
Felgoroth |

So after reading this thread and seeing all the stuff about wanting a Shape Shifter class, I thought I'd give it a go. It is not complete yet and I'm sure there's some things that could use tweaked. I still need more Transmogrify Powers and I definitely want a capstone. Really what I did was take the Alchemists Mutagen (and some of the discoveries for mutagens) and gave them to the Transmogrifist as an ability similar to rage, then I gave it Transmogrify Powers which are pretty much its equivalent of Rage Powers. Anyway, here it is:
The Transmogrifist
Starting Gold: 3d6 x 10 gp
Starting Age: As a Ranger
Alignment: Any Chaotic.
Hit Die / BAB: d10 / full
Saves: Good Fortitude and Reflex
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (Nature), Perception, Stealth, Survival, and Swim. Skill Ranks at Each Level: 4+int modifier
Weapon and Armor Proficiencies: Transmogrifists are proficient with all simple weapons and any natural weapons they gain during a transmogrification. They are proficient with light armor, but not with shields.
1: Natural Attack, Transmogrify
2: Transmogrify Power, Uncanny Dodge
3: Scent
4: Transmogrify Power
5: Improved Uncanny Dodge
6: Transmogrify Power
7: Fast Healing 1
8: Transmogrify Power
9: Beastly Transmogrification
10: Transmogrify Power, Fast Healing 2
11: Improved Transmogrification
12: Transmogrify Power
13: Fast Healing 3
14: Transmogrify Power
15: Feral Transmogrification
16: Transmogrify Power, Fast Healing 4
17: Multiattack
18: Transmogrify Power
19: Greater Transmogrification, Fast Healing 5
20: Transmogrify Power
Natural Attack: At 1st level a Transmogrifist may choose to gain a bite, gore, slam, or two claw attacks while he is transmogrified. The bite attack deals 1d6 (1d4 if Small) plus strength modifier and a half on a successful hit. The gore attack deals 1d4 (1d3 if Small) damage plus strength modifier and a half on a successful hit and in addition, deals double damage on a charge attack. The slam attack deals 1d8 (1d6 if Small) damage plus strength modifier on a successful hit. The two claws each deal 1d4 (1d3 if Small) damage plus strength modifier on a successful hit. At 4th level, the natural attack(s) are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step. At 10th level, the natural attack(s) are considered chaotic weapons for the purpose of overcoming damage reduction. At 16th level, the natural attack(s) are considered adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Transmogrify: A Transmogrifist can call upon bestial powers within himself to alter his body into a hideous form. At 1st level a Transmogrifist learns to change his shape for a number of rounds per day equal to 4 + his Constitution modifier, at each level after 1st he may change shape for 2 additional rounds. Temporary increases to Constitution such as those gained from transmogrify and spells like bear’s endurance do not increase the total number of rounds that a Transmogrifist can transmogrify. A Transmogrifist can transmogrify as a free action. The total number of rounds of transmogrify per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
During a transmogrification, a Transmogrifist selects one physical ability score - Strength, Dexterity, or Constitution. While he is transmogrified he gains a +4 morale bonus to the selected ability score as well as a +2 natural armor bonus. In addition while the transmogrification is in effect, the Transmogrifist takes a -2 penalty to one of his mental ability scores. If he is enhancing Strength, it applies to his Intelligence, if he is enhancing Dexterity, it applies to his Wisdom, and if he is enhancing Constitution, it applies to his Charisma. If the Transmogrifist chooses Constitution he is granted 2 hit points per Hit Dice, but these disappear when the Transmogrification ends and are not lost first like temporary hit points.
A Transmogrifist can exit his transmogrification as a free action and is fatigued for a number of rounds equal to 2 times the number of rounds spent transmogrified. A Transmogrifist cannot transmogrify while fatigued or exhausted but can otherwise transmogrify multiple times during a single encounter or combat. If a Transmogrifist falls unconscious while transmogrified, his transmogrification immediately ends, placing her in peril of death.
Transmogrify Powers: As a Transmogrifist gains levels, he learns to use his transmogrification in new ways. Starting at 2nd level, a Transmogrifist gains a transmogrify power, he gains another transmogrify power for every two levels of Transmogrifist attained after 2nd level. A Transmogrifist gains the benefits of transmogrify powers only while transmogrified, and some of these powers require the Transmogrifist to take an action first. Unless otherwise noted, a Transmogrifist cannot select an individual power more than once.
Climber: While transmogrified, the Transmogrifist adds his level as an enhancement bonus on all Climb skill checks.
Fleet of Foot: While transmogrified, the Transmogrifist gains a 5-foot enhancement bonus to his speed. A Transmogrifist can select this power up to 3 times, its effects stack.
Gills: A Transmogrifist with this power grows gills granting him the ability to breathe underwater indefinitely while transmogrified. A Transmogrifist must have the swimmer Transmogrification Power and be at least 8th level to select this power.
Intimidating Glare: This power functions as the Barbarian rage power of the same name.
Jumper: While transmogrified, the Transmogrifist adds his level as an enhancement bonus on all Acrobatics skill checks.
Monstrous Transmogrification: While transmogrified a Transmogrifist grows 1 size category taking all the penalties and gaining all the benefits of becoming a larger creature. In addition the character treats weapons as 1 size category larger, gains a 10ft. reach, and takes up 2 spaces. If the Transmogrifist starts his transmogrification with someone in a square he would take up by growing, opposed strength checks are made and the character that loses is pushed back 5ft, if there is a wall or obstruction the character pushed back falls prone. A Transmogrifist must be at least 8th level before selecting this power.
Swimmer: While transmogrified, the Transmogrifist adds his level as an enhancement bonus on all Swim skill checks.
Terrifying Howl: This power functions as the Barbarian rage power of the same name. A Transmogrifist must have the intimidating glare Transmogrification Power and must be of at least 8th level to select this power.
Wings: A Transmogrifist with this power grows large wings like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Transmogrifist gains a fly speed equal to his base land speed. The Transmogrifist has good maneuverability unless he also has the Monstrous Transmogrification, in which case he has average maneuverability. A Transmogrifist must be at least 12th level before selecting this power.
Uncanny Dodge: At 2nd level, a Transmogrifist gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Transmogrifist with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a Transmogrifist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Scent: At 3rd level a Transmogrifists sense of smell is heightened to beyond that of normal humanoids. He gains the scent special quality, allowing him to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60ft; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow a Transmogrifist to precisely locate a creature, only to detect its presence. He can detect the direction with a move action. He can pinpoint the creature's location if it is within 5 feet. The Transmogrifist can use scent to track creatures (see page 304 of the Beastiary for details).
Improved Uncanny Dodge: At 5th level and higher, a Transmogrifist can no longer be flanked. This defense denies a Rogue the ability to sneak attack the Transmogrifist by flanking him, unless the attacker has at least 4 more Rogue levels than the target has Transmogrifist levels.
If a character has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.
Fast Healing: At 7th level a Transmogrifist gains fast healing 1, this increases by 1 for every 3 levels thereafter (2 at 10th level, 3 at 13th, and so on); this bonus stays in effect even while he is not transmogrified.
Beastly Transmogrification: At 9th level when a Transmogrifist transmogrifies, he gains a second natural attack listed above, it deals the damage listed there but is treated as magical, chaotic, and adamantine at the same levels as the 1st natural attack.
Improved Transmogrification: At 12th level when a Transmogrifist transmogrifies, he gains a +4 natural armor bonus, a +6 morale bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 morale bonus to a second physical ability score. The Transmogrifist takes a -2 penalty on both associated mental ability scores as long as he is transmogrified.
Feral Transmogrification: At 15th level when a Transmogrifist transmogrifies, he gains a third natural attack listed above, it deals the damage listed there but is treated as magical, chaotic, and adamantine at the same levels as the 1st natural attack.
Multiattack: At 17th level a Transmogrifist gains the Multiattack feat as a bonus feat.
Greater Transmogrification: At 18th level when a Transmogrifist transmogrifies, he gains a +6 natural armor bonus, a +8 morale bonus to one physical ability score (Strength, Dexterity, or Constitution), a +6 morale bonus to a second physical ability score, and a +4 morale bonus to a third physical ability score. The Transmogrifist takes a -2 penalty on all associated mental ability scores as long as he is transmogrified.

Felgoroth |

Looking a little at the Warshaper from Complete Warrior, I'm thinking about adding an ability similar to Morphic Immunities which may just end up being part of it's capstone (so it would gain immunity to stunning and critical hits, and sneak attacks and maybe some other things). I think I'm also going to add in that when it gets fast healing that 1/day it may spend a full-round action to heal a number of HP equal to its Transmogrifist levels.
1 thing I'm going to change is the Natural Weapons thing at 1st level. It will now function as so - Transmogrific Weapons: As a move equivalent action a Transmogrifist may grow a natural weapon such as claws, fangs, or horns, allowing a natural attack that deals the appropriate amount of damage according to the size of the Transmogrifist (see Table 3-1 on page 302 of the Beastiary). A Transmogrifist can change transmogrific weapons as often as it likes, even if it is using a in another shape such as if it were transmogrified or someone had cast a polymorph spell on them. In addition, at 4th level, transmogrific weapons are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage of the first transmogrific weapon increases by one step. At 9th level a Transmogrifist gains a second natural attack when using his transmogrific weapons ability. At 10th level, the transmogrific weapons are considered chaotic weapons for the purpose of overcoming damage reduction. At 13th level, the damage of the second transmogrific weapon increases by one step. At 15th level a Transmogrifist gains a third natural attack when using his transmogrific weapons ability. Finally at 16th level, the transmogrific weapons are considered adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
EDIT: Also here's some new Transmogrify Powers:
Grab: A Transmgorifist with this power may attempt a free grapple check whenever he successfully hits with a transmogrific bite, claw, slam, tail slap, or tentacle. A Transmogrifist must be at least 8th level before selecting this ability.
Transmogrific Reach: While transmogrified, a Transmogrifist gains a 5ft reach with all natural attacks.