Allomorph [Comments; LA needed] [Archive] - Wizards Community

Post/Author/DateTimePost
NightScreamer20

05-24-04, 01:16 AM
Allomorph
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 5d8+5 (31 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 natural)
Base Attack/Grapple: +5/+6
Attack: Slam +6 melee (1d6+1)
Full Attack: Slam +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Absorb material, darkvision 60 ft., morphic immunities
Saves: Fort +4, Ref +4, Will +7
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 16, Cha 15
Skills: ???
Feats: Endurance, Toughness
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +?

This gangly, bulky humanoid has stark white skin, and a long slender skull with beady cat-like eyes on each side. It's ead is surrounded in a mane of gray tentacles that run from its forehead down it's neck and back. It's body is mottled with small brown lumps which seem to pulsate and move.


Combat
Absorb Material (Su): The special physiology of the Allomorph allows it to absorb the properties of any material he comes into direct contact with. His body actually transforms itself in order to become more like the substance it is in contact with. An Allomorph may only have the properties of one material at a time, and gains special bonuses when dealing with certain magical materials. When taking the form of a material its natural attacks take the qualities of the material for the purposes of bypassing damage reduction.
Metal: Gains DR 5/adamantine, construct traits, vulnerability to electricity. In this case the Allomorph's body becomes more like a suit of armor with layers of plating, the main turns into a mass of chains. The Allomorph gains a +6 bonus to strength checks to break objects.
Alchemical Silver: An Allomorph that takes the properties of Alchemical Silver takes a -2 penalty to Strength and an additional +5 to its damage reduction from the metallic property.
Adamantine: Instead of the DR 5/adamantine as above the Allomorph gains DR 5/-, the metallic plates and chains become pitch black. The Allowmorph gains a +5 bonus to Hide checks made in the dark.
Mithral: In replace of the Damage Reduction the Allomorph gains a +2 circumstance bonus to Dexterity. The metallic plates become smaller and smoother, with a silvery white sheen. The Allomorph gains a +5 bonus to Move Silently checks.
Stone: Gains DR 5/bludgeoning, elemental traits, vulnerability to acid. The Allomorph's body turns to look like the type of stone touched, it's mane turns into harded nodules of rock. Because of this change in color the Allomorph gains a +10 bonus to hide checks whilst in mountainous or underground areas.
Dendritic Crystal: The Allomorph loses its Damage Reduction but gains Regeneration 1, acid and fire deal lethal damage to the Allomorph. The skin and body of the Allomorph becomes crystalline and light blue.
Clay or Mud: The above Damage Reduction the Allomorph increases to DR 10/bludgeoning, but in addition to it's vulnerability to acid a transmute mud to rock deals 1d6 damage to the Allomorph and returns it to its normal stone state.
Glassteel: Along with the above, a shatter spell deals 2d6 damage to the Allomorph (no save). The Allomorph loses it's vulnerability to acid but gain vulnerability to sonic. The body of the Allomorph becomes completely clear and translucent. The Allomorph gains a +10 circumstance bonus to Hide checks because it becomes hard to distinguish.
Wood: Gains DR 5/slashing, plant traits, vulnerability to fire. The Allomorph's skin takes on a barklike texture, it's mane turns into long gnarled vines covered in bright green leaves. Because of his change in color the Allomorph gains a +10 bonus to hide checks made in forested areas.
Darkwood: Along with the above properties the Allomorph gains a +10 bonus to all Strength based skill checks because of it's newfound light weight. The bark on the skin of the Allomorph becomes pitch black and so do the leaves.
Duskwood: In addition to the above the Allomorph gains +4 bonus to it's natural armor. The skin of the allowmorph becomes dark gray, like the color of a dead tree, and the leaves become brown and shrivelled.

Morphic Immunities (Ex): The body of an allomorph has no real discernable anatomy. The insides and parts of these creatures move themselves as if they had a sixth sense to danger. Allomorphs are immune to stunning, critical hits, sneak attack damage, and non-lethal damage, as well as polymorph spells and effects other than its own.
NightScreamer20

05-24-04, 08:31 PM
:bump:
danman

05-24-04, 09:06 PM
This is a pretty interesting creature you have so far. I think I can give it a shot at figuring out the LA, for you.

First of all, it has unbalanced ability scores, a natural armor bonus of more than +4, and two extra-damage natural attacks. That right there nets it a +3 level adjustment. Morphic immunities, like the Warshaper class ability, is easily worth another +1 LA. I think the other immunities and darkvision bring the total LA up to about +5.

Absorb Material would be the only thing you have to worry about. Basically, it gives them a wide variety of special abilities to choose from essentially at will. They are pretty much guaranteed to have access to those materials, just like wizards and sorcerers can have access to material components. As a supernatural ability, it's more powerful than a spell-like ability, and it is more verstatile than simply having a spell to cast at will. I'd say it's worth another +1 or +2 LA.

In conclusion, I'd say this a +8 LA, in addition to its racial hit die.
NightScreamer20

05-24-04, 09:11 PM
Thanks Danman, I don't want the ECL too high but I know the Absorb Material and Morphic Immunities are VERY powerful abilities.

If I reduce it's Natural Armor to +3 and give it only 1 slam that would reduce it's LA by 2 correct?

I'm also thinking of getting rid of it's other immunities, it was originally a Subrace of Doppelganger, but now i see that as redundant.