| Laukai |
| 4 people marked this as a favorite. |
In the search for creating an alternative to a druid shape changer, I have been working on alternatives that don't suck... The problem I am running into is balance. I welcome any advice or suggested changes to bring this character concept into a balanced view. I understand that the description has a lot of holes in it so far, but before I go any farther, I feel compelled to gather some input before sinking a lot of time into something that people simply think can't work in a balanced way.
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Mutationist
A Mutationist no longer has a shape that she needs to call her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a Mutationist actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the arcane power of their blood and strength of that soul that enables her to take on any shape and remain herself within.
Innate masters of their shape changing bloodline, Mutationists embrace their heritage and focus on perfecting and expanding their transmutation prowess, to such a point that most consider it an obsession. Much like sorcerers, Mutationists inherit their abilities and arcane power through their bloodline.
A Mutationist may appear to be anything from the average Joe-Humanoid to the most fantastical creature they can imagine. The reason why is that shape changing in their blood. A cross blooded distant descendant between the doppelganger and Eidolon, some arcane force has awakened these ancient traits within the Mutationist which allows her to pursue and master this shape changing prowess. Unlike their doppelganger or Eidolon ancestors, the Mutationist has the power to control her own physical evolutions.
Role:
The Mutationist is a skilled shape changer, who utilizes her powers to mimic other creatures for the benefit of her and her allies.
Alignment:
Any
Hit Die:
d8
Class Skills:
The Mutationist's class skills are Concentration(Int), Acrobatics (Dex), Bluff(Cha), Climb (Str), Disguise(Cha), Escape Artist (Dex), Fly(Dex), Intimidate (Cha), Knowledge (Anatomy) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival(Wis), and Swim (Str).
Skill Ranks per Level:
4 + Int modifier
Table: Mutationist
Level Base Attack Bonus Fort Save Ref Save Will Save Special Evolution Points Max Attacks
1st 0 2 2 2 Morphic Evolution 3 3
2nd 1 3 3 3 Morphic Immunities I 4 3
3rd 2 3 3 3 Morphic Body I 5 3
4th 3 4 4 4 Morphic Immunities II 7 4
5th 3 4 4 4 Morphic Alteration I 8 4
6th 4 5 5 5 Morphic Immunities III 9 4
7th 5 5 5 5 Morphic Body II 10 4
8th 6 6 6 6 Morphic Immunities IV 11 4
9th 6 6 6 6 Morphic Alteration II 13 5
10th 7/2 7 7 7 Morphic Immunities V 14 5
11th 8/3 7 7 7 Morphic Body III 15 5
12th 9/4 8 8 8 Morphic Immunities VI 16 5
13th 9/4 8 8 8 Morphic Mastery I 17 5
14th 10/5 9 9 9 Morphic Immunities VII 19 6
15th 11/6/1 9 9 9 Morphic Body IV, Object Base Shape 20 6
16th 12/7/2 10 10 10 Morphic Immunities VIII 21 6
17th 12/7/2 10 10 10 Morphic Alteration III 22 6
18th 13/8/3 11 11 11 Morphic Immunities IX 23 6
19th 14/9/4 11 11 11 Morphic Mastery II 25 7
20th 15/10/5 12 12 12 Morphic Immunities X, Morphic Body V 26 7
aberration Base Shape
Class Features:
All of the following are the class features of the Mutationist
Weapon and Armor Proficiency:
Mutationists are not proficient with man made weapons, however, they are proficient with all unarmed or natural attacks (claw, bite, and so forth) of any form they assume.
Mutationists are not proficient with any armor or shield. If a Mutationist gains no AC benefit from wearing armor, and may only benefit from magic clothing while they are in a form that can wear it properly. Should the Mutationist change into something that the armor or clothing doesn't fit, it is temporarily absorbed into their body until they return to a form that allows them to fit again (similar to Wild Shape).
Morphic Evolution (Su):
The Mutationist is capable of taking any form she can manage, only limited by her imagination, the number of available evolution points she has available to rearrange, and a few other circumstances listed below. The Mutationist receives a pool of evolution points, based on her Mutationist class level, that she can use to determine her abilities and powers (similar progression to the Summoner's Eidolon). As a standard action, the Mutationist may rearrange her physical form by reallocating how she spent her points.
The Mutationist may only change her base form a number of times per day equal to her class level/2 + CON bonus.
Evolution Pool:
The value given in this column is the total number of points in the Mutationist's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the Mutationist gains a level, the number in this pool increases and the she can spend these points to change her shape and abilities. These choices are not set. The Mutationist can change them whenever she wishes.
The Mutationist's physical appearance is up to the Mutationist. Be it some sort of fantastical creature or just a common humanoid. In the beginning, this control is not fine enough to make the Mutationist appear as specific individual, but she will eventually learn such control to even mimic the appearance of wearing specific clothes. The Mutationist may spend her points in the same manner as a Summoner's eidolon, with the exception that the Mutationist may not use the points to purchase spell abilities.
• The Mutationist may not pick any evolution that is limited by a number of times per day it may be used (the Mutationist must rely on how she picks her spells for those effects.
• The Mutationist may not pick any evolution that modifies a skill (the Mutationist must rely on how she picks her spells and skill points).
• The Mutationist may not pick any evolution that adds a feat (the Mutationist must rely on how she picks her feats).
• To change the Mutationist's base form requires a full round action in addition to the action required to apply evolutions to fill in the details.
Base Forms:
The Mutationist must pick a creature which is to be copied, each of which will fall into one of the base forms listed below.
Each Mutationist has one of the base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the Mutationist's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Mutationist attacks add the eidolon's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses or penalties from these free evolutions are already factored into the starting statistics.
Alternatively, any one of these base forms can be used to make a Small Mutationist. If the Mutationist is Small, she gains a +2 bonus to its Dexterity score. She also takes a -4 penalty to its Strength and a -2 penalty to her Constitution. She also gains a +1 size bonus to its AC and attack rolls, a -1 penalty to her CMB and CMD scores, a +2 bonus on her Fly skill checks, and a +4 bonus on her Stealth skill checks. Reduce the damage of all of her attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the Mutationist can be made Medium whenever the Mutationist can rearrange her evolution pool (which causes her to lose these modifiers for being Small).
Each form assumed by the Mutationist requires that points be spent on the base form requirements.
• Biped Starting Statistics: At 1st level, the Mutationist may take on a Biped form.
• Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 claws (1d4); Required Evolutions: claws, limbs (arms), limbs (legs).
• Quadraped Starting Statistics:
• Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Required Evolutions: bite, limbs (legs) (2).
• Serpentine Starting Statistics:
• Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6), tail slap (1d6); Required Evolutions: bite, climb, reach (bite), tail, tail slap.
• Aquatic Starting Statistics:
• Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Required Evolutions bite, improved natural armor, gills, swim (2).
• Object Starting Statistics:
• Size Medium; Speed 0 ft., swim 0 ft.; AC +4 natural armor; Required Evolution Restrictions: No evolution may be used that the object being copied doesn't have (a chair may not grow wings or fly, but it could be very large or very small, or be made of very tough material, so improved natural armor and size altering evolutions are ok).
• Aberration Starting Statistics:
• Size Medium; Speed 30 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Required Evolutions: This base form allows the Mutationist to modify other forms in any manor that suits her imagination.
When changing form, the more points the Mutationist rearranges, the longer it takes (based on the constitution score of the Shapeshifter):
• A Mutationist may rearrange a number of (level divided by 4 + her CON bonus) points per round as a standard action.
NOTE: If a Mutationist is struck while shape changing, she must make a successful concentration check or else the progress made towards the new form in that given round is lost.
Morphic Immunities (Su):
A Mutationist becomes adept at distributing her form's vital organs around her body to keep them safe from harm. Provided that the Mutationist is aware of the attacker, she can move her organs out of the way of harm.
• Morphic Immunities I: At 2nd level, Mutationists take 10% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities II: At 4th level, Mutationists take 20% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities III: At 6th level, Mutationists take 30% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities IV: At 8th level, Mutationists take 40% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities V: At 10th level, Mutationists take 50% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VI: At 12th level, Mutationists take 60% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VII: At 14th level, Mutationists take 70% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VIII: At 16th level, Mutationists take 80% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities IX: At 18th level, Mutationists take 90% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities X: At 20th level, Mutationists take 100% less damage from critical hits, sneak attacks, and other types of precision damage.
Morphic Body (Su):
A Mutationist can use its precise control over its form to make itself stronger and heartier.
• Morphic Body I: At 3rd level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body II: At 7th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body III: At 11th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body IV: At 15th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
• Morphic Body V: At 20th level, Mutationists gain +1 to Strength, +1 to Dex, and +1 to Constitution.
Morphic Strikes (Su):
At 5th level, the Mutationist's natural attacks are considered as magic for the purposes of overcoming Damage Reduction.
Morphic Alteration (Su):
• Morphic Alteration I: At 5th level, as a standard action, regardless of which form she is in, a Mutationist has very detailed control over her body, and can make specific modifications to her body in order to impersonate, another being (male or female), gaining a +5 disguise bonus when doing so.
• Morphic Alteration II: At 9th level, Morphic Alteration may be performed as a move action, and the Mutationist is capable of a higher level of detail when attempting to impersonate an individual creature, gaining an additional +5 bonus to disguise checks when doing so.
• Morphic Alteration III: At 17th level, learns such detail, that she may even give the outer appearance of armor or clothing (this is appearance only, therefor has no effect on AC or mobility).
Morphic Mastery (Su):
• Morphic Mastery I: At 13th level, a Mutationist may rearrange a number of (level divided by 4 + her CON bonus) points per round as a move action. The Mutationist now only requires a standard action to change base forms.
• Morphic Mastery II: At 19th level, an Mutationist may rearrange a number of (level divided by 4 + her CON bonus) points per round as a swift action. The Mutationist now only requires a move action to change base forms.
Base Shape:
• Object Base Shape: At 11th level, the Mutationist gains the ability take on object shapes (as Polymorph Any Object, self only), with the exceptions noted below:
• The Mutationist maintains their Intelligence, wisdom and charisma scores.
• The Mutationist is still aware of her surroundings just as they would in a standard humanoid form.
• The Mutationist maintains consciousness as normal, and may change base shapes at any time.
• Aberration Base Shape: At 20th level, the Mutationist sheds the minimum requirements between base shapes and may mix and match them as she desires. For example, the Mutationist may be in the form of a chest and wish to speak, so it forms a mouth on the chest capable of speech, or grow legs to run away, or arms to wield a weapon to defend itself.
| AnnoyingOrange |
There is many things I'd do differently but I absolutely dislike the stacking 10% increase DR seems much to clunky. I would replace it with plain DR, like the barbarian, and the fortification armor ability (light, medium, heavy), you can add the 100% fortification as a capstone.
I'd comment on the rest but I have a strong dislike of the summoner class on which it is built so I would have a hard time to give constructive feedback. Hope the above is useful though.
| Starfox |
I did something along these lines: The Shape Dancer.
I made this a summoner archetype, which saved me from reinventing the wheel. It is in many ways similar to the synthetist summoner, and like that one might be on the powerful side, but in a game that focuses more on characters and story I think it can work. The shape dancer doesn't have full flexibility of form - largely because of ease of play. Designing a new shape takes a bit of real time, so impromptu shapes are hard to do.
It's not really comments on your work, but you might be able to glean ideas.
The ability to assume an object shape reminded me of The Eccentric Family/Uchōten Kazoku anime. Good times!
Marc Radle
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Folks interested in a dedicated shape-shifter base class might want to check out the New Paths Compendium from Kobold Press
One of the new classes in the book is the skin-changer, a spell-less ranger alternate class that is all about shifting into animal form.
Instead of a favored enemy and animal companion, the skin-changer can shapeshift into animal form (using a specialized form of wild shape called animal shape) right out of the gate at first level!
He also gets a specialized type of combat style, called Animal Combat that makes the skin-changer one heck of a combatant when in animal form.
It's a very cool class (in my humble opinion) which has been an absolute blast to play, so I hope everyone checks it out.
| Laukai |
Ok.
I made some changes:
- I got rid of the damage reduction, as I figured that if you want damage reduction, you can buy it like the eidolon must.
- I added a method that would allow some spell use through Mutations/Evolutions.
- I corrected some cut and paste issues, and changed the name from Evolutionist to Mutant (Evolutionist was already taken by the summoner).
- I changed the way Morphic Mastery and Morphic Alteration work so there was something added every level.
- I changed Morphic Body so it would allow stats comparable to the eidolon stats.
- I added some notes to clarify and refine my concept.
- I am still looking for input for corrections and balance issues.
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Mutant
A fully realized Mutant no longer has a shape that she calls her own. Instead, she occupies whatever form is most expedient for her at the time. While others base their identities largely on their external forms, a Mutant actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the arcane power of their bloodline and strength of soul that enables her to take on any shape and remain herself within.
Innate masters of their Shapechanging bloodline, Mutants embrace their heritage and focus on perfecting and expanding their shape changing prowess, to such a point that most consider it an obsession. Much like sorcerors, Mutants inherit their abilities and arcane power through their bloodline.
A Mutant may apear to be anything from the average Joe-Humanoid to the most fantastical creature they can imagine. The reason why is that shape changing in their blood. As cross blodded distant decendant between the Doppleganger and Eidolon, some arcane force has awakened these ancient traits within the Mutant which allows her to persue and master this shape changing ability. Unlike their Eidolon ancestors, the Mutant has the power to control her own physical evolutions.
Role:
The Mutant is a skilled shape changer, who utilizes her powers to mimic other creatures to ravage their enemies on the battle field, or escape by imitation.
Alignment:
Any
Hit Die:
d8
Class Skills:
The Mutants class skills are Concentration(Int), Acrobatics (Dex), Bluff(Cha), Climb (Str), Disguise(Cha), Escape Artist (Dex), Fly(Dex), Intimidate (Cha), Knowledge (Anatomy) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival(Wis), and Swim (Str).
Skill Ranks per Level:
4 + Int modifier
Table: Mutant
Level -BAB -Fort -Ref -Will -Special -Mutation Points -Max Attacks
1st 0 2 2 2 Morphic Evolution, Improved Unarmed Strike 3 3
2nd 1 3 3 3 Morphic Mastery I 4 3
3rd 2 3 3 3 Morphic Body I 5 3
4th 3 4 4 4 Morphic Imitation I 7 4
5th 3 4 4 4 Morphic Body II 8 4
6th 4 5 5 5 Morphic Mastery II 9 4
7th 5 5 5 5 Morphic Body III 10 4
8th 6 6 6 6 Morphic Imitation II 11 4
9th 6 6 6 6 Morphic Mastery III 13 5
10th 7/2 7 7 7 Morphic Body IV 14 5
11th 8/3 7 7 7 Morphic Mastery IV 15 5
12th 9/4 8 8 8 Morphic Body V 16 5
13th 9/4 8 8 8 Morphic Mastery V 17 5
14th 10/5 9 9 9 Object Base Shape 19 6
15th 11/6/1 9 9 9 Morphic Body VI 20 6
16th 12/7/2 10 10 10 Morphic Imitation III 21 6
17th 12/7/2 10 10 10 Morphic Body VII 22 6
18th 13/8/3 11 11 11 Morphic Mastery VI 23 6
19th 14/9/4 11 11 11 Morphic Mastery VII 25 7
20th 15/10/5 12 12 12 Aberation Base Shape, Morphic Body VIII 26 7
Class Features:
All of the following are the class features of the Mutant.
Weapon and Armor Proficiency:
Mutants are not proficient with man made weapons, however, they are proficient with all unarmed or natural attacks (claw, bite, and so forth) of any form they assume.
Mutants are not proficient with any armor or shield. A Mutant gains no AC benefit from wearing armor, and may only benefit from magic clothing while they are in a form that can wear it properly. Should the Mutant change into something that the armor or clothing doesn't fit, it is temporarily absorbed into their body until they return to a form that allows them to fit again (similar to Wild Shape).
Mutation:
The Mutant is capable of taking any form she can manage, only limited by her imagination, the number of available mutation points (similar to an eidolon's evolution points) she has available to rearrange, and a few other circumstances listed below. The Mutant receives a pool of mutation points, based on her Mutant class level, that she can use to determine her abilities and powers (similar progression to the Summoner's Eidolon). As a standard action, the Mutant may rearrange her physical form by reallocating how she spent her points, up to her point limit.
NOTE: Mutations are the same as Evolutions on the Eidolon list.
Mutation Pool:
The value given in this column is the total number of points in the Mutant's Mutation Pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Mutant. Each level, the Mutant gains another mutation point in the pool. Given a proper amount of uninterrupted time, the Mutant rearrange them whenever she wishes.
The Mutant's physical appearance is up to the Mutant, be it some sort of fantastical creature or just a common humanoid. In the beginning, this control is not fine enough to make the Mutant appear as specific individual, but she will eventually learn such control to even mimic the appearance of wearing specific clothes, scars, and other distinguishing marks. The Mutant may spend her points in the same manner as a Summoner's eidolon, with the exception that the Mutant may not use the points to purchase spell abilities (unless she uses a special ability which allows her to do so).
• The Mutant may not pick any mutation that is limited by a number of times per day it may be used.
• The Mutant may not pick any mutation that modifies a skill (the Mutationist must rely on how she spends her skill points).
• The Mutant may not pick any mutation that specifically adds a feat (the Mutant must rely on how she picks her feats).
• To change the Mutant's base form requires a full round action, which is a completely separate action from the full round action required to rearrange mutation points to fill in the details to complete the shape.
When changing form, the more points the Mutant rearranges, the longer it takes (based on the constitution score of the Mutant):
• An Mutant may rearrange a number of (level divided by 4 + her CON bonus) points per round as a standard action.
NOTE: If an Mutant is struck while shapechanging, she must make a successful concentration check or else the progress made towards the new form in that given round is lost.
Base Shapes:
Each possible base form assumed by the Mutant are listed below:
• Biped Starting Statistics: At 1st level, the Mutant may take on a Biped form.
Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 claws (1d4); Required Free Mutations: claws, limbs (arms), limbs (legs).
• Quadraped Starting Statistics: At 1st level, the Mutant may take on a Quadraped form.
Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Required Free Mutations: bite, limbs (legs) (2).
• Serpentine Starting Statistics: At 1st level, the Mutant may take on a Serpentine form.
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6), tail slap (1d6); Required Free Mutations: bite, climb, reach (bite), tail, tail slap.
• Aquatic Starting Statistics: At 1st level, the Mutant may take on an Aquatic form.
Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Required Free Mutations bite, improved natural armor, gills, swim (2).
• Object Starting Statistics: At 14th level, the Mutant may take on an Object form.
Size Medium; Speed 0 ft., swim 0 ft.; AC +0 natural armor; Required Mutation Restrictions: Unless an ability specifically states otherwise, no evolution may be used that the object being copied doesn't have (a chair may not grow wings or fly, but it could be very large or very small, or could appear to be made of very tough material).
• Aberation Starting Statistics: At 20th level, the Mutant may take on a Quadraped form.
Size Medium; Speed 30 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Required/Restricted Mutations: This base form allows the Mutant to modify other forms in any mannor that suits her imagination.
New Base Shapes:
• Object Base Shape: At 11th level, the Mutant gains the ability take on object shapes (similar to Polymorph Any Object, self only), with the exceptions noted below:
• The Mutant maintains their Intelligence, wisdom and charisma scores.
• The Mutant is still aware of her surroundings just as they would in a standard humanoid form (eyes and ears are there, they are just shaped to hide them in the chosen form).
• The Mutant maintains conciousness as normal, and may change base shapes at any time if conditions allow.
• Aberation Base Shape: At 20th level, the Mutant no longer is required a pick a creature to imitate, and sheds the minimum requirements between base shapes and may mix and match them as she desires. For example, the Mutant may be in the form of a chest and wish to speak, so it forms a mouth on the chest capable of speech, or grow legs to run away, or arms to weild a weapon to defend itself, etc...
Spell-Like Mutations:
The Mutant may use mutations which have a daily limit a number of times per day equal to her level/2+CHA bonus.
Morphic Body (Su):
A Mutant can use its precise control over its form to make itself stronger and heartier.
• Morphic Body I: At 3rd level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body II: At 5th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body III: At 7th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body IV: At 10th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body V: At 12th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body VI: At 15th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body VII: At 17th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body VIII: At 20th level, Mutants gain +1 to Strength, +1 to Dex.
Morphic Imitation (Su):
• Morphic Imitation I: At 4th level, as a standard action (completely separate from the actions required to change base forms or reallocate mutation points), regardless of which form she is in, an Mutant has very detailed control over her body, and can make spacific modifications to her body in order to imitate individuals, gaining a +5 disguise bonus when doing so.
• Morphic Imitation II: At 8th level, Morphic Alteration may be performed as a move action (completely separate from the actions required to change base forms or reallocate mutation points), and the Mutant is capable of a higher level of detail when attempting to imitate an individual creature, gaining an additional +5 bonus to disguise checks when doing so.
• Morphic Imitation III: At 17th level, a Mutant has such control over details, that she may even give the outer appearance of armor or clothing (this is appearance only, therefor has no effect on AC or mobility except as noted below).
NOTE: Imitating clothing causes items and clothing from the same body location to be absorbed into the body, and thus the benefit for wearing them is lost.
Morphic Mastery (Su):
At first level, a Mutant may rearrange a number of points per round equal to his CON bonus.
• Morphic Mastery I: At 2nd level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 1, as a standard action.
• Morphic Mastery II: At 6th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 2, as a standard action.
• Morphic Mastery III: At 9th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 3, as a standard action.
• Morphic Mastery IV: At 11th level, a Mutant only requires a move action to rearrange her point limit in a given round, and only requires a standard action to change base forms.
• Morphic Mastery V: At 13th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 4, as a move action.
• Morphic Mastery VI: At 18th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 5, as a move action.
• Morphic Mastery VII: At 20th level, a Mutant may still move a number of points equal to her CON bonus plus 5 per round as a move action, but changing base forms now only requires a move action. So as a full round action, a Mutant may change her base form as a 1st move action, and then rearrange her point limit as a 2nd move action in the same round. With a successful concentration check (DC = mutation points reallocated - 20 is automatic success) has no limit on the number of points per round she may rearrange as a full-round action.
Marc Radle
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| 1 person marked this as a favorite. |
Marc,
Your post has nothing to do with this topic.
Please advertise somewhere else and let people collaborate and create new content that is FREE for everyone...
Hey there - first off, I see you are new here so welcome to Paizo's message boards. Sometimes long-time community members will post a link to something they've contributed to if they think it might be of interest to others in a given thread. Heck, you just might even find something in the book I linked to that will help make your homebrew a little better, who knows?
There's really no need to assume ulterior motives or post in such a snarky way. You'll find most people here are cool and helpful if you don't start off on the wrong foot.
All the best to you.
| Starfox |
No need to exclude anyone from discussion because they are "commercial". The step between fan-contributor and 3rd party designer is not big - make your creation a PDF and there you are.
Now, tough the step might be small in one way, it is huge in another- finalizing your creation as a PDF, publishing under OGL, editing, adding pictures - it is a big task that I wish I myself had the wherewithal to take. And then you need to be noticed and actually get someone to bye what you made.
Those 3rd party designers who actually manage to sell have a lot of experience and skill to share.
| Oceanshieldwolf |
@Laukai
Looking better. Comments below:
* Designation Is this a Druid Alternate, or a new Base Class?
* General Flavor:
I think you could leave the genesis of the Mutant a little more general - tying it into "arcane" and "bloodline/s" brings plenty of very specific baggage (definitely not Druid then…) that may be undesirable for a particular player. Sure, things can be reskinned, but the broader you make the design, the more widely palatable it will be… I can see Mana Waste Mutationists in Golarion, Mutationists of the Wasted West in the Midgard Campaign Setting (likely arcane), or alchemical/bio-weapon victim Mutationists, genetic Mutationists, cosmic radiation Mutationists etc ...
* Object shape
- appears to have two different level prereqs - 14th level in the Base Shapes, and 11th level in the New Base Shapes section. Unless I'm missing a distinction here…
- does the Object shape bestow construct traits or similar?
* Morphic Body
-I'm not really fond of this suite - at 12th level, you are getting +5 to Strength and +5 to Dexterity in addition to having 16 evolution (mutation) points.
I could see this as a temporary manifestation/buff, perhaps for a number of rounds equal to Constitution modifier… and maybe 1/day at 3rd level improving… Or make it similar to the Barbarian's rage mechanic - that is the route I took with my Symbiont Base Class. Either a reskinned rage mechanic, or Constitution-mod/rounds buff both seem thematic for a Mutant outburst...
* Morphic Imitation II mentions "Morphic Alteration"?!?!
* Generally on "rearranging" evolution (mutation) points:
- I just don't get it. It is very unclear if you read each of these…
...Given a proper amount of uninterrupted time, the Mutant rearrange them whenever she wishes…....• An Mutant may rearrange a number of (level divided by 4 + her CON bonus) points per round as a standard action.…
...At first level, a Mutant may rearrange a number of points per round equal to his CON bonus. "…
I'm just not sure what your intent is here, nor what the time limit is. And this is unlimited rearrangements per day? That is perhaps too versatile…
- Also note the gender inconsistencies in the selected quotes. There may be more, I haven't gone back through with a fine toothed comb…
Hope this is all helpful… :)
Darkholme
|
Marc,
Your post has nothing to do with this topic.
Please advertise somewhere else and let people collaborate and create new content that is FREE for everyone...
Hmm. I found his post to be helpful. I came across this thread looking for shapechanger PC options, and he presented one. It's not free, but that doesn't mean it's not worth checking out.
This seems like exactly the sort of place this sort of mention/shameless plug would be helpful. I'm going to look into it now, in fact, and may end up buying it.
| Gameos |
Well, I get the general idea though I would like it if you just tidied it up a bit. It's still a really cool class though. I'm actually planning on making a druid archetype, or even a separate class similar to this, but instead of using evolution/"mutant" points (it may use them eventually, maaaybe) it focuses on all the different shapechanging spells, like animal, elemental, vermin and plant shape, monstrous physique (maybe) and form of the dragon (hopefully I'm not missing any. I'm still considering undead anatomy though. It'll end up as shapechange though methinks).
Anyway, I hope you balance this well and finish it off, because I'd very much like to see how it turns out.
| Laukai |
* Designation Is this a Druid Alternate, or a new Base Class?
This is supposed to be a new base class...
* General Flavor:
I think you could leave the genesis of the Mutant a little more general - tying it into "arcane" and "bloodline/s" brings plenty of very specific baggage (definitely not Druid then…) that may be undesirable for a particular player. Sure, things can be reskinned, but the broader you make the design, the more widely palatable it will be… I can see Mana Waste Mutationists in Golarion, Mutationists of the Wasted West in the Midgard Campaign Setting (likely arcane), or alchemical/bio-weapon victim Mutationists, genetic Mutationists, cosmic radiation Mutationists etc ...
Love the concept! I'll work on that.
* Object shape
- appears to have two different level prereqs - 14th level in the Base Shapes, and 11th level in the New Base Shapes section. Unless I'm missing a distinction here…
- does the Object shape bestow construct traits or similar?
I am still exploring the possible ways of working this out... Before level 20, you could be hiding in a furniture store as a chair, maintaining awareness and your own mental stats and saves.
Each base shape gives 5 points worth of free mutations (just like the eidolon's base forms give 5 points of free evolutions). Aberration Base Shape gives 5 points of free mutations that the Mutationist may pick for herself. After changing base shapes, the 5 points worth of free mutations come with it at the end of the action.
So at 20th level, you could apply Aberration Shapes to become the chair, and change the legs on the chair to legs that can give you movement, or sprout wings and fly away... Still brain storming on how to make Object and Aberration shapes work.
* Morphic Body
-I'm not really fond of this suite - at 12th level, you are getting +5 to Strength and +5 to Dexterity in addition to having 16 evolution (mutation) points.
My goal with this was to give the character class a comparable effectiveness to the Summoner's eidolon. Take a look at the stats an eidolon has at an equal Summoner level... That's right on par.
I don't like daily limits, especially ones that only allow you to be your class a couple times per day... After all, a Fighter has no limit to the number of times he can swing his sword, so why limit how often a character can use the abilities that makes the class different from others (the need for limits is understood and I am trying to develop them to make the class effective when compared to other classes)... So rather than putting a limit on how often you use the ability, I build the limit in the form of the amount of time it takes to use the mutation abilities. Being a true shape changer, the mutations remain until the mutationist changes to something else or dies... Perhaps I should change it so the mutationist also reverts to their natural form when they are unconcious too? (good idea now that I think of it)... If you are a Star Trek fan, this makes sense, as even Odo returned to his natural form, pouring himself in a bucket when he was at rest...
* Morphic Imitation II mentions "Morphic Alteration"?!?!
Sorry about that... I retitled some of the abilities while revising them, and apparently missed a few odds and ends. Originally, I was going to call the class "Evolutionist", but I found out that Evolutionist is an archtype already used by the summoner. I changed the class name to Mutationist, and then again to "Mutant" for simplicity sake, but rather than posting everything over again, I am waiting until I have more bugs and balance issues worked out before I post corrections. There are still quite a few things that need to be worked out and balanced.
* Generally on "rearranging" evolution (mutation) points:
- I just don't get it. It is very unclear if you read each of these…
Laukai wrote:...
...Given a proper amount of uninterrupted time, the Mutant rearrange them whenever she wishes…....• An Mutant may rearrange a number of (level divided by 4 + her CON bonus) points per round as a standard action.…
...At first level, a Mutant may rearrange a number of
At first level, the character may adopt one of 4 Base Shapes. Let's say the current shape is Biped, and the character changes form to Quadruped. Any Mutations previously selected go away and they must then spend time adding features to it.
For example: Using the eidolon mechanics, in Biped form, the character will have Limbs: Arms (Ex), Limbs: Legs (Ex) and Claws (Ex). Changing to Quadruped form will shed the previous form, and give the character Bite (Ex), Limbs: Legs (Ex), and Limbs: Legs (Ex) at the end of the action... In effect, changing base shapes is like hitting the reset button... To add mutations beyond the base form takes time, which is limited.
Now in quadruped form at 1st level, the character has 3 points available to spend, if she has a +3 CON bonus, she could spend a standard action in the following round to apply Claws (Ex), Claws (Ex), and 1 other 1 point mutation (since mutation is just another way of describing the eidolon's evolutions).
| Laukai |
Well, I get the general idea though I would like it if you just tidied it up a bit. It's still a really cool class though. I'm actually planning on making a druid archetype, or even a separate class similar to this, but instead of using evolution/"mutant" points (it may use them eventually, maaaybe) it focuses on all the different shapechanging spells, like animal, elemental, vermin and plant shape, monstrous physique (maybe) and form of the dragon (hopefully I'm not missing any. I'm still considering undead anatomy though. It'll end up as shapechange though methinks).
Anyway, I hope you balance this well and finish it off, because I'd very much like to see how it turns out.
I tried making and posting a class (Shapeshifter) that used an ability similar to WildShape as the class's primary ability, but widening the range of shapes to include all of the polymorph/transmutation type spells, even allowing to cross functions like Undead Anatomy and Dragon form to become an Undead Dragon... Mechanically, it seemed much easier than this, but people didn't seem to be interested, so I went back to the drawing board and came up with this.
| ericthecleric |
Talk about synchronicity this week with this thread and this thread: http://paizo.com/threads/rzs2qip0?Idea-Play-as-an-Eidolon
As it happens, a class based on this concept is being playtested by Adventureaweek right now. There is more to the class than just evolutions though. The playtest began a few weeks ago, and features other classes/archetypes/PrCs. If anyone is interested, here is a link (although you may have to register with the site), and seek out the Underworld Classes and Races books: http://adventureaweek.com/groups/aaw-playtesters/
I hope this doesn’t sound like advertising!
Marc Radle
|
Laukai, if you will indulge me, we're very excited to report the New Paths Compendium from Kobold Press is now off of preorder, in stock and ready to start shipping (there are PDF, Print and PDF/Print bundle options)!
Thanks everyone!!!
| NoncompliAut |
Morphic Body (Su):
A Mutant can use its precise control over its form to make itself stronger and heartier.
• Morphic Body I: At 3rd level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body II: At 5th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body III: At 7th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body IV: At 10th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body V: At 12th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body VI: At 15th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body VII: At 17th level, Mutants gain +1 to Strength, +1 to Dex.
• Morphic Body VIII: At 20th level, Mutants gain +1 to Strength, +1 to Dex.Morphic Imitation (Su):
• Morphic Imitation I: At 4th level, as a standard action (completely separate from the actions required to change base forms or reallocate mutation points), regardless of which form she is in, an Mutant has very detailed control over her body, and can make spacific modifications to her body in order to imitate individuals, gaining a +5 disguise bonus when doing so.
• Morphic Imitation II: At 8th level, Morphic Alteration may be performed as a move action (completely separate from the actions required to change base forms or reallocate mutation points), and the Mutant is capable of a higher level of detail when attempting to imitate an individual creature, gaining an additional +5 bonus to disguise checks when doing so.
• Morphic Imitation III: At 17th level, a Mutant has such control over details, that she may even give the outer appearance of armor or clothing (this is appearance only, therefor has no effect on AC or mobility except as noted below).
NOTE: Imitating clothing causes items and clothing from the same body location to be absorbed into the body, and thus the benefit for wearing them is lost.Morphic Mastery (Su):
At first level, a Mutant may rearrange a number of points per round equal to his CON bonus.
• Morphic Mastery I: At 2nd level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 1, as a standard action.
• Morphic Mastery II: At 6th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 2, as a standard action.
• Morphic Mastery III: At 9th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 3, as a standard action.
• Morphic Mastery IV: At 11th level, a Mutant only requires a move action to rearrange her point limit in a given round, and only requires a standard action to change base forms.
• Morphic Mastery V: At 13th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 4, as a move action.
• Morphic Mastery VI: At 18th level, a Mutant may rearrange a number of points per round equal to her CON bonus plus 5, as a move action.
• Morphic Mastery VII: At 20th level, a Mutant may still move a number of points equal to her CON bonus plus 5 per round as a move action, but changing base forms now only requires a move action. So as a full round action, a Mutant may change her base form as a 1st move action, and then rearrange her point limit as a 2nd move action in the same round. With a successful concentration check (DC = mutation points reallocated - 20 is automatic success) has no limit on the number of points per round she may rearrange as a full-round action.
To save space, I would reformat as this:
Morphic Body (Su):A Mutant can use its precise control over its form to make itself stronger and heartier. At 3rd, 5th, 7th, 10th, 12th, 15th, 17th, and 20th level, a mutant's strength and dexterity scores increase by 1.
Morphic Imitation (Su):
At 4th level, as a standard action separate from the actions required to change base forms or reallocate mutation points, regardless of which form she is in, an Mutant has extremely fine control over her form, and can make specific modifications to her body in order to imitate individuals, gaining a +5 disguise bonus when doing so.
At 8th level, a mutant can perform a morphic imitation as a move action instead of a standard action, and her disguise bonus increases by +5. At 17th level, a mutant can mimic the appearance of armor or clothing. This has no effect on AC or mobility, except as follows. Imitating clothing causes items and clothing from the same body location to be absorbed into the body, and thus any benefit for wearing them is lost.
Morphic Mastery (Su):
At first level, a Mutant may rearrange a number of points per round equal to her CON bonus as a standard action. At 2nd, 6th, 9th, 13th, and 18th level, the number of points she can rearrange increases by 1. At 11th level, a mutant can rearrange her points as a move action, and change form as a standard action. At 20th level, a mutant can change base forms as a move action. She can reallocate an unlimited number of points as a full-round action with a successful concentration check (DC=points reallocated - 20).
As the forums have no table capabilities, I would merely state the BAB and saves as "¾ BAB, Good Fort/Ref/Will," but this is a matter of taste. I would also merge the "New Base Forms" for Objects and Aberrations with the entries for those under base forms.
| NoncompliAut |
I think this class should have at least the weapon proficiencies of the average wizard or NPC expert without spending points (i.e. proficiency in a few simple weapons, like the club, quarterstaff, and sling). Concentration is no longer a skill, but is a caster level check. As this is not a caster class, I would suggest stating that a mutant may occasionally have to make concentration checks, despite not being a caster, using her CON score as her casting ability. Knowledge (anatomy) is not a skill, but knowledge (nature), knowledge (dungeoneering), and knowledge (arcana) are good class skills for the Mutant. Also, as this seems to be a CON-powered class, I would suggest limiting daily uses of abilities with CON, not CHA.
I would replace
A fully realized Mutant no longer has a shape that she calls her own. Instead, she occupies whatever form is most expedient for her at the time. While others base their identities largely on their external forms, a Mutant actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the arcane power of their bloodline and strength of soul that enables her to take on any shape and remain herself within.
Innate masters of their Shapechanging bloodline, Mutants embrace their heritage and focus on perfecting and expanding their shape changing prowess, to such a point that most consider it an obsession. Much like sorcerors, Mutants inherit their abilities and arcane power through their bloodline.
A Mutant may apear to be anything from the average Joe-Humanoid to the most fantastical creature they can imagine. The reason why is that shape changing in their blood. As cross blodded distant decendant between the Doppleganger and Eidolon, some arcane force has awakened these ancient traits within the Mutant which allows her to persue and master this shape changing ability. Unlike their Eidolon ancestors, the Mutant has the power to control her own physical evolutions.
with:
A fully realized mutant no longer has a shape that she calls her own. Instead, she occupies whatever form is currently practical for her. While others may base their identities largely on their external forms, a mutant comes closer to her true self through transformation. Her sense of self is based not on her outward form, but on her soul, the only constant component of her many forms. The power that enables mutants to take on any shape and remain themselves within varies, with some drawing on arcane skill or heritage and others upon inherent strength of soul, or a more spiritual source of magic. Some believe themselves to be the descendants of doppelgängers or eidolons. Innate masters of their shapeshifting, mutants embrace their ability and focus on perfecting and expanding their shape changing prowess, to such a point that most consider it an obsession. A mutant may apear to be anything from the average humanoid commoner to the most fantastical creature they can imagine.I would recommend reading entries for other classes, not just for rules but also for format, before writing your own. Paladins don't get Smite Evil I through VII, just one description including all relevant level-based enhancements that is referenced multiple times in the table.
| NoncompliAut |
New Table:
¾ BAB, Good Fort/Ref/Will
Level -Mutation Points-Max Attacks-Special
1st 3 3 Morphic Evolution, Improved Unarmed Strike, Morphic Mastery +0
2nd 4 3 Morphic Mastery +1
3rd 5 3 Morphic Body +1
4th 7 4 Morphic Imitation +5
5th 8 4 Morphic Body +2
6th 9 4 Morphic Mastery +2
7th 10 4 Morphic Body +3
8th 11 4 Morphic Imitation +10
9th 13 5 Morphic Mastery +3
10th 14 5 Morphic Body +4
11th 15 5
12th 16 5 Morphic Body +5
13th 17 5 Morphic Mastery +4
14th 19 6 Object Base Shape
15th 20 6 Morphic Body +6
16th 21 6
17th 22 6 Morphic Body +7
18th 23 6 Morphic Mastery +5
19th 25 7
20th 26 7 Aberration Base Shape, Morphic Body +8