| Post/Author/DateTime | Post |
|---|---|
| Uloquiorra12-05-07, 11:22 PM | Hi, I need some help here, I recentely read about Changelings (ECS) and caught myself in some questions. What acquired templates should work well with a Changeling? I though on Mineral Warrior but I'm sure that be more effectives ones. Could anyone help about the templates and why apply then? Acquired onlies. And which class works well with Changelings? And about the templated Changeling? There is any link with classes/builds that uses Changelings? I'd think about the Bard will be good or perhaps a Beguiler. Could anyone help about my questions? Thanks in advance |
| HernetheHunter12-05-07, 11:57 PM | Depends. A template should be part of the story. What are you looking for the template to accomplish? A changelings favored class is Rogue. It is the class WotC believes a changeling would excel at. Any other classes depend entirely upon you and what you want the character to be/do. |
| VanGrue12-06-07, 11:10 AM | Changelings can be good at many things. They are often mentioned as one of the best races for Beguilers since you can become the ultimate spy. Or, any other sneaky class. I'm playing a Changeling monk right now and taking the Warshaper prestige class. Many people groan when they hear this, but the description specifically mentions Dopplegangers as good candidates, and Changelings essentially are descended from a doppleganger parent or ancestor. I look at it as a way for the Changeling to explore his/her natural shapeshifting abilities and push them further. Plus it makes my monk pretty damn badass. You don't want to see a crazy-looking human coming at you with claws, horns, a tail and crazy-sharp teeth. :D Still, they're best at espionage, lurking, sneaking, etc. I've played two Changeling Rogues before. Their Disguise modifiers were through the roof! |
| HernetheHunter12-06-07, 11:42 AM | Forgot about the Warshaper. :doh: |
| Brehon12-06-07, 01:14 PM | Changelings are good as Rogues, Bards, Spellthieves and any other class that plays well as the "face" of your group. With their racial bonuses to most of the interaction skills, they excel at that role. I currently am playing a Changeling Rogue 5/Ranger 2. I took the 1st level Racial Substitution level and dropped Trapfinding for Social Intuition (which gives you a bunch of interactive skill advantages especially the ability to Take 10 on almost every interaction skill). Also, the racial substitution levels give you 2 extra skill points (x4 at 1st level). I took the 1st level Ranger alternate class feature from Dungeonscape and dropped Track (and the ability to gain Swift Tracking) to pick up Trapfinding (which also adds Disable Device to the Ranger skill list). I also chose Humans as my favored enemy in order to gain the skill bonuses (+2 Spot/Listen/Bluff/Sense Motive) against them. While I don't think my build is highly optimized (my first level feat choice was Master Linguist), it is fun and useful. Our group consists of: Lvl 7 Warforged Warblade (Cha 6) Lvl 6 Dwarf Cleric (Cha 6) Lvl 7 Warforged Transmuter (Cha 6) Lvl 3/4 Human Ranger/Fighter (Cha 8) Lvl 6 Human Warmage (Cha 16) Lvl 5/2 Changeling Rogue/Ranger (Cha 18) So my role in the group is being the primary spokesman and primary trapspringer. Thanks to my Ranger levels (plus sneak attack) I also double as a decent melee combatant and ranged fighter. Not knowing what role(s) you intend to fill within your group, I can't give specific advice about a good build. My general advice is to build to the Changeling's strengths. Focus on social skills. As for templates. pick ones that enhance their abilities. Templates that boost Charisma or grant extra skill bonuses are great. Be careful about choosing templates that change your type as your Minor Shapeshifting only allows you to change into creatures of your type. So if you take a template that makes you an outsider, you can't shapeshift into a humanoid (i.e. human, elf, dwarf, etc...)anymore. I hope some of that helps. |
| Uloquiorra12-08-07, 03:41 PM | Sorry for the late, I'm thinking to make a Assassin type character with this Changeling, but not forggeting the social manners. And reading the posts I have other question: If I get the Warshaper PrC could I get for example the Special Abilities from the Humanoid Monster I changed? Like I change my face to a Gray Orc or a Gnoll (FR -UE) could I use the scent ability? And If I change to get Wings could I fly? Thanks in advance. |
| VanGrue12-08-07, 05:01 PM | Many people often rule that Changelings can theoretically change to look similar to monstrous humanoids, but the rules all point to one thing: When you change shape, you do not gain the special abilities, traits, or qualities of the assumed form. Now, as a warshaper, you can add natural weapons, meaning that theoretically you could changeshape to look like a monstrous humanoid without natural weapons and then add the natural weapons they possess (or essentially using your warshaper class ability to make the natural weapons you appear to have actually active, effective weapons). Without warshaper, you could only appear as though you had those features, and then only to a limited degree. The rules are pretty vague on what sorts of natural attacks you can gain and what the limit is. It's up to the DM. I'll often try to prepare my natural weapons ahead of time if I expect battle, like if I'm out in the jungle and my party's already aware of my abilities. However, you should be careful around strangers or in populated areas. One thing that the warshaper definitely can not do is grow functional wings. You could grow vestigial wings that are good for hitting an enemy with, but they would not allow flying or even gliding or jumping bonuses. I think there is a feat or ability for a shapechanger to emulate one of the assumed form's special traits or something, but I've got no solid clue. It might just be something for polymorphers or something, and I've got no clue where you could find it. I doubt you could add flight using it, anyway. If you really want wings to fly, you could take the Winged template, though I'm not sure how that would work with a changeling (would they be able to be hidden as part of a minor shapeshift? Possibly). Work with your DM to come up with an option, but I'd advise against it. Changelings are very useful in stealth and cunning without the ability to fly. Playing D&D is not about having all things at all times, unless you're a spellcaster. :D Oh, and having a lenient DM is great for a warshaper. I wanted to keep my hands free in case we encountered trouble in the cavernous ruins we were entering, and I was the only one with sunrods on me. So, I grew a tentacle specifically for holding one of the sunrods, and voila, problem solved. :) |
| Uloquiorra12-09-07, 03:58 PM | I read the above posts and i formulated other questions: 1) The Changeling only with the minor shape change (su) ability could change himself to get wings (not to fly) tail, horns, bite and claws(only on hands or if possible hands and feets)?Or only with the Warshaper PrC are possible to make that? 2)How could I calculate the hit chance to all this attacks (Horn[Headbutt],bite,claw,claw,wing,tail)? What feats that could help to get more attacks, the TWF ImpTWF and so on or the Rapidstrike, Imp.Rapidstrike or both (TWF tree to the claws and Rapidstrike tree to horn,bite, wings and tail)? Which one will get the pattern: horn(headbutt), bite, claw,claw,claw,claw,wing,wing,tail and how can I calculate this hit chance pattern? 3) How much damage is a tail, bite, horn(headbutt) and wing for a medium char? 4)What class should I get to get more damage for thoses attacks?? I think on Monk, but how can I calculate the Unarmed strikes with this char?And how about the multiples attacks? 5) If a monk receive a Divine Power magic how is the BAB of the Unarmed Strikes? 6)About the Sneak attack, if the enemy loses the Dex to AC somehow, I get all of my attacks as a Sneak attack? 7) How should I calculate the cost of a Necklace of Natural attack to all the above pattern and what enchancements and enchants should I get? 8)Which templates should I get to this char? I think about Mineral Warrior to get DR 8/adamantine, burrow speed, darkvision60ft +2Str +4Con -2Wis,Int and Cha, or I shouldn't get any templates? 9) Which PrC should I get before Warshaper? Kensai? Thayan Gladiator?? Thanks in advance!!!! |
| VanGrue12-10-07, 01:21 AM | I read the above posts and i formulated other questions: 1) The Changeling only with the minor shape change (su) ability could change himself to get wings (not to fly) tail, horns, bite and claws(only on hands or if possible hands and feets)?Or only with the Warshaper PrC are possible to make that? 2)How could I calculate the hit chance to all this attacks (Horn[Headbutt],bite,claw,claw,wing,tail)? What feats that could help to get more attacks, the TWF ImpTWF and so on or the Rapidstrike, Imp.Rapidstrike or both (TWF tree to the claws and Rapidstrike tree to horn,bite, wings and tail)? Which one will get the pattern: horn(headbutt), bite, claw,claw,claw,claw,wing,wing,tail and how can I calculate this hit chance pattern? 3) How much damage is a tail, bite, horn(headbutt) and wing for a medium char? 4)What class should I get to get more damage for thoses attacks?? I think on Monk, but how can I calculate the Unarmed strikes with this char?And how about the multiples attacks? 5) If a monk receive a Divine Power magic how is the BAB of the Unarmed Strikes? 6)About the Sneak attack, if the enemy loses the Dex to AC somehow, I get all of my attacks as a Sneak attack? 7) How should I calculate the cost of a Necklace of Natural attack to all the above pattern and what enchancements and enchants should I get? 8)Which templates should I get to this char? I think about Mineral Warrior to get DR 8/adamantine, burrow speed, darkvision60ft +2Str +4Con -2Wis,Int and Cha, or I shouldn't get any templates? 9) Which PrC should I get before Warshaper? Kensai? Thayan Gladiator?? Thanks in advance!!!! 1) In theory, a changeling could change their shape to look like they've got those features, but assuming you were allowed to they would be useless. If you're familiar with comics or comic movies, for instance, in the X-Men movie Mystique changes to look like Wolverine. She had his claws, but they were weak and couldn't stand up to the real things. Really, a changeling shouldn't be able to look as though they have those features, but if a DM allowed it, they wouldn't be usable as weapons. 2) Natural weapons' attacks are calculated using the BAB, and I think adding strength (as light weapons, I believe they're finessable as well). The monster manual has good info on natural attacks, listing examples of natural weapons as well as damage and other info for natural weapons of varying size. Also, make note that natural weapons do not qualify for TWF or extra attacks for a high BAB (+6 or greater). That's only for manufactured weapons (you can take TWF for your unarmed strikes, as they qualify as manufactured weapons. They still take penalties like some other weapon). However, as a warshaper you have the chance to grow a lot of natural weapons (again, should the DM allow it) so you really won't need something like TWF. Remember though that only one natural weapon can be the primary using full BAB, while all others will be secondary and take a -5 hit (unless you can take the Multiattack feat from the MM, which lowers it to -2). If you're wielding a regular weapon or using an unarmed strike, that's likely to be your primary attack making all your natural weapons secondary. Another thing to note is that natural weapons can be grouped, so if some modifier or feat affects one part of the group (such as claws) it affects all parts (all your claws are considered a natural weapon, so Improved Natural Attack applies to all your claw attacks). You can make the attacks in whatever order you want, and enemies don't get to make Attacks of Opportunity against natural weapon attacks. You can find all this info at the SRD (http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons). 3) I'm trying to find info on the attack damage somewhere legally copyable. For a medium creature, most of them are either 1d6 or 1d4. You can find the info in either the DMG or the MM, I can't quite remember which. If you go with with this PrC, I'd write down a table in your notes for quick reference. 4) A Monk's a monk. It does, however, greatly benefit from Warshaper since you can consider the Monk's unarmed strike as a natural weapon for the benefit of the natural weapon ability, granting the monk damage of one size larger while in a shape other than its original (which for a changeling should be almost all the time). Remember that you're going to have to use the same move-equivalent action to get this benefit as if you were growing claws, a horn, etc. 5) From the SRD: Divine Power Evocation Level: Clr 4, War 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. As it says, your BAB becomes equal to your character level, which does in fact give ou extra attacks (for manufactured weapons, unarmed strike include but not natural weapons). However, it's a range of Personal, so I imagine you'd have to have 8 levels in Cleric first to use it. There are better ways to increase your attack bonus if that's all you're looking for, especially if you're looking to have monk levels. 6) Sneak attack works pretty much whenever your target loses its dex bonus to AC. This is what makes Rogues such powerful damage dealers on the field. I'd probably shy away from being a rogue/warshaper because if you get that many attacks with bonus sneak attack damage, your DM and peers will probably hate you. There's nothing worse than having your DM actively seeking to destroy your character. Assuming you're talking about the number of attacks you get with sneak attack, it applies to all the attacks you make while the enemy is denied its dex bonus or flanked. If you make a full attack and hit with all your natural attacks (by some miracle) then the extra damage applies to all of them. 7) The necklace of natural weapons affects as many natural weapons as you care to pay for. The base price is 600 gp, plus the price modifier of the weapon enhancement bonus, and that's per natural weapon. Look for the item description in Savage Species for specifics. Again, coming at this from a Table perspective, I wouldn't get crazy with this item, and I'd definitely talk to your DM to see what he/she says. See how many natural weapons they're ok with it applying to (remember, If you choose, say, claws, it applies to all claw attacks). This is a pretty touchy subject. There are plenty of nice enhancements one could apply, but always ask yourself "Why?" Try to get something that fits the character or the world. Just because you can get Throwing Returning Claws and Tail and Bite doesn't mean you should! 8) I wouldn't worry about a template. That's going to add a level adjustment that you simply don't need, even with buy-off. A template should enhance a character; try to create a fun character to play. A changeling is fun because of its Minor Change Shape ability. Something like Mineral Warrior or half-illithid or something might sound fun (especially with nice ability mods and special abilities) but do they fit the character? For most changelings, the answer is no. They're already technically a sub-species of human (humans bred with dopplegangers), and as a balanced race have really nice special abilities and traits, not to mention a well-defined background as a race. 9) This is up to you. My character is Ftr1/Mnk5/WrShpr2 so far, and that's worked out well for me. Afterward I'll probably go back to Monk or fighter, though there are some nice prestige classes that might go well with the character concept as well. Focus on something to make roleplaying the character more fun. If all you want to do is have a ton of attacks with massive damage, then go nuts, but you're missing a great opportunity to play the game more accurately, and add depth to your character. My character was a street urchin who was taken in by a wise, kindly master monk, raising him to unleash the power in his body, unlocking potential in the shapeshifting ability beyond any mere changeling. This explains the Warshaper and monk levels, and thanks to my DM, allows me to consider Warshaper as an extension of my monk training (allowing me the option to return to it freely) rather than as a separate class altogether. That's just thanks to my DM, though. It sounds as though you're trying to "optimize" the character, which is a goal we all have, certainly. However, Most of the answers you're looking for would probably be better answered to your liking on the Character Optimization board. I'd recommend against it, instead trying to build a character with a sense of purpose and being rather than just being a powerhouse of destruction. Remember that if you go into the class through Monk, you're a lawful character and thus are likely to be driven and determined. Running into battle with a fierce gleam in your eye and seven "un"natural attacks might be a bit more chaotic than your character should reflect. I want to get the most of my character too, but I'm taking it slower and building it up. It's not all just about getting through battles, though that's just my campaign. Ask yourself what you want out of this. Also, as for attacks, make sure to note that a monk could not do a full-attack action to use flurry of blows (or decisive strike) and then also the natural attacks. Those special attack actions take up a full-attack action by themselves, and thus leave no time for the natural weapon attacks. You can still make your normal unarmed strike attacks, though, as part of a full-attack action. I personally prefer Decisive Strike, an alternate class feature from PH2, over flurry of blows. Also remember that you can't move in a round you take a full-attack action (or vice-versa). If you move, you can make any one standard-attack action (as in, unarmed strike attack, attack with all your claws, attack with a horn, or bite, or whatever, but just that). |