Gold Dragon

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I made this more than a year ago based loosely on the 3rd edition Master of Many Forms. Worked out the design over the course of several months, but never got around to making it public. Made a couple recent tweaks, since there are now published versions of spells I originally had to homebrew.

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MORPHIC MASTER

PREREQUISITES:
FEAT: Endurance
FEAT: Altertness
HIT DICE: 5+
ONE OF:
¤ Wild Shape
¤ Ability to cast two Transmutation spells from the Polymorph subschool

HIT DIE = d8
SKILL POINTS = 6 per level
CLASS SKILLS = Acrobatics, Climb, Escape Artist, Fly, Stealth, Swim

PROGRESSIONS:
BAB = BASE 0 + 3/4 HD (MEDIUM)
FORT = BASE 2 + 1/2 HD (GOOD)
REF = BASE 2 + 1/2 HD (GOOD)
WILL = BASE 0 + 1/3 HD (POOR)

CLASS TABLE
LEVEL 1:
¤ Changes/Day = 2
¤ Specials = Transformation, Morphic Speech, Morphic Equipment 1
¤ Transformation Options = Alter Self, Beast Shape 1
LEVEL 2:
¤ Changes/Day = 3
¤ Specials = Bolstered Body
¤ Transformation Options = Monstrous Physique 1
LEVEL 3:
¤ Changes/Day = 4
¤ Specials = Quick Change (Move)
¤ Transformation Options = Beast Shape 2, Elemental Body 1, Vermin Shape 1
LEVEL 4:
¤ Changes/Day = 5
¤ Specials = Persistent Form 1
¤ Transformation Options = Aberrant Form 1, Fey Form 1, Monstrous Physique 2
LEVEL 5:
¤ Changes/Day = 6
¤ Specials = Morphic Equipment 2
¤ Transformation Options = Beast Shape 3, Elemental Body 2, Vermin Shape 2
LEVEL 6:
¤ Changes/Day = 8
¤ Specials = Shapechanger Subtype
¤ Transformation Options = Monstrous Physique 3, Ooze Shape 1, Plant Shape 1
LEVEL 7:
¤ Changes/Day = 10
¤ Specials = Recover
¤ Transformation Options = Aberrant Form 2, Beast Shape 4, Elemental Body 3,
Fey Form 2, Plant Shape 2
LEVEL 8:
¤ Changes/Day = 12
¤ Specials = Quick Change (Swift)
¤ Transformation Options = Aberrant Form 3, Fey Form 3, Form of the Dragon 1,
Monstrous Physique 4, Ooze Shape 2
LEVEL 9:
¤ Changes/Day = 15
¤ Specials = Persistent Form 2
¤ Transformation Options = Elemental Body 4, Form of the Dragon 2, Giant Form 1, Plant Shape 3
LEVEL 10:
¤ Changes/Day = 18
¤ Specials = Blended Body, Gargantua
¤ Transformation Options = Fey Form 4, Form of the Dragon 3, Giant Form 2, Ooze Shape 3

Transformation (SU)
As a Morphic Master, you can assume the form of another creature. This change functions in a manner similar to the listed spells from the Transmutation (Polymorph) subschool, except where modified by other class abilities.
Available forms are listed in the Transformation Options column of the Morphic Master class table.
This ability (and any abilities tied to it) may be used a number of times per day as listed in the changes/day column of the Morphic Master class table.

Morphic Speech (EX)
You can emulate speech regardless of your physical form. This allows both communication and use of verbal spell components. You qualify for the Natural Spell feat, even if you do not meet the normal prerequisites.

Morphic Equipment 1 (SU)
If you transform into a creature with a body shape similar to your own, you can choose to continue wearing your equipment rather than absorbing it. Your equipment will resize to fit the new form. If your new form has extra limbs, temporary gaps will open in your equipment where these limbs connect to your body; this does not damage the equipment. All of your equipment is affected in the same manner.

Bolstered Body (EX)
While using Transformation, you gain an ability score bonus equal to your Morphic Master class level. If you assume a form that is Medium or larger, this bonus applies to Strength. If you assume a form that is Small or smaller, this bonus applies to Dexterity. This stacks with any other applicable bonuses.

Quick Change (Move)
You can use your Transformation ability as a move action.

Persistent Form 1
Your transformations now last longer. When you change shape, you may remain in your chosen form for up to ten minutes for each of your class hit dice. (All classes stack when determining the duration for this ability.)

Morphic Equipment 2 (SU)
When you transform, regardless of your assumed shape, you may choose to either absorb or continue wearing your equipment. This decision applies separately to each piece of equipment you are wearing when you transform. Equipment will resize and reshape to accommodate the new form, including modified or extra limbs.

Shapechanger Subtype
You gain the Shapechanger subtype. This applies to your natural form and all assumed forms. You can automatically resist any transmutation effect that would change your physical form, unless you choose to accept it.

Recover (EX)
Any time you rest for one hour, you recover one use of your Transformation ability.

Quick Change (Swift)
You can use Transformation once per round as a swift action at any time during your turn. Additional transformations require a move action as normal.

Persistent Form 2
Your transformations now count as both EX and SU. While transformed, you may choose to remain in your current form even if exposed to an effect that would normally end or suppress it, such as an antimagic field. Such conditions still prevent you from assuming a new form. If using Morphic Equipment, the equipment remains. Other supernatural or spell-like abilities are still affected as normal.

Gargantua (EX)
If you could normally assume the form of a Huge creature of a type, you may instead assume the form of a Gargantuan creature of that type. Gain the adjustments listed for a Huge size creature, with an additional +4 to Strength, +2 to Constitution, and +4 Natural Armor.
If you could normally assume the form of a Large creature (and no spell grants access to a huge creature of that type), you may instead assume the form of a Huge creature of that type. Gain the adjustments listed for a Large size creature, with an additional +2 to Strength, +2 to Constitution, and +2 Natural Armor.
In either case, size modifiers apply for the assumed creature size.

Blended Body (SU)
Through constant transformation, you have learned to blend the best traits of different forms. Once per day, choose one of the options below. Regardless of the forms you assume that day, gain the benefit of the selected option each time you transform.
¤ ABBERATION: Gain blindsight to 30 feet.
¤ BEAST: You gain a set of wings that work in both water and air. Gain a fly speed (average maneuverability) and a swim speed, both equal to twice your base speed. You can breathe both air and water, regardless of your form, unless prevented from doing so by another effect.
¤ ELEMENTAL: Choose one energy type. Your natural attacks deal 1d6 damage of that energy type, in addition to any other damage. If you would normally be vulnerable to that energy type, lose that vulnerability; otherwise you gain resistance 20 to that energy type. (Energy resistance does not stack; highest resistance applies.)
¤ HUMANOID: All of your limbs are prehensile and can wield weapons. A limb cannot be used for movement, speech, or natural attacks while it wields a weapon or holds an object, unless the object is 4 or more size categories smaller than you. Only one limb can be considered a primary weapons hand; all other limbs are treated as off-hands when wielding weapons.
¤ OOZE: You can squeeze through any space, regardless of your size. While occupying a space where you could not fit or squeeze without this ability, your movement speed is reduced to 5 feet per round, and you lose your dexterity bonus to AC (if any), in addition to the normal penalties for squeezing.
¤ PLANT: You are immune to critical hits, precision damage, and damage to your physical ability scores. (Existing ability damage remains.) Gain fast healing 1.


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A couple days ago, I decided to see if I could build a decent Gestalt class. The goal is to make something that would be roughly balanced with existing classes, and allow the versatility to replace those classes. If I ran a campaign with it, then all the PCs would use it (i.e. it would replace all existing core/base classes), but I still want it to balance power-wise with the existing core/base classes.

Here is what I built today. While I think it is balanced at first glance, I haven't play tested it. I would like opinions on the class as written, as well as suggestions for text clarification, added options, or adjustments that would improve balance or robustness.

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AT FIRST LEVEL GAIN ALL OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) = 0
¤ Hitpoints = CON score (total score, not modifier)
¤ Gain 4 feats
¤ 2 saves gain +2 bonus, third save is +0
¤ Select 6 preferred skills (gain class skill bonus in each selected skill)
¤ Skill ranks = 1/2 INT score (total score, not modifier, rounded down)
¤ One common language (spoken & written) plus racial language if applicable

AT FIRST LEVEL SELECT AND GAIN 3 OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus (BAB) increase by +1
¤ 2 spell slots (1st spell tier)
¤ 6 spells known (any spell tier, including cantrips/orisons)
¤ Lay on hands class feature (choose positive or negative energy, 1d6 per 2 BAB rounded up, does not grant uses/day)
¤ Sneak attack class feature (+1d6 per 2 BAB rounded up)
¤ Rage class feature (does not grant rounds/day)
¤ Rogue talent class feature (does not grant a talent)
¤ 3 additional preferred skills
¤ 2 feats
¤ 8 skill ranks

AT FIRST LEVEL SELECT AND GAIN 1 OF THE FOLLOWING:
¤ Evasion (becomes improved evasion at level 8+)
¤ Uncanny Dodge (includes improved at level 8+)
¤ Trapfinding class feature
¤ Channel energy class feature (1d6 per 2 BAB rounded up, does not grant uses/day)
¤ 3 feats

AT EACH LEVEL ABOVE FIRST GAIN ALL OF THE FOLLOWING:
¤ Hitpoints increase by 5 + CON modifier
¤ 2 saves gain +1 bonus
¤ Add skill ranks = 2 + INT modifier

AT EACH LEVEL ABOVE FIRST SELECT AND GAIN 3 OF THE FOLLOWING IN ANY ORDER:
¤ Base attack bonus increase by +1
¤ 2 spell slot in next higher tier (must have 5+ slots in highest current tier to qualify)
¤ 2 spell slots in highest existing tier (1st tier if no spell slots possessed)
¤ 3 spells known (any spell tier, including cantrips/orisons)
¤ 1 feat
¤ Add 6 skill ranks

AT LEVEL 8 AND AT LEVEL 15, SELECT AND GAIN 1 OF THE FOLLOWING:
¤ Uncanny dodge with improved uncanny dodge
¤ Trapfinding class feature
¤ Advanced rogue talents class feature (does not include a talent)
¤ Lay on hands class feature (positive or negative energy, 1d6 per 2 BAB rounded up, does not grant uses/day)
¤ Mercy class feature (includes 1 mercy, must have lay on hands class feature to qualify)
¤ Channel energy class feature (1d6 per 2 BAB rounded up, does not grant uses/day)

FEAT CHANGES
¤ Simple weapon proficiency grants all simple weapons
¤ Martial weapon proficiency grants a group of similar simple & martial weapons
¤ Ignore feat prerequisites that specify membership in a class.
¤ Class feature prerequisites still apply.
¤ Replace class level prerequisites with character level.

SPELLS AND SPELL TIERS
¤ All spells are available, regardless of whether they are considered arcane or divine.
¤ There is no tier cap on spell slots.
¤ Feats that grant extra spell slots per day (if any such feats exist) are not permitted.
¤ The spell tier for any spell is determined by the lowest-numbered option applicable from the list below.
{1} If a spell is available to one or more full caster classes (classes that gain up to 9th level spells), use the lowest level that any of those classes could gain the spell as its spell tier.
{2} If a spell is available only to mid casters (classes that gain up to 6th level spells), use 1.5 times the lowest level that any of those classes could gain the spell, rounded up, as its spell tier.
{3} If a spell is available only to auxiliary casters (classes that gain up to 3rd or 4th level spells), use twice the lowest level that any of those classes could gain the spell as its spell tier.

OTHER NOTES
¤ This class does not gain weapon or armor proficiency by default. These must be gained using feats.
¤ The decision to exclude familiars/companions/bonds is intentional.
¤ Some features do not grant uses per day by default. Use feats to gain 'extra' uses/day.
¤ Any option may only be selected once (per level) for each time it is listed.
¤ If multiclassing, discard all weapon/armor/shield proficiencies gained from other classes, or reduce initial feat allotment from this class by the number of feats needed to acquire those proficiencies.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

This question has arisen in numerous rules discussions, most of which start out on a related topic. It typically degenerates into an argument, as no consensus can be reached, and each side finds examples to support their perspective. Numerous requests have been made to provide an answer to this question, but to date no answer has been posted in the FAQ.

If a PC has more (or less) than two hands, what is the maximum number of off-hand attacks they can make (when the specific descriptor of the extra or missing hands does not say)?

  • {A} They can make a maximum of one off-hand attack regardless of how many hands they have.
  • {B} They can make one off-hand attack for each off hand they have, minimum 0 (if they have 1 hand). Wielding a two-handed weapon reduces this number by 1.
  • {C} They can make one off-hand attack for each off hand they have, minimum 1 (if they have 1-2 hands). Wielding a two-handed weapon reduces this number by 1.
  • {D} They can make one off-hand attack for each off hand, but only with held weapons, not unarmed attacks. Wielding a two-handed weapon reduces this number by 1.
  • {E} They can make one off-hand attack for each off hand, unless they wield a two-handed weapon in their main hand, in which case none.
  • {F} They can make one off-hand attack for each off hand their species would normally possess, minimum 0. Wielding a two-handed weapon reduces this number by 1.
  • {G} They can make one off-hand attack for each off hand their species would normally possess, minimum 1. Wielding a two-handed weapon reduces this number by 1.
  • {H} They can make as many off-hand attacks as they can wield weapons (excluding the weapon in their main hand).
  • {J} They can make one off-hand attack, unless they have natural weapons that double as prehensile limbs, in which case they can sacrifice natural attacks with these limbs to gain extra off-hand weapon attacks.
  • {K} Other: Please describe.

Just to clarify, a 'hand' is a prehensile limb that is capable of wielding a weapon and using it to make attacks. This question does not address natural weapons.

Each of the options listed above is a perspective that at least one individual has insisted to be accurate, per RAW.

This question does not take into account the numeric penalties on attack roles, which are defined in the Two-Weapon and Multiweapon Fighting feats.


I'm looking for spontaneous casting classes with a spell progression comparable to wizards or clerics, meaning they gain access to a new spell level at every odd caster level (1st at L1, 2nd at L3, 3rd at L5, etc., to 9th at L17).

Have any spontaneous casting classes with this progression been published for Pathfinder? Do any of the archetypes or published variants/options allow this progression for existing classes with spontaneous casting, or grant spontaneous casting to classes that have this progression?


The text for the Wild armor property says you preserve the armor and enhancement bonus when wild shaped. What about other properties on the armor?

Let's just make up some potent armor as an example. Dragonhide +1 wild deathless brawling delving breastplate with energy resist 30 and moderate fortification. Total cost over 140,000 GP (including discount).

If a druid wearing this armor used Wild Shape, would they keep all of the special enhancements, only the ones tied to an enhancement bonus (deathless & brawling & fortification), or only the flat armor bonus (+7) and nothing else?


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These are homebrew spells I put together a while ago. Not sure if anyone else has published anything similar, but I couldn't find any.

FEY FORM I

School transmutation (polymorph); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)
When you cast this spell, you can assume the form of any Small or Medium creature of the fey type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, and scent. Small fey: If the form you take is that of a Small fey, you gain a +4 size bonus to your Dexterity, and a +2 deflection bonus to your armor class. Medium fey: If the form you take is that of a Medium fey, you gain a +2 size bonus to your Strength and Dexterity, and a +2 deflection bonus to your AC.

FEY FORM II

School transmutation (polymorph); Level sorcerer/wizard 6
This spell functions as fey form I except that it also allows you to assume the form of a Tiny or Large creature of the fey type. If the form you assume has any of the following abilities (or any variation thereof), you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (perfect maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, animated hair, aura, blinding beauty, invisibility, poison (natural attacks only), stun, tree meld, trip, unearthly grace, and wild empathy. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Tiny fey: If the form you take is that of a Tiny fey you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +2 deflection bonus to your AC. Large fey: If the form you take is that of a Large fey, you gain a +4 size bonus to your Strength and Dexterity, and a +4 natural armor bonus.

FEY FORM III

School transmutation (polymorph); Level sorcerer/wizard 7
This spell functions like fey form II except that it also allows you to use more abilities. If the form you assume possesses (or has a chance of possessing) any spell-like abilities or supernatural abilities that mimic spells, treat the mimicked spells as if they are on your known spells list. If you prepare spells, you may spontaneously cast a mimicked spell in place of a prepared spell of equal or higher level. If these abilities are already in your spells known or prepared, you may cast them without verbal or somatic components. You do not gain extra spells per day. You do not gain the ability to cast spells as a member of a spell-casting class, even if the assumed form would have this ability.


I tried searching, but came up empty. Is there a published magic item for Pathfinder that (temporarily) adds one or more specific spells to a spontaneous caster's list of known spells?


Is there a published spell that can be used specifically for voice amplification (like speaking into a megaphone)? I looked but could not find one. Ghost Sound might be an option, but the spell description doesn't indicate whether it can reproduce specific sounds.