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View Full Version : New 3.5 Base Class: Mutationist(PEACH)



Darth Stabber
2009-03-02, 04:47 PM
"What am I? No, the question with which you should concern your self is what will I be?"
-Velard, Mutationist

Change is a force that over time alters everything, except in the case of mutationists, then it is a force that rapidly changes everything. The secluded mages of this tradition teach that everything is as you want it to be given the will to change it. When facing a Mutationist, nothing is as it was a moment ago, and to blink is to miss what was.

Mutationist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Ability Flux+2|6|2

2nd|
+1|
+0|
+0|
+3||7|3

3rd|
+2|
+1|
+1|
+3|Rearrange Vitals|8|4

4th|
+3|
+1|
+1|
+4|Buff specialist|8|5|2

5th|
+3|
+1|
+1|
+4|Expanded Learning|8|6|3

6th|
+4|
+2|
+2|
+5|Natural spell|8|6|4|2

7th|
+5|
+2|
+2|
+5||8|6|5|3

8th|
+6/+1|
+2|
+2|
+6|Ability Protection|8|6|6|4|2

9th|
+6/+1|
+3|
+3|
+6|Expanded learning|8|6|6|5|3

10th|
+7/+2|
+3|
+3|
+7|Immune to Crits|8|6|6|6|4|2

11th|
+8/+3|
+3|
+3|
+7||8|6|6|6|5|3

12th|
+9/+4|
+4|
+4|
+8|Ability Flux+4|8|6|6|6|6|4|2

13th|
+9/+4|
+4|
+4|
+8|Expanded Learning|8|6|6|6|6|5|3

14th|
+10/+5|
+4|
+4|
+9|Spell Mutation|8|6|6|6|6|6|4|2

15th|
+11/+6/+1|
+5|
+5|
+9|Automatic extend(polymorph)|8|6|6|6|6|6|5|3

16th|
+12/+7/+2|
+5|
+5|
+10|Expanded learning|8|6|6|6|6|6|6|4|2

17th|
+12/+7/+2|
+5|
+5|
+10|Ability Flux+6|8|6|6|6|6|6|6|5|3

18th|
+13/+8/+3|
+6|
+6|
+11||8|6|6|6|6|6|6|6|4|2

19th|
+14/+9/+4|
+6|
+6|
+11||8|6|6|6|6|6|6|6|5|4

20th|
+15/+10/+5|
+6|
+6|
+12|Aberration(shapeshifter)|8|6|6|6|6|6|6|6|6|6[/table]

Hitdie: D6
Skills 2+int(x4 at First level)
Class skills: Concentration, Craft, Knowledge(any), Spellcraft, UMD, Search.

Class Abilities


Spell Casting - You cast arcane spells in a manner similar to a sorcerer, however you have your own spell list, and your bonus spells, max spell level, and save dcs are based on INT. You automatically know all spells you are able to cast on your spell list.

Ability Flux - You have +2(untyped) bonus to Str, Dex or Con, once per turn as a free action you may change which stat has the bonus. This Bonus increases to +4 @ 12th level and again to +6 at 17th level

Rearrange vitals - given your frequent changes of forms, the locations of you vital organs are wholly randomized. As a result You gain Damage Reduction/- equal to 1/3 your class level. @10th level you are also immune to critical hits and precision damage

Buff specialist - Whenever you cast a transmutation spell that gives bonus to an attribute, it gives that bonus +2 instead. Example, if Velard casts bull's strength on himself he gains +6 to str instead of the usual +4.

Expanded learning - When ever you gain this class feature you may select any Sorcerer/Wizard spell, from the school of transmutation, of a level you can cast and add it to your spell list.

Natural Spell - While under the effects of a polymorph effect you may cast your spells in your assumed form regardless of your assumed forms ability to perform the normal verbal or somatic components, or ability to utilize foci or material components. You still must have foci and material components, and the material components are still used up, and your spells are not silenced or stilled, but are modified to allow your new form to perform them. This ability only applies to Mutationist spells, spells from other sources are unaffected.


Ability Protection - At 8th level when you become subject to ability drain or ability damage you may expend any number of spell slots, if you do, reduce the damage or drain by the total level of spell spent. @ 12th level you may do the same for negative levels that would be applied to you.

Spell Mutation - @14th level you may permanently remove any spell from you spell list and replace it with a spell of the same level from the sorcerer/wizard list from the school of transmutation, provided you have a scroll of that spell. This process takes 1 hour and changes the scroll to a scroll of the spell lost.

Automatic Extend(polymorph) - @15th level, any spell of the polymorph subschool is automatically extended (as per the metamagic feat), without increasing it's level.

Aberration(shapechanger) - at 20th level your type becomes Aberration, with the shapechanger subtype. You gain all traits associated with these changes.

Spell list
0: Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Read Magic, Detect magic
1: Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Mage Armor.
2: Alter Self, Animalistic Power, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind
3: Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Shrink Item, Slow, Water Breathing.
4: Stoneskin, Mass Enlarge Person, Polymorph, Mass Reduce Person, Stone Shape, Magic Vestment, Giant Verimin, Control Water, Mass Expeditious Retreat.
5: Animal Growth, Baleful Polymorph, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Permanency, Awaken, Control Winds, Mass Keen Edge.
6: Animate Objects, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, Disintegrate, Mass Eagle’s Splendor, Flesh to Stone, Mass Fox’s Cunning, Move Earth, Mass Owl’s Wisdom, Stone to Flesh, Transformation.
7: Control Weather, Ethereal Jaunt, Reverse Gravity, Statue, Plane Shift, Limited Wish, Animate Plants, Changestaff, Transmute Metal to Wood, Wind Walk
8: Iron Body, Polymorph Any Object, Temporal Stasis, Animal Shapes, Control Plants, Contingency
9: Etherealness, Shapechange, Time Stop, Wish.


Fluff 'n' stuff

Note: Mutationists are designed to work in a campaign setting where normal wizards are replaced with one of six more specialized classes (Beguiler, Dread Necromancer, Warmage, Courtmage, This, and Summoners (the conjuration specialist I have yet to finish).

Mutationists are wilder and more atavistic than most other mages. Their magic can more easily lead them to be more warrior like than most mages, but don't let you thing that they are one trick ponies (though they can very easily be ponies). They have many options for increasing both their power, and the power of their compatriots. Their focus leads them to be mages in demand of combat forces as many a commander would enjoy the benefit of their troops being bigger, stronger and more agile. They tend to get along well with warmages, and Beguilers, but find other traditions strange. They think summoners are wasting their time calling things into being, when they could merely change things around them into what they want. They think Court mages a bit to stuffy, and Dread Necromancers to be a bit death obsessed, but as a whole tend to be Accepting. Fighters and Rogues both adore the power that mutationists (more than any other tradition of Mages) are willing to share.




Second in a 3part series of classes that follow in the footsteps of Beguiler, Warmage, and Dread Necromancer

Part 1 Court Mage (http://www.giantitp.com/forums/showthread.php?p=5824387)

Shades of Gray
2009-03-02, 07:07 PM
Maybe you should add advanced learning to this class? a la DN and Beguiler?

MageSparrowhawk
2009-03-02, 07:34 PM
probably a good call, and other than that I like this class. Good flavor behind it. Maybe if you could throw out some fluff to go with it? Plzkthx? :biggrin:

Darth Stabber
2009-03-03, 09:40 AM
New features and we bit o' fluff added.