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Draken
2011-07-18, 11:30 PM
Hao. This class uses two homebrewn base classes, the Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536), by Owrtho and the Evolutionist (http://www.giantitp.com/forums/showthread.php?p=13115715#post13115715), by yours truly.

For the record this PrC is a work in progress, it is currently missing the fluff and is otherwise playable.


Malshaper

Link. (http://sergon.deviantart.com/art/Chaos-Mage-100185316?q=gallery%3Asergon%2F744212&qo=36)
This specially awesome piece of art is the work of Sergon, from Deviantart. Buuut. Due to forum rules, it can't be added, I think a link to it on his portfolio should be ok. It is a pretty great gallery too!
"Bunch together a group of people deliberately chosen for strong religious feelings, and you have a practical guarantee of dark morbidities expressed in crime, perversion, and insanity"
- Howard Phillips Lovecraft.

Prerequisites:
Mutations: Mutator level 1°.
Feats: Unraveling Guise
Skills: Knowledge (nature) 4 ranks, Knowledge (the planes) 4 ranks.
Special: Must have the Strange Anatomy class feature.

New Feat:
Unraveling Guise [Mutator, Aberrant]The altered nature of your worldly guise gives itself particularly well to the unsightly changes wrought when you assume your true form.
Prerequisite: At least one mutation, Manifest Form, Form Points, Features.
Benefit: Whenever you assume your True Self, you may subsume any number of mutations of your choice, losing their benefits but gaining one form point for each mutation so subsumed. The mutations remain subsumed until you assume your worldly guise once more.
You also gain one bonus mutation.
Special: Ozodrin levels add to your mutator level if you have any levels in evolutionist, up to a maximum of your character level.


HD: d8


Level
BAB
Fort
Ref
Will
Features


1
+0
+0
+0
+0
Things Meant to Be, Features, Mutations, Fossilize Form, Truth in the Guise


2
+1
+0
+0
+0
Mutations, Feature (Worldskin)


3
+1
+1
+1
+1
Mutations, Bonus Feat


4
+2
+1
+1
+1
Mutations, Feature (Twisted Life)


5
+2
+1
+1
+1
Mutations, World-Born Abomination


6
+3
+2
+2
+2
Mutations


7
+3
+2
+2
+2
Mutations, Feature (Catalyst of Necessity)


8
+4
+2
+2
+2
Mutations


9
+4
+3
+3
+3
Mutations, Bonus Feat


10
+5
+3
+3
+3
Mutations, Inadequate Perfection of Form


Class Skills (2 + Int modifier): The malshaper can chose the class skills of any one of his base classes to be his class skills for this class, this choice cannot be changed..

Proficiencies: The malshaper does not gain proficiency with any new type of weapon or armor.

Things Meant to Be (Ex): A malshaper is an evolutionist and an ozodrin; it is a natural being and an unnatural being.Malshaper levels stack with ozodrin levels for determining how many form points they have. In addition, all [mutator] feats count as aberrant feats for the purpose of determining how many form points the Malshaper has.

Features (Ex): A malshaper’s class levels stack with its ozodrin levels for determining what features and augments it has access to, as well as the number of feature granted attacks it can make in a round. In addition it gains three features not normally available to the ozodrin (the Worldskin, Twisted Life and Catalyst of Necessity features). Details spoiled below.

Malshaper Features
Worldskin: Cost – 1
When the great mother comes, her presence will be known to all who look up to the sky with hope and see her blazing descent announce the dawn of a new age, and to all who are unlucky to miss such a beautiful event, it will be known when her all-encompassing tendrils finally and lovingly reach them.
Appearance: Worldskin expands over the ground and inanimate vegetation as a fibrous carpet of faintly luminescent interwoven organic filaments.
Required Level: Malshaper 2
Benefit: The worldskin covers an area with a radius of 5 feet and all stationary objects inside that area in organic material related to the malshaper, it can crawl and cling to vertical and even upside down surfaces with the same ease as it spreads over a floor. Once it has been settled, the worldskin remains stationary, even if the malshaper moves out of its area. Upon shaping this feature, the worldskin immediately grows out from the Malshaper's space or from any patch of worldksin that the malshaper is in contact with (see below for details on contact).
This organic material can receive features (eyes, mouths, limbs, etc) as if it were part of the malshaper’s body. However, the worldskin is not part of the malshaper’s body and features put on it become inanimate when the malshaper is not in direct contact with the patch of worldskin they were put into. If the malshaper is in contact with the patch of worldskin, all features on it are considered to be part of the malshaper and fully under his control as normal. The malshaper is considered to be in contact with a patch of worldskin as long as it is in contact with it or any other patch of worldskin that connects with it.
Features placed on worldskin take an area equivalent to that of a creature of their size category (so particularly large features may not fit in a standard patch of worldskin) and have the same reach as they would have if they were located on the malshaper’s own body, the feature cannot move from the position it was created in. Features placed on worldskin have a number of hit points equal to twice the malshaper’s character level plus the number of form points spent on them, they use the malshaper’s saves, hit die and skills whenever necessary but have an armor class of 5 +[size modifier]. A feature reduced to zero hit points is considered deactivated and must be regenerated to full before being used again, a feature reduced to -10 hit points is destroyed and the form points are returned to the malshaper.
The malshaper can, as a move or standard action, cause all features and augments on any worldskin patch he is in contact with (excluding any features from the effect at his discretion) to heal a number of hit points equal to its class level.
As a final benefit, the malshaper gains a 10 feet enhancement bonus to his land speed while on worldskin, and gains a +4 bonus on all climb checks to climb surfaces covered with worldskin.

Augments:
The Skin Grows: Cost – 1
The radius of the worldskin grows by 5 feet. This growth need not follow a circular pattern, the “virtual radius” merely governing how many squares the worldskin can cover (for instance, a worldskin with a radius of 10 feet covers a total of 12 squares, which can be arranged in any way the malshaper wants). The malshaper must be in contact with a patch of worldskin in order to add additional squares to it through this augment.
Special: The malshaper can increase or decrease the area of the worldskin by as many feet as he wants to whenever he alters his features.

Skinmantle: Cost – 1
This feature creates a shroud of fibers identical to those of the worldskin over the malshaper’s body. The Skinmantle cannot receive features like the worldskin does (these features would simply be on the malshaper after all), but it can stretch to connect with any and all patches of worldskin within a radius of 10 feet from the malshaper, allowing him to treat those patches as being in contact with him. Each point spent on this feature increases the augmented contact radius by 10 feet. The fibers are difficult to see once they leave the malshaper’s body, requiring a DC 20 spot check to be noticed if they are on the ground or a DC 10 spot check if they are on the air.

Bioenergy Cyst: Cost – 3
Requires level 4: A Bioenergy Cyst is a blob of ferrous tissues and acidic secretions that produces and stores energy for the malshaper’s later use. This feature can be placed on any patch of worldskin the malshaper is in contact with, but not directly on himself, it covers a 5 feet square. The bioenergy cyst is large enough to prevent movement through that square and provide cover.
When the malshaper activates a Bioenergy Cyst, it detonates in a fiery explosion with a radius of 20 feet, dealing 1d6 points of damage for every two mutator levels and deactivating the cyst until it is healed back to full health. Alternatively, the malshaper can cause the cyst to generate an electrical current between itself and any other Bioenergy Cyst created by him within 120 feet (even if the second cyst is not in contact with the malshaper), dealing 1d6 damage for every two mutator levels to all creatures in the line of effect, this usage does not deactivate the activated cysts, but deals damage to both of them equal to the malshaper’s character level.
A reflex save halves the damage of both usages of this feature.

Healing Spore: Cost – 5
Requires level 6: The healing spore is a faintly luminous structure with a fibrous, spongy surface that is filled with a nutrient broth suffused with positive energy. This feature can be placed on any patch of worldskin the malshaper is in contact with, but not directly on himself, and takes a 5 feet square.The healing spore is large enough to prevent movement through that square and provide cover.
When the malshaper activates a healing spore it spills its contents on all adjacent squares, healing any creature on those squares for 1d6 points of damage per two mutator levels and deactivating the spore until it is healed back to full health, the healing spore is considered a spell of the conjuration school and healing subschool by any ability that affects such spells. Unlike other worldskin features, the healing spore is capable of restoring itself without the malshaper’s interference, and has fast healing equal to half his character level.
The healing spore deals damage to the undead and other creatures damaged by positive energy, a reflex save halves this damage.

Vaporous Abscess: Cost – 3
Requires level 8: A vaporous abscess is a spongy tumor that constantly emits foul-smelling fumes while it is shaped. This feature can be placed on any patch of worldskin the malshaper is in contact with, but not directly on himself, it takes a 5 feet square.The vaporous abscess is large enough to prevent movement through that square and provide cover.
As long as the abscess is shaped, it passively emits a cloud of corrosive fumes that covers a radius of 10 ft centered on itself. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). At the beginning of the malshaper’s turn the fog deals 2d6 points of acid damage to each creature inside it.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
The vaporous abscess can be activated to create an Acid Fog as the spell, with a caster level equal to the malshaper’s mutator level. Doing this deactivates the feature until it is healed back to full health.

Spawning Pod: Cost – X
Requires level 10: A spawning pod is a cocoon of fibers attached to the worldskin, slightly inflating and deflating from the slow breathing of the creature inside. This feature can be placed on any patch of worldskin the malshaper is in contact with, but not directly on himself and takes an area identical to the space of the creature that will arise from it.
The spawning pod is a womb where an aberrant creature is growing at an accelerated rate, it costs 4 form points, plus 1 form point per HD of the creature that the malshaper wants to create. This feature can be used to create a creature with a CR of up to 1 + half the malshaper’s mutator level. It takes 1 round (+1 one round per size category above medium) for the creature growing inside the pod to reach maturity and be born from it, at which point the feature is unshaped, when the gestation begins, the feature is medium sized, growing each round (and taking an appropriate area of worldskin) until it hits the size of the desired creature. This feature can be used to create any creature of the aberration, animal, vermin or humanoid types, but the later three become aberrations instead of their usual types (no other changes occur). The creatures born of this feature have no knowledge other than instinctive knowledge and whatever the malshaper knows and decides to impart on them (usually understanding of a language for communication), they may have no class levels (1 HD humanoids will have a single racial HD) and cannot be advanced versions of the base creatures.
The creatures born of this feature are permanent, they are not summoned and they are not under the malshaper’s control, but are considered Helpful to him.



Twisted Life: Cost - 5
Beautiful is the mother of monsters, whose mere approach banishes death and the things related to it, and whose presence empowers and improves all living things and bathes the world in glorious life-giving energies.
Appearance: Unnamable orifices on the malshaper's skin produce a barely noticeable cloud of spores around it. A DC 10 spot check is needed to notice the presence of the spores.
Required Level: Malshaper 4
Benefit: The spore cloud covers a radius of 5 feet around the malshaper. All living beings inside the spore cloud gain a +1 bonus to fortitude saves and all undead inside the cloud suffer a -1 penalty on fortitude saves. In addition, all turn checks attempted from inside the cloud gain a +1 bonus to effective cleric level, while all rebuke attempts suffer a -1 penalty to effective cleric level.
Augments:
Growth of Twisted Life: Cost – 1
Requires level 4: The radius of the malshaper’s twisted life grows by 5 feet.

Ragnorra’s Radiance: Cost – 4
Requires level 5: The power of Ragnorra suffuses the air around the malshaper, gaining intensity. The benefits and penalties given by twisted life’s spore cloud increase by 1, and all conjuration [healing] spells cast on creatures inside the cloud heal an additional 2 hit points for every instance of this augmentation that is active. However, this healing leaves pocks and blemishes on the recipients, imposing a -2 penalty on Charisma-based checks (this penalty does not grow higher with more instances of this augment). The blemishes vanish after any rest that would allow the creature to recover ability damage.

Boon of Twisted Life: Cost – 5
Requires level 9: Greater still is the numinous light of the mother of monsters, that it can but be breathed in to heal her beloved children. Any creature standing inside the spore cloud of the twisted life feature may, as a swift action, inhale these life-giving spores to heal a number of hit points equal to 1d8 + the malshaper’s mutator level. This is considered a conjuration [healing] effect and benefits from the Ragnorra’s Radiance augment. If the creature is already at full hit points, it gains temporary hit points equal to the excess healing. This vitality is dangerous, however. And for every 10 hit points that the target is above his maximum, he suffers a -1 penalty to his charisma score. Any creature reduced to 0 charisma by this penalty temporarily becomes a feral beast under the malshaper’s control (and does not go into a coma, for the record), gaining the benefits and penalties of raging as a 1st level barbarian. The penalty vanishes entirely one hour after the creature goes into this bestial state, even if further spores are inhaled in the meanwhile.


Catalyst of Necessity: Cost – X
Necessity is the mother of invention, and necessity too drives creatures to improve themselves so that they may survive the shifting environment. Ragnorra is ever-changing and ever-improving, therein lays a minor facet of her perfection, and one of the few we are able to mimic.
Appearance: A purulent cyst full of enzymes and hormones.
Required Level: Malshaper 7
Benefit: You can store a number of form points equal to your character level inside a Catalyst of Necessity to quickly convert into any features you might need. Activating a catalyst of necessity is free action that unshapes the feature and releases the form points for you to immediately use as you see fit in augmenting standing features or shaping other features as they are needed.

Augments:
Physical Reconstitution Enzyme - 0
Requires level 8: Sometimes, the maleability of the malshaper's aberrant nature is insufficient to resolve a problem before him, the powers of his monstrous physical self might be required, but they might have been subdued into his aberrant self. This augment applies automatically to any catalyst of necessity that the malshaper shapes, allowing him to spend a form point to regain use of a mutation subsumed through the Unraveling Guise feat when the catalyst is activated.


Mutations (Ex): At each level, the malshaper gains four mutations.

Fossilize Form (Ex): The malshaper learns first how to sculpt its unnatural and shifting body into the tried-and-true aspects of worldly beings. The malshaper may spend four form points to gain one mutation.
However, once such a conversion is made, it is relatively difficult to undo, the mutation can only be unshaped and the form points reclaimed after a period of at least 24 hours has passed, and the malshaper must succeed on a fortitude save with a DC of 20 + its mutator level to unshape the mutation, success indicates that it managed to undo the mutation and reclaim the form points, failure indicates that it unshaped the mutation, but the trauma leaves the desired form points unavailable for the following 24 hours or until the malshaper receives the effects of a Regeneration spell, whichever comes first.

Truth in the Guise (Ex): Malshapers muddle the difference between their true selves and their worldly guises. The malshaper may permanently trade one mutation for 3 additional form points, being able to do so a maximum number of times equal to its mutator level.
In addition, the malshaper can shape features directly into its worldly guise, without the need to assume his manifested form, only a maximum of half of its form points can be used in his worldly guise (rounded down) but it need not shape the same features that are being used in its true self and form points so allotted can still be used on its true self as normal, these are effectively two separate pools of form points that may not be combined. It may also use the Unraveling Guise feat while in its worldly guise, but gains only one form point for every two mutations subsumed. Adding, changing or removing a feature from one’s worldly guise is a full-round action, and any witnesses to the act must make a fortitude save (DC 10 + half character level + charisma modifier) or be sickened for the duration of the encounter.

Bonus Feat: At 3rd level and 9th level the malshaper gains a bonus feat, this can be any [aberrant] or [mutator] feat for which he qualifies.

World-born Abomination (Ex): At 5th level, the malshaper is a thing of and not of the world. It can treat its creature type - as would be more beneficial at the time - as either its original type (or any other type he might gain from other class features), aberration, or none at all. It gains Darkvision 60 feet (which stacks with any existing Darkvision) and no longer accrues penalties from age, nor will it ever die of old age.
In addition, it may add features to its Worldly Guise equal to its full allotment of form points and gains extra form points from subsuming mutations through the Unraveling Guise feat equal to the number of mutations so subsumed. Lastly it is capable of changing the features of its True Self as a full-round action while it is manifested, this later change does not trigger the fortitude save from Truth in the Guise nor the will save from Manifest Form, because the malshaper’s true self is already twisted enough that further warping does not sicken onlookers in any appreciable manner and those who have already weathered the initial change find the monstrosity shifting further to be slightly less appalling.

Inadequate Perfection of Form (Ex): Only Ragnorra is perfect, nothing else could ever hope to achieve the height of glory that is her being, but through your diligence and effort, you have earned the right to stand proud among her greatest and most beloved children.
At 10th level, once per day, the malshaper may unhinge the limitations of its form to become perfect in the abhorrence of its self and beautiful in the horror of its being. As a full-round action it may enter its Inadequately Perfect Form, with powers well beyond those of its worldly guise or true self. The Inadequately Perfect Form has a total number of form points available to it equal to the sum of the points available to the malshaper in its worldly guise and true self (basically twice its allotment of form points) and the malshaper can rearrange all features (including mutations gained through fossilize form) as a swift action once per round. Lastly, when the malshaper assumes the Inadequately Perfect Form, all witnesses must immediately make a fortitude save and a will save (both with DC 15 + half character level + charisma modifier), those who fail the fortitude save are nauseated for 1d4+1 rounds and then sickened for the remainder of the encounter, while those who fail the will save are frightened for 1d4+1 rounds and then shaken for the remainder of the encounter. Any being that fails both saves is paralyzed for the duration of the encounter.
The Inadequately Perfect Form is almost as unstable as it is potent, and the malshaper cannot sustain it for long, it lasts for a number of rounds equal to the malshaper’s constitution modifier.

deuxhero
2011-07-19, 01:26 AM
No skill points?


"level in class" is to my limited know how, never a requirement.

Owrtho
2011-07-19, 01:45 AM
"level in class" is to my limited know how, never a requirement.

Mutator isn't a class. It is an ability of the Evolutionist, and could be seen as the equivalent of caster levels for the class.
That aside-

Well, what have we here? This certainly looks interesting. I like what I see so far. A few things I noticed though:
A few times you mention artisan of the flesh, which seems to have been a past name. I suggest correcting it.
You forgot to bold "Features (Ex):" as well as put a space between it and Things Meant to Be.
Truth in the Guise should mention how many features may be changed at a time. As it is, it would seem as many as you want, Though I'd suggest one at a time, with basic eyes counting as 1/2 for those purposes (as normal, thus allowing 2 eyes to be changed at a time).
Inadequate Perfection of Form has the first paragraph in second person (despite the rest of the class being in third person), and then changes gender in the second paragraph (somewhat confusing as you also are speaking about a revered being that is described with female pronouns, which led to me needing to reread a few times to make sure it wasn't talking about her).

Other than that it looks good so far. I look forward to the fluff and the features being completed.

Owrtho

Draken
2011-07-19, 10:11 AM
No skill points?
A characteristic of evolutionist classes/prcs.


"level in class" is to my limited know how, never a requirement.
Adressed by Owrtho, mutator level is a caster level (of sorts), the class is evolutionist.


Mutator isn't a class. It is an ability of the Evolutionist, and could be seen as the equivalent of caster levels for the class.
That aside-

Well, what have we here? This certainly looks interesting. I like what I see so far. A few things I noticed though:
A few times you mention artisan of the flesh, which seems to have been a past name. I suggest correcting it.
Yeah, it was an old name. Adressed.


You forgot to bold "Features (Ex):" as well as put a space between it and Things Meant to Be.
In my defense, I went to sleep immediately after making this thread. :smalltongue:
Adressed.


Truth in the Guise should mention how many features may be changed at a time. As it is, it would seem as many as you want, Though I'd suggest one at a time, with basic eyes counting as 1/2 for those purposes (as normal, thus allowing 2 eyes to be changed at a time).
Adressed by changing "features" to "a feature".


Inadequate Perfection of Form has the first paragraph in second person (despite the rest of the class being in third person), and then changes gender in the second paragraph (somewhat confusing as you also are speaking about a revered being that is described with female pronouns, which led to me needing to reread a few times to make sure it wasn't talking about her).
Adressed by proofreading. The first paragraph of Inadequate Perfection of Form is fluff, sort of a litany to Ragnorra, the patron of the Malshapers (see Elder Evils).


Other than that it looks good so far. I look forward to the fluff and the features being completed.

Owrtho

Draken
2011-07-19, 09:36 PM
Bump for basic Worldskin, its most basic augment (becoming larger) and a preview of the future augments of Worldskin.

Necroticplague
2011-08-09, 12:40 PM
Things Meant to Be needs a little cleaning up. Probably something along these lines:A malshaper is an evolutionist and an ozodrin; it is a natural being and an unnatural being..Malshaper levels stack with ozodrin levels for determining how many form points they have. In addition, all [mutator] feats count as aberrant feats for the purpose of determining how many form points the Malshaper has.

Draken
2011-08-10, 07:25 AM
Things Meant to Be needs a little cleaning up. Probably something along these lines:A malshaper is an evolutionist and an ozodrin; it is a natural being and an unnatural being..Malshaper levels stack with ozodrin levels for determining how many form points they have. In addition, all [mutator] feats count as aberrant feats for the purpose of determining how many form points the Malshaper has.

Done.

I am still working on this folks. I just got sidetracked by a new iteration of the Evolutionist class that I started working on.

Speaking of that, adding baseline skill points to this prc.

Zarthrax
2012-05-05, 06:41 AM
Just to jog your memory, but I personally would love to see this finished.

Not enough PrCs with Ragnorra flavor, in my opinion.

Draken
2012-05-10, 01:29 PM
Just to jog your memory, but I personally would love to see this finished.

Not enough PrCs with Ragnorra flavor, in my opinion.

The crunch is finished. You can probably expect the fluff to be done sometime by 2013 now. :smalltongue:

On a more serious note, the fluff is, in fact, linked to the Malshaper organization spoken of in Ragnorra's entry in Elder Evils.

Steward
2012-05-10, 04:09 PM
I always thought that Ragnorra had the coolest superpowers of any of the Elder Evils. The worldskin is such an horrific mechanic; it lets the aberration literally turn her environment into an extension of her will, and its power is rivalled only by its sheer creepiness.

Owrtho
2012-05-10, 10:09 PM
Quite nice to finally see this complete, and even better there is a new and improved version of the evolutionist to go along with it. Seeing this complete really makes me want to get around to my planned ozodrin PRC that focuses on strange movement rather than features. This also seems like flavour wise it would go quite well with the sower of strangeness prc.

Anyway, a few thought/suggestions/things that might need some clarification. Worldskin should likely note how its location is determined as it is seperate from the malshaper. Is the malshaper able to place it freely while manifesting its true nature (provided it has allocated the form points to it), does it place it all as soon as it manifests its true nature, is it limited to placing it in the square it is currently and/or squares adjacent to squares it is already in (provided you are in contact with that mass), or is it some combination.
My personal view on how it would best work is allowing any number of worldskin features to be placed upon manifesting ones true nature, provided one is in the same square as the malshaper and all others are contiguous with that one or others being placed (and all squares from a given worldskin would need to be contiguous). While after manifesting, later patches could be placed as a move action so long as one square coincided with the malshapers location.
Thinking on it, how does worldskin interact with walls or other vertical distances/surfaces? Can it be placed an a wall treating the walls area like that of a floor?
Somewhat related The Skin Grows is says it increases the radius, but then notes you can rearrange the squares. With that it is easier to just have it increase the worldskins area by a set amount of squares (even if increases to it scale).
Many of the other augments mention they are placed within 5 feet of the malshaper. This implies they need not be placed immediately upon manifesting its true nature, but does not explicitly state so. Similarly they are vague as to if they prevent features from being placed on those sections of worldskin and do not list the action of placing them. While on this it is uncertain if features are placed when assigning points (and thus automatically appear on the square of worldskin when it is placed), or at a later point.
While on the subject of features on the worldskin, do eyes count as half a feature as normal (meaning two per 5 feat), or a full one. Similarly, may flesh augments be applied to the features on a worldskin to improve ac, grant DR, etc.?
Are healing spores improved by Ragnorra’s Radiance?
Spawning pod might be better if the number of rounds it took for the creature to spawn was based on its HD or size category rather than a flat 1 round. It also fails to note how large an area of worldskin it takes up, though I'd assume the creatures size.
As a possible augment for Catalyst of Necessity, one that lets you assign mutations you subsumed for form points to a catalyst (provided all points gained from the subsuming go to the X cost), allowing you to return those points to being the mutation when you activate the catalyst or use them for features at your discretion. Might cost one or two form points extra, or just be a 0 cost augment with a higher level requirement.
World-born Abomination might also state they can count as any other types they've gained, such as via other classes that have an ability changing one's type.
Keep up the good work, I look forward to seeing more homebrew from you (particularly the remaining feat granted mutations).

Owrtho

Draken
2012-07-05, 11:10 AM
Bump.


Quite nice to finally see this complete, and even better there is a new and improved version of the evolutionist to go along with it. Seeing this complete really makes me want to get around to my planned ozodrin PRC that focuses on strange movement rather than features. This also seems like flavour wise it would go quite well with the sower of strangeness prc.

Anyway, a few thought/suggestions/things that might need some clarification. Worldskin should likely note how its location is determined as it is seperate from the malshaper. Is the malshaper able to place it freely while manifesting its true nature (provided it has allocated the form points to it), does it place it all as soon as it manifests its true nature, is it limited to placing it in the square it is currently and/or squares adjacent to squares it is already in (provided you are in contact with that mass), or is it some combination.
My personal view on how it would best work is allowing any number of worldskin features to be placed upon manifesting ones true nature, provided one is in the same square as the malshaper and all others are contiguous with that one or others being placed (and all squares from a given worldskin would need to be contiguous). While after manifesting, later patches could be placed as a move action so long as one square coincided with the malshapers location.
Thinking on it, how does worldskin interact with walls or other vertical distances/surfaces? Can it be placed an a wall treating the walls area like that of a floor?
Somewhat related The Skin Grows is says it increases the radius, but then notes you can rearrange the squares. With that it is easier to just have it increase the worldskins area by a set amount of squares (even if increases to it scale).
Many of the other augments mention they are placed within 5 feet of the malshaper. This implies they need not be placed immediately upon manifesting its true nature, but does not explicitly state so. Similarly they are vague as to if they prevent features from being placed on those sections of worldskin and do not list the action of placing them. While on this it is uncertain if features are placed when assigning points (and thus automatically appear on the square of worldskin when it is placed), or at a later point.
While on the subject of features on the worldskin, do eyes count as half a feature as normal (meaning two per 5 feat), or a full one. Similarly, may flesh augments be applied to the features on a worldskin to improve ac, grant DR, etc.?
Are healing spores improved by Ragnorra’s Radiance?
Spawning pod might be better if the number of rounds it took for the creature to spawn was based on its HD or size category rather than a flat 1 round. It also fails to note how large an area of worldskin it takes up, though I'd assume the creatures size.
As a possible augment for Catalyst of Necessity, one that lets you assign mutations you subsumed for form points to a catalyst (provided all points gained from the subsuming go to the X cost), allowing you to return those points to being the mutation when you activate the catalyst or use them for features at your discretion. Might cost one or two form points extra, or just be a 0 cost augment with a higher level requirement.
World-born Abomination might also state they can count as any other types they've gained, such as via other classes that have an ability changing one's type.
Keep up the good work, I look forward to seeing more homebrew from you (particularly the remaining feat granted mutations).

Owrtho

Edits have been made to clarify these points, in order!

1. Clarified, also a few clarifications have been made on the placing of worldskin. Say if something else is missing.
2. Clarified.
3. I don't know a proper math for that (I suck at math!), so I just made a few extra clarifications.
4. Actually there is no mention of where they must be placed, the malshaper is supposed to be able to put features anywhere in worldskin as long as he is in contact with any point of the patch. The 5 feet mentions in place have been clarified as being the area taken by the features.
5. Features applied to worldskin follow their own rules when these don't contradict the rules specific to worldskin, so I think two eye features per 5 feet square is appropriate. Flesh features can be applied to worldskin and grant its benefits to it.
6. Healing Spores are now considered to be conjuration [healing] effects. This means radiance helps them and warforged don't get the full benefit.
7. Edits have been made to that effect.
8. Done.
9. Done.

Owrtho
2012-07-06, 10:42 PM
1. Clarified, also a few clarifications have been made on the placing of worldskin. Say if something else is missing.

You still need to mention how the worldskin is actually placed. Does it just spread out when they manifest their true nature, or can they choose when to place it as they move about the field. If the latter, what action is used to do so, and what constraints are there on the placement?


3. I don't know a proper math for that (I suck at math!), so I just made a few extra clarifications.

Unfortunately there is no simple way to convert an increasing radius into an increasing number of squares accurately. The easiest method is to divide the radius by 5, then divide by pi and take the square root. That gives the number of squares that you have to distribute.

That said, you could have the area of the worldskin just given in squares rather than being a radius. Though to get a similar growth rate you need it to provide more squares each time you take it (as in if using 4, first time adds 4, second time adds 8 more total 12, third adds 12 more total 24, etc.). Between 4 and 8 times seems to be somewhat similar, though 8 exceeds the radial increases after 3 applications, 6 in turn takes 9 to do so.

Owrtho

Necroticplague
2012-07-07, 10:17 AM
Unfortunately there is no simple way to convert an increasing radius into an increasing number of squares accurately. The easiest method is to divide the radius by 5, then divide by pi and take the square root. That gives the number of squares that you have to distribute.
Owrtho
I think a better method would be to simply turn the circle into a square like normal dnd logic does. It would be odd, but it's the absolute easiest way to handle it.A normal fireball is a 4 square by 4 square by 4 square cube, just let a radius 20 worldskin be a 4 square by 4 square square.

Draken
2012-07-07, 11:58 AM
Ah, right. You are supposed to liberate all allocated worldskin the moment you assume true form. But don't forget that the malshaper gains the ability to change features in use somewhat on the fly in four different ways (truth in the guise, catalyst, World-Born Abomination and IPoF).

I used Maptool to make the circles and got these numbers:

Form points Total Squares
1 4
2 12
3 24
4 44
5 68
6 96
7 132
8 164
9 208
10 260
11 316
… …

It stops at 11 because I quite simply got annoyed at the math.

Making it a square would reduce the area considerably but make the calculations much simpler. Preference?

Yasahiro
2014-07-11, 07:34 PM
So... If I understand the Catalyst of Necesity, does it just allow for adding more features on the Worldskin, and doing it faster, or does it make it possible for Malshaper to do it even when he is not in contact with Worldskin?

Also, can the Spawning Pod creature gain the class levels later, as it keeps on living as its own character/NPC?

Edit: Also, terribly sorry for Necromancing this.

Draken
2014-07-11, 11:42 PM
So... If I understand the Catalyst of Necesity, does it just allow for adding more features on the Worldskin, and doing it faster, or does it make it possible for Malshaper to do it even when he is not in contact with Worldskin?

Also, can the Spawning Pod creature gain the class levels later, as it keeps on living as its own character/NPC?

Edit: Also, terribly sorry for Necromancing this.

Catalyst of Necessity allows you to keep form points floating to use into whatever you want, if you put it on yourself, you can trigger it any time, if you put it on worldskin, you can trigger it any time you could use features on it.

The spawning pod creature is pretty much identical to any other npc once it is born. It can gain levels, it can make individual choices, and it is under DM control.