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I don't think manacles would work well (GM Dependant, obviously). The spells states the target uses the item as appropriate. No one manacles themselves, he would likely try to grab the caster and manacle him.


Mine is similar to the one above, but one of the characters I currently play is an Aberrant Bloodline Sorcerer.

His parent were slaves to some Aberrations in the Darklands (some 3.5 brain-sucking creatures not techinically in PF), and were experimented on regularly. Before the experiments came to completion, some adventurers came in, killed the beasts, and freed the slaves. My parents fled and had my character.


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I had a MoMF in a campaign being run as 3.5. Eventually, we converted over to Pathfinder, and had a difficult time figuring out the best way to do this. The GM wanted to make the MoMF an archetype, much preferring that dynamic, rather than a Prestige class. However, doing so in the Druid class would require limiting spell progression and lots of modifications, which aren't normally done with Archetypes (I've only ever seen a class lose one spell slot from each spell level and such).

We finally came to the decision that as a MoMF, my primary focus was to be combat, and made this MoMF a Ranger Archetype. It's a bit of a jump, but so far, it's seemed to work quite well.

This is what we are currently using. I am a level 19 Ranger, and am not outshining our other meleers in the least (Damn Greatsword Barbarians!) Feel free to provide insight on possible issues/imbalance you see in this. (FYI - the Fey Form and Weird form spells are custom ones from the GM, bust based quite directly on the existing format)

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Master of Many Forms
Ranger archetype
This rare and specialized path that some Rangers follow is only for those secure in their sense of self. These Rangers forgo their racial enmities and terrain mastery for a more versatile role in the wild. Learning the way of Wild Shape from Druids long ago, these Rangers have taken the ability to the next level, and have mastered the ability to change into forms thought impossible by others. Typically they become masters of infiltration but must be careful to never lose sight of who they are, when so few of them ever stay in their natural form for long.

Class Skills
At 1st level, a Master of Many Forms Ranger adds Bluff, Diplomacy, Disguise, and Fly to his list of class skills and removes Heal, Intimidate, Knowledge (geography), and Ride from his list of class skills.

Combat Style Feat (Ex)
At 2nd level, a Master of Many Forms Ranger must choose the natural weapon combat style.

Shifter’s Blessing (Su)
At 3rd level, the Master of Many Forms can take on the aspects of a wild creature once per day as a swift action. He can remain in this form for a number of rounds equal to his Ranger level + his Wisdom modifier. While in one of his shifter’s blessing forms, the Ranger gains the shapeshifter subtype. The Master of Many Forms must choose one of the following forms. Once this choice is made, it cannot be changed.

Form of the Bear: The Ranger’s muscles enlarge and tighten, and his facial features become more ursine. While in this form, the Ranger gains a +4 enhancement bonus to Strength, but his base speed becomes 20 feet.
Form of the Cat: The Ranger’s muscles become lean and defined, and his gait more deliberate and graceful. While in this form, the Ranger increases his base speed by 10 feet, and he gains a +4 bonus on Acrobatics and Climb checks.
Form of the Dragon: The Ranger’s skin becomes rough and scaly. While in this form, the Ranger gains a +2 natural armor bonus to AC.
Form of the Eagle: The Ranger’s skin stretches, his nose becomes hooked, and his eyes enlarge. While in this form, the Ranger gains a +10 bonus on Perception checks.
Form of the Jackal: The Ranger becomes thin and hyperactive, his movements taking on a nervous spryness. While in this form, the Ranger can spend a move action to move up to 1/2 his speed without provoking attacks of opportunity.
Form of the Otter: The Ranger’s hands and feet grow webs, and his body grows an oily fur that is water resistant. While in this form, the Ranger gains a swim speed of 30 feet and a +8 bonus on Swim checks.

At 8th level and again every five levels thereafter, the Ranger may select an additional form for his shifter’s blessing and may use this ability one additional time per day. This is not a polymorph ability; a Ranger with shifter’s blessing in one of his shifted forms can be affected by a polymorph ability and retain his bonus and Traits gained by the class feature.
This ability replaces favored terrain.

Wild Shape (Su)
At 4th level, the Master of Many Forms learns his keystone ability, that of Wild Shape.
The Master of Many Forms gains the ability to turn herself into any small or Medium animal and back again once per day. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per ranger level, or until she changes back. Changing form is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the Ranger is familiar with.
A Ranger loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.
A Master of Many Forms Ranger can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a Master of Many Forms Ranger can use wild shape at will. As a Master of Many Forms gains in levels, this ability allows them to take on the form of larger and smaller animals, elementals, plants, and even stranger creatures. Each form expends one daily usage of this ability, regardless of the form taken.
At 5th level, a Ranger can use wild shape to duplicate the effects of the Alter Self spell.
At 6th level, a Ranger can use wild shape to duplicate the effects of the beast shape II, elemental body I, or Monstrous Physique I spells.
At 7th level, a Ranger can use wild shape to duplicate the effects of the Vermin Shape I spell.
At 8th level, a Ranger can use wild shape to duplicate the effects of the beast shape III, elemental body II, or plant shape I spells.
At 9th level, a Ranger can use wild shape to duplicate the effects of Monstrous Physique II or Fey Form I spells.
At 10th level, a Ranger can use wild shape to duplicate the effects of the elemental body III or plant shape II spells.
At 11th level, a Ranger can use wild shape to duplicate the effects of the beast shape IV or vermin shape II spells.
At 12th level, a Ranger can use wild shape to duplicate the effects of the Monstrous Physique III spell.
At 13th level, a Ranger can use wild shape to duplicate the effects of the Fey Form II and Monstrous Physique IV spells.
At 14th level, a Ranger can use wild shape to duplicate the effects of the Form of the Dragon I and Weird Form I spells.
At 15th level, a Ranger can use wild shape to duplicate the effects of the Giant Form I spell.
At 16th level, a Ranger can use wild shape to duplicate the effects of the Form of the Dragon II and Weird Form II spells.
At 17th level, a Ranger can use wild shape to duplicate the effects of the Giant Form II spell.
At 18th level, a Ranger can use wild shape to duplicate the effects of the Form of the Dragon III and Weird Form III spells.
This ability replaces all favored enemy abilities, track, hunter’s bond, woodland stride, evasion, quarry, improved evasion, and hide in plain sight.

Fast Movement (Ex)
A Master of Many Forms' speed is faster than the norm for her race by +10 feet. This benefit applies to all movement types that are natural to the form the ranger is currently using, but only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the ranger's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the ranger’s speed.
This ability replaces swift tracker.

Dual Form Shifter (Ex)
At 12th level, when the Master of Many Forms takes on a shifter’s blessing form, he can take on a hybrid of two of his forms. He gains the bonuses for both forms.
This ability replaces camouflage.

Morphic Weapons (Su)
At 19th level, when the Master of Many Forms is using Wild Shape, she may take a move action to grow a new form of natural attack that the current form does not normally have, or to increase the damage step of an existing attack by one size category.
This ability replaces improved quarry.

Evershifting Form (Ex)
At 20th level, the Master of Many Forms completes her mastery of her morphic abilities. She gains the shapechanger subtype, no longer ages, and gains immunity to critical hits, stunning, and all Transmutation effects, unless she chooses to accept it.
This ability replaces master hunter.


I think it's safe to say since there's no mention of Prestige Classes, then none will be included in the book. As much as I would like to have a Shifter/Master of Many Forms conversion, would it be possible to at least round out the polymorph school, so I can make my own conversion for the time being, specifically adding:

- Vermin Form
- Ooze Form
- Aberration Form
- Fey Form
- Monstrous Humanoid Form