the whole session (disguised as a human using Minor Change Self), and found that the character was quite fun. I disguised my wings as a cloak (clasped around my shoulders - see Disney's Gargoyles for a good idea of what it looked like), and my drow Bard/Rogue/Cleric of Olidammara comrade didn't know what to think when I started flying up trees in order to avoid capture by some sandmen. Apparently, the changeling's Minor Change Self can come in handy for more than just looking like a human, though. We were being hunted through the forest, and the drow (a female drow named Shadow, what else?) melted into the background in order to avoid detection. When the sandmen started homing in on our positions, I hunkered down on the ground, wrapped my wings around me, and used Minor Change Self to disguise myself as a rock (since, y'know, my Hide modifier sucked). Fun times! |
| Spiritwalker07-15-06, 03:26 PM | I'm sorry, but i couldn't let the greatest class i have ever come across fall off the map completely. I played a theriomancer the other night for the first time and the class ruled. I took the class at first level applied to a human with the feral template and flaws, took morphic fortitude, extra wildshape twice, and track - and desamated everything that came at me - well done on a transmutation lovers dream of a class |
| Lycanthromancer09-03-06, 10:28 PM | Perhaps I should limit the Morphic Fortitude feat to those over, say, 5th level. You seem to have broken my class, Spiritwalker. |
| Eela609-03-06, 10:57 PM | I like the class. However, here's a couple pieces of advice for sanity and balance. 1.) Templates are very bad. Note that Scry + Divination can let you study almost any creature known to man. 2.) Giving Supernatural Abilities is a really bad idea. Two words - Manipulate Form. 3.) Giving Spell-Like abilities is a bad idea. One word. Efreet. |
| Lycanthromancer09-04-06, 11:43 AM | I wouldn't say that Wishes are horribly powerful (especially given that many DMs screw their players over when they use it), and if the player has 5,000 XP to spare, then by all means, let them have it. :devil: :evillaugh :D Also, note the fiat at the beginning of the first post. Everything is subject to DM approval. |
| ericmelech10-22-06, 01:37 PM | I cast Thread Necromancy! Bwa haa! -cough- Each of us has our own pet creature/class/race. Mine so happens to be shape-shifters of all kinds. I am very intrigued by this. I'm curious about a few things, though (apologies if they've already been answered): From what I've read, you allow the use of special abilities, spell-like abilities, etc. How do you plan on keeping your character from becoming overpowered with an efreeti's Wish ability? I think a good way to stop abuse is to give the class an "effective caster level" equal to the theriomorph level. Say, you can become an efreet at level 14 or whatever. You aren't allowed to use its Wish spell-like ability until your theriomorph level is 17 or higher (as wizards cannot cast Wish until level 17). Outsiders, undead, and the like tend to be much tougher than animals and magical beasts of the same HD. If this is a concern, maybe add a "penalty" of sorts: if your level is 16 and you want to shift to an outsider, you can only become those of HD 14 or lower (or 12 or lower if you're really worried). And with templates... I can see the potential for power here. To help reign this in, perhaps one can only allow the theriomorph to use templates that he's learned from one type only. For example, the theriomorph becomes familiar with a feral minotaur. He can now apply the feral template to all other monstrous humanoids he knows, and only monstrous humanoids until he so happens to come across a feral mind flayer (in which case, he can apply the feral template to aberrations and monstrous humanoids). After becoming familiar with three different types of feral monsters, he can apply it to all shapes he knows. |
| Electricall11-25-06, 11:00 PM | Why would anyone die when their time is up? Just because a theriomorph can control its appearance doesn't mean that it doesn't actually age. When you get too old, you die, simple as that (barring something extraordinary, of course). The kicker is, however, that a Theriomorph could turn into a young creature (20 years old), stay in that form for 1 year (be 21 years old), then turn into a 15 year old creature (being 15 years old). I actually like this thought, since it gives the class a very definite mystical touch. Like, an individual Theriomorph could have a master 2,000 years old. |
| forsaken111105-28-07, 10:11 PM | I wouldn't say that Wishes are horribly powerful (especially given that many DMs screw their players over when they use it), and if the player has 5,000 XP to spare, then by all means, let them have it. :devil: :evillaugh :D Also, note the fiat at the beginning of the first post. Everything is subject to DM approval. See the problem is that... (Bold added for emphasis) Spell-Like: Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, material, focus, or XP components). They go away in an antimagic field and are subject to spell resistance if the spell the ability resembles or duplicates would be subject to spell resistance. So a PC mimicing the wish spell-like ability of an efreet/solar would NOT pay the xp cost. Edit: Also, have you thought about letting levels in the warshaper prestige class stack with this base class for determining what you can change into, and how often? Could be done via a feat or something, like the ones which let monk and another class stack for monk abilities. |
| Lycanthromancer05-31-07, 02:25 PM | I suppose that adding in the necessity of paying XP costs despite being a spell-like ability would make things better...Hmm... |
| forsaken111105-31-07, 02:27 PM | I suppose that adding in the necessity of paying XP costs despite being a spell-like ability...Hmm... It would work, but you should be wary of changing rules haphazardly like this. That line I quoted is one of the major problems with planar shepherd as well, who get all (Ex) (Su) and (Sp) abilities of their assumed form. This means they too could grant wishes, etc. |
| Lycanthromancer05-31-07, 02:32 PM | I just took a gander, and noticed that I already put that caveat in. :D |