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| Johnathan_Vagabond04-23-08, 10:00 AM | I've been trying to capture the idea of an alternate form class that only relies on alternate forms. This is where I'm going to try to make it work. Any suggestions are welcome. The way I see this working is either gaining a single shape which the class then improves and customizes or the class being able to wildshape into many different things, which the class grants more variety and slight power increases. I also think there should be some form of restriction/day, so that the class cannot spend the whole day in its generally stronger wildshaped form. The druid currently can relatively soon, especially by taking Extra Wildshape early on. Either something that forces them into wildshape (You wouldn't like me when I'm angry) or a check after Con Mod rounds or a restricted /day for 1 min/level or the like. For right now I'm going to run with the Con Mod rounds with check and recharge time and the single shape with customization. If someone can provide a convincing arguement and idea for the crunch on the other ideas, I'll be happy to change direction or carry out dual progression. (I'm posting this prior to filling out the class so that any ideas anyone has can get thrown down before I'm too far in). :headexploBEAST:headexplo Beasts are ordinary people that have the ability to change into a terrible, dangerous creature. As they grow stronger they gain mild traits that, while possibly unnoticed, hint at their full potential. Different beasts gain this ability a number of ways; some make pacts with powerful spirits, others are born with other, still others are altered by magical experiments. However they gain their abilities, the result is the same. One minute an average joe, the next a hulking behemoth. Constitution is the most important stat for a beast as it controls how long they can spend in beast form. Following that, different stats are important to different beasts. Armored beasts need strength to stand up against opponents that attack them. Fast beasts need dexterity to protect them in combat. Strong beasts need strength to help them hit harder and deal more damage while Sly beasts need good mental stats to power their abilities. BAB: As Rogue HD: d8 Saves: good Fort, poor Reflex & Will Class Skills: Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Survival (Wis) Armored Beast: Climb (Str), Swim (Con) Fast Beast: Balance (Dex), Climb (Str), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str) Sly Beast: Balance (Dex), Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Tumble (Dex) Strong Beast: Climb (Str), Jump (Str), Swim (Str) Skillpoints/level: 2+Int (Sly Beast 6+Int) 1.....Beast Type, Beast Shape, Shapechange 2.....Shape (Lesser) 3.....+1 Natural AC 4.....Beast Type 5.....Shape 6.....Special Attack 7.....Beast Type 8.....Shape (Moderate) 9.....+2 Natural AC 10....Beast Type 11....Shape 12....Special Attack 13....Beast Type 14....Shape (Mighty) 15....+3 Natural AC 16....Beast Type 17....Shape 18....Special Attack 19....Beast Type 20....Shape (Terrible) Weapon and Armor Proficiencies: Beasts are proficient with Light and Medium Armor and Shields. They are proficient with all simple weapons. Shapechange: The Beast gains the ability to change into a wild beast. The shapechange supernatural ability acts as the Druid wildshape class ability with the following exceptions. Shape change is an at-will ability. The beast can remain in their beast form for a number of rounds equal to their consitution modifier, following that they must make a Fortitude save (DC 15+N, where N is the number of rounds already spent in beast shape) or revert to their normal form. When the beast is in beast form their type changes to monsterous humanoid. After using their beast form, the beast must wait 1d4+N minutes, where N is the number of rounds spent in beast shape, before using shapechange again. At 10th level they the DC is reduced to 10+N. In beast form they loose the ability to speak, but understand any languages they already know. They cannot cast spells requiring verbal or somatic components. Beast Shape: At 1st level the beast must choose the general shape of their beast form. This is where the beast form gains its basic ability scores. They may choose from the following options. -Biped: The beast form has two arms and to legs. (+3 Str/Dex/Con, -1 Int/Wis/Cha) -Quadraped: The beast form has no arms and four legs. (+4 Str/Dex, +6 Con, -3 Int/Wis/Cha) -Slitherer: The beast form has a long snake-like torso. (+4 Str/Con, +6 Dex, -3 Int/Wis/Cha) -??? -??? Beast Type: At 1st level the beast must choose their type of shape. The beast may choose from Armored, Fast, Sly, or Strong shape. At each listed level they gain bonuses natural to their shape. All beasts gain a single 1d6 20x2 natural attack in their chosen shape (1d4 for small, 1d8 for large). This may be piercing, bludgeoning, or slashing. The listed abilities supercede (do not stack with) the beast types prior abilities. If you have abilities which overlap between your natural form and beast form, choose the most beneficial of the two. Armored Beast: Armored Beasts are tough and resiliant, though generally slower than other beasts. Their beast class HD increases to d12. When changed to their beast for the beast gains the following bonuses at the listed levels. In beast form the armored beast's move speeds are reduced by 1/2 or 10ft (whichever is less). Beast Form Benefits 1st: DR 1/Adamantium, Natural Armor +2, +2 Con, Retain 1/2 Enhancement Bonus to AC. 4th: DR 2/Adamantium, Natural Armor +3, Resist (all) 5. 7th: DR 3/Adamantium, Natural Armor +4, +4 Con, SR 5+Beast level. 10th: DR 4/Adamantium, Natural Armor +5, Resist (all) 10. 13th: DR 5/Adamantium, Natural Armor +6, +6 Con, Retain Enhancement Bonus to AC. 16th: DR 6/Adamantium, Natural Armor +7, Resist (all) 15. 19th: DR 7/Adamantium, Natural Armor +8, +8 Con, SR 10+Beast level. Natural Form Benefits 1st: +1 Con, Natural Armor +1. 4th: DR 1/Adamantium, Resist (select one) 5. 7th: +2 Con, Natural Armor +2. 10th: DR 2/Adamantium, Natural Armor +3, Resist (select two) 5. 13th: +3 Con, Natural Armor +3 16th: DR 3/Adamantium, Resist (select three) 5. 19th: +4 Con, Natural Armor +4. Fast Beast: A fast beast is exceptionally quick, though generally weaker and less durable than other beasts. Their beast class reflex save becomes good. When changed to their beast for the beast gains the following bonuses at the listed levels. While in beast form the fast beast gains. Beast Form Benefits 1st: +10ft speed (all move types), +3 Dodge AC, +1 Initiative, Run. 4th: +20ft speed, Accelerate +11. 7th: +30ft speed, +4 Dodge AC, +2 Initiative, Mobility. 10th: +40ft speed, Accelerate +21. 13th: +50ft speed, +5 Dodge AC, +3 Initiative, Sprint2. 16th: +60ft speed, Accelerate +31. 19th: +70ft speed, +6 Dodge AC, +4 Initiative, Free Movement3. Natural Form Benefits 1st: +5ft speed (1 move type, stackable), +1 Dodge AC. 4th: +5ft speed, Skirmish +1d6 +1AC (Functions in beast form). 7th: +5ft speed, +1 Initiative, +2 Dodge AC, Run. 10th: +5ft speed, Skirmish +2d6 +2AC. 13th: +5ft speed, +3 Dodge AC, Mobility. 16th: +5ft speed, Skirmish +3d6 +3AC. 19th: +5ft speed, +2 Initiative, +4 Dodge AC, Accelerate +1 1You move up in initiative by the listed number at the end of each round. You may wrap around to the bottom of the initiative (acting twice in a single round) by passing 20 or the highest initiative, whichever is greater. 2As the cheetah racial ability. Move at 10x your normal speed during a charge 1/hour (does not reset with new shapechange, only by the hour). 3As an extraordinary ability, freedom of movement is always on. Sly Beast The sly beast is wily and clever, though generally weaker than the other beasts. Their beast class skill points/level increase to 6+Int. When changed into their beast form the sly beast gains the following benefits at the listed levels. In beast form the sly beast does not gain their strength modifier to damage (though they retain any strength penalty). Beast Form Benefits 1st: Sneak Attack +1d6, +2 Dex, Evasion 4th: Sneak Attack +2d6, +2 Sly Beast skills, Uncanny Dodge (flat) 7th: Sneak Attack +3d6, +4 Dex, Camoflauge (anywhere) 10th: Sneak Attack +4d6, +4 Sly Beast skills, Uncanny Dodge (flank) 13th: Sneak Attack +5d6, +6 Dex, Hazy Shape1 16th: Sneak Attack +6d6, +6 Sly Beast skills, A Thousand Faces 19th: Sneak Attack +7d6, +8 Dex, Hide in Plain Sight (anywhere) Natural Form Benefits 1st: Dex +1, +2 Reflex Saves 4th: Sneak Attack +1d6, +1 Sly Beast skills 7th: Dex +2, Uncanny Dodge (flat), +2 Hide 10th: Sneak Attack +2d6, +2 Sly Beast skills 13th: Dex +3, Uncanny Dodge (flank), +2 Dodge AC 16th: Sneak Attack +3d6, +3 Sly Beast skills 19th: Dex +4, Slippery Mind, Camoflauge (anywhere) 1Your form is hazy an indistinct, opponents suffer a 10% miss chance against you. Strong Beast: Strong beasts are powerful hulks, rippling with muscle and fury, however they are less agile and less defended than most beasts. The strong beast's class BAB increases to Fighter BAB. In beast form, strong beasts cannot perform skills that require concentration to use (as rage). Beast Form Benefits 1st: Nautral Weapon Shape (NWS), +2 Str, Retain 1/2 Enhancement Bonus to Attack/Damage 4th: Natural Weapon Shape, Powerful Build+1, 7th: Natural Weapon Shape, +4 Str, +2 Con 10th: Nautral Weapon Shape, Reach +5' 13th: Natural Weapon Shape, +6 Str, Retain Enhancement Bonus to Attack/Damage 16th: Natural Weapon Shape, Poiwerful Build+21, 19th: Natural Weapon Shape, +8 Str, +4 Con Natural Form Benefits 1st: +1 Str 4th: 7th: +2 Str, +1 Con 10th: Powerful Build 13th: +3 Str 16th: 19th: +4 Str, +2 Con 1You are treated as two sizes larger where it would be beneficial. Shape: Over the lifetime of a beast, their beast form grows and changes with them. At each listed level, they gain the following benefits while in beast form. Each level where they gain access to a new catagory of shape, they may replace a single known shape with a different shape of equal level. The four degrees of shape powers are Lesser, Greater, Mighty, and Terrible. Natural Weapon Shapes, indicated by the (NWS) tag, improve on your natural weapon. Having more than one natural weapon shape increases the number of natural weapons you have. While the natural form gains an unarmed attack benefit from most of these, unless otherwise stated they still draw an AoO for using their unarmed attack without the Improved Unarmed Strike feat. Lesser Claws:(NWS) Your natural weapon becomes two melee 1d6 slashing 19-20x2 claw attacks. Your natural form may deal lethal slashing damage with their unarmed attack. Gore: (NWS) Your natural weapon becomes a melee 1d8 piercing 20x2 gore attack that deals double damage on a charge. Your natural form may deal lethal piercing damage with their unarmed attack. Bite: (NWS) Your natural weapon becomes a melee 1d8 piercing 18-20x2 bite attack. Your natural form may deal lethal piercing damage with their unarmed attack. Slam: (NWS) Your natural weapon becomes a melee 1d8 bludgeoning 20x3 slam attack. Your natural form may deal lethal bludgeoning damage with their unarmed attack. Spikes: (NWS) Your natural weapon becomes a 30ft ranged 1d6 piercing 19-20x2 thrown spike attack. Your natural form may deal piercing damage with their unarmed attack. You regrow spikes at the rate of 1/round, and begin your transformation with a number of spikes equal to your beast level. Wild Eyes: You gain low-light vision and darkvision +60ft in beast form. Your natural form gains low-light vision and darkvision 20ft (if you already have either low-light vision or darkvision greater than 20ft, this has no effect). Thick Hide: You gain +1 natural AC for every 5 Beast levels you have (minimum 1). Your natural form gains +1 natural AC. Strong Legs: You gain +10ft move speed in beast form and +5ft move speed in natural form. These bonuses apply to only 1 type of move speed, chosen when picking the Shape ability. Swim: You gain a swim speed equal to 1/2 your move speed. Your natural form gains a +3 to swim checks. Climb: You gain a burrow speed equal to 1/2 your move speed. You may or may not choose to leave a tunnel behind. Your natural form gains a +3 to climb checks. Greater Tripper: (NWS) You may trip with your natural weapon. You do not draw an AoO, do not draw an opposed trip attempt on a failure, and gain a +4 to trip and opposed trip attacks. Your natural form gains a +2 to and against trip attacks. Smasher: (NWS) You may sunder with your natural weapon. You do not draw an AoO and gain a +4 to the sunder attempt. Your natural form gains a +2 to and against sunder attacks. Stealer: (NWS) You may disarm with your natural weapon. You do not draw an AoO and gain a +4 to disarm attempts. Your natural form gains a +2 to and against disarm attacks. [b] |
| LoneFlame04-23-08, 04:04 PM | If I were to make a shapeshifter class, it would probably go more along the lines of... Full BAB, d8 hit dice, some shapeshifting orientated fluff stuff, and both the Shapeshift(PHB 2) & Aspect of Nature (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#wildShapeVarian tAspectOfNature) wild shape variants. There really isn't much of a need to force a character to not remain in a shapeshifted form, since reality has its own incentives to not do it, such as not being able to speak, not being able to use your nifty magical gear, and simply getting bored with being a dog all freaking day. The reason why I go with Shape Shift is for lack of exploitation factor. Aspect of Nature then supplements the things that make Shape Shift not effective by itself(such as granting scent). Since Aspect of Nature has a poor duration(1 min/lv) and limited amounts of uses(= to the amount of Wild Shape uses a Druid would've gotten), it makes for a nice beefing that doesn't last(so the character can Nova some). Shapeshift on the other hand, is something you can always do, but isn't that good(since it has no room for exploitation, and renders magic useless for the character, both in gear & spells), so even if you use it all the time, it's not going to be anywhere near game breaking. Oh sure, Shapeshift + Aspect of Nature would make for a pretty strong combatant, but, powerwise, it's got nothing on a regular Druid with normal Wildshape & the Natural Spell feat. Now, if you want to limit it to just an animalistic theme, simply remove the elemental & plant parts & it won't really impact the class too much. |
| Johnathan_Vagabond04-23-08, 04:57 PM | I think you've lost me. |
| Wyrdric04-23-08, 05:38 PM | This class is a good idea in theory, but it's really hard to capture this sort of thing properly. One of my friends and I tried to make something like this, but it wound up loosing our interest. I still have some notes on it so feel free to message me and I'll send over some data on my personal theories. |
| Johnathan_Vagabond04-24-08, 09:52 AM | I'm sure that would help. I've tried this before as well, in the form of a PrC |