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Fizzban
2010-02-16, 07:17 PM
I知 looking for ideas for a transmutation specialist base class something along the lines of the Beguiler, Dread Necromancer, and Warmage. This means a very specialized spell list comprised mostly of transmutation spells, light armor, and some abilities reflecting the essence of transmutations ex. The Beguilers clocked casting, the Warmages edge, etc. Any ideas? I知 hoping for a buff gish type skimmerish build. Why should my favorite school of magic get left out?

Fizz

EdroGrimshell
2010-02-16, 08:27 PM
Go to dreamscarred press and get formbound mysteries for ideas.

Forever Curious
2010-02-16, 09:02 PM
I知 looking for ideas for a transmutation specialist base class something along the lines of the Beguiler, Dread Necromancer, and Warmage. This means a very specialized spell list comprised mostly of transmutation spells, light armor, and some abilities reflecting the essence of transmutations ex. The Beguilers clocked casting, the Warmages edge, etc. Any ideas? I知 hoping for a buff gish type skimmerish build. Why should my favorite school of magic get left out?

Fizz

I'd assume due to how broken Polymorph can get, which is the pinnacle of transmutation.

Jane_Smith
2010-02-16, 09:35 PM
May I suggest something? I have nothing statistical to give you, but rather, a flavor/theme/new spellcaster like class.

In a bookseries im reading, Mistborn, their is a rare type of power that terris (a elf-like race) have a chance of being born with, somewhat like a sorcerer. This power allows them to litterly 'store' physical and mental attributes for use for later into metal objects.

For example - They can use a solid steel ring to hold about 2-3 minutes worth of strength, or a bronze torc to store memories, or a gold waistchain to store health. They can litterly 'stash' away nearly everything for later - weight, physical strength, mental clarity, eyesight, scent, sense of touch, hearing, health, speed, balance, etc. All based on specific types of metal they have in contact with them.

However, while 'charging' these items, the sense they are charging into the item for that time is lessened. If they charge strength to use later, they would be half as strong as normal for them. If they charge weight, they are lighter then normal. If they charge health, their more feeble/sickly/queesy then normal. If they charge speed, their physically slowed for the time.

Normally, when they activate their charged items, and tap into them? They get like, 0.5 their normal attribute they had stored for the same amount of time they spent charging it. A terris could, for example, charge strength, speed, health and balance for 2 years and look like a feeble old man well into the vulnerable stage. Yet when hes done charging them, hed return to normal, and when he used the tools he charged... he would increase his strength, speed, health, and balance by 50% for the same duration. It even works for age - terris can be old half their early lives or while they sleep, only to seemingly get younger for half a millenia, then age old again. Thus the secret to their long lives. They can also 'burn' their charges and get multiplied bonuses, like x2 the normal amount, or even x10 the amount, but the amount of time they have of a charge burns much more quickly. A terris could, litterly, burn 2 years of strength to punch a hole threw a 20 foot thick solid adamantine wall. Scary, hu? But catch them without metal items on them, or when their charges are out? Their just average mortals.

The practice in the mistborn series is called "Feruchemy", and the people who practice it are called Feruchemist's, or, Keepers (an organization that uses this talent to store memories like giant archives).

Iferus
2010-02-17, 06:29 AM
I wanted to do that too, once. I never got 'round to it though. Here's what I copied from various places on this and other forums as inspiration:



Transmuter abilities
Transmute Energy - as a full-round action, the transmuter can make any ongoing effect (a spell, a natural fire, the ambient environment, etc.) that does some kind of elemental damage do any other kind of elemental damage instead. This ability can affect up to 5 square feet per class level. This ability can be used a number of times per day equal to the transmuter's WIS bonus.
Alter Body - the transmuter can give himself an inherent penalty in one of his physical stats to gain an inherent bonus of the same amount to another physical stat. When using this ability, the transmuter cannot reduce any of his physical stats to less than 3. This takes a full-round action.
Shift Spell - the transmuter can give up his standard action for the next round to change the target or targets of a spell that he identifies with a Spellcraft check to the target or targets of his choice. He can do this a number of times per day equal to his WIS bonus.
Transmute Matter - the transmuter can change what metal a metal object is made out of as full-round action, and can cast Stone to Flesh, Flesh to Stone, Mud to Rock, and Rock to Mud, on nonliving targets as a full-round action at will without expending any spell slots.
Philosopher痴 Stone - the Transmuter no longer ages, and he gains 1d100 gp per day.

a) at 1st level, any non-Personal Transmutation spell you cast with at least one target affects one extra target, but that target only has ス duration.
b) at 7th level, any non-Personal Transmutation spell you cast with at least one target affects one extra target, who now get the full duration.
c) at 15th level, one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e.g., Bull痴 Strength would give a +8 Enhancement bonus to Strength).

You should really think what about what you're going to do with polymorph before you work on this. I recommend (for any game) that you use Rich' variant.


Also, you should look at psionic powers that do not have an arcane counterpart. Simply make them into arcane supernatural abilities, refluff a bit, and you have some nice class abilities. You could even design some synergy for a multiclass character if you do that.

Harperfan7
2010-02-17, 10:59 AM
...swiftblade.

arguskos
2010-02-17, 11:11 AM
Once, I felt as you do. Then, I made one. The Rearranger awaits (http://www.giantitp.com/forums/showthread.php?t=99314). It's been tested in three campaigns now, spanning levels 1 to 13, and it works well.

Iferus
2010-02-17, 02:10 PM
I found another transmutation specialist class over here: Here (http://www.giantitp.com/forums/showthread.php?t=131831)

Fizzban
2010-02-17, 04:39 PM
...swiftblade.

The swiftblade is for one a PrC not a base class for two I'm playing a melee skirmisher beguiler/swiftblade now which is why I thought a transmutation "beguiler" would be amazing with this class. Keep the ideas coming I'm in the process of "overlaying" the warmage, the dread necro, and the beguiler to see how they can be translated to transmutation.

Fizz