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LordErebus12
2013-04-06, 12:06 AM
The Wild Shaper

http://s17.postimage.org/ig6h3zmun/bestial_druid_by_m0ai_d32p3s8.jpg

Wild Shapers... little is said about these strange shifting loners, some believe them blessed by the mant goddess Fenra (http://www.giantitp.com/forums/showpost.php?p=14885753&postcount=8), as few in battle are as graceful or as deadly as them. These warriors are gifted (or cursed) with the ability to change into any number of creatures, be they flora or fauna, material or elemental, becoming whatever they might require at lightning speed.

Often in the beginning a wanderlust begins to trouble the shaper, pushing him from normal society into the vast unexplored wildernesses in search of varying reasons, many out of self-reflection. Many shapers spend so much time with the wildfolk that they lose touch with society and they become tied up with any number of situations, from living with beasts to careing for the lands they call their home.

Shapers often are found assisting druids and rangers, though they mantain a certain amount of secrecy and freedom. No one can be sure a shaper's true motives but without a doubt his allegiance lies with only one: themselves.

Alignment: Any Non-Lawful
Hit Dice: d12
Suggested ability scores: Wis, Dex, Str or Con

Skills: Balance, Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + Int Modifier

Table: The Wild Shaper




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement


1st
+1
+2
+2
+0
Wild Shape, 1st Wild Adaption



2nd
+2
+3
+3
+0
Strong Senses, Trackless Step



3rd
+3
+3
+3
+1
Sixth Sense +1, Wild Speech



4th
+4
+4
+4
+1
Enhanced Mobility



5th
+5
+4
+4
+1
2nd Wild Adaption, Shapechanger



6th
+6/+1
+5
+5
+2
Fast Movement, Sixth Sense +2
+10 ft.


7th
+7/+2
+5
+5
+2
Intuitive Defense
+10 ft.


8th
+8/+3
+6
+6
+2
Uncanny Dodge
+10 ft.


9th
+9/+4
+6
+6
+3
Sixth Sense +3, 1st Primal Adaption
+10 ft.


10th
+10/+5
+7
+7
+3
Able Explorer, 3rd Wild Adaption
+10 ft.


11th
+11/+6/+1
+7
+7
+3
Wild Shape (At Will / Move Action)
+10 ft.


12th
+12/+7/+2
+8
+8
+4
Sixth Sense +4
+20 ft.


13th
+13/+8/+3
+8
+8
+4
Deceptive Strike, Live in Comfort
+20 ft.


14th
+14/+9/+4
+9
+9
+4
Beast Stride
+20 ft.


15th
+15/+10/+5
+9
+9
+5
Sixth Sense +5, 4th Wild Adaption
+20 ft.


16th
+16/+11/+6/+1
+10
+10
+5
Improved Uncanny Dodge
+20 ft.


17th
+17/+12/+7/+2
+10
+10
+5
2nd Primal Adaption, Alacrity and Grace
+20 ft.


18th
+18/+13/+8/+3
+11
+11
+6
Sixth Sense +6
+30 ft.


19th
+19/+14/+9/+4
+11
+11
+6
Precognition
+30 ft.


20th
+20/+15/+10/+5
+12
+12
+6
Nature’s Revelation, 5th Wild Adaption
+30 ft.




Class Features
All of the following are class features of the Wild Shaper.

Armor and Weapon Proficiency:
The shaper is proficient with all simple weapons plus any natural attacks it uses in its wild shape but no armor or shields. The shaper loses all class abilities except adaptions, terrain mastery, precognition, sensory abilities and the nature's revelation if wearing armor or a shield.

Bonus Languages:
A Shaper's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.

A shaper also can learn Druidic, a secret language known only to druids, which he might learn upon befriending and undertaking an oath. He is treated as a druid for the purposes of teaching non-druids and cannot teach other shapers this languages. Only Druids can lead the ritual to bind them.

Wild Shape (Su):
A Shaper has the ability to turn herself into any Small or Medium animal and back again at will. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Shaper level, or until she changes back. Changing form (to animal or back) is a standard action (move action at 12th level) and doesn’t provoke an attack of opportunity.

Alternate Form (Su):
A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Any gear worn or carried by the Shaper melds into the new form and becomes nonfunctional. When the Shaper 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 and are once again functional. Any new items worn in the assumed form fall off and land at the Shaper's feet.



The form chosen must be that of an animal the Shaper is familiar with. A Shaper loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A Shaper gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s Shaper level.

At 12th level, a Shaper becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Shaper can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a Shaper becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Shaper gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a Shaper becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Shaper may use this wild shape ability to change into a Huge elemental.

Wild Adaption (Ex):
The shaper gains one of the following, then one more every five levels, to the max at 20th level. These adaptions apply even when wild shaped.


Aquatic Adaption (Ex): The shaper gains a bonus to athletics (swim) checks equal to half its Hit Dice when in water. Starting at 10th level, the shaper gains a swim speed equal to its normal movement speed. the shaper can also take 10 on swim checks, even when rushed or in danger.

Beast Hide (Ex): The shaper gains a +3 natural armor bonus as the skin grows tougher. This bonus stacks with any natural armor bonus that is gained from wild shape. Starting at 10th level, it increases the natural armor bonus by +3.

Night Senses (Ex): If the shaper's base race has normal vision, he gains low-light vision. If his base race has low-light vision, he gains darkvision out to a range of 60 feet. If his base race has darkvision, the range of his darkvision increases to 90 feet. Starting at 10th level, it increases once again to 120 ft.

Claws of the Beast (Ex): The Shaper grows a pair of permanent claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Starting at 10th level, it increases to 1d6 and are treated as magic weapons. (1d4 for small)

Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. At 10th level, you can jump double the vertical height than normal

Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks. Starting at 10th level, you gain Improved Initiative as a bonus feat.

Powerful Scent (Ex): You gain the scent ability. He gains a bonus on tracking equal to half his shaper's level.


Strong Senses (Ex):
At 2nd level, a shaper’s life among the wild has sharpened his senses. He gains a +2 bonus on spot and listen checks. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

Trackless Step (Ex):
At 3rd level, a shaper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Sixth Sense (Ex):
At 3rd level, the shaper gains a +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd.

Wild Speech (Ex):
At 3rd level, When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form.

When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your class level, and you may use it for a number of minutes per day equal to your class level. These minutes do not have to be consecutive, but must be used in one-minute increments.

Enhanced Mobility (Ex):
Starting at 4th level, when no armor and not using a shield, a shaper gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square

Shapechanger (Ex):
Starting at 5th level, the shaper gains the Shapechanger subtype, in addition to its other types.

Fast Movement (Ex):
Starting at 6th level, then every six levels after that, the wild shaper's movement types all increase by 10 ft. This ability does not function when in wild shape, as many are vastly superior to the movement speed of its natural form (especially at higher levels).

Intuitive Defense (Ex):
Starting at 7th level, when wearing no armor and not using a shield, a shaper adds 1 point of wisdom bonus (if any) per shaper class level to his Dexterity bonus to modify Armor Class. This ability functions in wild shape as well. If a shaper is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. uncanny dodge and improved uncanny dodge affects this ability once gained.

Uncanny Dodge (Ex):
At 8th level, a shaper gains the ability to react to danger before him senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A shaper with this ability can still lose him Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a shaper already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Primal Adaption (Ex):
Starting at 9th level, a shaper gains one of the following (applying during wild shape, as with wild adaptions), then one more at 17th level:


Back to the Seas (Ex):The shaper gains the aquatic special ability, allowing the shaper to breathe both water through gills and air through normal means. The shaper must have selected the Aquatic Adaption ability.

Primal Hide (Su):The shaper skin becomes even harder, gaining DR/---- equal to half of the Wild shaper's Hit Dice. The shaper must have selected the Beast Hide ability.

Eyes of Midnight (Su):The shaper can see perfectly in darkness of any kind, including that created by deeper darkness. The shaper must have selected the Night Senses ability.

Poison (Ex):The shaper gains poison in his claws. —injury; save Fort DC 10 + 1/2 HD + Wis modifer; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. The shaper must have selected the Claws of the Beast ability.

Predator’s Pounce (Ex): The shaper gains the pounce special ability. The shaper must have selected the Predator's Leap ability.

Primal Instinct (Ex):The shaper applies his wisdom modifier as well as his Dexterity modifier on initiative rolls (minimum 0). The shaper must have selected the Wild Instinct ability.

Powerful Scent(Ex): The shaper gains a +2 on tracking checks and adds a +2 bonus to saves against illusion spells and effects if they lack a scent if the image would normally have one. As a swift action, the shaper may inhale deeply, locating the presence of fainter scents with greater accuracy. This doubles the distance of the scent ability and allows him to pinpoint any invisible or hidden targets within 30 ft. The shaper must have selected the Scent ability.

Primal Tongue (Ex): a shaper with this ability can speak with any animal, even if it isnt similar to the shaper's current shape, as if under a constant speak with animals effect.


Able Explorer (Ex):
Starting at 10th level, when making a Balance, Climb, Jump, or Ride check, a shaper can make two skill checks and take the higher.

Deceptive Strike(Ex):
At 13th level, when a shaper strikes a creature that is denied its Dexterity bonus to AC, or that he has successfully pinned with a grapple check, he can attempt an attack or trip against that target as an immediate action.

Live in Comfort (Ex):
At 13th level, a shaper is truly at home within the natural world. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The shaper can take 10 on any Survival check involving any terrain, even when in immediate danger and distracted. If the shaper is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.

Beast Stride (Ex):
At 14th level, you can move through any sort of difficult terrain (such as thorns, steep hills, overgrown areas, etc.) at your normal speed and without taking damage or suffering any other impairment. Terrain that have been magically manipulated to impede motion, however, still affect you.

Improved Uncanny Dodge (Ex):
At 16th level, a shaper can no longer be flanked. This defense denies a rogue the ability to sneak attack the shaper by flanking him, unless the attacker has at least four more rogue levels than the target has shaper levels.

If a shaper already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Alacrity and Grace:
At 17th level, the shaper has become so proficient and fast at shifting that the shaper can now wild shape as a swift action. If the shaper wild shapes during the same round as an attack, the attacked foe is denied a part of its dexterity bonus to AC, equaling the shaper's dexterity modifier (if any, but never reducing the target's Dex bonus below 0).

Precognition (Ex):
At 19th level, the shaper initiative roll is automatically a natural 20 and he is never surprised.

Natural Evolution (Su):
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless.

Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate, such as natural attacks or skin characteristics (fur, scaled, feathered, thorns, flowered or other camouflaging patterns).

Some of these might add racial bonuses if they somehow affect the environmental conditions. These should all be skill bonuses of increments of +4; such as blending in to the surroundings of the landscape (+4 Hide), aid in flight (+4 fly) and gain access to a wonderful assortment of alchemical components, both from floral and fauna sources (+4 Craft [alchemy]).

(Many other combinations exist, these bonuses are partially based on the types of creatures the shaper is exposed to in their wanderings, how these changes might affect the shaper and a little negotiating between DM and players.)

This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made. Also, it is noteworthy to mention that spells and abilities that work on humanoids will not work on plants or animals.

eftexar
2013-04-06, 01:36 AM
I don't see any glaring balance issues at first glance. The only thing that could be a problem is the elemental forms coupled with full BaB and Wild Adaptations, just because of the flexibility factor, but I'm really not sure.

edit: Wait, no... Wildshape has a major exploit. When it becomes at will I can change shape and change back repeatedly to gain healing.

LordErebus12
2013-04-06, 02:09 AM
I don't see any glaring balance issues at first glance. The only thing that could be a problem is the elemental forms coupled with full BaB and Wild Adaptations, just because of the flexibility factor, but I'm really not sure.

edit: Wait, no... Wildshape has a major exploit. When it becomes at will I can change shape and change back repeatedly to gain healing.

I see no real problem with this, it takes two rounds to heal 1hp/level. This isnt all that impressive, even at will. At 12th level, you could gain 12 hp per round and make a 5 foot step.

we could always say that you only gain hp in this way once per hour.

LordErebus12
2013-04-06, 10:51 PM
Wild Shape (Su):
A Shaper has the ability to turn herself into any Small or Medium animal and back again at will. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Shaper level, or until she changes back. Each time you use wild shape, you regain hit points as if you had rested for a night. Changing form (to animal or back) is a standard action (move action at 12th level) and doesn’t provoke an attack of opportunity.

If the Shaper attempts to wild shape continuously each round to regain health, he becomes fatigued after the fifth time he receives healing in this way (IE: doing nothing but wild shaping for one minute or more), requiring one hour of rest to remove the condition. If the Shaper continues to wild shape to gain health after two minutes of time, he becomes exhausted, and cannot wild shape again until he sleeps for a full nights rest.

Alternate Form (Su):
A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Any gear worn or carried by the Shaper melds into the new form and becomes nonfunctional. When the Shaper 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 and are once again functional. Any new items worn in the assumed form fall off and land at the Shaper's feet.


The form chosen must be that of an animal the Shaper is familiar with. A Shaper loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A Shaper gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s Shaper level.

At 12th level, a Shaper becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Shaper can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a Shaper becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Shaper gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a Shaper becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Shaper may use this wild shape ability to change into a Huge elemental.


a bit wordy, but it feels more real. the shaper can keep shaping, but if he does nothing but change continuously he becomes fatigued then exhausted and unable to shape again until he rests. Its a bit wordy... anyone think they could word it better?

Just to Browse
2013-04-06, 11:50 PM
Just remove the healing. If you don't like the heal ability, there's no need in keeping it available (it's still totally usable for infinite healing).

LordErebus12
2013-04-07, 01:21 AM
Just remove the healing. If you don't like the heal ability, there's no need in keeping it available (it's still totally usable for infinite healing).

alright, its removed.