Base Class: Metamorph


Homebrew and House Rules

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No, it is not another shapeshifter class.
As usual, the balance of this class was never actually tested and as such should be used with care.
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Metamorph

Role: Metamorph taps the mysteries of lifeforce to acquire features of various beasts and magical monsters slowly turning into an exotic inhuman entity.

Hit Dice: 1d10
Base Attack Bonus: High
Good Saves: Fortitude, Reflex
I am tempted to changing HD to 1d12 and removing Reflex from favored saves.

Class Skills: Metamorph class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge [arcana] (Int), Knowledge [nature] (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis) and Swim (Str).

Skill Ranks Per Level: 4 + Intelligence modifier

Weapon And Armor Proficiency: Metamorphs are proficient with simple weapons, light armors and all natural attacks.
Evolutions: At first level, a metamorph begins his transformation gaining the ability to acquire inhuman traits. He has a pool of evolution points used to select between available evolutions equal to 2+class level. At 4th level and every five levels thereafter one additional point is added to evolution pool.

All metamorphs may select basic magic, bite, burrow, claws, climb, darkvision, fast healing, flight (winged), gore, grab, improved damage, improved natural armor, low-light vision, magic attacks, major magic, minor magic, rake, reach, resistance, scent, slam, swim, tentacle, ultimate magic and wing buffet evolutions plus any evolutions listed in their origins. Metamorph must meet level and needed evolution requirements of each evolution selected.
List of evolutions is not final. This mostly applies to evolutions available through origins feature below.

Maximum Attacks: As metamorphs gain new appendages and natural weapons they have a plethora of extra attacks available. The capabilities of the body not always match the capabilities of the instincts and mind limiting a maximum number of natural attacks a metamorph can normally make with full attack to three. At 4th level and every five levels thereafter one more natural attack can be made with full attack to a maximum of 7 natural attacks at 19th level.

Origins: At first level, a metamorph selects source of his evolutions, be it weird alchemy, animalistic spirits, stealing the souls of defeated foes or surgical grafting.

Spoiler:
Alchemy: Alchemical metamorphs change their bodies by infusing themselves with esoteric compounds, exotic herbs and uncanny training. They add Heal and Knowledge [dungeoneering] to their class skill list and can select following evolutions: blindsense, blindsight, breath weapon, damage reduction, energy attacks, gills, immunity, spell resistance.

Grafts: Grafter metamorphs change their bodies through the use of mechanical or organic grafts, pieces of weird machinery or tissue taken from others. They add Knowledge [engineering] and Heal to their class skill list and can select following evolutions: energy attacks, gills, head, hooves, limbs, no breath, pincers, pull, push, sting, tail, tail slap.

Soulsteal: Soulstealing metamorphs take the vital spark from the freshly dead creatures. While they do not need to kill their victims personally, they often do. Soulstealer metamorphs treat Knowledge [religion] as a class skill and can select following evolutions: channel resistance, damage reduction, energy attacks, flight (magical), incorporeal form, lifesense, no breath, skilled, undead appearance, unnatural aura.

Totem: Totem metamorphs gain their abilties from spirits of beasts, natural or magical. They gain Wild Empathy at 1st level, using their class level in place of druid level and treat Handle Animal as a class skill. They may select following evolutions: breath weapon, gills, head, hooves, keen scent, limbs, pincers, poison, pounce, rend, sting, swallow whole, tail, tail slap, trample, tremoresense, trip, web.

Bonus Feat: At 5th level and every five levels thereafter, a metamorph gains bonus feat selected from the following list: Ability Focus, Aspect Of The Beast, Diehard, Endurance, Flyby Attack, Great Fortitude, Hover, Improved Critical (one natural attack type), Lightning Reflexes, Multiattack, Weapon Focus (one natural attack type).

Ability Increase: At 6th level, a metamorph can select evolution ability increase once. At 12th and 18th levels he may select ability increase evolution for the second and third time. He must spend evolution points on this evolutions normally.
This may end cut away - ability increase would be so obvious choice that I already changed it from being selectable for each ability score independently.

Evolution Peak: At 20th level, a metamorph changes his type or subtype, depending upon his origins.

Spoiler:
Alchemy: A metamorph gains amorphous special ability.

Grafts: A metamorph gains half-construct subtype.

Soulsteal: A metamorph gains half-undead subtype and reduces evolution cost of undead appearance by 2 points.

Totem: A metamorph changes his type to magical beast, gains darkvision with 60 feet range and can use his Wild Empathy on Magical Beasts without penalties.


Another part that can be changed in the future.

Transmogrify: At 20th level, a metamorph is no longer bound by his current form. He may spend twenty four hours alone meditating and reshaping oneself into a new form. This allows him to change his evolutions spending evolution points in a new way. Using this ability within 30 days of previous use bestows a negative energy level for the following thirty days. Multiple negative energy levels gained from overusing this ability stack.


Redesign note: Since the time I wrote it first I am thinking that it should be toned down to 1d8 HD and 3/4 BAB.

Bonus feats on the other hand could be moved to 2nd level, and every four levels thereafter to a maximum of five feats at 18th level.

Ability increase moved to 9th, 13th and 17th levels, granting +2, +4 and finally +6 inherent bonus to single ability score instead of being an evolution.

EDIT: Alchemical evolution peak should be becoming Aberration and gaining darkvision with 60 feet range.


Here is the only thing that I would change, more evolution points. You're giving them the exact same number as an edilion (I don't think that's spelled right), but an edilion has a spell caster ally. In effect, a summoner plays both the spell caster adn the edilion and as such is more effective than either alone would be. This would be like playing just the eidilion and as such, is probably underpowered.

I would look into giving them some more evolution points or at least some other class abilities to help balance them out. Maybe a building resistance to polymorph spells and/or other transmutation spells.

Anyway, that's my opinion on the matter.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

sphen is pretty spot on about it being under powered, you are effectively playing only an eidolon and making it a weak one at that.

Some sort of natural armor progression should be added to the class.

Don't tone down the hit die and bab or your just going to be making it even weaker.

Is there a reason why soul steal only gains a single new class skill when the others get two except for totem, but that gets one plus wild empathy.

to help bring it up to a more balanced level i would recommend giving them a self heal based on their origin type, for instance soul stealers would be able to make a check when a creature dies to absorb some of it's soul for a self heal.

just my thoughts on it, like the class so far, the idea of playing just an eidolon is neat.

RPG Superstar 2012 Top 32

Maybe give the Totem the option of becoming a Magical Beast or a Monstrous Humanoid. Maybe add Fly and Ride as class skills?

Looks like a fun class! :-)

I would keep it full BAB and 1d10 HD. It's mostly a combat class, right?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i haven't put in the point cost for evolutions or reworded evolutions so they weren't summoner specific but here's a google doc with my suggested changes to the class as a full class template.

Metamorph


The reasoning behind lowering BAB is to avoid making a melee combat monstrosity with full attack weapon routine of a Fighter plus enormous amount of natural attacks. I would prefer to tone down HD and BAB and add other features instead.

Natural Armor: I thought about class-based AC progression and decided against - unlike eidolons, the metamorph can wear armor and shield. He may still get improved natural armor evolution to gain/augment AC. Adding fixed natural armor progression would require some sort of limitation on armor, beyond requirement for custom-made ones if evolves into more bizzare form.

I might think about some sort of self-heal ability available at levels lower than fast healing. I must admit that I am fan of self-heals.

I think that more evolution points would allow taking too much at the same time but I might be wrong on that - it's one of the things where I would like to add something else instead of just more of the same.

EDIT: Also, yes, Fly generally should be class skill for metamorph.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

in the write up i put for you i actually removed the armor proficiency as it didn't make sense for a class that would grow extra limbs, extra heads, tails, wings.. figuring out the armor they would have to wear would be a pain. I would consider putting a limitation on the class stating they can only use natural attacks or weapons in one round instead of both, which is easy to explain rp wise cause they are not born with their natural attacks but rather force them upon their bodies so being able to do both at once is outside the scope of what they can achieve.

also if you want to send me a message with your email address i can give you edit privladges on the google doc.


Ok I like the metamorph so far, can you possible add more origins?


This looks like an interesting class to play. It kind of reminds me of the Totemist(sp?) from D&D 3.5


You sir! Yes Sir! Thank You Sir! You just gave me a class for my player who wants to be a mutant in Blackmoor or Numeria. Though curious though what about a Aberrant Origin or Technological Origin? Oh! Psionic Origins anyone?


Origin represents the technique used to attain evolutions, thus the most appropriate for aberrant metamorphs would be either alchemical (using alchemy to become aberrant-like) or grafts (by attaching pieces of aberrations to oneself). Incidentally, technological origin would be grafts or alchemy (in case of radiation/chemically-induced mutations) as well.

And yes, today, when I was returning from shop I thought what new origins could I introduce or how to rework existing ones.

Psionic origins I won't do because I do not associate them with physical changes that are core of this class.

About armor and weapons I probably comment later, now I think my potatoes are scathing...


Maybe an outsider origin. Some outsider (usually a devil or a demon) helps the metamorph Evolve


Some changes I am thinking of:
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Level/Abilities
1-- Evolution, origins
2-- Vital surge 1d6
3-- Bonus feat
4-- Vital surge 2d6
5-- Here be dragons
6-- Vital surge 3d6
7-- Bonus feat
8-- Vital surge 4d6
9-- Ability increase (+2)
10- Vital surge 5d6
11- Bonus feat
12- Vital surge 6d6
13- Ability increase (+4)
14- Vital surge 7d6
15- Bonus feat
16- Vital surge 8d6
17- Ability increase (+6)
18- Vital surge 9d6
19- Bonus feat
20- Evolutionary ascendency, vital surge 10d6

Vital Surge (Su): At 2nd level, a metamorph can tap inner reserves of own vitality to heal its wounds as a swift action. This ability can be used a number of times per day equal to half the metamorph level plus Constitution modifier. With one use of this ability, a metamorph can heal 1d6 points of damage for every two metamorph levels possessed.
Yup, this is a self only Lay On Hands that requires no hands to use. Would it be too strong, too weak or just right?

Here be dragons: Well, not exactly. I am thinking about something like Rejuvenating/Recovery Surge (Su) that would be allowing metamorph to recover from certain conditions while using vital surge. Probably fatigue, sickness, shaken, staggered, downgrade exhaustion to fatigue. Another alternative is to give some sort of first step towards the Evolutionary Ascendency based upon the metamorph's origin but for that I would probably should add at least one or two steps at 10th and 15th as well to keep the progression harmonious instead of one step at 5th and second at 20th.

Ability Increase: At 9th level metamorph gains +2 inherent bonus to single ability score. This bonus increases to +4 at 13th level and to +6 at 17th.
Taken exactly from the sorcerer's abyssal bloodline. I wonder if the ability score should be a free choice or should it be tied to origins or maybe just make it Constitution bonus... I tend toward the free choice, despite Strength being the obvious pick for class with such melee potential thanks to multiple natural attacks.

Evolutionary Ascendency: 20th level metamorphs become more than they were before. They can completely replace their evolutions by spending eight hours meditating in solitude. This also repair their bodies and minds as if they were affected with heal and regenerate spells. Such metamorphosis can be safely used once per month. Each time it is used before full thirty days passed since the last use, the metamorph gains a negative energy level that lasts for 30 days.

Alchemical metamorphs become Aberrations and gain darkvision with 60 feet range or add 60 feet of range to existing darkvision.

Grafted metamorphs gain half-construct subtype.

Soulstealer metamorphs gain half-undead subtype.

Totem metamorphs become Magical Beasts and gain darkvision with 60 feet range or add 60 feet of range to existing darkvision.

I am thinking about possible arcane, divine, elemental and planar origins but they would probably include introduction of additional evolutions, suiting such sources of transformation.


What about a Alien Origins?


I can help create more origins and evoultions if you want


@Drejk: I'm really liking this base class.


Here is thread I started to discuss possibility of adding new evolutions shortly before I posted metamorph.


I like the way this is going, especially with the psuedo-"lay on hands" ability. Other than that, I think that something akin to the summoner's ability to share evolutions from his edilion would be cool. But in this case, the meta-morph could share it with his party members. It would have to be a pretty limited ability, but it would still be neat to literally give an ally a hand for an hour.


More thoughts recalled while washing my hair: I am thinking (again as this is not today's idea) about splitting current origins into origins (method of acquiring evolution) and path (the desired traits and destination sub/type). This way we could have alchemical aberrations alongside alchemical magical beasts, totem magical beast and totem fey.


Sphen86 wrote:
Other than that, I think that something akin to the summoner's ability to share evolutions from his edilion would be cool. But in this case, the meta-morph could share it with his party members. It would have to be a pretty limited ability, but it would still be neat to literally give an ally a hand for an hour.

I don't think that it would mach the flavor of this class. But I see potential for another base class that temporarily alters others...


Here is a thought, how about the alchemical metamorpher can also choose alchemist discoveries (only discoveries that affect the body but not the -tagens)?


Please us know when you have a final version up.


I had another thought for this. The ability to shift back and forth between the base form and the evolution form


May want to consider a secondary stat for abilities. I would suggest you tone down the number of lay on hands(self) you get by half and add a +charisma to it.

That way you could have other interesting abilities.

Consider the evolution surge spells as (su) effects that you could get.

(SU): the metamorgh, through means both unknowable and frightening, undergoes an additional evolution. This effect acts like lesser evolution surge with a target of self. In all other ways this ability acts as the spell, with a spell caster level equal to the metamorph class level. This ability can be use 3+ charisma times per day.

This ability could get better at 12th level (evolution surge) and again at 16 (greater evolution surge)

I made a very similar class in the multiclass archetype thread


Its also important for classes like this to have a bit of MAD.


Vero wrote:
Here is a thought, how about the alchemical metamorpher can also choose alchemist discoveries (only discoveries that affect the body but not the -tagens)?

I'll look though discoveries but at the moment I think that it would be redundant to evolutions, IIRC, all the existing discoveries that alter the body can be duplicated by evolutions so adding another mechanic would needless complexity.

EDIT: I looked through discoveries and found the following: Lingering Spirit, Mummification, Nauseating Flesh, Preserve Organs, Tentacle, Vestigial Arm, Wings. Of these last three are already available through evolutions and remaining could be made into new evolutions.

Sphen86 wrote:
I had another thought for this. The ability to shift back and forth between the base form and the evolution form.

Masking ability that would make one look normal... Could be done, could be done. I'll add a note.

Trodgar wrote:
May want to consider a secondary stat for abilities. I would suggest you tone down the number of lay on hands(self) you get by half and add a +charisma to it.

Lots of base classes I am writing are Charisma-dependent so I decided to avoid use of Charisma for that class. It will be used only to determine DC and concentration checks for spell-like abilities gained through evolutions.

I want vital surges to be used for something beyond healing so 10+Con modifier (likely large) at 20th level should not be a real problem like it isn't for paladin - whose Charisma tend to be equally large at 20th level (and unlike paladin's one the metamorph does not get to maximize healing at 20th level).

Quote:
Consider the evolution surge spells as (su) effects that you could get.

I thought about evolution surges, I think that in one draft it was some sort of evolution surge instead of transmogrify effect at 20th level but was later replaced. Maybe I will add a feat or class feature that allows burning vitality surges for evolution surges.


You may want to at least make the soulsteal metamorph cha dependent


I want to keep this thread alive cuz this is an awesome class idea


I kinda ran with this idea. I made some rather significant changes from the original concept, which is why I didn't post it up, but I'm going to now to see if you guys like any of the changes. Or see any that you want to add in. Since the tables don't carrry over, I'll just fill in some of the following:
Fast progression on Fort and Reflex saves, slow on Will.
3/4 BAB; the Monk's flurry of blows BAB when applied to Natural Attacks only
Natural Armor Progression ending at a +10 at level 20

Metamorphs are individuals that have learned to connect existence with themselves in order to reshape their bodies. They can become almost anything. While most have a single alternate form they favor, they can adapt as needed should the situation arise.
Role: Metamorphs can fit a variety of roles from stealth to combat to scouting.
Alignment: any (tends towards Chaotic)
Hit Die: d12

CLASS SKILLS
Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex); Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis) and Swim (Str).
2 + Intelligence modifier

CLASS FEATURES
Weapon And Armor Proficiency: Metamorphs are proficient with simple weapons and all natural attacks granted by their evolutions.

Natural Attacks: Whenever a Metamorph uses a natural attack granted by his evolutions, he uses the Natural Weapon Attack Bonus listed in place of the standard. If he has more than one natural attack, he may choose which attack to use. He may not, however, gain additional attacks per round beyond what is listed in this fashion.

Evolutions: At first level, a Metamorph begins his transformation gaining the ability to acquire inhuman traits. He has a pool of evolution points used to select between available evolutions equal to 2 + class level. At 4th level and every five levels thereafter one additional point is added to evolution pool. All Metamorphs may select any evolution available to an eidolon, with the exception of those that grant ability score bonuses. Metamorphs must meet level and needed evolution requirements of each evolution selected. The evolutions chosen are not permanent, but it requires 24 uninterrupted hours of meditation to change or switch evolutions.

Shifter: At first level, a Metamorph can shift between his natural shape and his evolution state as a full round action. At 5th level, you can shift as a standard action. At 10th level, this becomes a free action. At 20th level, you can shift as an immediate action.
Natural Armor: A Metamorph gains a natural armor bonus when he is in his “evolution” state. This stacks with any natural armor he gains from evolutions.

Vitality Surge (Su): At 2nd level, a Metamorph can tap inner reserves of own vitality to heal its wounds as a swift action. This ability heals 1d6 HP for every 2 Metamorph levels and can be used a number of times per day equal to their Constitution modifier.

Recovery Surge (Su): This ability allows a Metamorph to remove one negative condition from themselves a number of times per day equal to their Constitution modifier + 3. A Metamorph must chose the condition they can remove when they gain this ability and may add another condition to those they can remove every 4 levels (7th, 11th, 15th, 19th). Each use of this ability can only remove one negative condition at a time. Condition that can be removed with this ability are: Fatigued, Shaken, Sickened; at 7th level the list also includes Dazed, Diseased, and Staggered; at 11th level the list includes Cursed, Exhausted, Frightened, Nauseated and Poisoned; at 15th level the list includes Blinded, Deafened, Paralyzed and Stunned.

Bonus Feat: At 4th level and every four levels thereafter, a Metamorph gains a bonus feat.

Enchanted Attack: A Metamorph has the ability to enhance their natural attacks. Starting at 5th level, this bonus acts as a +1 enchantment. This bonus increases as he levels and can be stacked with the existing bonus (to a maximum of +5) or be used to add a weapon special ability. A ranged enchantment cannot be added. This ability does not stack with the Magic Attacks or Energy Attacks evolutions.

Ability Increase: At 9th level a Metamorph gains a +2 bonus to any one ability score. He receives this bonus again at 13th and 17th level and can allocate these additional +2 bonuses as he sees fit.

Greater Shifter: At 20th level, a Metamorph is no longer bound by his current form. He may switch his evolutions each day with only 1 hour of meditation. He is also immune to all polymorph spells and affects.


Does it still use evolution origins


I think that I will appropriate immunity to hostile polymorph effect from your version for mine.


Vero wrote:
Does it still use evolution origins

I took out the origins feature entirely. I just couldn't find a way that I was satisfied with to incorporate them.

@Drejk: I know that this has changed a fair amount from your original post, but I hope it stays true to what the concept is. I really liked the idea of this class and I think its going to work great in my group.


When I was creating the class I thought about variant or sister-class that would, like yours, select evolutions on a daily basis, but it was a side design that remains just a basic idea for now.


Now I think I will remove totem origins from the metamorph and make a separate totemist class that draws power from his totem and can change set of aspects (i.e. mostly evolutions) on a daily basis (like Sphen86 version) while Metamorph will have more combat oriented abilities, including Feral Flurry switching BAB to class level x1 while performing a full attack with natural attacks only. Or maybe I just give the Metamorph full BAB and cut away vitality surge. Totemist might get Lay On Hands, I will think more about it as I would like to make it into party support-capable class.


natural attacks don't suffer iterative penalties. Giving the Metamorph full base would be broken, no ifs, ands, or buts about it. with multi attack and 7 attacks (hopefully a cap added to level progression) at full base your attack bonus would be 20/18/18/18/18/18/18..... which is obviously going to kill pretty much anything, not to mention pounce is an evolution that you have available. This class would have dpr that could not be matched AND a fantastic self heal AND amazing hit die AND two good saves which is uncommon for D10 classes..... its getting laid on a little thick.


Trogdar wrote:
natural attacks don't suffer iterative penalties. Giving the Metamorph full base would be broken, no ifs, ands, or buts about it. with multi attack and 7 attacks (hopefully a cap added to level progression) at full base your attack bonus would be 20/18/18/18/18/18/18..... which is obviously going to kill pretty much anything, not to mention pounce is an evolution that you have available. This class would have dpr that could not be matched AND a fantastic self heal AND amazing hit die AND two good saves which is uncommon for D10 classes..... its getting laid on a little thick.

Actually with high BAB it would be 20/20/20/20/20/20/20 most of the time. Unless one would pick up secondary attack evolutions over primary ones but it can easily be avoided with multiple clawed limbs, bite and gore combination.

Giving the Metamorph a medium BAB was my initial idea but it leads to problem when comparing with Synthesis Summoner - which gets the same BAB, the same number of natural attacks, the same number of evolutions but also gets spells *and* summon monster spell like ability usable while not in synthetised form. On the other hand Synthesis seems to be a problematic archetype in the first place and probably no class should be balanced against it so it is why I returned to medium BAB in the second post. I am now wondering how to balance Metamorph (with fixed evolutions) against newly proposed Totemist (with evolutions selected on a daily basis).

Pounce will be probably gone with the totem origins and may or may not return due to the origins redesign.


I believe that regardless of how many 'primary' natural attacks you purchase, only one can be the primary in any attack round. So in the above example, the first would be 20 and all iterative attacks would be 18 thereafter.


It worked that way in 3.5 and was changed in PF: now every natural attack has fixed designation as primary (bite, claws, gore, slam, sting, talons) or secondary (hoof, tentacle, pincer, tail slap, wings, other*). The designation only changes in two general circumstances: (1) when natural attacks are used with wielded weapon/unarmed attack when all natural attacks change to secondary ones; (2) if the creature has only one type of attacks, like 1 tentacle or 4 wings they are considered primary even if designated as secondary in the table.

*

Spoiler:
I found error in Bestiary 2 PRD table - it lists sting twice, when other line should be.


I know I didn't post the table (because the formatting is always terrible), but natural attacks done by the Metamorph that I posted would follow the Monk's flurry of blows BAB in place of any other. Their standard BAB for manufactured weapons or for unarmed strikes while not morphed is the 3/4 BAB. The section on Natural Attacks may need to be re-worded, but it is meant to convey this clearly.


Preview of changes to origins - as stated above they are split into origins (method/source of forced evolution) and phenotype (direction of evolution) allowing for greater number of combinations. Origins are more generic. Name of that feature may change in the future - I thought about "method", "path", "way", "methodology", "genesis".
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Class Skills: Metamorph class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex) and Swim (Str).

Origins: At the first level, a metamorph selects the way of triggering and shaping his evolutions, be it deliberate directing, instinctual shaping or spiritual inspiration.

Spoiler:
Scholarly: The evolution is directed through deliberate, esoteric science processes, like alchemy or grafting. The metamorph treats Heal as an additional class skills and uses Intelligence to determine effects of certain abilities.

Instinctual: The evolution of instinctual metamorph is driven by instinct and hunches more than anything else. The metamorph treats Survival as an additional class skill and uses Wisdom to determine effects of some of his abilities.
Survival may eventually return to basic class skills if I find another skill that would be instinctual metamorph bonus skill.

Spiritual: The evolution of spiritual metamorph is inspired by external impulse - a patron, an idol or even a victim. The metamorph treats Sense Motive as an additional class skill and uses Charisma to determine effects of some of his abilities.
Sense Motive is a placeholder. I think about removal of Intimidate from generic class skills and make it spiritual metamorph bonus skill.

Phenotype: At the first level, a metamorph also has to select the direction of his evolution, representing the general type of creatures his evolutions will resemble. Phenotype primarily determines the evolutions accessible to the metamorph. Additionally, a metamorph adds half his class level (minimum +1) to Knowledge checks while recognizing creatures of the corresponding type and identifying their abilities and weaknesses.

Spoiler:
Aberrant: Aberrant metamorphs slowly transform into alien monstrosities. They add Knowledge [dungeoneering] to the list of class skills and gain bonus to it when identifying aberrations.

Bestial: Bestial metamorphs leave the pretenses to humanoid shape and become progressively animalistic. They add Knowledge [arcana] to the list of class skills and gain bonus to it when identifying magical beasts.

Constructed: Constructed metamorphs replace parts of their flesh with inorganic elements. They add Knowledge [arcana] to the list of class skills and gain bonus to it when identifying constructs.

Draconic: Draconic metamorphs become more and more dragon-like. They add Knowledge [arcana] to the list of class skills and gain bonus to it when identifying dragons.

Fair: Fair metamorphs mimic fey entities. They add Knowledge [nature] to the list of class skills and gain bonus to it when identifying fey.

Monstrous: Monstrous metamorphs pride on keeping fully humanoid, if exotically evolved form. They add Knowledge [nature] to the list of class skills and gain bonus to it when identifying monstrous humanoids.

Plant: Plant metamorphs change their metabolism to be plant-like. They add Knowledge [nature] to the list of class skills and gain bonus to it when identifying plant creatures.

Undying: Undying metamorphs come dangerously close to the border between life and death. They add Knowledge [religion] to the list of class skills and gain bonus to it when identifying undeads.
There might be a few more phenotypes in the future: Celestial, Elemental, Fiendish, etc, but not at the moment.

Evolutionary Ascendency: At 20th level, metamorphs reach the peak of their evolution. Their type/subtype switches to match their phenotype.

Spoiler:
Aberrant metamorphs change their type to aberration and gain darkvision with 60 feet range (or increase range of existing darkvision by 60 feet).

Bestial metamorphs change their type to magical beast and gain darkvision with 60 feet range (or increase range of existing darkvision by 60 feet).

Constructed metamorphs gain half-construct subtype.

Draconic metamorphs change their type to dragon and gain darkvision with 60 feet range (or increase range of existing darkvision by 60 feet).

Fair metamorphs change their type to fey and gain low-light vision (or increase the range multiplier of existing low-light vision by 1).

Monstrous metamorphs change their type to monstrous humanoid and gain darkvision with 60 feet range (or increase range of existing darkvision by 60 feet).

Plant metamorphs gain half-plant subtype.

Undying metamorphs gain half-undead subtype.

Metamorphic Mastery (Su): 20th level metamorph can completely exchange his evolutions by spending eight hours in solitude. Scholarly metamorphs have to tinker with their bodies while instinctual and spiritual ones meditate. This act of transmogrification also repair the metamorph’s body and mind as if he was affected with heal and regenerate spells. Such metamorphosis can be safely used once per month. Each time it is used before full thirty days passed since the last use, the metamorph gains a permanent negative energy level that lasts for 30 days.


Pokes the thread back into life with wand of some new ideas

I think about keeping Medium BAB and compensate with class-based bonus to attack and damage to natural attacks. Also possibly some bonus to hit points. I still want to avoid full BAB metamorph with two-weapons getting a total of seven weapon attacks, seven natural attacks and a bonus attack from haste. Actually I could think of lowering BAB/HD to Low/d6 with a generous amount of bonuses to attack and hp and possibly some bonus to AC. HP could be increased by origins favored ability bonus every level in addition to Constitution modifier in such case.


A class like this is sorely needed in Pathfinder.


I need a catchy name for following abilities:

Adaptive/Natural/Savage/Wild Accuracy (Ex): At 1st level, a metamorph gains +1 bonus to attack rolls with natural attacks. At 3rd level and every two levels thereafter this bonus increases by 1. Actual bonus granted by this ability cannot exceed the max Dexterity bonus to AC of the armor worn.
This ability assumes low progression BAB. With medium progression BAB it would be more of +1 at 1st level with additional bonus at 5th level and every four levels thereafter.

EDIT: Natural (combat) training? But it does not add to natural attack damage... :/

Adaptive/Natural/Savage/Wild Vitality (Ex): Metamorphs are much more tougher than they would appear on the first sight. They gain a number of bonus hit points equal to their class level times the ability bonus of the mental ability score favored by their genesis feature.
Scholarly/Instinctual/Spiritual origins feature will change its name to genesis.

Assuming an average favored mental ability score of +2 the whatever vitality will boost d6 HD to being more or less equivalent to d10 HD.


I think that I'll drop the 1/2 BAB idea. It would seriously limit acquiring feats that have a high BAB requirement. I think I'll stick with 3/4 and look for other ways of making dozen attacks not the only way to go.


Back to 3/4 BAB and d8 HD.

Now I have to decide between two versions of extra hp:

Unnatural Toughness (Ex): Metamorphs are much more tougher than they would appear on the first sight. They gain a number of bonus hit points equal to their class level times the ability bonus of the mental ability score favored by their genesis feature.
Pros: increases massive damage threshold and the hit points granted by it can be healed normally.

*Or*

Vital Reserve (Ex): Metamorphs are much more tougher than they would appear on the first sight. They gain a number of temporary hit points equal to their class level times the ability bonus of the mental ability score favored by their genesis feature. Temporary hit point granted by this ability refresh after eight hours of rest, although these hours do not need to be consecutive.
Pros: automatically refreshes to maximum after rest.


Another new feature will be (probably):

Adaptations: A metamorph gains a pool of adaptation points equal to half the base evolution pool. Adaptation points can be used to select regular evolutions or to improve existing evolutions.

There will be a number of upgrades to evolutions that will be available only through adaptation points.

Again, this is an early idea that might get redesigned.


I like it :)

Sorry I can't say much more. ^^


Yes the thread is alive!!!!! I had almost given up on it. i havent read much into the changes you have made but i like the new origins and the Phenotypes. Quick question, do the phenotypes use the same evolution pools as the original origins use or have you made new ones?


I have yet to create list of evolutions suitable to use for this class. For now GM judgement would be required to determine if particular evolution suits the class as such, genesis and phenotype. Some picks are obvious some not. The two evolutions explicitly available to no genesis/phenotype combination are Ability Increase and Large.

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