(Changeling) Fleshmelder PrC [Archive] - Wizards Community

Post/Author/DateTimePost
Savras

05-05-07, 10:58 AM
Hi there.
Been a long while since I posted here...
Here's a PrC I made for rogue-like changelings.

I think it is fine, because while they lose sneak attack\sudden strike\spell-stealing, they to gain some nice bonuses, and they keep their skills.

And it can be taken rather early.

What do you say?

(Changeling) Fleshmelder

All changelings have the ability to meld their flesh somewhat. Some, however, have taken this ability to heights unsees even in the progenitor dopplegangers. They are able not only to change their appereance, but to do it in situations when it's be far more useful - elenogating their arms and legs when climbing, matching their skin colour to the surrounding when hiding, and relocating their inner parts so they'll be less vulenrable to backstabs and critical hits are just a few examples.

Most, if not all, Fleshmelders were rogues or other sneaky changelings, who actively tried to develop their powers in that direction. After much training, they have succeded - and have become Fleshmelders.
HD: d6

Requirements:
Feats: Quick Change, Racial Emulation.
Skills: Disguise 6, Heal 3.
Race: Changeling.

BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Basic Melding
2. +1 +0 +3 +0 Toughen Flesh +2
3. +2 +1 +3 +1 Gain Senses
4. +3 +1 +4 +1 Natural Weaponary
5. +3 +1 +4 +1 Melding, Toughen Flesh +4
6. +4 +2 +5 +2 Sensual Acuity
7. +5 +2 +5 +2 Elenogate
8. +6 +2 +6 +2 Vital Organs Relocation
9. +6 +3 +6 +3 Recoil, Toughen Flesh +6
10.+7 +3 +7 +3 Greater Melding

Skills: The Fleshmelder's class Skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at each level: 8 + Int modifier.

Weapon and Armour Proficiencies: The Fleshmelder gains no new weapons or armour proficiencies, though he is considered proficient with whatever natural attacks he might gain from this PRC, and with whatever natural armour he might gain from this PRC.

Basic Melding: The first thing fleshmelders learn to do is to slightly change their forms to shapes more fitting for the situation - longer arms while climbing, darker skin when hiding in the dark, and so on. They gain +2 racial bonus to the following skills: Balance, Climb, Escape Artist, Hide and Tumble.

Toughen Flesh: A fleshmelder may use his minor change shape ability to change his skin to scales, grow a exoskeleton or bony plates that cover parts of his body. For as long as he desires, his looks change as fit for the effect chosen, and he gains natural armour bonus to AC as indicated in the table. Unless he desires, he still looks like a member of the race he last emulated (albeit a mutated member).

Gain Senses: Whenever a fleshmelder emulates a race with unique sensual ability (low-light vision, or darksivion), he gains this visiual ability. He also gains half of whatever bonuses a member of that race would have gained to his Spot and Listen Checks (+1 if he emulates an elf, for an instance). This ability is gained at the third level.

Natural Weaponary: A fleshmelder of the 5th level or above is always only a thought away from being armed - if you consider claws and talons as arms.
Using his minor change self ability, he may grant himself claws instead of hands. This grants him a natural attack which deals 1d6 points of slashing damage. Just as with Toughen Flesh, he still looks like a member of the race he last emulated (albeit a mutated member).

Melding: The fleshmelder's racial bonus on the skills mentioned in Basic Melding rise to +4 at the 5th level. In addition, he gains +2 on Jump, Intimidate and Sleight of Hand.

Sensual Acuity: At the 6th level, a fleshmelder knows how to duplicate the superior senses of elves, orcs and the like in whatever shape he happens to chose. He gains a +2 racial bonus to Listen and Spot chekcs, and has low-light vision and darkvision (60 ft).

Elenogate: At the 7th level, a fleshmelder's gains the ability to elenogate his arms during combat, granting himself a reach of 10 ft with a use of his minor change self ability. As with Toughen Flesh, he still looks like a member of the race he last emulated (albeit a mutated member).

Vital Organs Relocation: By the 8th level, a fleshmelder is so practiced at toying with the shape of his body, he may relocate his vital organs to less expected, unusual places. This grants him 50% chance to ignore extra damage from critical hits, sneak attacks and so on. Also, attacks which are based on something being somewhere (illithind's brain-extraction ability, for instance) have a 25% of failing, or are sure to fail of the fleshmelder prepeared himself before-hand - though in this case, the DM should set penalties for the new situation (if someone hurts the spot where the brain now is, the fleshmelder has a problem).

Recoil: So great is a 9th level fleshmelder's ability to determine his body's shape, he can change his body in reaction to things that happen to him. Whenever he is wounded, he can try and minimize the damage by moving away veins and arteries, shuffling internal organs and strengthening bones - as the weapons tear and rend through his flesh. This grants him damage reduction 3/-.

Greater Melding: By the 10th level, a fleshmelder has gain an unsurpassed ability to change his shape, beyond the wildest dreams of a regualr changeling. While he retains his general shape, he may treat himslef as an ooze for purpose of moving through tight spaces (he may move through any opening larger than 5 inches in diameter at his land speed, though may not attack unless he has space to use weapons), he may escape bonds, manacles and the like with a standard action, may pass through bars with a standard action (the fleshmelders oozes in between the bars, melding his flesh around them and flowing onwards until his is out).
All racial bonuses gained from melding go up by 2.
JulesCARV

05-05-07, 01:22 PM
Overall, I like it, but I find the skill prerequisites (balance, climb, escape artist, and hide) to be a bit oddly chosen. Why those skills? What do they have to do with mastery of the shapechanging abilities that changelings have?
Savras

05-05-07, 06:13 PM
Thanks!
The skills are there mainly because I felt it had to have some prerequisites, but as it doesn't offer much I'll take 'em down.

:)

Savras
Thrincold

05-07-07, 09:24 AM
Not too bad. More focused to changelings that say, a Warshaper. My biggest problem is that at 2nd level I can enter this class with the requirements as they stand.

With just one flaw it is too easy. That and I think one of the racial sub levels available to changelings offer one of those two feats, so even without flaws it is a very early entry class.
Savras

05-23-07, 11:31 AM
t'was ment to be an early entry (4), but 2 is a bit too early.

However, what relevant skills are there?

Savras
Thrincold

05-23-07, 04:21 PM
t'was ment to be an early entry (4), but 2 is a bit too early.

However, what relevant skills are there?

Savras

I'd say disguise is a must. That and maybe a few ranks in concentration or a knoweldge.
FearTheBat

05-23-07, 06:52 PM
I'd agree. Disguise and concentration are absolutly necessary, and since it's an unofficial PrC, why not go with an unofficial Knowledge skill and try something like Knowledge (Anatomy)?

BTW, I play a Changeling Rogue, and i am definetly going to try to talk my DM into letting me use this PrC.
JulesCARV

05-23-07, 10:58 PM
Maybe a few ranks in Heal? That's probably the closest thing to knowledge (anatomy). Maybe only 4 ranks to allow it for classes that have heal cross class.
FearTheBat

05-24-07, 04:48 PM
Another thing I noticed was that being a changeling isn't even a requirement. It seems silly if any race can gain these changeling-specific abilities.
Savras

05-25-07, 12:26 PM
Another thing I noticed was that being a changeling isn't even a requirement. It seems silly if any race can gain these changeling-specific abilities.

What are you talking about?
Of course being a changeling is a requirement...
You didn't notice it, that's all!*

Where's that "edit" button?

Disguise is a solid option. Concentration isn't very linked, thematically, as are knowledge skills.
Heal is an interestring idea, and I will put on some ranks.

Happy Posting,
Savras

*Actaully, the feats can only be taken by changelings, but it should be stated here as well.
FearTheBat

05-28-07, 04:09 PM
If Heal is a requirement, and I like that, it should probably be in the class list.
Dr. Benway

05-28-07, 08:32 PM
Overall this class is fine...just some nitpicky things like the reqs to work out...however, except for the melding ability, this is basically the same class as the Warshaper from Complete Warrior.
Point for point it has all of the same abilities, including reach, toughening of the skin, fortification vs crits etc.
Not to say this is bad in anyway, the concept for both classes is a solid one. I was just wondering if the OP knew about the Warshaper first and was improving on it, or whether he was unfamiliar and took a great crack at the same concept...?

DocB
:88E: vs :coolcthul Who shall prevail?