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| #1chanter_houndApr 06, 2010 0:34:23 | In light of the poor show of the winning race article, I'm re-releasign some of my feats, now with some more proper wording. I plan on going into a full blown artical that doesn't suck. Also, I applogize for spelling winning, whinning. But hey, thats what we are doing anyways. Each of these feats have some basis back in 3.5, or the Chamelon racial path of 4e. Heroic Expanded Disguise - When you use your changeling disguese racial power, you may choose a large or small sized humanoid race. Your size does not change. In addition, if there is a subtype for the race, you gain that subtype in addition to your normal subtypes. In addition, you may use your changeling disguise racial power as a free action once per round and only on your turn. |
| #2Damon_TorApr 06, 2010 3:21:30 | Why don't you just pitch this as an article? |
| #3chanter_houndApr 06, 2010 9:17:05 | Will be doing so. But I like to do a little research first. |
| #4ReinhartApr 06, 2010 13:07:07 | Good start, so far, Chanter. Here are a few initial fixes to keep it powerful but prevent scaling abuse. Extending Morph probably should be worded so that for a -2 penalty to the melee attack roll the target can be up to two squares away. This keeps it from stacking with stances, spells, and items that also grant reach. For flavor reasons I prefer naming the feat something more violent like "Whipping Blow." I like Racial Mimicry as is. I think Wizards would probably make it like those Warforged and Dhampyr racial utility powers that replace existing utility powers, but I've always felt that was a major strike against those powers. By giving up Changling Trick though you've offset the opportunity cost enough. Expanded Disguise is good but probably not useful enough for most players' priorities. I suggest adding a skill bonus to Bluff rolls for disguise, and perhaps an additional benefit. If you're having trouble finding appropriate bonuses, consider possibly rolling this into the paragon Racial Mimicry feat. Also, keep in mind that feats aren't the only way to support a race. I suggest we fix the False Blood Amulet. It was originally introduced as a level 7 neck slot item in Seekers of the Ashen Crown but was never expanded as far as its +1, +3-6 abilities. Here's the original text of its property: Choose a specific kind of humanoid creature, such as human, giant, or shadar-kai. You are considered to have that creature’s origin and keywords if doing so is beneficial to you. If the creature speaks a language other than Common, you can speak and read that language (but not Words of Power, DMG 171). You also gain a +2 item bonus to Bluff checks to disguise and pass yourself off as the type of creature you chose. These changes last until the end of your next extended rest—when you can choose again—or until you use a minor action to end the effect. I recommend that we "fix" this item by pricing it for every enhancement rating and also granting it an at-will polymorph power to alter the appearance of clothing and light armor. The item bonus should scale directly with the enhancement value. As such, it will become the "must have" item for every Changeling imposter (like the Vestment of Many Styles was in 3.5.) Still, you're sacrificing your neck slot item for something of very little combat ability. |
| #5chanter_houndApr 06, 2010 13:54:55 | Well, I wonder if the extend morph feat would be too powerful if it was changed in such a way it cannot stack with most items. If it was made to be non-stacking, I'd think it should be changed to lose the penalty to attack rolls. What if expanded disguise also did the vestments of many styles effect on any magical equipment you own? I'm working on some item ideas, as well as a hopefull erratta to morphic weapon. |
| #6ReinhartApr 06, 2010 14:00:00 | Sources for reach extension are generally rare, especially if they provide a constant benefit. If you're considering removing the attack penalty then I suggest finding a way to keeping it situational. Possible limitations: Only for one handed weapons, Only against targets that grant combat advantage, Only once per encounter. (If it's only once per encounter it needs an additional benefit, actually, such as granting combat advantage.) |
| #7chanter_houndApr 06, 2010 14:18:15 | I'd only remove the -2 if it is unstackable with anything else. In otherwords if it was a melee 2 power. Would allow you to "reach" regardless of weapon, but doesn't help you very much when you have a spear or other such things. |
| #8melloredApr 06, 2010 15:04:02 | Move expanded up to paragon/epic, let it actually change your size. Or perhaps 1 paragon feat let's you be small, and 1 epic feat let's you be large. |
| #9neovidApr 06, 2010 15:30:22 | How about a feat that turns Changeling Trick into an at-will? Having a good chance at getting combat advantage for a minor action every turn is pretty strong, but Changelings desperately need some high-powered options. The name Effortless Trick comes to mind. |
| #10chanter_houndApr 06, 2010 16:54:57 | Crimson Concerto has said over and over again that allowing players to become large sized is pretty much a really bad thing. Not to mention becoming a small sized character screws with what you can and cannot equip. Basically the expanded disguise is to allow you to mimic those races that are off sized, but not create mechanical breakage. Otherwise everyone would basically play changelings so they could be a large race in paragon. If it was a little more solid, such as the swordmages ability to become large only once per day, then yes it would work. But then you kinda loose out on the adaptability the disguise is suppose to give you. @neovid That might be something there. Instead of an at will though, what if the feat allowed you to take a minor action to recharge the power similiar to how monsters do it? Thus allowing you to use it multiple times per encounter, but not exactly being able to spam it three times a turn. |
| #11chanter_houndApr 06, 2010 17:11:16 | Updated with Effortless Trick, Metamorphic Defense and Metamorphic Attack. |
| #12dieffenbachjApr 06, 2010 17:12:07 | A feat that allows change shape as a free action would've been nice, I'd take that simply so I could turn my chest into a TV.... Or the same for changeling trick since it's once per encounter anyway... ...or a feat to go with each class. Changeling fighters ignore armor check penalties. Changeling druids can become Small animals, and gain their disguise bonus. Changeling clerics gain a second deity for the purpose of divine feats. Or there was a Races of Eberron class level replacement for changeling wizards with their familiars. Make a feat that lets you change your familiar's type over an extended rest. Or a feat that deflects a critical hit by expending your changeling trick power. Man, it's so easy to come up with feats... they're not even terribly powerful, rather niche and perhaps underpowered. But it would've been nice to see them in the article. |
| #13chanter_houndApr 06, 2010 17:18:10 | No kidding dieffen. Next up on my list though is coming up with a paragon path, cause some people don't like chameleon. (I do however, but I can understand thier plight.) |
| #14neovidApr 06, 2010 17:54:36 | Hmm... no other race has more than one racial PP. You might want to present your ideas for that as alternate options for Chameleon. ...And I hadn't even thought of the possible abuse if you could use Effortless Trick multiple times in a turn. A few ideas for balance come to mind: It can only be used once on each enemy in an encounter, or It makes your Trick an at-will move action (too restrictive, I'd say), or You can't use Changeling Trick if you used it on the previous turn. I like that last option the most. Now that I think of it, feats to give new options for uses of your racial power are pretty common, and would be very fitting here... does anyone have an idea for a sensible way to make Trick work at range? |
| #15chanter_houndApr 06, 2010 18:16:06 | Actually, there are several races that have have multiple PPs. Minotaur has at least 3 now. Human has 2, one of which it does share with Dragonborn, Gensai, and Half-Orc Dragonborn have a whopping 7 racial pps. This isn't even including the ones they just got in thier winning races article. Elves have 4 Eladrin 7 Dwarves 4 Those a just a few of them that require a specific race to be able to take. |
| #16jakequistisApr 06, 2010 18:19:29 | If you want to make feats to replace the Changeling's racial encounter power, look at how the other feats that replace racial encounter powers work. The Tiefling ones in Dragon 381 would give some neat bonus while adding a more powerful racial encounter power that fits with the theme of the class. For Changelings, you might get powers that let you give your allies combat advantage. |
| #17chanter_houndApr 06, 2010 18:26:15 | well I've just got one idea actually. What if the changeling had the ability to screw with monster's minds. Like for example a fighter marks a monster. You disguise yourself as the fighter and it now is confused on how it should be attacking. Not sure how to get the wording on it right though. |
| #18jakequistisApr 06, 2010 21:29:56 | It depends on if you want to do something like "The enemies marked by your ally are considered to be marked by you as well." or "You inflict some status effect on enemies marked by your ally." |
| #19chanter_houndApr 06, 2010 21:54:24 | Basically the "fluff" of this is that the enemy is seeing double. The whole Good twin/bad twin sort thing is going on. So basically it loses the "knowledge of effects place on it" line, but only when it comes to that mark. Id say it would be something like "When an ally marks an enemy you may use your changeling disguise as a free action. If you do, then the enemy.." I don't know how to word it after that other than maybe.. "believes that is marked by both you and your ally that marked it." We could also go with Duel Mark, which requires you to be a changeling/defender allowing you to proprogate off allies marks.. though I could see that becoming abusive when everyone is playing a defender changeling |
| #20jakequistisApr 06, 2010 22:32:49 | You could say something like... "... then the enemy takes a -2 to attack rolls that do not include both the ally that marked the enemy and you until the end of your next turn." |
| #21chanter_houndApr 06, 2010 23:38:12 | Well the goal originally was to make it so the changeling plays decoy. If the monster attacks the real defender, then they attacked the real defender. If they attacked you however, the defender's mark triggers. Thats kinda what I wanted to do there. But its too complex in wording to really get that going. |
| #22rainemakernycApr 07, 2010 8:07:43 | Just wanted to say chanter, I love the name of this thread. ![]() |
| #23melloredApr 07, 2010 9:10:33 | Well the goal originally was to make it so the changeling plays decoy. If the monster attacks the real defender, then they attacked the real defender. If they attacked you however, the defender's mark triggers. Decoy: Once per encounter as a minor action, you can make a bluff vs insight check against a target marked by an ally. If you succeed, the creature takes a -4 to attack that ally, and get's a +2 to attack you. |
| #24chanter_houndApr 07, 2010 9:41:41 | That could work actually. Anycase, I updated a few of the feats. Expanded Disguise allows you to change as a free action, but only once per turn. (you can still use minor actions to shift multiple times if you really wanted to.) I've started putting together the Warshaper paragon path. So far I like the Action point ability, don't like the rest too much. |
| #25KageshinjuApr 07, 2010 14:53:09 | Alright, reading up on this stuff gave me a few ideas for some Changeling feats that I think would be pretty interesting. Genetic Mimicry - Once a day whenever you use Changeling Disguise you can take on the racial attribute bonuses of the race you turn in to. If any of the bonuses are variable, you may choose from the choices available to that race. This effect lasts until the end of an encounter or when you use Changeling Disguise to take on another form, whichever comes first. If a character attempts to see through the disguise, treat your opposing bluff check as if modified by your Changeling racial attributes. I figure this could make for an interesting bit since it opens up new considerations for multiclassing and gives Changelings an interesting option during skill challenges and other such checks even if its only a minor change. Gaining the trust of a Goliath clan may require more than just looking strong, and every little bit helps. Perfect Disguise - In addition to your physical form, you have also learned to apply your shapechanging ability to your clothing and equipment, no longer needing to rely on disguise kits and stolen uniforms to perfect your deception. Unable to alter the true mass and properties of your equipment however, everything still retains its original attributes. You are unable to draw or remove any piece of equipment that becomes hidden within the disguise until you use your Changeling Shape to return to your original form. Gain an additional +2 to bluff checks made to oppose insight checks to see through your disguise. Now, this might actually have come about from my own misunderstanding of the description of the Changeling Disguise power, but the way I read it, even if you took the form of a unique humanoid, your clothes and things didn't change, and that really seemed like a big disadvantage. Naturally, the same sort of bonus a normal character would get from a disguise kit is here to give the needed crunch to the feat. Monstrous Deception - Once per encounter you may transform into a medium standard monster of your level or lower. Until the end of your next turn, you use that monster's statistics and at-will powers as if they were yours. Your HP and Healing Surge values do not change because of this transformation. If your form mimics one of the monsters in the encounter, that monster's allies take a -2 to attack rolls against you, while the monster you have mimicked gains a +2 to attack rolls. I thought this would be a really cool thing to have as a Changeling, even if it has to be mitigated a lot to not be overpowering. As of yet, I don't know of any characters that can outright become a monster straight out of the manuals. Maybe rather than a feat, this could become a feature for a Paragon Path? Also as a possible option, rather than limit the player to the monster's at-will powers, let them choose encounter powers to expend to allow them to use monster recharge and encounter powers? It would start getting sticky when people start weighing whether or not some powers are too strong just to be worth an encounter power and when some don't seem to add up to an encounter though. DMs would have to start itemizing every monster power they come across. What say ye, folks? Perhaps someone has a better idea on how to mitigate that? In general though, what do you guys think? |
| #26ReinhartApr 07, 2010 15:53:15 | Kageshinju, I think Monstrous Deception sounds fun but it's more powerful than a great deal of encounter and daily powers. It's also generally problematic since monsters and PC's are scaled differently for damage and effects purposes. Not to mention there's really not a solid definition for what a standard monster is, and it opens up all of the problems that WotC was trying to avoid when they simplified wild shape for 4e. Trust me, I played a shapeshifter in both third editions and there is simply no way it doesn't get too crunchy and just completely imbalanced. Genetic Mimicry is a fine feat, but its wording is problematic. If you simply key the benefits to "when you use the Disguise Self power . . ." you'll simplify the concept considerably without altering it mechanically at all. Then there need be no reference to gaining the racial bonuses for disguise. Also, the name would have to be altered, references to "genetics" are problematic with D&D's metaphysics. Perfect Disguise is something that many players keep proposing but I feel it's both mechanically and thematically more appropriate as a type of equipment. There is a lower opportunity cost in the heroic tier, but it scales appropriately for each tier of the game. |
| #27ReinhartApr 07, 2010 16:04:26 | Consolidating our concepts for this thread, I'm breaking this into two aspects, what we want and how we implement it. Suggested Mechanical Benefits (What we want):
How we can implement these:
If we want this to become more than just random house-rules, then focusing all of these benefits on just feats or a paragon path seems haphazard and problematic. It's alright for there to be some overlap, so that an item or feat have similar functions, but let's keep it to a minimum. |
| #28ReinhartApr 07, 2010 16:25:51 | My suggestions for allocating these abilities among our three implementation options are as follows: Language support is best handled through backgrounds and feats. Optimally there'd be some errata that recognizes that Changelings really should start with common and two others. The ability to copy racial subtypes and powers seems quite popular, but only a couple Epic Destinies have really dealt with that idea and its ramifications. It probably shouldn't count for feat qualifications and shouldn't be available before Paragon. Right away, I think Chanter is right to attempt to limit this to races contained within the party. This limits both campaign and book-keeping issues. Combat options can come from a variety of feats, but feats are not supposed to introduce complicated mechanics. For this reason I suggest that the more powerful or difficult to implement suggestion might be implemented through the class features and powers of a racial paragon path. Chanter, I suggest Warshaper should probably be the focused method for implementing the less disguise oriented shapeshifting concepts. Giving the Warshaper extended reach with one handed weapons as a 16th level power sounds solid to me. Alternately, it could simply be an effect, along with threatening reach, for Warshaper's a 20th level polymorph power. That leaves the 16th level power to be open to something very useful such as "When you are under the effects of a polymorph power you gain regeneration 5." |
| #29chanter_houndApr 07, 2010 16:40:39 | Yeah I started thinking about the morphic reach and trying to imagine a guy attacking with a melee attack while using a two handed weapon. Just doesn't work conceptually. Which that limits most reach weapons other than that whip, but it does so little damage. That was pretty much my idea with the warshaper. Combat oriented shapeshifting, just some of the stuff I've come up with so far is a bit too ho-hum to me, Though I do think the 11th level action point power is pretty good. I think the Morphic Advance and the ability to change your cloths will be melded into a suit of armor, mostly because advance and changeling cloths are a little bit too "complex" for just feats. A suit of armor with an encounter power that allows you to shift as a move action, possibly considered to be "stealthed" during the movement and changes your race to something else would be pretty good. Thus allowing you to easily morph into a combat situation appearing to be something like a monsters ally, roleplay wise. Something I'm sure that many changeling players wish they could do. |
| #30Johnathan_VagabondApr 07, 2010 16:56:19 | I always though of using the Changeling to qualify for the Warshaper was something of an exploit. Not officially banned, but a little to advantageous in 3.5. Since we seem to be brainstorming, I'd take the changeling in a different direction. FEATS Heroic Becomer Benefit: Select a multiclass feat that you do not have (excluding your class). You gain this feat. You may not select this feat if you already have the Passer or Seeker feats. Passer Benefit: When you adopt the shape of another race, you may trade your racial bonuses to Bluff and Insight for a racial bonus from the race which you are emulating. You may not select this feat if you already have the Becomer or Seeker feats. Seeker Benefit: When you use your changeling trick racial power, you may use Insight instead of Bluff. You may not select this feat if you already have the Becomer or Passer feats. Adaptive Chaos Controling your physical chaos transfers nicely in controlling magical chaos. Requirements: Changeling, Wild Soul class feature. Benefit: When you roll for your Wild Soul resistance, you may add or subtract 1 to the result. (If the resulting number is 0, your resistance becomes Thunder. If the resulting number is 11, your resistance becomes Acid). Cyclical Metamorphosis Cosmic deception realigns the cosmic powers within you. Requirements: Changeling, Soul of the Cosmic Cycle class feature. Benefit: You may expend your changeling trick racial power to change your current cosmic phase. Adaptive Vestige Cleverly wording your pact allows you to rapidly shift vestiges. Requirements: Changeling, Vestige Pact class feature Benefit: You may expend your changeling trick racial power to change your active vestige to one of the two primary vestiges. Adaptive Warding Using your shifting form, temporarily rework your wards. Requirements: Changeling, Swordmage Warding class feature Benefit: When you use your changeling disguise racial power, you may allocate your Swordmage Warding to a different defense until the beginning of your next turn. Flashy Metamorphosis With a pop and a flash you become someone else. Requirements: Changeling, Cantrips class feature Benefit: When you use your changeling disguise racial power your may use a cantrip as part of the same action. Words of Deception You use the magic of friendship to con a mark. Requirements: Changeling, Words of Friendship class feature Benefit: When you use your Words of Friendship class feature, you may choose to gain a +5 to Bluff instead. Adaptive Empowerment A quick magic ritual moves your empowerment to where it's most needed. Requirements: Changeling, Arcane Empowerment class feature Benefit: You may expend your changeling trick racial power to transfer your Arcane Empowerment from one item to another as a minor action. Mutable Beast You change from beast to beast as easily as changing from beast to man. Requirements: Changeling, Wild Shape class feature Benefit: You may use Wild Shape without changing forms (from Beast Form into Humanoid Form and visa versa). Guardian's Trick Fooling your foes fills you with primal might. Requirements: Changeling, Guardian Might class feature Benefit: When you use your changeling trick racial power, you also trigger your Guardian Might power as though you used your second wind. Charm Spirits Your subtle actions allow you to tap into the spirit realm again. Requirements: Changeling, Speak with Spirits class feature Benefit: You may expend your changeling trick racial power to use your speak with spirits class feature, even if you have already used speak with spirits during this encounter. Adaptive Rage A easily as switching faces you change the tide of your rage. Requirements: Changeling, Barbarian Benefit: Once per day while raging, you may switch from your current Rage effect to the effect of another Rage power that is available to you (you do not get to make that rage's attack). Your previous rage is recharged and your new rage is expended. Covenant Metamorphosis Your god allows you to take another form as part of your covenant. Requirements: Changeling, Divine Covenant class feature Benefit: When your Covenant Manifestation is triggered, you may also use your changeling disguise racial power. Metamorphic Challenge You challenge your enemy to battle, calling them coward with their own mouth. Requirements: Changeling, Divine Challenge class feature Benefit: If you use changeling disguise racial power to appear as the target of your current Divine Challenge, they grant you Combat Advantage until the beginning of your next turn. Deific Visage As you channel the power of your god, you mask your face with their divine image. Requirements: Changeling, Cleric Benefit: When you use your Channel Divinity power you gain a +1 to all defenses against bloodied creatures. Social Leader You lead your allies in deception as well as battle. Requirements: Changeling, Canny Leader or Combat Leader class feature Benefit: Allies within 10 ft that can see and hear you gain a +2 to Bluff and Insight checks. Changeling Persuasion Sometimes fast talking is better than fast stabbing. Requirements: Changeling, Rogue Benefit: You may expend your changeling trick racial power to gain a +3 bonus to your next charisma based skill check. |
| #31dieffenbachjApr 07, 2010 17:49:26 | Construct Shape Benefit: When you take on the form of a living construct, you can equip attached or embedded components as though you had the living construct keyword. You cannot use change shape until you have removed all components embedded or attached. ... or alternatively just a feat to allow for attached components, though that'd be a bit wackier. |
| #32chanter_houndApr 07, 2010 18:47:53 | back in 3.5 however, you had both the changeling and the shifter that could take the class, since all you needed was the shapeshifter subtype, which both have. Course it only really worked with changeling.. but compairing it with the warforged, you get very little for doing so.. But thats another story. I'm thinking you shoult submit those class based feats in another article. Too bad the current artical totally ruins the whole becomer feat though, but class changes aren't what I think of when I think of becomers. Dieffen.. that is actually part of racial mimicry and expanded disguise. Disguise gives you the "subtype" or keyword, and racial mimicry finishes it off allowing you to use items that call for "living construct" At least that is the goal here. Particarlly so as a changeling you can shift into a revenant gaining the "undead" subtype and be able to dodge some effects there. And guess what! There are already magic items and stuff that screws this kinda stuff over. Shapechangers sorrow basically reverts you to your normal form and forces you to stay that way until you save. |
| #33jakequistisApr 07, 2010 18:56:44 | Words of Deception already exists in a form available to all Bards. Friendly Deception, from Arcane Power. |
| #34natural20usernameApr 07, 2010 19:03:30 | Metamoprhic Attack - Whenever you use a power that deals a damage type, you may change that damage type into another. Now, I htink this is rather overpowered. This feat basically gives you the benifit of every magic weapon that changes damage type for one heroic tier feat. This gets even more overpowered when you consider stuff that gives bonuses to elemental attacks (Wintertouched, Lasting Frost, Psycic Lock, the cheese is endless!). |
| #35chanter_houndApr 08, 2010 0:08:45 | Metamoprhic Attack - Whenever you use a power that deals a damage type, you may change that damage type into another. Actually the ability here shouldn't be changing key words, only damage types. Now there might be something out there that I don't know of that says "If damage type is changed, it gains keywords" or something like that. But it doesn't matter. Why? Because like Morphic Reach it is moving into something new for changelings. Morphic Reach is to be rolled into the Warshaper PP, and this feat is going into a super secert Epic Destiny. |
| #36jakequistisApr 08, 2010 0:42:55 | PHB3 states that if damage types of a power change, such as through something like Metamorphic Attack, the power loses the keywords for those damage types removed and gains the keywords for damage types added. So Metamorphic Attack would have to note that it doesn't change the keywords, but does change the damage type it is considered for resistances/immunities/vulnerabilities, as that seems to be where you wanted to go with it. |
| #37chanter_houndApr 08, 2010 1:10:54 | Okay good, I now know what it is and what I'll need to do to keep it from triggering things. |
| #38AtGApr 08, 2010 3:00:32 | Vagabond, those feats are awesome. |
| #39ReinhartApr 08, 2010 15:19:47 | I concur. Vagabond's feats offer the sort of class/feat support I hope to see for most races. There are a few I'd like to rework, but none of them I'd call overpowered or pointless. Vagabond, Chanter . . . you guys want to collaborate for a couple of submissions? Here are a couple of items that either already existed in 3.5, or were introduced in 4e adventures but need broader support: Vestment of Many StylesThis suit of light armor twists, shifts and shimmers until it resembles whatever clothing you imagine. Level: 6/11/16/21/26 Power (At-Will • Polymorph): Minor Action. You can modify this armor's appearance to resemble any ordinary set of clothes. You can add this armor’s enhancement bonus to any Bluff check made to attempt to disguise your appearance. You can change this armor back into its true form as a minor action. Special: If you are a Changeling, you can use this power as a free action when you use your Disguise Self racial power. False Blood AmuletThis silver necklace bears a pendant of polished opal. It signifies changeability. Level: 7/12/17/22/27 |
| #40chanter_houndApr 08, 2010 17:07:24 | My version of Vestments is actually something a little more like this. Metamorphic ArmorArmor: Any Power (At-will*Polymorph): Minor action. Change the Armor into a different Armor from category (L). This effect lasts until the end of the encounter, or until you end it as a minor action. You may change it to another as a minor action. Special: If you are a Changeling, you can use this power as a free action when you use your Disguise Self racial power Power (Encounter*Polymoprh):Move: You may use your Disguise Self Racial power as a free action. If you do, Shift your speed. You are considred to be hidden during this shift. The reasons for Any armor, and being able to change to anything is so that if you are trying to pretend to be a guard, Shifting your leather armor into cloths really isn't going to cut it. The second power will end up jacking some of the levels compaired to your version though. My biggest problem with Vagabonds feats are simply that. They're his. I don't really want to take credit for the work he has done on them. But he does seem to have enough he could submit his own article. |
| #41ReinhartApr 08, 2010 17:17:33 | Exactly the reason I suggest collaboration. |
| #42chanter_houndApr 08, 2010 17:39:49 | Well lets set up a group. Its the easiest way to keep track of all of the ideas and stuff. Once we are done, Hopefully we can have three articles for the changeling. |
| #43Johnathan_VagabondApr 09, 2010 11:24:25 | I think I would have gone a much simpler route. Does anyone remember the Glamered armor property from 3.5? Broach of Glamer Wonderous Magical Item (no slot) lvl 2 At-Will: Once per round as a free action, you may change the appearance of your clothing and armor. This can make it appear to be a different type of armor or as though there were no armor at all. This in no way changes the effects or statistics of your armor or clothing. |
| #44chanter_houndApr 10, 2010 11:16:16 | The thing with that though is that it would be an illiusion rather than polymorphed. And while the seperation between the two is limited in 4e, touch and sound can betray the disguise built apon illusions. It also loses some of the feeling behind a changeling of 4e... though if i remember correctly, a changeling wizard of 3.5 could specilize both in illusion and trans. |
| #45country_munchkinApr 26, 2010 22:05:23 | I've been lurking around here for a while and thought this might be a good time to throw in some homebrew of my own. I'm using 3.5 fluff as background feat prereqs (basically copypasta, I won't bother posting it here.) Each background gets a different "racial encounter power." The basic idea is for Passers to be sort of Revenant-ish with limited racial feats and a little more feat diversity and changeling flavor. Becomers are intended to be more your classic doppelganger who acts like you and confuses your allies, then takes your stuff. "Vexing Double" is my attempt at the good twin/bad twin conundrum. It is a pretty nuanced power that can be used a few different ways; I like it but it might be too difficult for publication as is. Seekers are intended get a knowledge skill boost with an intimidate bonus and an encounter reroll for either, rather than a racial power in the strict sense. This is intended to emphasize the "seeker of knowledge" archetype for seekers as a complement to the straight mimic fluff. My overall changeling feel is intended to suggest a question: What is real and what is not, or is it always changing? Changeling Feats Acclimated Passer prerequisites: changeling, passer background Choose a playable race other than your own. You gain the language and skill bonus traits of this race, and an additional +5 bonus to Bluff checks with your Changeling Disguise power when disguised as this race. In addition, You can replace up to two feats that you have for feats that require this race as a prerequisite, disregarding racial prerequisites. You must meet all non-racial prerequisites for each of the two feats.
prerequisites: changeling, passer background, acclimated passer feat You gain a racial trait of your choice from the race you chose for your acclimated passer feat. The trait you choose must grant you a specific racial power or non-ability score bonus. You cannot choose an ability score bonus or a trait that qualifies you for additional non-specific sets of feats or powers, such as the Half-elf Dilettante or Dual Heritage traits, or the Human Bonus At-Will Power trait. Versatile Mimic prerequisites: changeling, becomer background, changeling disguise Once per day when you use your changeling disguise power to take on the appearance of a specific humanoid you can see, you also gain the weapon, armor, and implement proficiencies for any equipment the creature is currently wearing. You retain these proficiencies until the end of the encounter or until you use your changeling disguise power again.
prerequisites: changeling, becomer background, changeling disguise You gain the Vexing Double power. Vexing Double Encounter * Polymorph Minor Action Melee 1 Target: One humanoid Effect: You alter your physical form to take on the appearance of your target. All the normal effects of your changeling disguise power apply. In addition, until the end of your next turn while you are adjacent to your target, enemy attacks that miss either you or your target deal no damage or effect on a miss. Instead, one of the following effects takes place: If the attack is against you and misses, you can force the enemy to immediately roll the attack against your target. If the attack is against your target and misses, the enemy is considered to have attacked and missed you with an attack that did not include your target (for the purpose of triggering marking powers, etc). Whenever you apply either of these effects, you can also swap positions with your target as a free action slide. Special: Attacks granted or forced by this power cannot trigger it. You must have the Vexing Double feat to use this power. Anatomical Researcher prerequisites: changeling, seeker background You gain a +5 bonus to monster knowledge skill checks.
Relentless Seeker prerequisites: changeling, seeker background Once per encounter, you can reroll an intelligence, charisma, or wisdom based skill check and keep the higher result.
Startling Realization prerequisites: changeling, level 11, seeker background You gain a +2 bonus to attack and damage rolls with fear powers and a +2 bonus to intimidate checks.
Disorienting Trick prerequisites: changeling When your changeling trick target grants you combat advantage, it also grants combat advantage to your allies until the end of your next turn.
Tricky Action prerequisite: changeling When you spend an action point, you regain the use of your changeling trick racial power.
Natural Linguist prerequisite: changeling You are fluent in Draconic, Dwarven, Elven, Giant, and Goblin.
Deceptive Truth prerequisites: changeling, level 11 Enemies take a -2 penalty to Insight, Perception, and saves against your illusion effects. In addition, when you use an item or power that has the illusion keyword, in addition to the usual effects you can choose to include corresponding visual, auditory and tactile aspects. For example, illusory cloths feel real, and invisibility makes you silent. When you and your equipment are the only targets of your illusion power, the power gains the polymorph keyword and its effects become real physical changes.
Stolen Opportunity prerequisites: changeling, level 11 When you use your changeling trick racial power, you can shift half your speed as a free action before or after making the skill check.
Identity Crisis prerequisites: changeling, level 21 You gain two heroic or paragon tier feats that require races other than your own. The feats must also require two races that are different from each other. You are considered to be a member of the appropriate race with regard to racial prerequisites. You must meet all non-racial prerequisites for each feat.
Peculiar Lurker prerequisites: changeling, level 21 You can use your changeling trick power as an immediate interrupt when you roll initiative. If you do, the power becomes close burst 10 and targets each enemy in burst that you can see. On a successful check, the target is surprised. |