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Taisuru
2009-05-14, 11:22 PM
Over the past 3 days, I have been working with DMTibernius on making a custom Class based on changing to the "Forms" of slain monsters, and uses a spell type system to use them on the fly (By which I mean 1 standard action). We are assuming the class is overpowered, and are looking for critique.

Formist

Alignment
Any Chaotic

Hit Die
d10.

Class Skills
The Formist class skills are Disguise, Jump, Search, Sense Motive,
Survival, Swim, Knowledge (Nature), Knowledge (Arcana)

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the Formist.

Weapon and Armor Proficiency
A Formist is proficient with all simple and with light,
non-metal armor

Forms

Getting Forms
The Formist is capable of gaining the form of a defeated monster by rolling d20+WIS vs CR (See Table).
These forms are then listed as though they were spells, with each CR being a spell level.
(CR fractions being level 0 and then matching Spell level with CR from there up).

Using Forms
Upon using a form, the Formist gains a similar appearence to the monster,
including weapons if need be.
Using a form is a standard Action.
The formist also gains the hit die equal to the monsters HD, but keeps any damage taken.
Any damage taken in a form is subtracted when the Formist comes out of a form,
and if the Formist comes out of a form with -HP, he is at -1 hp.
The Formist gains any Natural Armor the monster may have, but loses the AC bonus of any equipped armor.
If the monster wears armor, gain it's AC Bonus as well.
The character does not increase or decrease in size, so Size bonuses to AC are not added or removed.
Damage becomes equal to any damage the monster can deal, including gaining any weapons the monster may have.
Speed becomes equal to the monsters speed. The Formist also gains any Special attacks or qualities the monster may have,
excluding any that would change the race of another creature or character (Such as a Lycans Curse of Lycanthropy).
Any Creatures created by a Formist while in a form (Such as through a vampires Children of the Night or Create Spawn)
will no longer be under the formists control once they are out of the form,
and will not be under their control again even if they go back into the form.

Form Time Limit
The amount of time a character can stay in a form is .3x ECL ( Effective Character Level ).
For example 3xECL5=1.5 minutes or 15 rounds

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|CR 1/2 form

2nd|
+1|
+3|
+0|
+3|CR 1 form

3rd|
+2|
+3|
+1|
+3|CR 2 form

4th|
+3|
+4|
+1|
+4|CR 3 form

5th|
+3|
+4|
+1|
+4|CR 5 form

6th|
+4|
+5|
+2|
+5|CR 6 form

7th|
+5|
+5|
+2|
+5|CR 7 form

8th|
+6/+1|
+6|
+2|
+6|CR 8 form

9th|
+6/+1|
+6|
+3|
+6|CR 9 form

10th|
+7/+2|
+7|
+3|
+7|CR 11 form

11th|
+8/+3|
+7|
+3|
+7|CR 12 form

12th|
+9/+4|
+8|
+4|
+8|CR 13 form

13th|
+9/+4|
+8|
+4|
+8|CR 14 form

14th|
+10/+5|
+9|
+4|
+9|CR 15 form

15th|
+11/+6/+1|
+9|
+5|
+9|CR 17 form

16th|
+12/+7/+2|
+10|
+5|
+10|CR 18 form

17th|
+12/+7/+2|
+10|
+5|
+10|CR 19 form

18th|
+13/+8/+3|
+11|
+6|
+11|CR 20 form

19th|
+14/+9/+4|
+11|
+6|
+11|CR 21 form

20th|
+15/+10/+5|
+12|
+6|
+12|CR 22 form[/table]

Forms Per Day:

{table=head]Level|1/2|1|2|3|5|6|7|8|9|11|12|13|14|15|17|18|19|20|21|22

1st|1|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0

2nd|1|1|0|0|0|0|0|0|0|[0|0|0|0|0|0|0|0|0|0|0

3rd|2|1|1|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0

4th|2|2|1|1|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0

5th|3|2|2|1|1|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0

6th|3|3|2|2|1|1|0|0|0|0|0|0|0|0|0|0|0|0|0|0

7th|4|3|3|2|2|1|1|0|0|0|0|0|0|0|0|0|0|0|0|0

8th|4|4|3|3|2|2|2|1|0|0|0|0|0|0|0|0|0|0|0|0

9th|5|4|4|3|3|2|2|2|1|0|0|0|0|0|0|0|0|0|0|0

10th|5|5|4|4|3|3|3|2|2|1|0|0|0|0|0|0|0|0|0|0

11th|6|5|5|4|4|3|3|3|3|2|1|0|0|0|0|0|0|0|0|0

12th|6|6|5|5|4|4|4|3|3|2|2|1|0|0|0|0|0|0|0|0

13th|6|6|6|5|5|4|4|4|4|3|3|2|1|0|0|0|0|0|0|0

14th|6|6|6|6|5|5|5|4|4|3|3|3|2|1|0|0|0|0|0|0

15th|6|6|6|6|6|5|5|5|5|4|4|4|3|2|1|0|0|0|0|0

16th|6|6|6|6|6|6|6|5|5|4|4|4|4|3|2|1|0|0|0|0

17th|6|6|6|6|6|6|6|6|6|5|5|5|5|4|3|2|1|0|0|0

18th|6|6|6|6|6|6|6|6|6|5|5|5|5|5|4|3|2|1|0|0

19th|6|6|6|6|6|6|6|6|6|6|6|6|6|5|5|4|3|2|1|0

20th|6|6|6|6|6|6|6|6|6|6|6|6|6|6|6|5|4|3|2|1[/table]

Comments and Criticism Greatly appreciated, and the name is a Work in progress. If anyone has a better one, feel free to share.

DMBlackhart
2009-05-15, 09:23 PM
This is approved by the surgeon general.... .and by the very random ( and currently left thumbless ) DMTibernius....


And dah, I helped stat alot of this.... so if it looks like crap blame me Tai

DMBlackhart
2009-05-18, 02:36 PM
No seriously people we could use some advice on this class. I am not skilled enough to know when this thing is balanced ( I DO know its horribly broken as is ) but I would like some suggestions. So would tai (Op)

Baron Corm
2009-05-18, 03:20 PM
Assuming you're sending humanoids with class levels at the formist, it's very weak until level 5, overpowered at level 10, and way overpowered at level 15. The reason for this is, a PC's CR is equal to his class levels. So you can say that the CR monster you can shift into is the level PC you are effectively. Except that you can also be any other type of PC the situation requires with a standard action.

If you send monsters with crazy abilities, it just depends completely on what you send, and there is no way to comment on balance.