Be Your Own Monster - The Adapter P.E.A.C.H [Archive] - Wizards Community

Post/Author/DateTimePost
DragonGhoula

01-07-08, 11:28 AM
Hey guys, I'm back again with my second attempt at a class.

The Adapter

http://www.wizards.com/dnd/images/compmage_gallery/100502.jpg

“I know I’ve seen him before, but there’s something that’s not quite the same about him…well come to think of it, everything about him is different.”
- General Shi-Lan of the Imperial Guard

Adapters are similar to druids, but focus on shape-changing abilities and elevate these to a new level. They pride themselves on their ability to become the perfect fit for any situation.

MAKING AN ADAPTER
An adapter is functionally a jack-of-all-trades and tries to adapt himself to any situation he may find himself in, although he has a limited ability to do so at lower levels.
Abilities: Wisdom is the most important ability for an adapter, because it allows him more shift points and more shift forms. Strength, Dexterity, and Constitution are also important abilities for an adapter as they improve his power in combat.
Races: Any race has the potential to be an adapter, but humans more than most because they wish to be the best at everything.
Alignment: Most adapters have at least one neutral component in their alignment, although this is not a requirement and adapters may be of any alignment.
Starting Gold: As a druid.
Starting Age: As a druid.

Class Skills
The Adapter’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Disguise (Cha), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points: 4 + Int modifier (x4 at 1st).

Hit Die: d8

Level BAB Fort Ref Will Special Base SP
1 +0 +2 +2 +0 Shift I 3
2 +1 +3 +3 +0 Assume Likeness 6
3 +2 +3 +3 +1 Shift II 9
4 +3 +4 +4 +1 12
5 +3 +4 +4 +1 Shift III, Mutation 1/day 15
6 +4 +5 +5 +2 The Becoming (1) 18
7 +5 +5 +5 +2 Shift IV, Reactive Shift 1/day 21
8 +6/+1 +6 +6 +2 Mutation 2/day 24
9 +6/+1 +6 +6 +3 Shift V 27
10 +7/+2 +7 +7 +3 Mimic Shape, The Becoming (2) 30
11 +8/+3 +7 +7 +3 Shift VI, Mutation 3/day 33
12 +9/+4 +8 +8 +4 Reactive Shift 2/day 36
13 +9/+4 +8 +8 +4 Shift VII 39
14 +10/+5 +9 +9 +4 Mutation 4/day, The Becoming (3) 42
15 +11/+6/+1 +9 +9 +5 Shift VIII, Mirror Creature 45
16 +12/+7/+2 +10 +10 +5 48
17 +12/+7/+2 +10 +10 +5 Shift IX, Mutation 5/day, Reactive Shift 3/day 51
18 +13/+8/+3 +11 +11 +6 The Becoming (4) 54
19 +14/+9/+4 +11 +11 +6 57
20 +15/+10/+5 +12 +12 +6 Ever-Changing Shape 60


Class Abilities

Weapon and Armor Proficiencies: Adapters are proficient in all simple weapons, along with any natural weapons they gain by shifts, and with light armor, but no shields.

Shift Points: Shift points (SP) are the ‘currency’ that an adapter uses to ‘purchase’ his shifts. This will be explained further under the Shift ability. An adapter begins with 3 shift points. After 1st level, an adapter’s base shift points increase as shown on the table. At every level (including 1st), an adapter adds his Wisdom modifier to the base SP shown. These points are not so much spent as invested in shifts, and when you drop a shift, you gain back all of the points you put into that shift.

Shift (Ex): The main ability of an adapter, shifting, allows him to become anything and everything. This ability may be used any number of times per day, although most shifts have a 24 hour duration and don’t need to be used again. All shifts are divided into levels, not unlike spells, and each level requires a certain amount of shift points to gain a shift from that level. Shifts can also have additional shift points invested in it, but only up to the shifter’s level + ˝ his Wisdom modifier at any one time. If a shift requires an adapter to have a body part that the shifter does not currently have (such as for a tail slap, or other natural attack), that body part is grown for the duration of the shift. All shifts only affect you, unless you gain the Mutation ability. Shifts and their descriptions are covered at the end of the class. Using this ability requires a move action. A shift can be 'dropped' as a move action as well, and doing this gives the adapter back any shift points he spent on it or invested in it. Doing so ends the effect of the shift.

Assume Likeness (Ex): By using the same methods he uses to shift, an adapter of 2nd level or higher can change his appearance at will. This change is purely cosmetic and does not affect an adapter’s ability scores or special attacks. To look like a specific person, an adapter must succeed at a Disguise check with a DC of 20. This ability allows an adapter to alter his apparent race and gender without checks.

Mutation (Su): Beginning at 5th level, an adapter may transfer some of his available shift points to a touched, willing target, along with the ability to shift. The highest level of shifts available to the target of this ability is the highest level of shift the adapter can use – 2 (minimum 1, maximum 7). This ability can be used 1/day originally, but the number of uses increases as shown on the table, and lasts for 1 minute.

The Becoming (Su): Upon reaching 6th level, an adapter has begun to realize his full potential. At 6th level and every 4 levels thereafter, an adapter may choose one shift of 2 levels lower than the highest shift he can use and make it permanent. The adapter can still invest in these permanent abilities as normal.

Reactive Shift (Ex): An adapter’s motto is “Respond to anything”, so at 7th level, an adapter can use his shift ability as an immediate action once per day, fast enough to react to any situation. Any shift used with this ability costs 1 ˝ times as many shift points as normal.

Mimic Shape (Su): An improvement to his Assume Likeness ability, an adapter of at least 10th level can take a standard action and spend all of his shift points to take the exact form of any creature he can see. This ability grants the adapter the natural attacks and natural armor of the creature, along with its Ex abilities, but not Su or Sa abilities. This ability can be used 3/day + Wisdom modifier and lasts for 5 rounds + Wisdom modifier.

Mirror Creature (Su): At 15th level, an adapter learns to see beyond the surface of a creature and can spend all of his shift points and a standard action to perfectly mimic a creature he can see, gaining all of its abilities, including natural attacks, Ex, Su, and Sa abilities. This ability can be used 1/day + Wisdom modifier and last for 1 round per class level.

Ever-changing Shape: Upon reaching 20th level, an adapter reaches a level of power unknown to less experienced adapters: the ability to leave your weak original form behind and become a being of change. A 20th level adapter gains the Shapechanger subtype and gains the powerful ability to separate his soul and his body, allowing him to change forms without losing any of his powers. This ability lets the adapter change his form, as the spell Shapechange but with a duration of permanent, at will. The adapter can take any form with this ability, and can still use all of his abilities. This ability also lets the adapter use his shift ability as a free action, and he can make up to double the number of shifts permanent as his The Becoming ability would normally allow.

So, what does everyone think of it? Any comments are welcome :D

Also, can anyone tell me how to make a good table? I've never been able to do that. Thanks for all the help!
Ralvuimego

01-07-08, 12:18 PM
So far, it looks remarkably similar to a class I made a while back, except with a reflavoring (Yours has shapeshifting powers by some supernatural effect and mine had it by drinking potions) and "Shift Points" instead of Formulas.

It had 3/4ths BAB and d8 hit dice. And I titled the thread "The Be your own Monster Class".
And it had abilities exactly like "Shift", "The Becoming", and it became a Shapechanger at 20th level. :D

Okay, I'm done picking on you now. (But I was being totally serious about all that above)

You really need to post your shifts though, or else we really can't give you much feedback on the class.
Talisman

01-07-08, 12:29 PM
For the table, you need to wrap [code] things around it. Click on the thing that looks like a #, then paste your table in between. Or write (code) table (/code), replacing the parentheses () with brackets [].

Ralvuimego is right...without the shifts, this is really only half of the class.

Assume Likeness:This should function as the disguise self spell, with a note that it's not an illusion and it can't change clothing or gear. Like a changeling's minor shapechanging ability.
DragonGhoula

01-07-08, 01:23 PM
Ralvuimego: Holy cow!! Sorry bout that! Well that's what I get when I don't do much research.... Again, sorry :D

Everyone: Yeah, I know I need to post the shifts, and I'm working on that, but it'll take more time to finish, but I'll post what I have and what ideas I have.

Talisman: Thanks for the help with that, I'll try it right...now.
DragonGhoula

01-07-08, 02:24 PM
Shifts So Far

Shifts:



Aberrant Tentacle
Shift 1
Cost: 1 SP
Description: This shift allows you to grow tentacle(s) to make a natural attack. This attack does 1d4 bludgeoning damage (or more, depending on how many SP you invest, see below).
Invest: For each 2 SP you invest in this shift allows you to either increase the damage of your current tentacle(s) by one ‘size’ (1d4 – 1d6 – 1d8 – 1d10 – 2d6 – 2d8 – etc), or you may gain an additional tentacle attack at the same damage as your other one.

Adept
Shift 1
Cost: 1 SP
Description: This shift allows you to become more adept with a skill of your choice. This shift gives you a +1 racial bonus to the chosen skill.
Invest: For each SP you invest in this ability, you gain an additional +1 racial bonus to your chosen skill, or you can choose a new one to get a +1 racial bonus in.

Bite of the Beast
Shift 1
Cost: 1 SP
Description: This shift allows you to extend your jaw and teeth to make a natural attack. This attack does 1d4 piercing damage (or more, depending on how many SP you invest, see below).
Invest: For each 2 SP you invest in this shift allows you to increase the damage of your current bite attack by one ‘size; (1d4 – 1d6 – 1d8 – 1d10 – 2d6 – 2d8 – etc), or to gain the effect of Improved Grab when you hit with your bite on a target of your size or smaller.

Claws of the Beast
Shift 1
Cost: 1 SP
Description: This shift allows you to grow out your fingernails into sharp claws, granting you 2 natural attacks. Each of these attacks does 1d2 slashing damage.
Invest: For each 2 SP you invest in this shift allows you to increase the damage on both of your attacks by one ‘size’ (1d2-1d4-1d6-1d8-1d10-2d6-etc), or to gain weapon focus with your claws.

Horns of the Ram
Shift 1
Cost: 1 SP
Description: This shift allows you to grow curling horns out of your head, granting you a natural attack. This attack does 1d4 piercing damage.
Invest: For each 2 SP you invest in this shift allows you to increase the damage by 1 ‘size’ (1d4-1d6-1d8-1d10-2d6-2d8-etc) or to allow your horns to do double damage on a charge.

Improved Movement, Minor
Shift 1
Cost: 1 SP
Description: This shift allows you to gain either a swim speed or a climb speed of 10 ft.
Invest: For each 2 SP invested in this shift, the speed increases by 5ft, to a maximum of your land speed.

Scaled Tail
Shift 1
Cost: 1 SP
Description: This shift allows you to grow a tail covered in scales, not unlike that of a dragon. This tail grants you a +2 racial bonus on balance checks.
Invest: For 2 SP, your tail can be used to make a tail slam attack, dealing 1d6 bludgeoning damage (which can be increased for another 2 SP).

Sensitive Eyes, Least
Shift 1
Cost: 1 SP
Description: This shift makes the users eyes grow more sensitive to light, granting him low light vision.
Invest: This shift cannot be invested in.

Shoulder of the Construct
Shift 1
Cost: 1 SP
Description: This shift allows you to strengthen your shoulder bone, forming a plate and allowing you to make a slam attack, which does 1d4 bludgeoning damage.
Invest: For each 2 SP you invest in this shift, the damage increases by one ‘size’ (1d4-1d6-1d8-1d10-2d6-2d8-etc), or granting you weapon focus with your slam.

Spell-Like Ability, Least
Shift 1
Cost: 1 SP
Description: This shift grants you any 0 or 1st level spell as a spell like ability usable once per day (no matter how many times you re-use this shift). No matter how many times you reuse this shift, the times per day are a hard total and cannot be changed (except by somehow gaining more base SP). Each time you drop this shift and use it again though, you may choose a new spell to use.
Invest: For each SP you invest in this shift, you gain another daily use of this spell-like ability.

Sprint
Shift 1
Cost: 1 SP
Description: This shift allows you to increase your movement speed by 5ft. This burst lasts for 1 minute.
Invest: For each 2 SP you invest in this ability, your speed improves by another 5ft (up to double your original speed).

Toughen Skin
Shift 1
Cost: 1 SP
Description: Your skin grows thicker and more like scales. This grants you a +1 bonus to your natural armor.
Invest: For each 2 SP you invest in this shift, you gain an additional +1 bonus to your natural armor.



Assume Type
Shift 2
Cost: 3 SP
Description: Your control over your body allows you to change your creature type, allowing you to use certain items and become immune to certain abilities (such as Charm Person). You gain no abilities of the type other than the type itself.
Invest: This ability cannot be invested in.

Bestial Skill
Shift 2
Cost: 3 SP
Description: Your evolved body brings with it evolved powers. You may chose any 1 feat that you meet the pre-requisites for and effectively gain that feat. This includes Monstrous feats.
Invest: For each 3 SP you invest in this shift, you may gain another feat or ignore the pre-requisites for one feat.

Bone Spike
Shift 2
Cost: 3 SP
Description: You have learned to accelerate bone production and can launch a shard of bone from your body to deal 1d8 points of piercing damage to an enemy within 30ft. This requires a ranged attack roll.
Invest: For each 3 SP you invest in this shift, you up the damage by one size catagory and the range incriment increases by 15ft.



This is just what I have so far and is subject to change. Keep on with the Peaching, if you would be so kind :D
vorpo

01-07-08, 08:14 PM
Pls drop me a note in the Peach Market (my sig) as to what category to list you under (pls refer to 2nd post). Pls make sure you link your class when you post. If you don't find any category fitting your class, pls suggest one and I will consider as well
Ralvuimego

01-07-08, 09:59 PM
If you want, you can take a look at my Chemical Warrior for ideas for abilities. So far, 50% of your shifts seem... like the same ability.

You can use a shift to:

Gain a natural attack form, (Claws, Bite, Horns, Tail, Slam)
Gain an alternate (Nonflying) movement speed.
Gain a 1/day spell like ability
Increase your natural armor
Increase your movement speed.


And that's about it.

Here's a link to my class if you want a look.

http://forums.gleemax.com/showthread.php?t=786299

It's an ancient class, so don't take it for balenced (Or even good for that matter. All I'm really proud of is the selection of abilities it has.) I do plan on remaking the class soon, so don't rip too much, okay? :D
Eldritch_Lord

01-07-08, 10:10 PM
You can use a shift to:

Gain a natural attack form, (Claws, Bite, Horns, Tail, Slam)
Gain an alternate (Nonflying) movement speed.
Gain a 1/day spell like ability
Increase your natural armor
Increase your movement speed.


And that's about it.

Well, for "1st level" shifts, I'd say that's about right; you shouldn't be able to do more than that, anyway, and some attack enhancers, a defense enhancer, and some movement enhancers are pretty good as it goes.

@OP: The shifts look good so far, though they need to be put in the context of the higher shifts to know for sure, and the rest of the class looks good. I suggest you look at the Geomancer in Complete Divine for his "drifts," which are permanent mutations sort of like yours.
Ralvuimego

01-07-08, 10:23 PM
Dang, Eldritch_Lord, you made me look like a total fool, and just when I was feeling like I knew something. :P

I hadn't even noticed the "First Level" in the shifts post. In that case, your first level shifts are fine. You could probably add in a Low Light Vision/Darkvision/Deeper Darkvision shift, but I think you've got your low level bases covered.
Eldritch_Lord

01-09-08, 10:35 PM
Dang, Eldritch_Lord, you made me look like a total fool, and just when I was feeling like I knew something. :P

I do tend to have that effect on people. :devil:

@DragonGhoula: Good work thus far; I look forward to your 2nd+ level shifts.
Talisman

01-09-08, 11:45 PM
Looks good - a few minor nit-picks:

Horns of the Ram
Shift 1
Cost: 1 SP
Description: This shift allows you to grow curling horns out of your head, granting you a natural attack. This attack does 1d4 piercing damage.
Invest: For each 2 SP you invest in this shift allows you to increase the damage by 1 ‘size’ (1d4-1d6-1d8-1d10-2d6-2d8-etc) or to allow your horns to do double damage on a charge.

For "curling" horns, shouldn't this be bludgeoning damage?

Spell-Like Ability, Least
Shift 1
Cost: 1 SP
Description: This shift grants you any 0 or 1st level spell as a spell like ability usable once per day (no matter how many times you re-use this shift).
Invest: For each SP you invest in this shift, you gain another daily use of this spell-like ability, or the use of a new one once per day.

Can this literally grant any 0- or 1st-level spell as a SLA? First, I don't see what this has to do with true shapeshifting.

Second, this essentially gives an adapter a number of 1st-level spells per day equal to his shift points + his Wisdom modifier. For instance, a 2nd-level shifter with a 16 Wis can cast 9 1st-level spells per day...compared to a 2nd-level sorcerer with 16 Cha (5) or a 2nd-level specialist wizard with 16 Int (4). Furthermore, as written the adapter can use any spell...no "spells prepared" or "spells known" or even a class spell list.

Thirdly, the duration of this ability is iffy. The text on shifts say that "most shifts last for 24 hours," but there's no word on whether a given shift can be dropped prematurely of the adapter wants to, say, walk around town without a big, scaley tail. If shifts can be ended prematurely, this theoretically gives the adapter back his shift points...which can then be used to acquire more SLAs.

Finally, I assume there will be higher-level versions of this ability. 1st-level spells are one thing, but do you really want PCs running around able to insta-cast any spell on, say, any class's 3rd-level list? Because I guarantee you, they will. Heck, I could play this class with no other shifts and make a wizard cry, with virtually unlimited spellcasting backed up by a d8 HD, 3/4 BAB, 4 base SP's and armor proficiency.

Aside from the SLA business, which I urge you to drop like a deck of many things,, I like where this class is heading.
Ralvuimego

01-10-08, 11:42 AM
If you want to apply SLAs to your class, I say do them in bundles, rather than arbitrarily allowing them to grant themselves any spell.

For example, you could have a shift called Illithid Intellect that gives the Adapter a bonus to intelligence, and spell like abilities similar to a Mind Flayer (Dominate Person 1/day, Mind Blast once every 1d4 rounds, Detect Thoughts at will).
Talisman

01-10-08, 01:53 PM
That sounds good...you acquire certain traits of specific monsters, including appropriate SLAs. Just be sure to place them at levels when traditional spellcasters could access those spells.
DragonGhoula

01-10-08, 03:55 PM
I'm still working on the second level shifts, and it could be a while, but I will attempt to answer some questions:
Ralvuimego and Talisman: I do see the problem with the SLA stuff, so I think I will reword it to say that no matter how many times you apply the shift, you can only have x uses (total), but you can use any 0 or 1st level spell. By the way, I'm attempting to avoid things like granting the abilities of certain creatures, as I am attempting to let the player create their own creature, but I will think on it.
Talisman: I thought about the bludgeoning damage, but I needed a piercing damage natural weapon, and ....well. Yeah. The tips are what deal the damage anyway :P Also, and I'm sorry I forgot to clarify this in tne original post, but you can remove a shift any time you want and you get the shift points back. I'll go ahead and edit that in.
Ralvuimego: I had planned to give a darkvision, deeper, etc. but I completely forgot about low-light vision! :eek: Thanks so much for catching that!

And to everyone who has endured reading this, thanks for your help and comments, and please keep them comming :D
Ralvuimego

01-10-08, 08:39 PM
By the way, I'm attempting to avoid things like granting the abilities of certain creatures, as I am attempting to let the player create their own creature, but I will think on it.


I was just using an existing monster based one as an example. The SLA package shifts don't have to be based on existing monsters.

Example:

Eyes of Deep Night: You gain the ability to see in magical and nonmagical darkness. Additionally, you may expend 1 shift point to cast Darkness, Cause Fear, or Ray of Enfeeblement as spell like abilities.

Or something like that.

The Illithid Intellect could easily be re-named Empowered Mind and lose any connection to the mind flayer (Except the mind blast, but whatever).
Talisman

01-11-08, 12:06 AM
Suggestion: When spending shift points to cast SLAs, each SLA costs [base value] plus [number of SLAs already used today]. This retains flexibilty but cuts down on abuse, keeps the focus of the class on the physical abilities (appropriate for a shapeshifter class), and allows for those "holy crap, we need [X spell]!" moments.

Thus, using Least SLA as an example, your first daily SLA would cost 1 SP, your second would cost 2, etc. Oh, and SP's spent on a SLA should remain unavailable for the rest of the day...you've expended the "psychic evergy" or whatever.

This whole scheme would, of course, refresh after 8 hours rest.
James2783

01-11-08, 01:51 AM
I personally think you should limit what can be used as a SLA....not just open it up to any 0 or 1st level spell. or at least give the class this shift at a higher level. Yeah most 1st level spells will be less useful by then, but it should just be an extra anyway...I also don't think they should ever get better spells than 1st as SLA. This also gives you reason to make players chose individual abilities...instead of giving them access to Healing spells and other stuff ,make them choose some sort of troll like Regeneration shift if they want to heal. Given how the SLA shift reads they can just drop the shift, reshift and choose a new spell for the situation at hand, which makes players lazy, i.e. they don't try and strategize or plan ahead. I personally would find it annoying if a character in my game did that.Plus spells will make most of your shifts redundant...why usa a shift when i can just use uber spells all day?
I also would make them spend the points to shift and wait till next day to refresh their pool. The way I read it, they basically get to do whatever they want without limit...especially if you make all the durations 24 hours anyway (which wouldnt be necessary if you never had to refresh your pool, why have a duration at all?)
The_Mad_Linguist

01-11-08, 09:45 AM
Mirror creature is broken.

For example, use planar binding to grab an efreet. Mirror it. You get 3 wishes, along with some various other useful SLAs.