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Just a couple of questions:
1) If a lich has a familiar and the lich's body is destroyed, does the familiar remain his familiar while he reforms at the phylactery?
2) Can a lich use a homunculus or other construct as a phylactery?
3) If #2 is yes, can that construct be the liches homunculus familiar (similar to Voldimort and his snake familiar)...
I have a question that could possibly break this race, as I have no idea how to handle it... What do you do when you have an arcane caster (Wizard/Sorcerer/etc...) who is a Samsaran, and was a Summoner in a past life...
Summon Eidolon:
What happens when a player wants to add the Summon Eidolon spell from the Summoner's spell list? How do you determine what shows up?
I have a question... One of my players is running a Samsaran Wizard with Mystic Past Life... He wants to add summoner spells to his spell list, such as Summon Eidolon (2nd level summoner spell).
It does not say in the spell description that the eidolon class feature is required for use of the spell...
So, does that mean he can summon an eidolon with that ability? And then use Evolution Surge on it afterwards?
Would he build the eidolon as a summoner of equal level that would be summoned?
Some interesting questions... I'm looking for some second opinions on how that would work.
Hi there!
I am looking for descriptions and stats on various dark lords in Ravenloft... Particularly Azalin, Strahd, and Soth. Does anyone know of where I can find converted versions of them(converted to 3.5 or Pathfinder is fine)?
THanks.
If a Synthesist is melded within his eidolon, and he uses an alter self spell or racial ability that is restricted to self only, can he use it to change the form of the eidolon?

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Ok... I have made another attempt at making a non-druid shape changer. This one is called the Metamorph. Any contributions in terms of adding flavor or balance will be appreciated.
Metamorph
A Metamorph uses a combination of Spontaneous Arcane Spell Casting ability and bodily self discipline to change their form.
Role:
Metamorphs are masters of transforming into deadly beasts and savagely wade into combat.
Alignment:
Any
Hit Die:
d8
Class Skills:
Bluff, Concentration, Diplomacy, Disguise, Knowledge: Dungeoneer, Linguistics, Perception, Spot, Survival, Spellcraft.
Skill Ranks per Level:
4 + Int modifier
TABLE: METAMORPH - Metamorph Spells per Day
Level -BAB -Fort -Ref -Will -Special
1st +0 +0 +0 +2 Morphic Weapons
2nd +1 +0 +0 +3 Metamorphose I
3rd +2 +1 +1 +3
4th +3 +1 +1 +4 Metamorphose II, Morphic Gestalt (Su)
5th +3 +1 +1 +4 Morphic Strikes (Su)
6th +4 +2 +2 +5 Metamorphose III
7th +5 +2 +2 +5 Morphic Imitation I
8th +6 +2 +2 +6 Metamorphose IV
9th +6 +3 +3 +6 Morphic Endurance (Su)
10th +7/2 +3 +3 +7 Metamorphose V
11th +8/3 +3 +3 +7 Morphic Mastery I
12th +9/+4 +4 +4 +8 Metamorphose VI
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9 Metamorphose VII
15th +11/+6/+1 +5 +5 +9 Morphic Mastery II
16th +12/+7/+2 +5 +5 +10 Metamorphose VIII
17th +12/+7/+2 +5 +5 +10 Morphic Imitation II
18th +13/+8/+3 +6 +6 +11 Metamorphose IX
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Evershifting Form
Metamorphose Spells Cast per Day
Lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st — — — — — — — — —
2nd 1 — — — — — — — —
3rd 2 — — — — — — — —
4th 3 1 — — — — — — —
5th 4 2 — — — — — — —
6th 4 3 1 — — — — — —
7th 4 4 2 — — — — — —
8th 4 4 3 1 — — — — —
9th 4 4 4 2 — — — — —
10th 4 4 4 3 1 — — — —
11th 4 4 4 4 2 — — — —
12th 4 4 4 4 3 1 — — —
13th 4 4 4 4 4 2 — — —
14th 4 4 4 4 4 3 1 — —
15th 4 4 4 4 4 4 2 — —
16th 4 4 4 4 4 4 3 1 —
17th 4 4 4 4 4 4 4 2 —
18th 4 4 4 4 4 4 4 3 1
19th 4 4 4 4 4 4 4 4 2
20th 4 4 4 4 4 4 4 4 3
Class Features:
All of the following are the class features of the Shapeshifter.
Weapon and Armor Proficiency:
Metamorphs are not proficient with man made weapons, however, they are proficient with all natural attacks (claw, bite, and so forth) of any form they assume through any spell or ability from the polymorph sub-school.
Metamorphs are not proficient with any armor or shield, though they may wear robes or other clothing.
Morphic Weapons (Su):
At level 1, as a move action, regardless of which form a Metamorph in, it can grow any type of natural weapons (such as claws, fangs, horns, stingers, tentacles, tale, etc), allowing a natural attack that deals the appropriate amount of damage according to the size of the current form. These morphic weapons need not be natural weapons that the creature already possesses. For example, a Metamorph Metamorphosed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.
If the Metamorph’s form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a Metamorph who used Metamorphose to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as for Huge animal), not the normal 1d8.
A Metamorph can maintain these weapons as long as it is conscious, or change morphic weapons as often as it likes, even if using a shape changing technique such as the polymorph spell, or the wild shape class feature that doesn't allow subsequent changes after the initial transformation.
Metamorphose:
Metamorphose I: At 2nd level, a Metamorph gains the ability to cast Metamorphose I.
Metamorphose II: At 4th level, a Metamorph gains the ability to cast Metamorphose II.
Metamorphose III: At 6th level, a Metamorph gains the ability to cast Metamorphose III.
Metamorphose IV: At 8th level, a Metamorph gains the ability to cast Metamorphose IV.
Metamorphose V: At 10th level, a Metamorph gains the ability to cast Metamorphose V.
Metamorphose VI: At 12th level, a Metamorph gains the ability to cast Metamorphose VI.
Metamorphose VII: At 14th level, a Metamorph gains the ability to cast Metamorphose VII.
Metamorphose VIII: At 16th level, a Metamorph gains the ability to cast Metamorphose VIII.
Metamorphose IX: At 18th level, a Metamorph gains the ability to cast Metamorphose IX.
Metamorphose X: At 20th level, a Metamorph gains the ability to cast Metamorphose X.
Morphic Gestalt (Su):
Beginning at 4th level, the Metamorph may use Morphic Gestalt with Metamorphose spells to take a new form, combining effects from spells listed within the Metamorphose spell description. What this means is that if the chosen spell functions have aspects that overlap (such as Size increases or decreases, strength bonus, move speed, and resistances/immunities to more than one spell), you choose the better aspect. The gestalt spell grants all aspects that don’t overlap (including vulnerabilities), however, in cases where aspects are mutually exclusive, one aspect or the other must be chosen (for example: You may not have a large and small size bonus to your strength at the same time).
Morphic Gestalt may even be used to be creative and apply different templates to that same creature (For example, the Metamorph may gestalt cast to combine Dragon Form I and Undead Anatomy I to turn into an Undead Dragon…), except using Morphic Gestalt increases the difficulty of the spell, making it use 1 spell slot higher than what it normally would. For example, at 12th level, a Metamorph may cast Metamorphose VI as a Gestalted Metamorphose V… Later he may also cast Metamorphose IV as Gestalted Metamorphose III…
Lastly, the Metamorph may designate at the time of the change, which pieces of equipment meld into the new form and which do not. Non-melded equipment alters its size to match that of her new form, but retains its natural functionality. The Metamorph cannot, however, use any equipment unless it has either an appropriate appendage or a magical means of compensating for the lack of one. Any piece of equipment that is separated from her reverts to its original form. The form chosen must be that of a creature with which the Metamorph is familiar.
Morphic Strikes (Su):
At 5th level, the Metamorph’s natural attacks are considered as magic for the purposes of overcoming Damage Reduction.
Morphic Imitation (Su):
Morphic Imitation I: At 7th level, as a move action, regardless of which form she is in, a Metamorph has very detailed control over her body, and can make specific modifications to her body in order to impersonate another being (male or female), gaining a conditional +10 disguise bonus when doing so.
Morphic Imitation II: At 17th level, learns such detail, that she may even give the outer appearance of armor or clothing (this is appearance only, and thus, has no effect on AC or mobility).
Morphic Endurance (Su):
At 9th level, Morphic Endurance doubles the duration of Metamorphose spells under the effect of Morphic Gestalt. This effect may be used a number of times per day equal to 3 plus the Metamorph’s CHA bonus (it does not change the number of spells a Metamorph may cast).
Morphic Mastery:
A Metamorph is able to hold less powerful forms with ease, and thus may hold that form as long as they wish.
Morphic Mastery I: At 11th level, a Shapeshifter is able to use Metamorphose I without a duration limit.
Morphic Mastery II: At 15th level, a Shapeshifter is able to use Metamorphose II or below without a duration limit.
METAMORPHOSE I
School transmutation (polymorph); Level Metamorph 1
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 2 minutes/level (D)
Morphic Gestalt Duration 1 minute/2 levels (D)
This spell functions as Alter Self.
At 4th level, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE II
School transmutation (polymorph); Level Metamorph 2
This spell functions as Metamorphose I, except it may also function as either Tree Shape or Object Shape I.
At 6th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE III
School transmutation (polymorph); Level Metamorph 3
This spell functions as Metamorphose II, except it may also function as either Undead Anatomy I, Monstrous Physique I, Beast Shape I, Thorn Body, or Gaseous Form.
At 8th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE IV
School transmutation (polymorph); Level Metamorph 4
This spell functions as Metamorphose III, except it may also function as either Miasmic Form, Vermin Shape I, Monstrous Physique II, Fluid Form, Elemental Body I, Beast Shape II, Cloud Shape, Scorching Ash Form, or Three Fold Aspect.
At 10th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE V
School transmutation (polymorph); Level Metamorph 5
This spell functions as Metamorphose IV, except it may also function as either Undead Anatomy II, Vermin Shape II, Monstrous Physique III, Plant Shape I, Dust Form, Elemental Body II, or Beast Shape III.
At 12th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE VI
School transmutation (polymorph); Level Metamorph 6
This spell functions as Metamorphose V, except it may also function as either Undead Anatomy III, Monstrous Physique IV, Plant Shape II, Form of the Dragon I, Elemental Body III, or Beast Shape IV.
At 14th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE VII
School transmutation (polymorph); Level Metamorph 7
This spell functions as Metamorphose VI, except it may also function as either Form of the Dragon II, Giant Form I, Elemental Body IV, Plant Shape III, or Ice Body.
At 16th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE VIII
School transmutation (polymorph); Level Metamorph 8
This spell functions as Metamorphose VII, except it may also function as either Form of the Dragon III, Undead Anatomy IV, Giant Form II, or Iron Body.
At 18th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
METAMORPHOSE IX
School transmutation (polymorph); Level Metamorph 9
This spell functions as Metamorphose VIII, except it may also function as either Fiery Body or Shapechange.
At 20th level and above, The Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
EVERSHIFTING FORM
School transmutation (polymorph); Level Metamorph 9 *(Must be 20th Level Metamorph)
Upon reaching 20th level, this spell functions as Shapechange, except it has no duration limit. In addition, the Metamorph no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties it already may have taken remain in place. Bonuses still accrue, and a Metamorph still dies of old age when its time is up.
OBJECT SHAPE I
School transmutation (polymorph); Level Metamorph 4
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 2 minutes/level (D)
Morphic Gestalt Duration 1 minute/2 levels (D)
A Metamorph using Object Shape I can assume the general shape of any single object that fills roughly the same amount of space as a Tiny or Small creature would, such as a candelabra or chair.
• The Metamorph gains a maximum of +2 to natural AC.
• The Metamorph gains a +2 racial bonus on saving throws against disease, poison, and effects that cause either exhaustion or fatigue.
• The Metamorph may appear as any object of non-magical material.
• The Metamorph does not breathe, eat, sleep, or move.
• The Metamorph uses its flat footed AC (No Dex bonus when unable to move).
• The Metamorph maintains their normal hearing ability and gains Blindsight 30’, allowing it to be aware of its immediate surroundings.
The Metamorph cannot substantially alter its size, though. A Metamorph's body becomes hard and has a rough texture, no matter what object it might present. Anyone who examines the Metamorph in this form can detect the ruse with a successful Spot check opposed by the Metamorph's Disguise check. The Metamorph may change back to its natural form at any time as a swift action.
At 12th level and above, the Metamorph may include this spell as part of a Morphic Gestalt (Su) spell to combine possible effects of lower versions of Metamorphose and imitate a specific type of creature, or apply a template to change or create one, but it reduces the duration of the spell to 1 minute per level.
OBJECT SHAPE II
School transmutation (polymorph); Level Metamorph 10
This spell functions as Object Shape I, and is capable of assuming the general shape of any object that fills roughly the same amount of space as a medium creature would, such as a cage or door. In addition, the object form gains mobility and a semblance of life, similar to an animated object:
• The Metamorph gains a maximum of +4 to natural AC.
• The Metamorph is able to flex and wobble, gaining a Land Speed of 20.
• Now being able to move, the Metamorph gains the use of its Dex bonus to AC.
• Being able to flex and wobble, depending on what type of object is being imitated, the Metamorph may chose to make a single trample attack as a primary attack, or it may chose to make primary slam attack, with a secondary constrict or grab attack along with it.
OBJECT SHAPE III
School transmutation (polymorph); Level Metamorph 16
WORK IN PROGREESS: Using the Animated Object as a guideline (http://paizo.com/pathfinderRPG/prd/monsters/animatedObject.html#_animated- object).

I have been working on a number of shape changing class ideas, and I keep running into overpowering issues...
I was thinking of something close to the Aberrant blood line. To make a more interesting shape changer, would it be considered overpowered if there were a sorcerer archetype that allowed the sorcerer the specific ability to combine spell effects from 2 polymorph spells?
For example, if the character wanted to be an undead dragon, he could mix Dragon Form I with Undead Anatomy I to become an undead dragon...
Using gestalt character rules as a guideline for the process, any time 2 spells listed the same bonus, like to strength, the caster would only benefit from the higher of the two (not the total of both)... But in cases where one spell offered something the other didn't, the ability would be added to the list.
Perhaps a meta-magic feat that would allow gestalt transmutation spells in such a manor? I do not think that the mixing of spells in this way should be limited to a number of times per day. I think the sorcerer should be able to mix any two polymorph type spells he knows as a single cast (again, using a spell slot equal to the highest level spell, plus 1 level for the use of the meta-magic feat). This feat could possibly be used for Wildshape as well as other forms of shape changing, but would have to be limited to spontaneous casting... Wizard rules wouldn't work so well because it would be difficult for them to know what kinds of polymorph spells they would want to mix.
If a feat is too much for such a concept, in terms of balance, what would you think would be needed to provide balance? Should this sorcerer be limited to transmutation spells only? Or perhaps just forbidden to use spells from a specific school?
If you use Alter Self to change into a humanoid that has claws, does that give you a claw attack?

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In the search for creating an alternative to a druid shape changer, I have been working on alternatives that don't suck... The problem I am running into is balance. I welcome any advice or suggested changes to bring this character concept into a balanced view. I understand that the description has a lot of holes in it so far, but before I go any farther, I feel compelled to gather some input before sinking a lot of time into something that people simply think can't work in a balanced way.
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Mutationist
A Mutationist no longer has a shape that she needs to call her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a Mutationist actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the arcane power of their blood and strength of that soul that enables her to take on any shape and remain herself within.
Innate masters of their shape changing bloodline, Mutationists embrace their heritage and focus on perfecting and expanding their transmutation prowess, to such a point that most consider it an obsession. Much like sorcerers, Mutationists inherit their abilities and arcane power through their bloodline.
A Mutationist may appear to be anything from the average Joe-Humanoid to the most fantastical creature they can imagine. The reason why is that shape changing in their blood. A cross blooded distant descendant between the doppelganger and Eidolon, some arcane force has awakened these ancient traits within the Mutationist which allows her to pursue and master this shape changing prowess. Unlike their doppelganger or Eidolon ancestors, the Mutationist has the power to control her own physical evolutions.
Role:
The Mutationist is a skilled shape changer, who utilizes her powers to mimic other creatures for the benefit of her and her allies.
Alignment:
Any
Hit Die:
d8
Class Skills:
The Mutationist's class skills are Concentration(Int), Acrobatics (Dex), Bluff(Cha), Climb (Str), Disguise(Cha), Escape Artist (Dex), Fly(Dex), Intimidate (Cha), Knowledge (Anatomy) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival(Wis), and Swim (Str).
Skill Ranks per Level:
4 + Int modifier
Table: Mutationist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Evolution Points Max Attacks
1st 0 2 2 2 Morphic Evolution 3 3
2nd 1 3 3 3 Morphic Immunities I 4 3
3rd 2 3 3 3 Morphic Body I 5 3
4th 3 4 4 4 Morphic Immunities II 7 4
5th 3 4 4 4 Morphic Alteration I 8 4
6th 4 5 5 5 Morphic Immunities III 9 4
7th 5 5 5 5 Morphic Body II 10 4
8th 6 6 6 6 Morphic Immunities IV 11 4
9th 6 6 6 6 Morphic Alteration II 13 5
10th 7/2 7 7 7 Morphic Immunities V 14 5
11th 8/3 7 7 7 Morphic Body III 15 5
12th 9/4 8 8 8 Morphic Immunities VI 16 5
13th 9/4 8 8 8 Morphic Mastery I 17 5
14th 10/5 9 9 9 Morphic Immunities VII 19 6
15th 11/6/1 9 9 9 Morphic Body IV, Object Base Shape 20 6
16th 12/7/2 10 10 10 Morphic Immunities VIII 21 6
17th 12/7/2 10 10 10 Morphic Alteration III 22 6
18th 13/8/3 11 11 11 Morphic Immunities IX 23 6
19th 14/9/4 11 11 11 Morphic Mastery II 25 7
20th 15/10/5 12 12 12 Morphic Immunities X, Morphic Body V 26 7
aberration Base Shape
Class Features:
All of the following are the class features of the Mutationist
Weapon and Armor Proficiency:
Mutationists are not proficient with man made weapons, however, they are proficient with all unarmed or natural attacks (claw, bite, and so forth) of any form they assume.
Mutationists are not proficient with any armor or shield. If a Mutationist gains no AC benefit from wearing armor, and may only benefit from magic clothing while they are in a form that can wear it properly. Should the Mutationist change into something that the armor or clothing doesn't fit, it is temporarily absorbed into their body until they return to a form that allows them to fit again (similar to Wild Shape).
Morphic Evolution (Su):
The Mutationist is capable of taking any form she can manage, only limited by her imagination, the number of available evolution points she has available to rearrange, and a few other circumstances listed below. The Mutationist receives a pool of evolution points, based on her Mutationist class level, that she can use to determine her abilities and powers (similar progression to the Summoner's Eidolon). As a standard action, the Mutationist may rearrange her physical form by reallocating how she spent her points.
The Mutationist may only change her base form a number of times per day equal to her class level/2 + CON bonus.
Evolution Pool:
The value given in this column is the total number of points in the Mutationist's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the Mutationist gains a level, the number in this pool increases and the she can spend these points to change her shape and abilities. These choices are not set. The Mutationist can change them whenever she wishes.
The Mutationist's physical appearance is up to the Mutationist. Be it some sort of fantastical creature or just a common humanoid. In the beginning, this control is not fine enough to make the Mutationist appear as specific individual, but she will eventually learn such control to even mimic the appearance of wearing specific clothes. The Mutationist may spend her points in the same manner as a Summoner's eidolon, with the exception that the Mutationist may not use the points to purchase spell abilities.
• The Mutationist may not pick any evolution that is limited by a number of times per day it may be used (the Mutationist must rely on how she picks her spells for those effects.
• The Mutationist may not pick any evolution that modifies a skill (the Mutationist must rely on how she picks her spells and skill points).
• The Mutationist may not pick any evolution that adds a feat (the Mutationist must rely on how she picks her feats).
• To change the Mutationist's base form requires a full round action in addition to the action required to apply evolutions to fill in the details.
Base Forms:
The Mutationist must pick a creature which is to be copied, each of which will fall into one of the base forms listed below.
Each Mutationist has one of the base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the Mutationist's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Mutationist attacks add the eidolon's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses or penalties from these free evolutions are already factored into the starting statistics.
Alternatively, any one of these base forms can be used to make a Small Mutationist. If the Mutationist is Small, she gains a +2 bonus to its Dexterity score. She also takes a -4 penalty to its Strength and a -2 penalty to her Constitution. She also gains a +1 size bonus to its AC and attack rolls, a -1 penalty to her CMB and CMD scores, a +2 bonus on her Fly skill checks, and a +4 bonus on her Stealth skill checks. Reduce the damage of all of her attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the Mutationist can be made Medium whenever the Mutationist can rearrange her evolution pool (which causes her to lose these modifiers for being Small).
Each form assumed by the Mutationist requires that points be spent on the base form requirements.
• Biped Starting Statistics: At 1st level, the Mutationist may take on a Biped form.
• Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 claws (1d4); Required Evolutions: claws, limbs (arms), limbs (legs).
• Quadraped Starting Statistics:
• Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Required Evolutions: bite, limbs (legs) (2).
• Serpentine Starting Statistics:
• Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6), tail slap (1d6); Required Evolutions: bite, climb, reach (bite), tail, tail slap.
• Aquatic Starting Statistics:
• Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Required Evolutions bite, improved natural armor, gills, swim (2).
• Object Starting Statistics:
• Size Medium; Speed 0 ft., swim 0 ft.; AC +4 natural armor; Required Evolution Restrictions: No evolution may be used that the object being copied doesn't have (a chair may not grow wings or fly, but it could be very large or very small, or be made of very tough material, so improved natural armor and size altering evolutions are ok).
• Aberration Starting Statistics:
• Size Medium; Speed 30 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Required Evolutions: This base form allows the Mutationist to modify other forms in any manor that suits her imagination.
When changing form, the more points the Mutationist rearranges, the longer it takes (based on the constitution score of the Shapeshifter):
• A Mutationist may rearrange a number of (level divided by 4 + her CON bonus) points per round as a standard action.
NOTE: If a Mutationist is struck while shape changing, she must make a successful concentration check or else the progress made towards the new form in that given round is lost.
Morphic Immunities (Su):
A Mutationist becomes adept at distributing her form's vital organs around her body to keep them safe from harm. Provided that the Mutationist is aware of the attacker, she can move her organs out of the way of harm.
• Morphic Immunities I: At 2nd level, Mutationists take 10% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities II: At 4th level, Mutationists take 20% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities III: At 6th level, Mutationists take 30% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities IV: At 8th level, Mutationists take 40% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities V: At 10th level, Mutationists take 50% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VI: At 12th level, Mutationists take 60% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VII: At 14th level, Mutationists take 70% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VIII: At 16th level, Mutationists take 80% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities IX: At 18th level, Mutationists take 90% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities X: At 20th level, Mutationists take 100% less damage from critical hits, sneak attacks, and other types of precision damage.
Morphic Body (Su):
A Mutationist can use its precise control over its form to make itself stronger and heartier.
• Morphic Body I: At 3rd level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body II: At 7th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body III: At 11th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body IV: At 15th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body V: At 20th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
Morphic Strikes (Su):
At 5th level, the Mutationist's natural attacks are considered as magic for the purposes of overcoming Damage Reduction.
Morphic Alteration (Su):
• Morphic Alteration I: At 5th level, as a standard action, regardless of which form she is in, a Mutationist has very detailed control over her body, and can make specific modifications to her body in order to impersonate, another being (male or female), gaining a +5 disguise bonus when doing so.
• Morphic Alteration II: At 9th level, Morphic Alteration may be performed as a move action, and the Mutationist is capable of a higher level of detail when attempting to impersonate an individual creature, gaining an additional +5 bonus to disguise checks when doing so.
• Morphic Alteration III: At 17th level, learns such detail, that she may even give the outer appearance of armor or clothing (this is appearance only, therefor has no effect on AC or mobility).
Morphic Mastery (Su):
• Morphic Mastery I: At 13th level, a Mutationist may rearrange a number of (level divided by 4 + her CON bonus) points per round as a move action. The Mutationist now only requires a standard action to change base forms.
• Morphic Mastery II: At 19th level, an Mutationist may rearrange a number of (level divided by 4 + her CON bonus) points per round as a swift action. The Mutationist now only requires a move action to change base forms.
Base Shape:
• Object Base Shape: At 11th level, the Mutationist gains the ability take on object shapes (as Polymorph Any Object, self only), with the exceptions noted below:
• The Mutationist maintains their Intelligence, wisdom and charisma scores.
• The Mutationist is still aware of her surroundings just as they would in a standard humanoid form.
• The Mutationist maintains consciousness as normal, and may change base shapes at any time.
• Aberration Base Shape: At 20th level, the Mutationist sheds the minimum requirements between base shapes and may mix and match them as she desires. For example, the Mutationist may be in the form of a chest and wish to speak, so it forms a mouth on the chest capable of speech, or grow legs to run away, or arms to wield a weapon to defend itself.

I have never been satisfied with the woodsy, tree hugging nature of the druid, so I decided to try and make a class that relies purely on transmutation, and I think I am onto something here, I just need ideas to make it agreeably balanced. Below is my first draft, and I welcome constructive comments to help me develop this into something playable.
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Shapeshifter
A Shapeshifter has no shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a master of many forms actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner power of blood and strength of that soul that enables her to take on any shape and remain herself within.
Innate masters of their Shapechanging bloodline, Shapeshifters embrace their heritage and focus on perfecting and expanding their transmutation prowess, to such a point that most consider it an obsession. Much like sorcerors, Shapeshifters inherit their abilities and arcane power through their bloodline. Shapeshifters possess a limited form of arcane abilities, most of which they are only able to use while in a transmutated form, commonly known among Shapeshifters as Mimicry. To be impersonated by a Shapeshifter is often considered to be an ultimate form of flattery.
Role:
Cunning Shapeshifters can play a variety of different roles within the group by transforming into deadly beasts and savagely wade into combat, or intimidating enemies with impressive spells through the impersonation of a particular creature.
Alignment:
Any
Hit Die:
d8
Class Skills:
Concentration, Diplomacy, Disguise, Heal, Hide, Knowledge: Physiology/Anatomy, Linguistics, Perception, Spot, Survival, Spellcraft, Swim.
Skill Ranks per Level:
4 + Int modifier
Table: Shapeshifter
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 2 0 2 Shapeshift I 1/day, Morphic Weapons 3 1 — — — — — — — —
2nd 1 3 0 3 Research Subject 4 2 — — — — — — — —
3rd 2 3 1 3 Shapeshift II, Morphic Immunities 4 2 1 — — — — — — —
4th 3 4 1 4 Shapeshift II 2/day 4 3 2 — — — — — — —
5th 3 4 1 4 Shapeshift III, Mimicry 4 3 2 1 — — — — — —
6th 4 5 2 5 Morphic Body 4 3 3 2 — — — — — —
7th 5 5 2 5 Shapeshift IV 3/day 4 4 3 2 1 — — — — —
8th 6/1 6 2 6 Morphic reach 4 4 3 3 2 — — — — —
9th 6/1 6 3 6 Shapeshift V 4 4 4 3 2 1 — — — —
10th 7/2 7 3 7 Shapeshift V 4/day 4 4 4 3 3 2 — — — —
11th 8/3 7 3 7 Shapeshift VI, Supernatural Ease 4 4 4 4 3 2 1 — — —
12th 9/4 8 4 8 Morphic Healing 4 4 4 4 3 3 2 — — —
13th 9/4 8 4 8 Shapeshift VII 5/day 4 4 4 4 4 3 2 1 — —
14th 10/5 9 4 9 Flashmorph/Multimorph 4 4 4 4 4 3 3 2 — —
15th 11/6/1 9 5 9 Shapeshift VIII 4 4 4 4 4 4 3 2 1 —
16th 12/7/2 10 5 10 Shapeshift VIII 6/day 4 4 4 4 4 4 3 3 2 —
17th 12/7/2 10 5 10 Shapeshift IX 4 4 4 4 4 4 4 3 2 1
18th 13/8/3 11 6 11 Shapeshifter's Discipline 4 4 4 4 4 4 4 3 3 2
19th 14/9/4 11 6 11 Shapeshift 7/day 4 4 4 4 4 4 4 4 3 3
20th 15/10/5 12 6 12 Evershifting Form 4 4 4 4 4 4 4 4 4 4
Class Features:
All of the following are the class features of the Shapeshifter.
Weapon and Armor Proficiency:
Shapeshifters are not proficient with man made weapons, however, they are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Shapeshift, Transmutation Spell or Ability.
Shapeshifters are proficient with light and medium armor.
Shapeshifters are proficient with shields (except tower shields).
A Shapeshifter who wears armor or shield in which they are not proficient is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells:
A Shapeshifter casts arcane spells drawn primarily from the Transmutation spell list presented below (except when in a Transmutated form - See Mimicry). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Shapeshifter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shapeshifter's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a Shapeshifter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shapeshifter. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A Shapeshifter's selection of spells is extremely limited in their normal form. Using Mimicry, a Shapeshifter can cast any 0-level spell at will, but limited to those that resemble an ability the real creature would have, and two 1st-level spells of her choice (which may only be used with the Mimic class ability - See below). At each new Shapeshifter level, she gains one or more new spells, as indicated on Table: Shapeshifter Spells Known. (Unlike spells per day, the number of spells a Shapeshifter knows is not affected by her Charisma score; the numbers on Table: Shapeshifter Spells Known are fixed, with the exception of the Mimicry class ability.) These new spells can be common spells chosen from the Transmutation spell list, or they can be unusual spells that the Shapeshifter has gained through practiced Mimicry.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A Shapeshifter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a Shapeshifter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level and has taken the appropriate form to Mimic.
Bloodline:
Each Shapeshifter has a source of magic somewhere in her heritage that grants her the Shapechanger subtype, spells, bonus feats, additional class skills, and other special class abilities. This source can represent a blood relation to some sort of shape chaging race, or an extreme event involving a creature somewhere in the family's past. For example, a Shapeshifter might have a shape changing creature as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Shapeshifter gains levels.
At 1st level, and every two levels thereafter, a Shapeshifter learns the next tier of Shapeshifting ability derived from her bloodline. These abilities are in addition to the number of spells given on Table: Shapeshifter Spells Known.
At 7th level, and every six levels thereafter, a Shapeshifter receives one bonus feat, chosen from a list specific to the shifting bloodline. The Shapeshifter must meet the prerequisites for these bonus feats.
Eschew Materials: A Shapeshifter gains Eschew Materials as a bonus feat at 1st level.
Chaotic, Evil, Good, and Lawful Spells: A Shapeshifter can't use Mimicry to cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. For example, a good aligned Shapeshifter cannot use Mimicry to cast any spell with the Evil descriptor.
Shapeshift (Sp):
At 1st level, a Shapeshifter gains the ability to use Shapeshift I once per day. This ability functions like the Alter Self spell, except as noted here. The effect lasts for 1 hour per Shapeshifter level, or until she changes back. Changing form (to creature or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the Shapeshifter is familiar.
• A Shapeshifter loses her ability to speak while in a form that is incapable of talking (animals for example) because she is limited to the sounds that a normal, untrained creature can make, but she can communicate normally with other creatures of the same general grouping as her new form through the use of Mimicry. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
• A Shapeshifter can use this ability an additional time per day at 3rd level and every two levels thereafter, for a total of seven times at 19th level. At 20th level, a Shapeshifter can use Shapeshift at will. As a Shapeshifter gains levels, this ability allows the Shapeshifter to take on the form of a wide variety of larger and smaller creatures. Each form expends one daily use of this ability, regardless of the form taken.
*** NOTE: A Shapeshifter with multiple uses of Shapeshift remaining for the day, may use extra Shapeshift to combine forms to be applied as a template. For example, if you combine Alter Self and Undead Anatomy I for the cost of 2 uses of Shapeshift, you could become a zombie. The combined transformation takes the same amount of time, and the duration remains 1 hour/level of the Shapeshifter.
• At 3rd level, a Shapeshifter can also use Shapeshift II to change into any creature permitted through the use of: Tree Shape.
• At 5th level, a Shapeshifter can also use Shapeshift III to change into any creature permitted through the use of: Undead Anatomy I, Monstrous Physique I, Beast Shape I, or Gaseous Form, Thorn Body (as a template).
• At 7th level, a Shapeshifter can also use Shapeshift IV to change into any creature permitted through the use of: Miasmic Form, Vermin Shape I, Monstrous Physique II, Fluid Form, Elemental Body I, Beast Shape II, Cloud Shape, Scorching Ash Form, or Three Fold Aspect.
• At 9th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Undead Anatomy II, Vermin Shape II, Monstrous Physique III, Plant Shape I, Dust Form, Elemental Body II, Beast Shape III.
• At 11th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Undead Anatomy III, Monstrous Physique IV, Plant Shape II, Form of the Dragon I, Elemental Body III, Beast Shape IV.
• At 13th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Form of the Dragon II, Giant Form I, Elemental Body IV, Plant Shape III, Ice Body (as a template).
• At 15th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Form of the Dragon III, Undead Anatomy IV, Giant Form II, Iron Body (as a template).
• At 17th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Firey Body (as a template).
Research Subject:
This ability allows a Shapeshifter to research the target he wishes to impersonate with Mimicry. Research may be conducted in any one of the following ways:
• First hand experience, having seen the subject in action to observe what it looks like and what it can do.
• Good old fashioned book work (but this one takes more time and requires accurate research materials for it to work).
Morphic Immunities (Su):
A shapeshifter becomes adept at distributing her form's vital organs around her body to keep them safe from harm. Shapeshifters are immune to stunning and critical hits.
Mimicry:
Mimicry provides the Shapeshifter with a dynamic spell list. After researching the capabilities of a creature, Mimicry allows the Shapeshifter to pick a spell he is capable of casting, to simulate a special ability of a creature, that isn't given by the Shapeshifter's Transmutation powers. For example, if the Shapeshifter turns into a Beholder, has the ability to cast 6th level spells, and has an available 6th level spell slot, she may use that spell slot to cast Disintigrate to mimic the eyestalk used to cast a disintigrate ray. Disintigrate is only part of the Shapeshifter's spell list while in the form of a Beholder.
A second example of Mimicry is when a Shapeshifter wants to impersonate a sorceror who is renouned for casting fireball. While using a form of Transmutation to impersonate a spacific individual, if the Shapeshifter is able to cast 3rd level spells and has an available 3rd level spell slot, she may cast fireball.
Morphic Body (Su):
A Shapeshifter can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution.
Morphic Reach (Su):
A Shapeshifter can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it's emulating. Unlike most creatures, warshapers don't appear to have a longer reach until they actually use it.
Morphic Morphic Healing (Su):
A shapeshifter becomes able to change its form where wounds appear, creating smooth skin where once were wounds. The Shapeshifter gains fast-healing 2, and if it spends a full-round action and succeeds on a Concentration check (DC equal to the total damage it has sustained, it heals 10 points of damage).
Flashmorph/Multimorph (Su):
A Shapeshifter gains one of two class features. If the warshaper has the ability to change form at will, such as from the change shape ability, the shapechanger subtype, or a polymorph spell-like ability, it gains the flashmorph class feature, allowing it to change form as a move action. If it casts the polymorph spell, has polymorph as a spell-like ability usable less often than at will, or has the Shapeshift class feature, it instead gains the multimorph class feature. Multimorph allows a Shapeshifter to change forms multiple times during the duration of the spell, spell like ability, or class feature that enables her to change form. For example, a wizard/shapeshifter could polymorph into a troll for 2 minutes, then change into a red dragon for 4 minutes, and then spend the rest of the spell's duration in the form of a hill giant. Each change requires a standard action, and only the first transformation heals the Shapeshifter. If the Shapeshifter changes into its natural form, the spell, spell-like ability, or use of Shapeshift ends.
Shapeshifter's Discipline (Su):
Shapeshifters are immune to all transmutation effects cast by others (even those cast by wands, rings, potions, etc). A shapeshifter may not even willingly benefit from transmutation spells cast by others. Based on the 4th Level Spell - True Form
Evershifting Form (Su):
A Shapeshifter has reached the pinnacle of her Transmutation abilities. She no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up.
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