just a thought


Homebrew and House Rules


is there a place for a base class that is based on the idea of the character altering themselves using an evolution pool like the Eidolon?


I had a go at it but never finished it. The 'astral avatar' may be floating around the boards somewhere.


northbrb wrote:
is there a place for a base class that is based on the idea of the character altering themselves using an evolution pool like the Eidolon?

Ultimate magic preview lists a summoner archetype whose wording hints at exactly this. I do not have the link ready atm, but you should be able to find it easily :-)

RPG Superstar 2012 Top 32

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I worked on a base shapeshifting class that used evolution points and had an evolution pool. I haven't had a chance to play test it or anything, though.

Evolver:

Evolver

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform (acting), Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Intelligence modifier.

Evolvers are proficient in all Simple and Martial Weapons. Evolvers are also proficient in any natural weapons they gain by assuming other forms. Evolvers are not proficient with any armor or shields.

LEVEL ABILITY
1. Evolution Pool, Evolutions, Evolve Form (disguise self, enlarge person, reduce person), Evolver’s Defense, Evolver’s Trick, Evolving Enhancement
2. Evolving Trait (skills)
3. Evolve Form (alter self, barkskin, tree shape)
4. Evolver’s Defense +1, Evolver’s Trick
5. Evolve Form (beast shape I, gaseous form, invisibility, water breathing)
6. Evolving Trait (feat), Rapid Change (standard action)
7. Evolve Form (beast shape II, elemental body I), Improved Evolving Enhancement
8. Evolver’s Defense +2, Evolver’s Trick
9. Evolve Form (beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, righteous might)
10. Evolving Trait (extraordinary class feature)
11. Evolve Form (beast shape IV, elemental body III, form of the dragon I, plant shape II, transformation)
12. Evolver’s Defense +3, Evolver’s Trick, Rapid Change (move action)
13. Evolve Form (elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, statue), Greater Evolving Enhancement
14. Evolving Trait (supernatural class feature)
15. Evolve Form (form of the dragon III, giant form II, iron body)
16. Evolver’s Defense +4, Evolver’s Trick
17. Evolve Form (shape change)
18. Evolving Trait (spell-like class feature), Rapid Change (swift action)
19. Ultimate Evolving Enhancement
20. Evolver’s Defense +5, Evolver’s Trick, Fluid Form

Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities.

Evolutions (Su). Whenever you change your form using your Evolve Form ability, you can spend extra points from your Evolution Pool to add one or more Evolutions your new form. Use your evolver level as your summoner level for the purposes of determining which Evolutions you can use.

Evolve Form (Su). You can change your shape as a full round action by spending 1 point from your Evolution Pool.
At 1st level, you can use disguise self, enlarger person, or reduce person.
At 3rd level, you can use alter self, barkskin, or tree shape.
At 5th level, you can use beast shape I, gaseous form, invisibility, or water breathing.
At 7th level, you can use beast shape II, elemental body I.
At 9th level, you can use beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, or righteous might.
At 11th level, you can use beast shape IV, elemental body III, form of the dragon I, plant shape II, or transformation.
At 13th level, you can use elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, or statue.
At 15th level, you can use form of the dragon III, giant form II, or iron body.
At 17th level, they can use shape change.
The Save DC of any special ability of the evolver’s assumed form is 10 + ½ your evolver level + your Constitution modifier.

Evolver’s Defense (Ex). The evolver adds his Wisdom bonus to his AC when he is not wearing any armor or carrying a medium or heavy load. This bonus applies to his touch AC, and he does not lose this bonus to his AC when he is flatfooted or otherwise denied his Dexterity bonus to AC. He does lose it if he is immobilized or helpless. At level 4, and every 4 levels thereafter, this bonus to his AC increases by +1.

Evolver’s Trick (Su). At 1st level, 4th level, and every 4 levels thereafter, the evolver chooses one of the following abilities.

Ability Damage/Drain Resistance. When you use Evolve Form, you can spend an additional point from your Evolution Pool and gain the ability to reduce the amount of ability damage, ability drain, and ability penalties you sustain by an amount equal to the number of Evolver’s Tricks that you have.

Chameleon. You gain a bonus equal to your class level on Disguise and Stealth skill checks.

Damage Reduction. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself DR 1/silver for every Evolver’s Trick you know (including this one). At 20th level, when you use this ability you gain DR 10/silver instead.

Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms.

Fast Healing. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself Fast Healing 1 if your hit point total is less than ½ your normal maximum.

Fortification. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of Light Fortification. At level 8, you gain the ability to spend 2 additional points from your Evolution Pool to gain the benefits of Medium Fortification. At level 16, you gain the ability to spend 3 additional points from your Evolution Pool to gain the benefits of Heavy Fortification.

Hand Tool. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a tool. If you spend an additional point from your Evolution Pool, this is considered a masterwork tool.

Hand Weapon. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Simple weapon. By spending 2 points from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Martial weapon.

Kangaroo Pouch. You can grow a pouch with an extradimensional capacity on your body. You can store up to 10 pounds per level in the pouch. You can remove or place an item in the pouch as a free action; this essentially lets you use Quick Draw for any weapons that are stored in your pouch.

Living Weapon. By spending 1 point from your Evolution Pool, you can transform your hands into claws that do damage equal to the unarmed strike of a monk of your level.

Magic Fang. When you use Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of magic fang to one of your natural attacks. You can spend 2 additional points from your Evolution Pool to gain the benefits of greater magic fang instead. You can spend 1 additional point from your Evolution Pool to gain the benefits of align fang.

Quick Change. You decrease the amount of time it takes to use Evolve Form by one step, from a full round action to a standard action at 1st level, from a standard action to a move action at 6th level, from a move action to a swift action at 12th level, and from a swift action to a free action at 18th level.

Quick Curing. You can spend one point from your Evolution Pool as an immediate action and heal yourself 1d8 hit points for every Evolver’s Trick that you have.

Quick Foot. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to give yourself a +10 foot enhancement bonus to your speed for every Evolver’s Trick you know (including this one).

Evolving Enhancement (Ex). Whenever you use your Evolve Form ability, you gain one of the following enhancements: +2 to Strength, +2 to Dexterity, +2 to Constitution, or +2 to your natural armor. At 7th level, you choose two of the above enhancements, and one of them provides a +4 bonus. At 13th level, you choose three of the above enhancements, and one of them provides a +6 bonus and one provides a +4 bonus. At 19th level, you gain a +8, +6, +4, and +2 bonus, distributed amongst all four enhancements.

Evolving Trait (Ex). At 2nd level, you gain an evolving trait. You gain an additional evolving trait at levels 6, 10, 14, and 18. An evolving trait is an ability you can change each day; once it is selected it lasts for 24 hours or until you spend a point from your Evolution Pool to change it. At 2nd level, you can use your evolving trait to gain a number of skill ranks equal to your level. At 6th level, you may select any feat you qualify for as a bonus feat. At 10th level, you can select any extraordinary class ability from any other class, this ability must be available at the other class’s level equal to half your class level. If the ability has any prerequisites, you must meet those requirements. At 14th level, you can select any supernatural class ability from any other class; this ability must be available to the other class at a level equal to half of your class level. At 18th level, you can select any spell-like ability class feature from any other class; this ability must be available to the other class at a level equal to half of your class level.

Rapid Change (Su). At 6th level, you can use Evolve Form as a standard action. At 12th level, you can use Evolve Form as a move action. At 18th level, you can use Evolve Form as a swift action.

Fluid Form (Su). You can use Evolve Form at will without spending any points from your Evolution Pool. You may still spend points from your Evolution points to enhance your form or activate any of your other class abilities, as normal.

RPG Superstar 2011 Top 8

SmiloDan wrote:

I worked on a base shapeshifting class that used evolution points and had an evolution pool. I haven't had a chance to play test it or anything, though.

** spoiler omitted **...

Looks interesting!

Two things jump out at me that might need a bit of looking at.

First is the class skills list. Its got more class skills than any of the Core classes, and I'm not sure why. I would consider dropping Knowledge (Nobility), (History), and (Geography) anyway, and probably Handle Animal and Ride. It just seems like this guy should *become* his mount, not need one.

Other than that, the other question is how long does the Evolve Form ability last? I think 1 minute, or even 1 minute/level is fine, but if it is meant to be an all day ability I think it starts to get a bit unbalanced at later levels. The class might need a slightly larger Evolution Pool depending on the duration of the Evolve Form ability, but that'll just take some play testing to work out.


I thought about that. I think it would be an awesome class. Just make the player an edilion with a few bumps for balance.

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