boomwolf
2009-09-03, 04:35 PM
Yet another attempt to make some sort of a shapeshifting base class balanced in any way.
Not shapeshifting at all seems like the deal here. I am using a system similar to the aspect shifting alternate druid class feature.
Proves quite insanely versatile, but I think I took care of all balancing issues.
For now its only crunch, I'll put up fluff once I finish fixing up whatever imbalances in crunch I failed to find my myself.
Take a look!
Skills: 2+int per level (x4 at level 1)
balance, climb, hide, intimidate, jump, listen, move silently, spot, survival, swim, tumble.
Aspect Warrior Hit Die: d8
{table=head]Level|
Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Known Aspects|Active Aspects
1st|
+1|
+2|
+0|
+0|Aspects, Bestial Aspects|1|1
2nd|
+2|
+3|
+0|
+0||2|1
3rd|
+3|
+3|
+1|
+1||3|1
4th|
+4|
+4|
+1|
+1|Physical Aspects|3|2
5th|
+5|
+4|
+1|
+1||4|2
6th|
+6|
+5|
+2|
+2||5|2
7th|
+7|
+5|
+2|
+2|Elemental Aspects|5|3
8th|
+8|
+6|
+2|
+2||6|3
9th|
+9|
+6|
+3|
+3||7|3
10th|
+10|
+7|
+3|
+3|Aligenmental Aspects|7|4
11th|
+11|
+7|
+3|
+3||8|4
12th|
+12|
+8|
+4|
+4||9|4
13th|
+13|
+8|
+4|
+4|Monstral Aspects|9|5
14th|
+14|
+9|
+4|
+4||10|5
15th|
+15|
+9|
+5|
+5||11|5
16th|
+16|
+10|
+5|
+5|Superelemental Aspects|11|6
17th|
+17|
+10|
+5|
+5||12|6
18th|
+18|
+11|
+6|
+6||13|6
19th|
+19|
+11|
+6|
+6|Immortal Aspects|13|7
20th|
+20|
+12|
+6|
+6|True Shapeshifter|14|7[/table]
Aspects (Su)
The aspect Warrior takes on aspects as a Su ability, however once assumed an anti-magic field will not undo any changes, only prevent further aspect changing. aspects rated as supernatuarl themselves will be suppressed as usual.
The ability to take on an aspect is a full-round action, in this action you may remove one active aspect and activate one inactive aspect, you may also only remove an aspect or only activate an aspect, but in under no case you may suppress the number of aspects active by the table.
At each level other then 4th, 7th, 10th, 13th, 16th and 19th you gain an additional known aspect form the lists you have access to, at the mentioned levels you gain access to new list, plus you may replace one know aspect with another.
Some aspects require other aspects to learn in order to be avilable, if you replace an aspect that is required for another, then that aspect must be replaced as well.
At a given moment the following limitations on active aspects take place:
No more then 1 elemental or superelemental aspect may be active simultaneously, the immortal aspect "Elemental Master" counts as an elemental aspect for this limitation (still can't be active wit metamorpher)
No nore then 1 aligenmental aspect may be active simultaneously
If the "metamorpher" aspect is active, no other immortal aspects may be active.
The ability to take aspects counts like shapechange. (for example, it means the aspect warrior qualify for the Warshaper PrC)
Bestial Aspects
Wolf-Gain the Scent ability.
Tiger-Gain two claws that deal 1d4 damage (per medium creature), if you already have claws they increase in size.
Owl-Gain +1 untyped bonus to spot, listen and search per every two class levels rounded down. (minimum 1)
Turtle-Your natural armor increase by 1 plus 1 per 5 class levels.
Rabbit-Your base movement speed is increased by 5 ft. and an additional 5 ft. per every 5 class levels.
Physical Aspects
Strength-Gain +2 untyped bonus to Strength. at level 12 it increases to +4, at level 20 to +6.
Speed-Gain +2 untyped bonus to Agility. at level 12 it increases to +4, at level 20 to +6.
Stamina-Gain +2 untyped bonus to Constitution. at level 12 it increases to +4, at level 20 to +6.
Stretch-Your reach is increased by 5 ft. at level 12 it increases by another 5 ft. and at level 20 by another 5 ft.
Elemental Aspects
Fire-Gain 1d6 fire damage on melee attacks and resistance to fire equal to half your class level, rounded down.
Water-Gain 1d6 ice damage on melee attacks and resistance to ice equal to half your class level, rounded down.
Air-Gain 1d6 lightning damage on melee attacks and resistance to lightning equal to half your class level, rounded down.
Earth-Gain 1d6 acid damage on melee attacks and resistance to acid equal to half your class level, rounded down.
Aligenmental Aspects
Good-Gain +1 to attack and damage against evil opponents per every 5 class levels, rounded down.
Evil-Gain +1 to attack and damage against good opponents per every 5 class levels, rounded down.
Law-Gain +1 to attack and damage against chaotic opponents per every 5 class levels, rounded down.
Chaos-Gain +1 to attack and damage against lawful opponents per every 5 class levels, rounded down.
Monstral
Dragon-You gain a 60 ft. cone breath attack that deals 4d6 magic damage, if you have an elemental aspect active it deals 5d6 of that elemental instead, if you have a superelemental aspect active it deals 3d6 of each associated aspect instead, if the elemental master aspect is active it deals 2d6 of damage of each element instead. reflex save for 10+half your class level+Wis mod for half damage. (Su)
Beholder-You gain a 250 ft. ray attack that deals 5d4 magic damage, if you have an elemental aspect active it deals 6d4 of that elemental instead, if you have a superelemental aspect active it deals 3d4 of each associated aspect instead, if the elemental master aspect is active it deals 2d4 of damage of each element instead. (Su)
Vampire-Attacks deal 1d2 Con damage, you heal by that amount.
Displacer-Gain permanent concealment.
Doppleganger-Gain +1 untyped bonus to Bluff, Disguise, Diplomacy, Intimidate and Sense Motive. per every two class levels, rounded down.
Ghoul-any opponent hit by a natural or unarmed attack or by the dragon/beholder aspect you make must make a fort save or by stunned for 1d4 rounds, the DC is equal to 10+half you class level, rounded down+your CON modifier.
Shade- Gain +1 untyped bonus to hide and move silently per every class level.
Superelemental
Smoke-Gain 1d4 fire and 1d4 lightning damage on melee attacks and resistance to fire and lightning equal to half your class level, rounded down. Requires Fire and Air aspects.
Steam-Gain 1d4 fire and 1d4 ice damage on melee attacks and resistance to fire and ice equal to half your class level, rounded down. Requires Fire and Water aspects.
Lava-Gain 1d4 fire and 1d4 acid damage on melee attacks and resistance to fire and acid equal to half your class level, rounded down. Requires Fire and Earth aspects.
Dust-Gain 1d4 acid and 1d4 lightning damage on melee attacks and resistance to acid and lightning equal to half your class level, rounded down. Requires Earth and Air aspects.
Mist-Gain 1d4 ice and 1d4 lightning damage on melee attacks and resistance to ice and lightning equal to half your class level, rounded down. Requires Water and Air aspects.
Mud-Gain 1d4 ice and 1d4 acid damage on melee attacks and resistance to ice and acid equal to half your class level, rounded down. Requires Water and Earth aspects.
Immortal
Longliver-Gain Fast Healing 10 and Damage Reduction 10/-. Requires Turtle, Stamina and Vampire aspects.
Elemental Master-Gain 1d3 damage on melee attacks for fire, ice, acid and lightning damage each and resistance to fire, ice acid and lightning equal to your half your class level, rounded down. Requires Fire, Water, Earth and Air aspects.
Creator-You may spend a full-round action to heal 1d6 damage to any creature you touch, you may also create as a standard action any animal with 1 HD, you can control up to 5 HD of animals created this way, if you create more the one under your control the longest will turn savage.
Traveler-You may use teleport as a spell-like ability at will with caster level 20. (Su) Requires Rabbit, Speed and Displacer aspects.
Metamorpher-You gain the ability to have 2 aspects active more then normal, but you may not have any other immortal aspects active. Requires Owl, stretch and Doppleganger aspects.
True Shapeshifter
At level 20 you gain the shapeshifter subtype and all bonuses that come with it, you are also immune to aging effects, and will no longer age unless you so desire even though existing penalties and bonuses remain. you cannot die from old age.
Not shapeshifting at all seems like the deal here. I am using a system similar to the aspect shifting alternate druid class feature.
Proves quite insanely versatile, but I think I took care of all balancing issues.
For now its only crunch, I'll put up fluff once I finish fixing up whatever imbalances in crunch I failed to find my myself.
Take a look!
Skills: 2+int per level (x4 at level 1)
balance, climb, hide, intimidate, jump, listen, move silently, spot, survival, swim, tumble.
Aspect Warrior Hit Die: d8
{table=head]Level|
Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Known Aspects|Active Aspects
1st|
+1|
+2|
+0|
+0|Aspects, Bestial Aspects|1|1
2nd|
+2|
+3|
+0|
+0||2|1
3rd|
+3|
+3|
+1|
+1||3|1
4th|
+4|
+4|
+1|
+1|Physical Aspects|3|2
5th|
+5|
+4|
+1|
+1||4|2
6th|
+6|
+5|
+2|
+2||5|2
7th|
+7|
+5|
+2|
+2|Elemental Aspects|5|3
8th|
+8|
+6|
+2|
+2||6|3
9th|
+9|
+6|
+3|
+3||7|3
10th|
+10|
+7|
+3|
+3|Aligenmental Aspects|7|4
11th|
+11|
+7|
+3|
+3||8|4
12th|
+12|
+8|
+4|
+4||9|4
13th|
+13|
+8|
+4|
+4|Monstral Aspects|9|5
14th|
+14|
+9|
+4|
+4||10|5
15th|
+15|
+9|
+5|
+5||11|5
16th|
+16|
+10|
+5|
+5|Superelemental Aspects|11|6
17th|
+17|
+10|
+5|
+5||12|6
18th|
+18|
+11|
+6|
+6||13|6
19th|
+19|
+11|
+6|
+6|Immortal Aspects|13|7
20th|
+20|
+12|
+6|
+6|True Shapeshifter|14|7[/table]
Aspects (Su)
The aspect Warrior takes on aspects as a Su ability, however once assumed an anti-magic field will not undo any changes, only prevent further aspect changing. aspects rated as supernatuarl themselves will be suppressed as usual.
The ability to take on an aspect is a full-round action, in this action you may remove one active aspect and activate one inactive aspect, you may also only remove an aspect or only activate an aspect, but in under no case you may suppress the number of aspects active by the table.
At each level other then 4th, 7th, 10th, 13th, 16th and 19th you gain an additional known aspect form the lists you have access to, at the mentioned levels you gain access to new list, plus you may replace one know aspect with another.
Some aspects require other aspects to learn in order to be avilable, if you replace an aspect that is required for another, then that aspect must be replaced as well.
At a given moment the following limitations on active aspects take place:
No more then 1 elemental or superelemental aspect may be active simultaneously, the immortal aspect "Elemental Master" counts as an elemental aspect for this limitation (still can't be active wit metamorpher)
No nore then 1 aligenmental aspect may be active simultaneously
If the "metamorpher" aspect is active, no other immortal aspects may be active.
The ability to take aspects counts like shapechange. (for example, it means the aspect warrior qualify for the Warshaper PrC)
Bestial Aspects
Wolf-Gain the Scent ability.
Tiger-Gain two claws that deal 1d4 damage (per medium creature), if you already have claws they increase in size.
Owl-Gain +1 untyped bonus to spot, listen and search per every two class levels rounded down. (minimum 1)
Turtle-Your natural armor increase by 1 plus 1 per 5 class levels.
Rabbit-Your base movement speed is increased by 5 ft. and an additional 5 ft. per every 5 class levels.
Physical Aspects
Strength-Gain +2 untyped bonus to Strength. at level 12 it increases to +4, at level 20 to +6.
Speed-Gain +2 untyped bonus to Agility. at level 12 it increases to +4, at level 20 to +6.
Stamina-Gain +2 untyped bonus to Constitution. at level 12 it increases to +4, at level 20 to +6.
Stretch-Your reach is increased by 5 ft. at level 12 it increases by another 5 ft. and at level 20 by another 5 ft.
Elemental Aspects
Fire-Gain 1d6 fire damage on melee attacks and resistance to fire equal to half your class level, rounded down.
Water-Gain 1d6 ice damage on melee attacks and resistance to ice equal to half your class level, rounded down.
Air-Gain 1d6 lightning damage on melee attacks and resistance to lightning equal to half your class level, rounded down.
Earth-Gain 1d6 acid damage on melee attacks and resistance to acid equal to half your class level, rounded down.
Aligenmental Aspects
Good-Gain +1 to attack and damage against evil opponents per every 5 class levels, rounded down.
Evil-Gain +1 to attack and damage against good opponents per every 5 class levels, rounded down.
Law-Gain +1 to attack and damage against chaotic opponents per every 5 class levels, rounded down.
Chaos-Gain +1 to attack and damage against lawful opponents per every 5 class levels, rounded down.
Monstral
Dragon-You gain a 60 ft. cone breath attack that deals 4d6 magic damage, if you have an elemental aspect active it deals 5d6 of that elemental instead, if you have a superelemental aspect active it deals 3d6 of each associated aspect instead, if the elemental master aspect is active it deals 2d6 of damage of each element instead. reflex save for 10+half your class level+Wis mod for half damage. (Su)
Beholder-You gain a 250 ft. ray attack that deals 5d4 magic damage, if you have an elemental aspect active it deals 6d4 of that elemental instead, if you have a superelemental aspect active it deals 3d4 of each associated aspect instead, if the elemental master aspect is active it deals 2d4 of damage of each element instead. (Su)
Vampire-Attacks deal 1d2 Con damage, you heal by that amount.
Displacer-Gain permanent concealment.
Doppleganger-Gain +1 untyped bonus to Bluff, Disguise, Diplomacy, Intimidate and Sense Motive. per every two class levels, rounded down.
Ghoul-any opponent hit by a natural or unarmed attack or by the dragon/beholder aspect you make must make a fort save or by stunned for 1d4 rounds, the DC is equal to 10+half you class level, rounded down+your CON modifier.
Shade- Gain +1 untyped bonus to hide and move silently per every class level.
Superelemental
Smoke-Gain 1d4 fire and 1d4 lightning damage on melee attacks and resistance to fire and lightning equal to half your class level, rounded down. Requires Fire and Air aspects.
Steam-Gain 1d4 fire and 1d4 ice damage on melee attacks and resistance to fire and ice equal to half your class level, rounded down. Requires Fire and Water aspects.
Lava-Gain 1d4 fire and 1d4 acid damage on melee attacks and resistance to fire and acid equal to half your class level, rounded down. Requires Fire and Earth aspects.
Dust-Gain 1d4 acid and 1d4 lightning damage on melee attacks and resistance to acid and lightning equal to half your class level, rounded down. Requires Earth and Air aspects.
Mist-Gain 1d4 ice and 1d4 lightning damage on melee attacks and resistance to ice and lightning equal to half your class level, rounded down. Requires Water and Air aspects.
Mud-Gain 1d4 ice and 1d4 acid damage on melee attacks and resistance to ice and acid equal to half your class level, rounded down. Requires Water and Earth aspects.
Immortal
Longliver-Gain Fast Healing 10 and Damage Reduction 10/-. Requires Turtle, Stamina and Vampire aspects.
Elemental Master-Gain 1d3 damage on melee attacks for fire, ice, acid and lightning damage each and resistance to fire, ice acid and lightning equal to your half your class level, rounded down. Requires Fire, Water, Earth and Air aspects.
Creator-You may spend a full-round action to heal 1d6 damage to any creature you touch, you may also create as a standard action any animal with 1 HD, you can control up to 5 HD of animals created this way, if you create more the one under your control the longest will turn savage.
Traveler-You may use teleport as a spell-like ability at will with caster level 20. (Su) Requires Rabbit, Speed and Displacer aspects.
Metamorpher-You gain the ability to have 2 aspects active more then normal, but you may not have any other immortal aspects active. Requires Owl, stretch and Doppleganger aspects.
True Shapeshifter
At level 20 you gain the shapeshifter subtype and all bonuses that come with it, you are also immune to aging effects, and will no longer age unless you so desire even though existing penalties and bonuses remain. you cannot die from old age.