Circle of Life
2012-01-26, 06:44 PM
The Reforger
http://www.wizards.com/mtg/images/daily/ftl/ftl22_trans.jpg
"Wasted potential surrounds us. Lend me that bauble, and I shall see what it can be made to be."
Class Skills
The Reforger's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + Int
Hit Dice: d8
Starting Gold: 6d4x10
Alignment: Any.
{table=head]Level|BAB|Fort|Ref|Will|Special|Craft Reserve
1st|+0|+0|+2|+2|Aberrant Flesh, Morphic Form (Natural weapon, 1d6)|-
2nd|+1|+0|+3|+3|Item Creation|40
3rd|+2|+1|+3|+3|Refocus Arcana|60
4th|+3|+1|+4|+4|Morphic Form (Natural weapon, 2d6)|80
5th|+3|+1|+4|+4|Morphic Form (Body Adjustment)|100
6th|+4|+2|+5|+5|Reforge Item|150
7th|+5|+2|+5|+5|Morphic Form (Natural weapon, 3d6)|200
8th|+6/+1|+2|+6|+6|Warping Strike (-1 / -1d6)|250
9th|+6/+1|+3|+6|+6|Mirrored Mutations|300
10th|+7/+2|+3|+7|+7|Morphic Form (Natural weapons, 4d6)|400
11th|+8/+3|+3|+7|+7|Instant Forging|500
12th|+9/+4|+4|+8|+8|Reforge Self|700
13th|+9/+4|+4|+8|+8|Morphic Form (Natural weapons, 5d6)|900
14th|+10/+5|+4|+9|+9|Warping Strike (-2 / -2d6)|1,200
15th|+11/+6/+1|+5|+9|+9| Reforge Weakness |1,500
16th|+12/+7/+2|+5|+10|+10|Morphic Form (Natural weapons, 6d6)|2,000
17th|+12/+7/+2|+5|+10|+10| Reforge Foe |2,500
18th|+13/+8/+3|+6|+11|+11|Warping Strike (-3 / -3d6)|3,000
19th|+14/+9/+4|+6|+11|+11|Morphic Form (Natural weapons, 7d6)|4,000
20th|+15/+10/+5|+6|+12|+12|Infinite Evolution|5,000
[/table]
Class Features: The following are all class features of the Reforger.
Weapon and Armor Proficiencies: Reforgers are proficient with all simple weapons and with one martial or exotic weapon of their choice. Reforgers are proficient with light and medium armor and with bucklers, but not with other shields.
Abberant Flesh (Ex): Whether by dint of ancient bloodlines or the result of magical experiments, all Reforgers possess mutable flesh capable of warping and shifting in response to their need. Reforgers possess the Augmented Aberration subtype, though this does not change the features or traits of their normal type. In addition, a Reforger gains a +1 class bonus to her natural armor.
Morphic Form (Ex): As a standard action, a Reforger can reshape a portion of her body to grant herself a single natural attack that she does not already possess. This natural attack deals 1d6 damage at 1st level, and an additional 1d6 damage at 4th level and every 3 levels thereafter. The natural attack granted by this ability is always the primary natural weapon of the Reforger, and so adds her full Strength modifier to damage (or 1 ½ her Strength if it is her sole natural attack). The Reforger can retract a natural weapon created in this way (and recreate a new one, if desired) with a standard action. The Reforger may only ever grant herself a single natural weapon with this ability; creating a new one requires her to first retract the original.
At 5th level, a Reforger gains the ability to shift a single bodily defense afforded to her, whether a natural defense or one granted by a magic item or spell. As a standard action, the Reforger may change a source of damage reduction or energy resistance (or immunity) to a new type. Damage reduction can only be changed between like sources (weapon types or substance types), while energy resistances or immunities can be changed freely between acid, cold, electricity, fire, and sonic damage. For example, a Reforger could change DR/slashing to DR/piercing or DR/bludgeoning, but not DR/adamantine, and she could change DR/silver to DR/cold iron or DR/adamantine, but not DR/slashing. This change persists for as long as the granted defense would normally last, until its source has been removed, or until the Reforger returns the defense to its original type as a free action.
A Reforger may only shift a single defense with this ability at one time. To shift another, she must first return the altered defense to its original state.
Craft Reserve: Beginning at 2nd level, a Reforger receives a pool of points that she can spend instead of experience points when crafting items. Each time the Reforger gains a new level, she receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Reforger can also use her craft reserve to supplement the experience cost of the item she is making, taking a portion of the cost from her craft reserve and a portion from her own XP.
Item Creation (Su): A Reforger of 2nd level or higher can create a magic item even if she does not have access to the spells that are prerequisites for the item. The Reforger must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, a Reforger would need a Use Magic Device check of 21 or higher. To create a bottle of air (caster level 7th), she would need a check result of 27 or higher to emulate the water breathing prerequisite.
The Reforger must make a successful check for each prerequisite for each item she makes. If she fails a check, she can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If she comes to the end of a crafting time and she has still not successfully emulated one of the powers, she can make one final check – her last-ditch effort, even if she has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For the purpose of meeting item prerequisites, a Reforger's effective caster level equals her Reforger level +2. If the item duplicates a spell effect, however, it uses the Reforger's actual level as its caster level. Costs are always determined using the item's minimum caster level or the Reforger's actual level (if it is higher). Thus, a 3rd-level Reforger can make a scroll of fireball, since the minimum caster level for fireball is 5th. She pays the normal cost for making such a scroll with a caster level of 5th, however, even though the scroll's actual caster level is 3rd.
A Reforger can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal Dcs for the skill.
Finally, a Reforger can choose a single item creation feat at the beginning of each day, provided she would be able to select the feat with her effective caster level for item creation. The Reforger may ignore any other prerequisites of the item creation feat, and may make use of it normally.
Refocus Arcana (Ex): Beginning at 3rd level, whenever she attempts a Use Magic Device check to activate (but not craft) a magic item, but fails to meet the DC of the task, a Reforger may reroll the check as an immediate action. She must abide by the results of this second die roll, even if it is worse than the original.
Reforge Item (Ex): Beginning at 6th level, a Reforger can transmute one item into another, seemingly unrelated item. This process takes one hour, at the end of which the Reforger makes a Use Magic Device check as if she were creating the desired item using her Item Creation class feature, except that she does not need to possess the appropriate item creation feat and she is afforded only a single check to make the item. Failure does not spoil the reforging process, though the Reforger must start anew if she fails the check. The item to be created in this fashion must have a cost of equal or lesser value than the item to be transmuted, but does not otherwise need to be related; a +3 Longsword could be reforged into +4 full-plate, or Cloak of Charisma +4, or any other item with a cost of 18,315 gp or less. Once transmuted, the reforged item is forevermore treated as the new item, and cannot be returned to its original form by any means short of a wish spell or deific intervention.
To reforge an item, the Reforger must be capable of creating the desired new item with her Item Creation ability, and as such cannot create items that require a caster level higher than the virtual caster level afforded to her by that ability, nor can she emulate item creation feats that she would not be able to select normally. Once an item has been reforged, the Reforger may not reforge it again until she gains another rank in Use Magic Device.
Warping Strike (Su): Beginning at 8th level, a Reforger's attacks can disrupt her foes' very forms, warping mind and body into a disharmonious wreck. The first successful attack that the Reforger makes against each foe each round forces a Will save, DC 10 + ½ Reforger level + Cha modifier. If a foe fails a save, it takes a -1 penalty to all rolls made until the start of the Reforgers next turn, and takes a 1d6 penalty to one ability score of the Reforger's choice for the same time. This penalty can never reduce a foe's ability score below 1.
At 14th level, and again at 18th level, the penalty to rolls increases by 1, and the penalty to ability scores increases by 1d6.
Mirrored Mutations (Ex): Beginning at 9th level, a Reforger's mutable body can produce a second, identical mutation with no additional effort. Whenever she creates a natural weapon, the Reforger also creates a second, identical natural weapon, and may use both as primary natural weapons. Whenever she shifts a defense, she may split it into two valid choices, though she cannot shift these choices once made. For example, a Reforger with DR/slashing could shift the damage reduction to DR/bludgeoning and piercing, and she could shift immunity to fire damage to both immunity to acid and immunity to sonic damage, or any other legal combination as outlined in the Morphic Body ability.
Instant Forging (Ex): Once per week, a Reforger of 11th level or higher may create a magical item, as by her Item Creation ability, except that she may create the item with only a swift action. The Reforger is allowed only a single Use Magic Device check for each prerequisite she attempts to emulate, and if she fails any of them, the item creation process is failed. If she succeeds, the magical item comes into being fully formed and attuned to the Reforger, as appropriate. Armor manifests worn, weapons phase into being in the Reforger's hands (or at her feet, if her hands are full), rings appear around fingers, and so on.
Reforge Self (Ex): As a standard action, a Reforger of 12th level or higher may reallocate her ability scores freely. The Reforger may change her base ability scores as she wishes, though she must reallocate physical scores to other physical scores, and likewise for mental scores. Only the base scores change when using this ability; any bonuses to ability scores from items, spells, or similar effects continue to affect the specified score.
Using this ability only shifts the basic scores of the Reforger; it does not allow her to reallocate points as if using a point buy system or similar. For example, a Reforger with a base Strength score of 18 and a base Dexterity score of 13 could switch the two, resulting in a base Strength of 13 before adjustments and a base Dexterity of 18 before adjustments. Ability scores changed in this fashion persist for one hour or until returned to normal as a free action. Ability scores altered in this ability never serve as prerequisites, nor are their effects counted upon leveling up (as such, a Reforger would not benefit from increasing her Intelligence score before leveling, nor could she qualify for feats that require a high ability score without naturally possessing that score).
Additionally, when using this ability, the Reforger's body is purged of any poison or disease effects, even if she chooses not to change her ability scores.
Reforge Weakness (Su): As a standard action, a Reforger of 15th level or higher may make a touch attack against a foe that possesses one of the following that she does not have: damage reduction, energy resistance, energy immunity, immunity to a condition, immunity to ability damage or drain, or spell resistance. If the touch attack is successful, the touched foe must succeed on a Will save, DC 10 + ½ Reforger level + Cha modifier. If it fails the save, the touched creature loses one specific defense from the above choices, and the Reforger gains that defense. The stolen defense persists for one hour or until the foe from which the defense was stolen dies, at which point the Reforger loses that defense.
Reforge Foe (Su): As a standard action, a Reforger of 17th level or higher may transmute a touched foe into a helpless puddle of base elements. This ability functions like the baleful polymorph spell, except that the duration is 24 hours, the only form is a puddle of base elements which cannot speak or hear or move, and the save DC is equal to 10 + ½ Reforger level + Cha modifier. Over the duration of this ability, the transmuted foe's body slowly reforms; after the first 12 hours, it is capable of crawling at a rate of 5 feet per round, and after 18 hours it can manage basic speech, though it retains a mostly shapeless form with only the most basic appendages for movement until the end of the full duration.
Once a creature is affected by this ability, whether it saves successfully or not, it is immune to this ability for 24 hours.
Infinite Evolution (Ex): At 20th level, a Reforger can change her form on the basest levels as a free action once per round. The Reforger can change her type freely, though any subtypes she possessed remain. The Reforger cannot change her type to Undead unless she already possessed this type, and likewise unless she already counted as a Construct independent of this ability, must apply the Living Construct subtype if she changes her type to Construct. Otherwise, she gains all of the Traits of her chosen type for as long as she maintains it, save for traits that would alter her ability scores. A Reforger assuming a type via this ability is treated in all regards as if she naturally possessed that type.
http://www.wizards.com/mtg/images/daily/ftl/ftl22_trans.jpg
"Wasted potential surrounds us. Lend me that bauble, and I shall see what it can be made to be."
Class Skills
The Reforger's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)
Skills Points at Each Level: 6 + Int
Hit Dice: d8
Starting Gold: 6d4x10
Alignment: Any.
{table=head]Level|BAB|Fort|Ref|Will|Special|Craft Reserve
1st|+0|+0|+2|+2|Aberrant Flesh, Morphic Form (Natural weapon, 1d6)|-
2nd|+1|+0|+3|+3|Item Creation|40
3rd|+2|+1|+3|+3|Refocus Arcana|60
4th|+3|+1|+4|+4|Morphic Form (Natural weapon, 2d6)|80
5th|+3|+1|+4|+4|Morphic Form (Body Adjustment)|100
6th|+4|+2|+5|+5|Reforge Item|150
7th|+5|+2|+5|+5|Morphic Form (Natural weapon, 3d6)|200
8th|+6/+1|+2|+6|+6|Warping Strike (-1 / -1d6)|250
9th|+6/+1|+3|+6|+6|Mirrored Mutations|300
10th|+7/+2|+3|+7|+7|Morphic Form (Natural weapons, 4d6)|400
11th|+8/+3|+3|+7|+7|Instant Forging|500
12th|+9/+4|+4|+8|+8|Reforge Self|700
13th|+9/+4|+4|+8|+8|Morphic Form (Natural weapons, 5d6)|900
14th|+10/+5|+4|+9|+9|Warping Strike (-2 / -2d6)|1,200
15th|+11/+6/+1|+5|+9|+9| Reforge Weakness |1,500
16th|+12/+7/+2|+5|+10|+10|Morphic Form (Natural weapons, 6d6)|2,000
17th|+12/+7/+2|+5|+10|+10| Reforge Foe |2,500
18th|+13/+8/+3|+6|+11|+11|Warping Strike (-3 / -3d6)|3,000
19th|+14/+9/+4|+6|+11|+11|Morphic Form (Natural weapons, 7d6)|4,000
20th|+15/+10/+5|+6|+12|+12|Infinite Evolution|5,000
[/table]
Class Features: The following are all class features of the Reforger.
Weapon and Armor Proficiencies: Reforgers are proficient with all simple weapons and with one martial or exotic weapon of their choice. Reforgers are proficient with light and medium armor and with bucklers, but not with other shields.
Abberant Flesh (Ex): Whether by dint of ancient bloodlines or the result of magical experiments, all Reforgers possess mutable flesh capable of warping and shifting in response to their need. Reforgers possess the Augmented Aberration subtype, though this does not change the features or traits of their normal type. In addition, a Reforger gains a +1 class bonus to her natural armor.
Morphic Form (Ex): As a standard action, a Reforger can reshape a portion of her body to grant herself a single natural attack that she does not already possess. This natural attack deals 1d6 damage at 1st level, and an additional 1d6 damage at 4th level and every 3 levels thereafter. The natural attack granted by this ability is always the primary natural weapon of the Reforger, and so adds her full Strength modifier to damage (or 1 ½ her Strength if it is her sole natural attack). The Reforger can retract a natural weapon created in this way (and recreate a new one, if desired) with a standard action. The Reforger may only ever grant herself a single natural weapon with this ability; creating a new one requires her to first retract the original.
At 5th level, a Reforger gains the ability to shift a single bodily defense afforded to her, whether a natural defense or one granted by a magic item or spell. As a standard action, the Reforger may change a source of damage reduction or energy resistance (or immunity) to a new type. Damage reduction can only be changed between like sources (weapon types or substance types), while energy resistances or immunities can be changed freely between acid, cold, electricity, fire, and sonic damage. For example, a Reforger could change DR/slashing to DR/piercing or DR/bludgeoning, but not DR/adamantine, and she could change DR/silver to DR/cold iron or DR/adamantine, but not DR/slashing. This change persists for as long as the granted defense would normally last, until its source has been removed, or until the Reforger returns the defense to its original type as a free action.
A Reforger may only shift a single defense with this ability at one time. To shift another, she must first return the altered defense to its original state.
Craft Reserve: Beginning at 2nd level, a Reforger receives a pool of points that she can spend instead of experience points when crafting items. Each time the Reforger gains a new level, she receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Reforger can also use her craft reserve to supplement the experience cost of the item she is making, taking a portion of the cost from her craft reserve and a portion from her own XP.
Item Creation (Su): A Reforger of 2nd level or higher can create a magic item even if she does not have access to the spells that are prerequisites for the item. The Reforger must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, a Reforger would need a Use Magic Device check of 21 or higher. To create a bottle of air (caster level 7th), she would need a check result of 27 or higher to emulate the water breathing prerequisite.
The Reforger must make a successful check for each prerequisite for each item she makes. If she fails a check, she can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If she comes to the end of a crafting time and she has still not successfully emulated one of the powers, she can make one final check – her last-ditch effort, even if she has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For the purpose of meeting item prerequisites, a Reforger's effective caster level equals her Reforger level +2. If the item duplicates a spell effect, however, it uses the Reforger's actual level as its caster level. Costs are always determined using the item's minimum caster level or the Reforger's actual level (if it is higher). Thus, a 3rd-level Reforger can make a scroll of fireball, since the minimum caster level for fireball is 5th. She pays the normal cost for making such a scroll with a caster level of 5th, however, even though the scroll's actual caster level is 3rd.
A Reforger can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal Dcs for the skill.
Finally, a Reforger can choose a single item creation feat at the beginning of each day, provided she would be able to select the feat with her effective caster level for item creation. The Reforger may ignore any other prerequisites of the item creation feat, and may make use of it normally.
Refocus Arcana (Ex): Beginning at 3rd level, whenever she attempts a Use Magic Device check to activate (but not craft) a magic item, but fails to meet the DC of the task, a Reforger may reroll the check as an immediate action. She must abide by the results of this second die roll, even if it is worse than the original.
Reforge Item (Ex): Beginning at 6th level, a Reforger can transmute one item into another, seemingly unrelated item. This process takes one hour, at the end of which the Reforger makes a Use Magic Device check as if she were creating the desired item using her Item Creation class feature, except that she does not need to possess the appropriate item creation feat and she is afforded only a single check to make the item. Failure does not spoil the reforging process, though the Reforger must start anew if she fails the check. The item to be created in this fashion must have a cost of equal or lesser value than the item to be transmuted, but does not otherwise need to be related; a +3 Longsword could be reforged into +4 full-plate, or Cloak of Charisma +4, or any other item with a cost of 18,315 gp or less. Once transmuted, the reforged item is forevermore treated as the new item, and cannot be returned to its original form by any means short of a wish spell or deific intervention.
To reforge an item, the Reforger must be capable of creating the desired new item with her Item Creation ability, and as such cannot create items that require a caster level higher than the virtual caster level afforded to her by that ability, nor can she emulate item creation feats that she would not be able to select normally. Once an item has been reforged, the Reforger may not reforge it again until she gains another rank in Use Magic Device.
Warping Strike (Su): Beginning at 8th level, a Reforger's attacks can disrupt her foes' very forms, warping mind and body into a disharmonious wreck. The first successful attack that the Reforger makes against each foe each round forces a Will save, DC 10 + ½ Reforger level + Cha modifier. If a foe fails a save, it takes a -1 penalty to all rolls made until the start of the Reforgers next turn, and takes a 1d6 penalty to one ability score of the Reforger's choice for the same time. This penalty can never reduce a foe's ability score below 1.
At 14th level, and again at 18th level, the penalty to rolls increases by 1, and the penalty to ability scores increases by 1d6.
Mirrored Mutations (Ex): Beginning at 9th level, a Reforger's mutable body can produce a second, identical mutation with no additional effort. Whenever she creates a natural weapon, the Reforger also creates a second, identical natural weapon, and may use both as primary natural weapons. Whenever she shifts a defense, she may split it into two valid choices, though she cannot shift these choices once made. For example, a Reforger with DR/slashing could shift the damage reduction to DR/bludgeoning and piercing, and she could shift immunity to fire damage to both immunity to acid and immunity to sonic damage, or any other legal combination as outlined in the Morphic Body ability.
Instant Forging (Ex): Once per week, a Reforger of 11th level or higher may create a magical item, as by her Item Creation ability, except that she may create the item with only a swift action. The Reforger is allowed only a single Use Magic Device check for each prerequisite she attempts to emulate, and if she fails any of them, the item creation process is failed. If she succeeds, the magical item comes into being fully formed and attuned to the Reforger, as appropriate. Armor manifests worn, weapons phase into being in the Reforger's hands (or at her feet, if her hands are full), rings appear around fingers, and so on.
Reforge Self (Ex): As a standard action, a Reforger of 12th level or higher may reallocate her ability scores freely. The Reforger may change her base ability scores as she wishes, though she must reallocate physical scores to other physical scores, and likewise for mental scores. Only the base scores change when using this ability; any bonuses to ability scores from items, spells, or similar effects continue to affect the specified score.
Using this ability only shifts the basic scores of the Reforger; it does not allow her to reallocate points as if using a point buy system or similar. For example, a Reforger with a base Strength score of 18 and a base Dexterity score of 13 could switch the two, resulting in a base Strength of 13 before adjustments and a base Dexterity of 18 before adjustments. Ability scores changed in this fashion persist for one hour or until returned to normal as a free action. Ability scores altered in this ability never serve as prerequisites, nor are their effects counted upon leveling up (as such, a Reforger would not benefit from increasing her Intelligence score before leveling, nor could she qualify for feats that require a high ability score without naturally possessing that score).
Additionally, when using this ability, the Reforger's body is purged of any poison or disease effects, even if she chooses not to change her ability scores.
Reforge Weakness (Su): As a standard action, a Reforger of 15th level or higher may make a touch attack against a foe that possesses one of the following that she does not have: damage reduction, energy resistance, energy immunity, immunity to a condition, immunity to ability damage or drain, or spell resistance. If the touch attack is successful, the touched foe must succeed on a Will save, DC 10 + ½ Reforger level + Cha modifier. If it fails the save, the touched creature loses one specific defense from the above choices, and the Reforger gains that defense. The stolen defense persists for one hour or until the foe from which the defense was stolen dies, at which point the Reforger loses that defense.
Reforge Foe (Su): As a standard action, a Reforger of 17th level or higher may transmute a touched foe into a helpless puddle of base elements. This ability functions like the baleful polymorph spell, except that the duration is 24 hours, the only form is a puddle of base elements which cannot speak or hear or move, and the save DC is equal to 10 + ½ Reforger level + Cha modifier. Over the duration of this ability, the transmuted foe's body slowly reforms; after the first 12 hours, it is capable of crawling at a rate of 5 feet per round, and after 18 hours it can manage basic speech, though it retains a mostly shapeless form with only the most basic appendages for movement until the end of the full duration.
Once a creature is affected by this ability, whether it saves successfully or not, it is immune to this ability for 24 hours.
Infinite Evolution (Ex): At 20th level, a Reforger can change her form on the basest levels as a free action once per round. The Reforger can change her type freely, though any subtypes she possessed remain. The Reforger cannot change her type to Undead unless she already possessed this type, and likewise unless she already counted as a Construct independent of this ability, must apply the Living Construct subtype if she changes her type to Construct. Otherwise, she gains all of the Traits of her chosen type for as long as she maintains it, save for traits that would alter her ability scores. A Reforger assuming a type via this ability is treated in all regards as if she naturally possessed that type.