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Visivicous
2012-09-24, 09:32 PM
1. I'm looking at hosting a 3.5/pathfinder mix game. One of my potential players really wants a shape-shifting class that can start shape-shifting at level 1. It can be homebrew, so long as it is balanced. Something like Master of Many Forms as a base class with 20 levels might work.

2. I've been considering homebrewing my own class for this, but got stuck trying to balance out a concept. Basically the class would revolve around the character becoming a creature that he has encountered before, limited by Challenge Rating (which must be equal to or lower than the current levels in the class).
For example, a level one character could become any CR 1 creature (of any type, excluding creatures with player class levels) which he has actually encountered in game. All of his stats, skills, and abilities would change to match the creature's entry in the Monster Manuel, with two exceptions: He would retain the ability to shapeshift, and he would not gain spellcasting (but would gain EX, SU, and SP/ per day abilities).

I have no idea if this would be balanced. Being able to morph into just about any creature and gain all abilities in that creatures entry seems insane. But if it is limited by CR, then such a character would not be any more powerful than the average adventurer of that level range...right?

DementedFellow
2012-09-24, 09:56 PM
A couple caveats:

A CR 1 monster is not the same as a ECL 1 character. The CR system was designed so that CR 1 means that a group of 4 characters at level 1 could take it down.

The next caveat is that the CR system is wildly erratic. Check out That Damn Crab if you want to see how broken the CR system is.

That said, here are some thoughts:

Alter Self could accomplish a lot of what you are after sans the stat changing stuff if you don't want to go down that road, give your class the ability to use this spell as a supernatural ability and viola! you have the changeling race from Eberron.

I'm away from books at the moment, but I believe there are two variant classes to look at, one is the wildshape druid variant and the other is the wildshape ranger variant. I don't know where they are, other posters can help you there, but it should give you a place to start.

Jeff the Green
2012-09-24, 10:22 PM
No need to homebrew, really. Just go wildshape ranger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#ranger) 5/master of many forms (CA) 10/warshaper (CW) 5.

You could also check out my Yee Naaldlooshii PrC in my extended sig. Pretty specific fluff and crunch, but I think it's pretty nifty.

Visivicous
2012-09-24, 10:31 PM
The problem with wildshape, ranger or druid, is that it is not available at first level, and shapechanging is not the focus of the whole class. This player wants his whole character to be about shapechanging, and not being able to do that for several levels would be akin to making someone who wants to cast spells roll Paladin.

Jeff the Green
2012-09-24, 10:42 PM
In that case there are a few options. Druid still isn't bad, since it gets a few spells allowing it to shapechange early on. There's also the shapeshift ACF from PHBII, which replaces wildshape. It's less powerful and versatile than wildshape, but you get it at level one.

You could go with a changeling wizard too. You double specialize in transmutation and illusion andget a familiar that can shapechange. Use alter self, the polymorph subschool, and eventually shapechange.

LTwerewolf
2012-09-24, 10:43 PM
The problem with wildshape, ranger or druid, is that it is not available at first level, and shapechanging is not the focus of the whole class. This player wants his whole character to be about shapechanging, and not being able to do that for several levels would be akin to making someone who wants to cast spells roll Paladin.

The difference there being that a paladin's spells don't get extremely powerful, whereas druid wild shape does. You're not going to find anything at all that's ECL 1 that's got a true wild shape (as in one that remains useful throughout the levels), but you can point him at the Hengeyokai race. They've got a 1 level adjustment, but it's a type of changing shape.

edit: if you go druid, they DO have a spell at lvl 1 that lets them change into a wolf, and they can use that until they get to lvl 5. Have them take the avenger druid ACF and they're more focused on themselves than their animal companion.

Jeff the Green
2012-09-24, 10:50 PM
You could also just go changeling wildshape ranger/MoMF/Warshaper. For the first five levels he could change shape only into a humanoid, though.

Visivicous
2012-09-24, 11:04 PM
The difference there being that a paladin's spells don't get extremely powerful, whereas druid wild shape does. You're not going to find anything at all that's ECL 1 that's got a true wild shape (as in one that remains useful throughout the levels), but you can point him at the Hengeyokai race. They've got a 1 level adjustment, but it's a type of changing shape.

edit: if you go druid, they DO have a spell at lvl 1 that lets them change into a wolf, and they can use that until they get to lvl 5. Have them take the avenger druid ACF and they're more focused on themselves than their animal companion.

I wasn't talking about eventual power, just starting ability. If a player wanted to play a spellcaster they would roll Wizard or similar and be able to cast spells from first level. But if a player wanted to play a shapeshifter with the versatility of wildshape they would have to wait until 5th level.

So what is needed is a base class that starts with useful shapechanging at first level that gets progressively better at higher levels, on par with (if not better than) wildeshape (since shapechanging is the focus, whereas Druids are more diverse, getting an animal companion, nature stuff, and spells).

LTwerewolf
2012-09-24, 11:08 PM
I wasn't talking about eventual power, just starting ability. If a player wanted to play a spellcaster they would roll Wizard or similar and be able to cast spells from first level. But if a player wanted to play a shapeshifter with the versatility of wildshape they would have to wait until 5th level.

So what is needed is a base class that starts with useful shapechanging at first level that gets progressively better at higher levels, on par with (if not better than) wildeshape (since shapechanging is the focus, whereas Druids are more diverse, getting an animal companion, nature stuff, and spells).

There really isn't, so you'll have to homebrew yourself. Just because a class has access to certain things does not mean they're required to use them all.

StreamOfTheSky
2012-09-25, 12:15 AM
Here is my attempt to turn the Master of Many Forms into a Ranger archetype: http://www.enworld.org/forum/pathfinder-rpg-discussion/324880-master-many-forms-ranger-archetype.html

Gets wildshape (1/day for 1 hour into a medium or small animal form of 1 HD or less) right at 1st level.

EDIT: With the massive side banner, that's pretty annoying to read... rules text quoted below if you prefer.

Master of Many Forms (MoMF)

A Ranger archetype


Skills

The Master of Many Form's class skills are Climb (Str), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).


Weapon and Armor Proficiency

In addition to the Ranger's proficiencies, a Master of Many Forms is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.


Wild Shape (Su)

At 1st level, a MoMF gains the ability to turn herself into any Small or Medium animal and back again once per day. She may use Wild Shape an additional time per day for each Ranger level she advances. At 20th level, a MoMF can use Wild Shape at will. Her options for new forms include all creatures with the animal type. The new form's hit dice cannot exceed the Ranger's level. This ability functions as follows:

• You cannot take the form of a unique creature or specific individual, nor may you take the form of any templated creature.
• You retain your original type and subtype. Your size changes to match the new form. If the new form has the aquatic subtype, you gain it as well.
• You lose the natural weapons, natural armor, and movement modes of your original form, as well as any extraordinary special attacks of your original form not derived from class levels. You gain the natural weapons, natural armor, movement modes, and extraordinary special attacks of the new form.
• You retain your original form's special qualities and supernatural and spell-like abilities. You do not gain the new form's special qualities or supernatural or spell-like abilities.
• You gain the physical ability scores (Str, Dex, Con) of the new form but retain your own mental ability scores (Int, Wis, Cha). Changed physical scores affect all modifiers, however, your maximum hit points remain unchanged even if the new form has a different Constitution score.
• Unless specifically mentioned otherwise, you retain all other game statistics, including HD, BAB, skill ranks, feats, and base save bonuses.
• You are effectively camouflaged as a creature of the type you wild shape into, and gain a +10 bonus on disguise checks.

The effect lasts for 1 hour per Ranger level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. The form chosen must be one the MoMF is familiar with (either encountered, studied, or can succeed at a knowledge check as if identifying the creature).

Any gear worn or carried by the Ranger melds into the new form if it is of any creature type other than humanoid or monstrous humanoid. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while melded. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic components if the form you choose has the capability to make such movements, such as a dragon. If your new form is humanoid or monstrous humanoid, your equipment remains and re-sizes to match your new size.

When the Ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied. Any new items worn in the assumed form fall off and land at the Ranger's feet.

This replaces the Favored Enemy class feature in its entirety.


Shifter's Speech (Ex)

The Master of Many Forms gains Wild Speech as a bonus feat at 1st level. Furthermore, she can communicate with other creatures of the same kind as her assumed form, as long as such creatures are normally capable of communicating with each other through natural methods.


Combat Style

A MoMF must select the Natural Weapon combat style.


Improved Wild Shape (Su)

A MoMF knows how to use her wild shape to assume a wider variety of forms. At 2nd level, she can assume the form of a humanoid with wild shape. She later gains the ability to assume the form of a monstrous humanoid (at 4th level), a fey (at 6th level), a vermin (at 8th level), an elemental (at 10th level; only “true elementals” such as Earth and Magma), an aberration (at 12th level), a plant (at 14th level), an ooze (at 16th level), a dragon (at 18th level), and an elemental (at 20th level; any kind).

The size limit of the shapes she can assume also increases as she gains levels. At 5th level, she can assume the form of a Large creature; at 7th level, a Tiny creature; at 9th level, a Huge creature; at 11th level, a Diminutive creature; at 13th level, a Gargantuan creature; at 15th level, a Fine creature; and at 17th level, a Colossal creature.

This replaces the Hunter's Bond and spell casting a Ranger receives. A Master of Many Forms never gains a caster level and thus cannot activate spell-trigger or spell-completion magic items.


Fast Wild Shape (Ex)

Starting at 8th level, a MoMF can wild shape as a move action.


Extraordinary Wild Shape

At 11th level, a MoMF gains the extraordinary special qualities of any form she assumes, including any traits inherent to the creature type and subtype that is not supernatural or spell-like, when using wild shape.

This replaces Quarry.


Shifter's Form (Ex)

At 19th level, a MoMF is immune to all transmutation effects unless she willingly accepts them. In addition, she may now wild shape into a new form as a free action, up to once per round.

This replaces Improved Quarry.


Spontaneous Mutation (Su)

At 20th level, you have mastered adapting to biology alien to your own. Each time you wild shape, you may choose one ability from the Beast Shape IV list ( burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web) and gain it in your new form. If you select breath weapon, roar, spikes, trample, or web, the form you have assumed must have that ability normally. Otherwise, you gain use of the ability even if the assumed form does not normally possess it. Each time you wild shape into a different form, you can select a different ability to mutate.

This replaces Master Hunter.

TiaC
2012-09-25, 12:51 AM
Totem Druid 1 or 2/MoMF X.
Totem Druid is from Dragon 335 and has wild shape (into its totem only) at level 1.

Psyren
2012-09-25, 02:05 AM
You could go with a Synthesist Summoner and just fluff the Eidolon as some kind of shapeshift. Alternatively, Beastmorph Alchemist could do the trick, but they don't really start shifting until 3rd level.

Kobold-Bard
2012-09-25, 02:15 AM
Since I'm self-involved like that, I suggest my Metamorph (http://www.giantitp.com/forums/showthread.php?t=231705) class. It does what you're asking for as dar as I can tell (except being as powerful as a Druid, since aiming for T1 is generally bad).

Lyndworm
2012-09-25, 02:21 AM
This (http://www.giantitp.com/forums/showthread.php?p=11603974) might work out for you and your group. It's similar to option 2, but works a bit more like Wildshape + Master of Many Forms.
Blatant self promotion, activated!
If you do decide to use it, please let me know how it works out for you. Every bit of information I get could help.

Telonius
2012-09-25, 11:00 AM
Alter Self could accomplish a lot of what you are after sans the stat changing stuff if you don't want to go down that road, give your class the ability to use this spell as a supernatural ability and viola! you have the changeling race from Eberron.


Races are probably going to accomplish what the OP wants a lot faster than classes. Changeling would work; so would Shifter (and probably be a bit closer to the intended theme, even though it might not be as powerful). Shifter Druid to MoMF or Warshaper (or both?) would be an intuitive build.

Grim Reader
2012-09-25, 05:23 PM
Homebrew screwing the the Shapeshifter variant Druids shapeshifting ability onto the wildshaping Ranger for the first 4 levels.

I.e. drop Favored Enemy, gain Shapeshift like a Shapeshifter Druid through levels 1-4, then replace it with Wildshape.

You can use the previously suggested Changeling race for shapeshifting, or Hengeyokai, or Shifter. A shifter who shapeshifts into his ancestral Panther/Snow Leopard/Serval whathave you form untill he unlocks full shapeshifting at level 5 has flavor.

Biffoniacus_Furiou
2012-09-25, 05:33 PM
Divine Minion (http://www.wizards.com/default.asp?x=dnd/mb/20050209a) of Anhur, if the character is starting at 1st level then use the solution given on p190 of PGtF:
The player starts with a number of 'negative level adjustments' equal to his level adjustment. Negative level adjustments work similarly to negative levels, but are also very different. Each one imposes the following penalties:
-1 on every d20 roll the character makes; -1 DC to everything he uses that allows a save; -1 to any AC bonuses granted by race (often just natural armor); -1 to current level adjustment.
Each level he gains removes one negative level adjustment instead of granting a class level, until his negative level adjustment reaches zero. After that he may begin gaining class levels, and the above penalties will be gone.

For a Divine Minion of Anhur, this will only be one negative level adjustment, and he can gain his second class level at ECL 3. He can also buy off (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) that +1 LA at ECL 4, when he's gained three class levels.

With a Human or Strongheart (Water (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfWater)) Halfling or Flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm) he can start out with Alertness and Endurance at Master of Many Forms 1. Note that while his Divine Minion Wild Shape ability is limited, he can still take the form of any small or medium creatures of the types granted by MoMF, and eventually other sizes of those types, just not those of any animals other than what's specifically allowed by Divine Minion.