Magikeeper
2014-04-03, 01:00 AM
The Transmorpher
A Transmorpher (Image) (http://i.dailymail.co.uk/i/pix/2013/06/25/article-0-1A7E7AD7000005DC-45_634x422.jpg)
Sure, Why not? (Image) (http://technestreport.com/blog/wp-content/uploads/2009/08/shack.jpg)
"So, I turned my hand into a statue of the man and started beating him with it. Stop hitting yourself! Stop hitting yourself!"
- Tiberius, a transmorpher, recounting his exploits.
Transmophers are individuals who have spent vast amounts of time mastering the art of object transformation. Or rather, the art of turning themselves into objects. Many shapeshifters can become creatures, and some can indeed become objects as well, but few possess the dedication to truly be a one-stop shop of personal fabrication.
Adventures - Transmorphers make wonderful handymen, front line warriors, armored vehicles, houses, tasteful decorations, music boxes, bridges, etc.
Races: Members of any race can take up the path of the transmorpher, but creatures that already share one or more traits with the nonliving world are more likely to do so.
Game Rule Information
Hit Die: D6
Abilities: Strength and Constitution help the transmorpher fight on the front lines; constitution is particularly valuable to the low-hp high-DR warrior. Intelligence helps the transmorpher broaden its skill set and increases its (admittedly few) save DCs. Dexterity may help a transmorpher that focuses on ranged attacks, although its abilities are mostly geared towards melee combat.
Alignment: Transmorphers can be any alignment, although a fair number of them favor the neutrality of the nonliving.
Starting Gold: 5d4 x 10gp.
Starting Age: As wizard.
Class Skill List: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge [Architecture and engineering] (Int), Knowledge [Geography] (Int), Knowledge [History] (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
The Transmorpher
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+0
Transmorphing, Sighted (10ft/Lvl), Mystic Speech,
Harden, Toughness
2nd
+1
+3
+0
+0
Morphic Weight, Color Change, Reinforcement
3rd
+2
+3
+1
+1
Partial Transmorphing, Magic Power
4th
+3
+4
+1
+1
Animate Self, Perfectly Weighted
5th
+3
+4
+1
+1
Self Proficiency, Superior Mixing
6th
+4
+5
+2
+2
Blitzing Transformation, Nonliving Motion
7th
+5
+5
+2
+2
Counterbalanced Strike, Balanced Form
8th
+6/+1
+6
+2
+2
Eternal Animation, Greater Reinforcement
9th
+6/+1
+6
+3
+3
Material Change, Levitation
10th
+7/+2
+7
+3
+3
Nonliving Endurance, Sighted (20ft/lvl)
11th
+8/+3
+7
+3
+3
Rapid Transmorphing (Move), Flight
12th
+9/+4
+8
+4
+4
Fusion, Superb Reinforcement
13th
+9/+4
+8
+4
+4
Rapid Transmorphing (Swift), Smashdown
14th
+10/+5
+9
+4
+4
Hostile Fusion, Endless Flight
15th
+11/+6/+1
+9
+5
+5
Rapid Transmorphing (Immediate)
16th
+12/+7/+2
+10
+5
+5
Fission,
Supreme Reinforcement
17th
+12/+7/+2
+10
+5
+5
Rapid Blitz, Speed Burst
18th
+13/+8/+3
+11
+6
+6
Improved Combinations
19th
+14/+9/+4
+11
+6
+6
Object Fusion, Morph Walk
20th
+15/+10/+5
+12
+6
+6
Epic Power, Reinforcement Mastery
The transmorpher is proficient with all simple and martial weapons, with all armor, and all shields except tower shields.
Transmorphing (Su): As a standard action, a transmorpher may take the form of an object. This object must be no larger than 3 cubic feet/level and no smaller than 1 cubic inch. This object has the same weight as the transmorpher. The transmorpher cannot move himself while in object form. Turning into a complex or masterwork object requires the appropriate craft check. The object is made of a metal-looking material with hardness 0. The transmorpher does not need to copy a previously seen object - any mundane physical design that could be built is possible. A transmorphed transmorpher is still a creature for the purposes of spells and effects. Any magic items worn by the transformer become non-functional while in object form. The transmorpher can return to his original form as a free action. The transmorpher cannot remain in object form for more than five consecutive rounds per class level (changing directly from one object form to another does not extend this time limit).
Sighted (Su): A transmorpher in any form can telepathically sense his environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a transmorpher still can’t discern invisible or ethereal beings. A Transmorpher’s sighted range is 10ft per class level. At level 10 a Transmorpher’s sighted range increases to 20ft/level. Basically the same as a psicrystal with a different range.
Mystic Speech (Su): A transmorpher can speak while in any form. This works like normal speech, except a transmorpher cannot be gagged or otherwise non-magically prevented from speaking.
Harden (Ex): Whenever a transmorpher becomes an object, he may increase the material’s hardness up to any value to a maximum of his transmorpher class level. For example, a Level 5 transmorpher could increase the material modifier up to a hardness of 5.
Toughness (Ex): At level one a transmorpher gains Toughness as a bonus feat.
Morphic Weight (Su) : A 2nd level or higher transmorpher may multiply or divide his normal weight by any positive whole number, up to his maximum, whenever he transmorphs. The transmorpher's maximum is equal to his class level for multiplication and twice his class level for division. This ability does not stack with other magical or supernatural effects that alter the transmorpher’s weight (such as enlarge person) - Use the heavier of the two values.
Color Change (Su): A 2nd level or higher transmorpher can change color while transmorphing. This allows the transmorpher to more accurately depict objects. The color(s) can be in any pattern and can even form words.
Reinforcement (Ex): A 2nd level transmoprher has learned how modify his natural body to resist damage. He gains damage reduction X/Adamantine, where X is one-half the transmorpher’s class level (rounded down). This ability does not stack with hardness (For example, a level 2 transmorpher in object form with hardness 2 would only prevent 2 points of damage from an attack, not three).
Partial Transmorphing (Su): A 3rd level transmorpher can choose to transform only a part of his body. For example, a 3rd level transmorpher could turn his arm into a sword. Any transmophed body parts can be Hardened or Material changed as normal. Note that the hardness of the body part would only apply to attacks against that part I.E. sunder attempts. The total weight and size of all transformed parts cannot exceed the transmorpher’s normal limit, and the transmoprher cannot change more than 50% of his body in this way. A transmporher can use this ability even while in another form (such as his object form). The body part remains transformed until the transmorpher either chooses it end this effect as a free action or changes his entire form (such as by turning into an object). There is no maximum time limit for partially transmorphed body parts.
Magic Power (Su): Any character wielding a transmorpher of 3rd level or higher in object form receives an enhancement bonus to attack and damage as though the transmorpher were a magic weapon with an enhancement bonus equal to ½ the transmorpher’s class level (Rounded down). This also applies to a transmorpher using his slam attack while using his Animate Self ability, any natural weapons he may have, and/or any weapon he creates via partial transmorphing. Any attack effected by this power bypasses damage reduction as though it were made by a magic weapon.
Animate Self (Su): A level 4 or higher a transmorpher may choose, once per encounter as a free action, to have his new form behave as though under the Animate Objects spell. Unlike a normal animated object the Transmopher retains his own hit points, ability scores, saves, base attack bonus, etc. He still gains the size, slam attack, special attacks, and movement modes the spell would give him. The effective caster level for determining how large a form he can animate equals his class level. A transmorpher using partial transmorphing can use this ability to have his object parts move on their own – for example, a transmopher with a high enough craft check could turn his arm into a self-winding music box. This ability lasts for 2 rounds per class level instead of the normal duration for the spell. (Note: In non-combat situations an encounter is generally treated as a 5-minute period)
Perfectly Weighted (Ex): A 4th level transmorpher learns how to distribute his mass just right for the situation at hand. Whenever the transmorpher transmorphs he may choose to have the next attack made with one of his natural attacks / a weapon that is a part of him (or is him, if he is being wielded) within one round receive +X to attack or damage, where X is equal to one-half his class level. A single attack cannot benefit from more than one instance of this ability, even if they give different bonuses.
Note: Nothing stops the transmorpher from transmorphing from one object form to an identical form.
Self Proficiency (Ex): At 5th level the transmorpher becomes the master of his own body. He is proficient with any weapon, armor, or shield that is a part of him (such as with partial transmorphing). Even improvised weapons can benefit from this ability. Furthermore, any feats that require you to designate a specific weapon/shield/armor (such as weapon focus) also apply to any weapon, armor, or shield that is both a part of the transmorpher and a valid choice for the feat. This includes unarmed strikes and natural attacks.
Superior Mixing(Ex): A 5th level transmorpher becomes more capable of combining aspects of his object and normal states. This has three effects. First, any magic items worn by the transmorpher now remain functional while in object form. Second, the transmorpher may remain in object form indefinitely. Third, a transmorpher may count "slam attacks and any weapons I form via partial transmorphing" as a single natural attack for the purpose of items and spells that effect natural attacks. Any weapon benefiting from this third benefit loses the benefit while it is wielded by a creature other than the transmorpher himself.
Blitzing Transformation (Su): A 6th level or higher transmoprher can use his transmorphing or partial transmoprhing ability once per encounter as a free action.
Nonliving Motion (Ex): A 6th level or higher transmorpher may be able to continue functioning in an antimagic field or dead magic zone, like a real construct. The transmorpher may, whenever first exposed to the antimagic and once per subsequent round as a free action, make a DC 15 fort save to maintain/continue to benefit from his continuous and/or already active supernatural transmorpher class abilities in such an area for one round per class level (at which point he must make a new save). If he fails the save he must wait a round before trying again.
Counterbalanced Strike (Ex): A 7th level transmorpher learns how to better wield his mass in combat. As a standard action he may make a single melee attack with a natural attack / any weapon that is a part of him, dealing double damage upon a successful hit. The transmorpher's weapon counts as being wielded in two hands for the purpose of this attack, even if the weapon used to make the strike cannot normally be wielded in such a fashion (such as an unarmed strike). Unlike other multipliers this ability does multiply damage from bonus damage dice.
Balanced Form (Su): A 7th level transmorpher can manipulate his mass to better his interactions with the world. A transmorpher gains the ability to traverse surfaces at least as dense as water without sinking. Furthermore, a 7th level transmorpher gains the ability to multiply or divide his original weight by any positive number, up to a maximum of his transmorpher class level, as a standard action without turning into an object or using partial transmorphing.
Eternal Animation (Su): At 8th level a transmorpher can use his (still supernatural) Animate Self ability at will. Furthermore, the transmorpher's animate self ability may now be maintained indefinitely.
Greater Reinforcement (Ex): Upon reaching 8th level a transmorpher's reinforcement ability improves; it now grants DR/Adamentine equal to his class level. Furthermore, the transmorpher gains resistance to fire, cold, and electricity equal to half his class level (rounded down).
Material Change (Su): A 9th level transmorpher can gain the non-magical properties of any material by mimicking its hardness and weight. Any given piece of the transmorpher can only mimic a single material at a time. The ability to bypass damage reduction is considered a non-magical property for the purposes of gaining it via material change.
Levitation (Su): A 9th level transmorpher possesses an even greater understanding of his mass. This ability works similarly to the Levitate spell, except the transmorpher can only use it on himself and the ability has no maximum duration. Beginning and ending the effect is a standard action.
Nonliving Endurance (Ex): A 10th level or higher transmorpher may add one-third his class level, rounded down, to saving throws against effects that do not (or could not) effect ordinary, nonliving objects. This includes poison, disease, death effects, mind effecting effects, fear effects, and any spell that cannot target objects. The transmorpher can survive thrice as long without food, water, and air as he could without this ability (if he needed to eat, drink, or breathe at all).
Note: Nonliving Motion does not benefit from this bonus - antimagic fields effect objects, after all.
Flight (Su): An 11th level transformer’s mass manipulation reaches a new height. He can now fly, with perfect maneuverability, at a speed of 60ft. A transmorpher can use this ability for 1 round per level each day, with the uses divided as he chooses.
Rapid Transmorphing (Su): At level 11 a transmorpher can choose to use his transmorphing and/or partial transmorphing abilities as a move action. At level 13 he may also choose to use these abilities as a swift action, and at level 15 he may use them as immediate actions.
Fusion (Su): A 12th level transmorpher can use Fusion anytime he could use his transmorphing ability. Unlike the psionic power, a transmorpher does not have to pay any experience points to fuse with another creature and the target willing creature can be of any creature type. The resulting creature is effected by any spell or effect that would effect any of the component creatures' types (such as a turn attempt vs a part undead fusion). Also unlike the psionic power, the transmorpher does not automatically control the actions of the fused creature. If there is a disagreement that cannot be peacefully decided an opposed charisma check is made to determine the winner. However, each disagreement applies a cumulative –2 penalty to all attacks, skills, and saves taken by the fused creature until the effect ends. The transmorpher can dismiss the effect anytime he could use his transmorphing ability without needing to make a check, even if the other creature disagrees. The transmorpher’s effective caster level for this ability is equal to his class level. A transmorpher can only be fused with a single creature at a time.
Superb Reinforcement (Ex): A 12th or higher level transmorpher may apply half his DR/adamentine to attacks that would otherwise ignore it due to being made by an an adamentine weapon (or a weapon that counts as adamentine). Furthermore, the transmopher's greater reinforcement ability improves; it now grants fire, cold, and electricity resistance equal to his class level.
Smashdown (Ex): Once per encounter a 13th or higher level transmorpher may deal triple instead of double damage while using his Counterbalanced Strike. Any opponent damaged by this enhanced attack must make a fortitude save (DC 10 + 1/2 the Transmopher's class level + int modifier) or be dazed for one round. The transmorpher can use this ability an additional time per encounter per two class levels above 13th.
Hostile Fusion (Su): A 14th level transmorpher can use his fusion ability on unwilling creatures. Unwilling creatures can make a will save to prevent the fusion from occurring (DC 10 + 1/2 the transmorpher's class level + the transmorpher's intelligence modifier). If the target successfully resists the fusion they are instead sickened for one round. The transmorpher still does not control the resulting fusion, but they can choose to have any disagreement checks that an unwilling target wins confuse the fused creature for one round, as the spell, for one round in addition to the cumulative penalty. If the disagreement resulted in the dismissal of the fusion, just the unwilling target is confused instead. The confusion effects ignore mind-effecting immunities.
Endless Flight (Su): A 14th level or higher transmorpher's flight ability can now used without limit.
Fission (Su): At 16th level a transmorpher can, as a standard action, use Fission as the psionic power except the copy does not posses any negative levels. A transmorpher cannot use fission while already under the effect of fission or fusion. The transmorpher’s effective caster level for this ability is equal to his class level.
Supreme Reinforcement (Ex): A 16th level or higher transmorpher's damage reduction is no longer bypassed by adamentine; it effectively becomes DR/-. Furthermore, the transmopher's greater reinforcement ability improves even further; it now grants fire, cold, and electricity resistance equal to twice his class level.
Rapid Blitz (Su): A 17th level or higher transmorpher can use his Blitzing Transformation ability once per round instead of once per encounter.
Speed Burst (Su): At 17th level a transmorpher learns how to manipulate his mass and gravity to greatly increase his speed for short periods of time. Each consumed daily use of this ability increases his base flight and land speed by 60ft for one round. For example, a transmorpher could expend 9 uses of this ability to increase his fly speed from 60ft to 600ft for one round. The transmoprher gains one daily use per class level. If the transmorpher has other modes of movement, such as a swim speed, this bonus applies to them as well.
Improved Combinations (Su): At 18th level a transmorpher can instead be fused with up to one target per six class levels and can use fission to create up to one copy per six class levels, rounded down. Anything split two ways in a fission is instead split evenly between all of the copies. The transmorpher is still unable to use fission while already under the effects of fission or fusion.
Object Fusion (Su): A 19th or higher level transmorpher can use their Fusion class feature to fuse with any object of equal or smaller size. Non-sapient magical items always make a will save to avoid being fused with, but never oppose decisions made while fused.
Morph Walk (Su): At 19th level a transmorpher learns how to move through objects and creatures. Magical objects and creatures get a will save (DC 10 + 1/2 the transmorpher's class level + the transmorpher's intelligence modifier) to resist being moved through. Ending a movement inside a solid object or creature will attempt a fusion with that object/creature if possible. If the fusion fails or is not possible, the transmorpher ends up adjacent the object/creature at the nearest opening. A transmopher can use this ability to pass through magical barriers such as a wall of force, but only if the transmorpher can make a successful level check (DC 10+ Caster level of the barrier effect, DC 30 if no caster level is given). The transmorpher may add his intelligence modifier to the check.
Epic Power (Su): At 20th level or higher any attack effected by Magic Power counts as Epic for the purpose of bypassing damage reduction.
Reinforcement Mastery (Ex): A 20th level of higher Transmorpher may apply up to half of his class-granted damage reduction against any effect that deals physical damage, even if the source of the damage specifically ignores damage reduction. This benefit does not prevent damage dealt to the transmporpher by his own abilities. Furthermore, the transmorpher may, as a move action, halve all damage that would be dealt to him for one round (halve the damage after applying DR / Resistance). This ability does not stack with itself.
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Feats for Transmorphers
Mystic Power
You can infuse your attacks with complex magical effects.
Prerequisite: Magic Power class feature, Greater Reinforcement class feature
Benefit: Choose a single weapon special ability with a price modifier of +1 or a cost of 2,000gp or less. All attacks made by your natural weapons and/or weapons that are a part of you gain the benefit of the chosen special ability (if applicable to that type of weapon - you still can't have a keen sap). Whenever you gain a level you may change your choice.
This benefit is a supernatural ability.
Special: You may take this feat multiple times. You may not pick the same ability for multiple instances of this feat at the same time.
Note: The feat does not benefit from Nonliving Motion (it is not a class feature). This is intentional.
Greater Mystic Power
Your attacks are ever more impressive.
Prerequisite: Mystic Power
Benefit: Choose an instance of the Mystic Power feat you posses. You may choose a single weapon special ability with a price modifier of +2 or a cost of 8000gp or less whenever you choose a weapon special ability for the purposes of that feat.
This benefit is a supernatural ability.
Special: You may take this feat multiple times. Each time you may either choose a separate instance of Mystic Power, or may choose the same instance as a previous Greater Mystic Power (Increasing the maximum price modifier by one each time and the maximum cost to the equivalent cost of that modifier [e.g. +3 or 18,000gp or less]).
CHANGELOG:
Right before posting:
> Create the “Nonliving Endurance” ability to finally give the Transmorpher something at level 10 besides a larger sighted range.
>Change Rien to be DR/Adamantine from the start instead of starting as DR/Magic and then changing at level 5.
> Remove the damaged-based-on-weight aspect of smashdown. The bookkeeping was annoying. Just make the 3x level cap the base.
> Alter hardness to just be equal to level instead of increasing by 5 every 5.
> Alter Morphic Weight to be class level instead of 1 + ½ class level now that falling on people is the only ‘ability’ based on weight. Enlarge person is x8 and that’s available at level 1.
> Give Toughness at level one. At higher levels the transmorpher depends on DR/Hardness to supplement his crappy HP but that just isn’t happening at level 1.
> Making Blitzing Transformation 1/Encounter instead of 1/Hour. Remove Greater Blitz.
> Move all Rapid Transmorphing abilities down two levels.
> Added the Transmorpher's intelligence modifier to the morph walk level check.
--------------
> Changed Great Smash to simply double damage.
--------------
> Reworded Transmorphing to explain the intent a bit better.
> Added greater reinforcement at level 8, since you can be an object 24/7 at that level anyway.
> Changed "Rien" to "Reinforcement". It sounds less cool IMO, but it is more descriptive.
> Tweaked some other wordings.
> Split Endless Flight and Speed Burst since they felt like two different abilities.
-------------
> Added "Listen" to class skill list. That was an oversight.
------------
> Clarified what the benefits of Animate Self are (yes, you get the special attacks of your object form).
> Added "Forgery" to skill list, because turning into a false document definitely feels within the bounds of this class.
-----------
> Smashdown -> Counterbalanced Strike
> Great Smash -> Smashdown (different ability)
> Added Superb Reinforcement
> Added the third effect of superior mixing.
----------
> Removed the bit talking about transmorphers falling on people.
---------
> Added Perfectly Weighted
> Moved Endless Flight from level 17 to level 14.
> Moved Rapid Blitz from level 19 to level 17.
> Removed the combined weight/size limitation from fission.
> Changed morphic weight - division limit is now class level * 2.
----------
> Changed speed burst to be a bit clearer.
---------
> Fixed some typos
> Added a bit to the transmorphing ability noting weapon focus and such still work with the transmorpher.
--------
> Added the ability to keep moving in antimagic to eternal animation. Getting stuck would be rather unfun.
-------
> Changed Eternal Animation to be (Ex), otherwise the keep moving ability would be suppressed since it was a (Su) giving the power to a different (Su)
> Changed perfectly weighted to (Ex), since effect should carry into anti-magic fields (already weighted).
2/25/2015
> Noted that Counterbalanced Strike effects bonus damage die. Granted, noting that is kinda weird as the Transmorpher never gets bonus damage die, but I always intended for it to multiply such dice. Gives it some interesting optimization options for the more high-op minded Transmorpher.
5/2/2015
> Changed Mystic Speech to "any form". Because otherwise you can end up in some rather silly situations where you have to turn into an object to speak (or partially transmorph your mouth and convince the DM that works)?
5/14/2015
> Removed the bit about using eternal animation in anti-magic fields, added "Nonliving Motion" to level 6 and maybe eternal animation infinite duration (only matters in combination with "Nonliving Motion"). I realized that it could be argued that a transmorpher ceases to be in object form in an anti-magic field, and then I pondered it a bit more before deciding Udo was right after all.
> Fixed some other wordings, like how counterbalanced strike arguably didn't work with slam attacks. It was always intended to work with slam attacks.
> Added the Mystic Power and Greater Mystic Power feats, since not all groups will allow necklace of natural weapons. The requirements (which can't be met before level 8) were chosen with lower-op groups in mind [I imagine most high-op groups would have necklace access or have some other way to get what they need].
5/15/2015
> Tweaked wording for fusion to clarify what counting as both types means.
> Altered Hostile Fusion - on one hand it can no longer be argued that you technically can get a whole round off before the target can try to make a save. On the other hand, it now does something if your opponent passes their save.
6/8/2015
> Tweaked wording of Nonliving Motion to hopefully be a bit clearer (and less wordy as well!) I also reduced the Fort DC to 15, I think its important a non-heavily-optimize / multiclass / gestalt transmorpher be able to have a good chance of passing the save (and at very high levels they should be able to reliably make it).
> Added Supreme Reinforcement. By level 16 the Transmorpher really needs its DR to just work. I also added energy resistance to Greater Reinforcement to help shore up the class' crippling weakness to energy blasts. At least, of types that are not particularly dangerous to objects... fearing acid/sonic seems fitting.
> Added Reinforcement Mastery. By level 20 the Transmorpher really needs at least some of its DR to be... extremely reliable.
> Moved Object Fusion to level 19. No reason why it can't be at that level. It's a fun ability anyhow, giving the transmorpher more time to play with it is fine.
> Tweaked the Reinforcements. More energy resistance earlier, added activatable halving ability to the level 20 power.
6/9/2015
> Clarified Object Fusion's wording. After sleeping on it I remembered the degree to which one can optimize that ability.. but level 19 is still fine.
6/12/2015
> Minor fusion/fission wording tweaks.
History of the class:
Long ago I had a player that wanted a classless joke character for the first session of a campaign (he wouldn't be able to make the other sessions). The character just had some basic stats and a single special ability. The player didn't show up, and my brother wanted to play so I let him try the joke PC. He then proceeded to keep playing in what ended up being a long campaign. Hence, I needed to turn the joke PC into a class. So I did. I was going to post this years ago, but then I saw the Ozodrin. I felt that was better transforming class, so I helped out with it instead. It wasn't until years later that I went back and began revising the class you see today.
Random Trivia: The Ozodrin's Unearthly Power ability is, in fact, a modified version of the Transmorpher's Magic Power. This class had been mothballed for quite awhile, yep.
A Transmorpher (Image) (http://i.dailymail.co.uk/i/pix/2013/06/25/article-0-1A7E7AD7000005DC-45_634x422.jpg)
Sure, Why not? (Image) (http://technestreport.com/blog/wp-content/uploads/2009/08/shack.jpg)
"So, I turned my hand into a statue of the man and started beating him with it. Stop hitting yourself! Stop hitting yourself!"
- Tiberius, a transmorpher, recounting his exploits.
Transmophers are individuals who have spent vast amounts of time mastering the art of object transformation. Or rather, the art of turning themselves into objects. Many shapeshifters can become creatures, and some can indeed become objects as well, but few possess the dedication to truly be a one-stop shop of personal fabrication.
Adventures - Transmorphers make wonderful handymen, front line warriors, armored vehicles, houses, tasteful decorations, music boxes, bridges, etc.
Races: Members of any race can take up the path of the transmorpher, but creatures that already share one or more traits with the nonliving world are more likely to do so.
Game Rule Information
Hit Die: D6
Abilities: Strength and Constitution help the transmorpher fight on the front lines; constitution is particularly valuable to the low-hp high-DR warrior. Intelligence helps the transmorpher broaden its skill set and increases its (admittedly few) save DCs. Dexterity may help a transmorpher that focuses on ranged attacks, although its abilities are mostly geared towards melee combat.
Alignment: Transmorphers can be any alignment, although a fair number of them favor the neutrality of the nonliving.
Starting Gold: 5d4 x 10gp.
Starting Age: As wizard.
Class Skill List: Appraise (Int), Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge [Architecture and engineering] (Int), Knowledge [Geography] (Int), Knowledge [History] (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
The Transmorpher
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+0
Transmorphing, Sighted (10ft/Lvl), Mystic Speech,
Harden, Toughness
2nd
+1
+3
+0
+0
Morphic Weight, Color Change, Reinforcement
3rd
+2
+3
+1
+1
Partial Transmorphing, Magic Power
4th
+3
+4
+1
+1
Animate Self, Perfectly Weighted
5th
+3
+4
+1
+1
Self Proficiency, Superior Mixing
6th
+4
+5
+2
+2
Blitzing Transformation, Nonliving Motion
7th
+5
+5
+2
+2
Counterbalanced Strike, Balanced Form
8th
+6/+1
+6
+2
+2
Eternal Animation, Greater Reinforcement
9th
+6/+1
+6
+3
+3
Material Change, Levitation
10th
+7/+2
+7
+3
+3
Nonliving Endurance, Sighted (20ft/lvl)
11th
+8/+3
+7
+3
+3
Rapid Transmorphing (Move), Flight
12th
+9/+4
+8
+4
+4
Fusion, Superb Reinforcement
13th
+9/+4
+8
+4
+4
Rapid Transmorphing (Swift), Smashdown
14th
+10/+5
+9
+4
+4
Hostile Fusion, Endless Flight
15th
+11/+6/+1
+9
+5
+5
Rapid Transmorphing (Immediate)
16th
+12/+7/+2
+10
+5
+5
Fission,
Supreme Reinforcement
17th
+12/+7/+2
+10
+5
+5
Rapid Blitz, Speed Burst
18th
+13/+8/+3
+11
+6
+6
Improved Combinations
19th
+14/+9/+4
+11
+6
+6
Object Fusion, Morph Walk
20th
+15/+10/+5
+12
+6
+6
Epic Power, Reinforcement Mastery
The transmorpher is proficient with all simple and martial weapons, with all armor, and all shields except tower shields.
Transmorphing (Su): As a standard action, a transmorpher may take the form of an object. This object must be no larger than 3 cubic feet/level and no smaller than 1 cubic inch. This object has the same weight as the transmorpher. The transmorpher cannot move himself while in object form. Turning into a complex or masterwork object requires the appropriate craft check. The object is made of a metal-looking material with hardness 0. The transmorpher does not need to copy a previously seen object - any mundane physical design that could be built is possible. A transmorphed transmorpher is still a creature for the purposes of spells and effects. Any magic items worn by the transformer become non-functional while in object form. The transmorpher can return to his original form as a free action. The transmorpher cannot remain in object form for more than five consecutive rounds per class level (changing directly from one object form to another does not extend this time limit).
Sighted (Su): A transmorpher in any form can telepathically sense his environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a transmorpher still can’t discern invisible or ethereal beings. A Transmorpher’s sighted range is 10ft per class level. At level 10 a Transmorpher’s sighted range increases to 20ft/level. Basically the same as a psicrystal with a different range.
Mystic Speech (Su): A transmorpher can speak while in any form. This works like normal speech, except a transmorpher cannot be gagged or otherwise non-magically prevented from speaking.
Harden (Ex): Whenever a transmorpher becomes an object, he may increase the material’s hardness up to any value to a maximum of his transmorpher class level. For example, a Level 5 transmorpher could increase the material modifier up to a hardness of 5.
Toughness (Ex): At level one a transmorpher gains Toughness as a bonus feat.
Morphic Weight (Su) : A 2nd level or higher transmorpher may multiply or divide his normal weight by any positive whole number, up to his maximum, whenever he transmorphs. The transmorpher's maximum is equal to his class level for multiplication and twice his class level for division. This ability does not stack with other magical or supernatural effects that alter the transmorpher’s weight (such as enlarge person) - Use the heavier of the two values.
Color Change (Su): A 2nd level or higher transmorpher can change color while transmorphing. This allows the transmorpher to more accurately depict objects. The color(s) can be in any pattern and can even form words.
Reinforcement (Ex): A 2nd level transmoprher has learned how modify his natural body to resist damage. He gains damage reduction X/Adamantine, where X is one-half the transmorpher’s class level (rounded down). This ability does not stack with hardness (For example, a level 2 transmorpher in object form with hardness 2 would only prevent 2 points of damage from an attack, not three).
Partial Transmorphing (Su): A 3rd level transmorpher can choose to transform only a part of his body. For example, a 3rd level transmorpher could turn his arm into a sword. Any transmophed body parts can be Hardened or Material changed as normal. Note that the hardness of the body part would only apply to attacks against that part I.E. sunder attempts. The total weight and size of all transformed parts cannot exceed the transmorpher’s normal limit, and the transmoprher cannot change more than 50% of his body in this way. A transmporher can use this ability even while in another form (such as his object form). The body part remains transformed until the transmorpher either chooses it end this effect as a free action or changes his entire form (such as by turning into an object). There is no maximum time limit for partially transmorphed body parts.
Magic Power (Su): Any character wielding a transmorpher of 3rd level or higher in object form receives an enhancement bonus to attack and damage as though the transmorpher were a magic weapon with an enhancement bonus equal to ½ the transmorpher’s class level (Rounded down). This also applies to a transmorpher using his slam attack while using his Animate Self ability, any natural weapons he may have, and/or any weapon he creates via partial transmorphing. Any attack effected by this power bypasses damage reduction as though it were made by a magic weapon.
Animate Self (Su): A level 4 or higher a transmorpher may choose, once per encounter as a free action, to have his new form behave as though under the Animate Objects spell. Unlike a normal animated object the Transmopher retains his own hit points, ability scores, saves, base attack bonus, etc. He still gains the size, slam attack, special attacks, and movement modes the spell would give him. The effective caster level for determining how large a form he can animate equals his class level. A transmorpher using partial transmorphing can use this ability to have his object parts move on their own – for example, a transmopher with a high enough craft check could turn his arm into a self-winding music box. This ability lasts for 2 rounds per class level instead of the normal duration for the spell. (Note: In non-combat situations an encounter is generally treated as a 5-minute period)
Perfectly Weighted (Ex): A 4th level transmorpher learns how to distribute his mass just right for the situation at hand. Whenever the transmorpher transmorphs he may choose to have the next attack made with one of his natural attacks / a weapon that is a part of him (or is him, if he is being wielded) within one round receive +X to attack or damage, where X is equal to one-half his class level. A single attack cannot benefit from more than one instance of this ability, even if they give different bonuses.
Note: Nothing stops the transmorpher from transmorphing from one object form to an identical form.
Self Proficiency (Ex): At 5th level the transmorpher becomes the master of his own body. He is proficient with any weapon, armor, or shield that is a part of him (such as with partial transmorphing). Even improvised weapons can benefit from this ability. Furthermore, any feats that require you to designate a specific weapon/shield/armor (such as weapon focus) also apply to any weapon, armor, or shield that is both a part of the transmorpher and a valid choice for the feat. This includes unarmed strikes and natural attacks.
Superior Mixing(Ex): A 5th level transmorpher becomes more capable of combining aspects of his object and normal states. This has three effects. First, any magic items worn by the transmorpher now remain functional while in object form. Second, the transmorpher may remain in object form indefinitely. Third, a transmorpher may count "slam attacks and any weapons I form via partial transmorphing" as a single natural attack for the purpose of items and spells that effect natural attacks. Any weapon benefiting from this third benefit loses the benefit while it is wielded by a creature other than the transmorpher himself.
Blitzing Transformation (Su): A 6th level or higher transmoprher can use his transmorphing or partial transmoprhing ability once per encounter as a free action.
Nonliving Motion (Ex): A 6th level or higher transmorpher may be able to continue functioning in an antimagic field or dead magic zone, like a real construct. The transmorpher may, whenever first exposed to the antimagic and once per subsequent round as a free action, make a DC 15 fort save to maintain/continue to benefit from his continuous and/or already active supernatural transmorpher class abilities in such an area for one round per class level (at which point he must make a new save). If he fails the save he must wait a round before trying again.
Counterbalanced Strike (Ex): A 7th level transmorpher learns how to better wield his mass in combat. As a standard action he may make a single melee attack with a natural attack / any weapon that is a part of him, dealing double damage upon a successful hit. The transmorpher's weapon counts as being wielded in two hands for the purpose of this attack, even if the weapon used to make the strike cannot normally be wielded in such a fashion (such as an unarmed strike). Unlike other multipliers this ability does multiply damage from bonus damage dice.
Balanced Form (Su): A 7th level transmorpher can manipulate his mass to better his interactions with the world. A transmorpher gains the ability to traverse surfaces at least as dense as water without sinking. Furthermore, a 7th level transmorpher gains the ability to multiply or divide his original weight by any positive number, up to a maximum of his transmorpher class level, as a standard action without turning into an object or using partial transmorphing.
Eternal Animation (Su): At 8th level a transmorpher can use his (still supernatural) Animate Self ability at will. Furthermore, the transmorpher's animate self ability may now be maintained indefinitely.
Greater Reinforcement (Ex): Upon reaching 8th level a transmorpher's reinforcement ability improves; it now grants DR/Adamentine equal to his class level. Furthermore, the transmorpher gains resistance to fire, cold, and electricity equal to half his class level (rounded down).
Material Change (Su): A 9th level transmorpher can gain the non-magical properties of any material by mimicking its hardness and weight. Any given piece of the transmorpher can only mimic a single material at a time. The ability to bypass damage reduction is considered a non-magical property for the purposes of gaining it via material change.
Levitation (Su): A 9th level transmorpher possesses an even greater understanding of his mass. This ability works similarly to the Levitate spell, except the transmorpher can only use it on himself and the ability has no maximum duration. Beginning and ending the effect is a standard action.
Nonliving Endurance (Ex): A 10th level or higher transmorpher may add one-third his class level, rounded down, to saving throws against effects that do not (or could not) effect ordinary, nonliving objects. This includes poison, disease, death effects, mind effecting effects, fear effects, and any spell that cannot target objects. The transmorpher can survive thrice as long without food, water, and air as he could without this ability (if he needed to eat, drink, or breathe at all).
Note: Nonliving Motion does not benefit from this bonus - antimagic fields effect objects, after all.
Flight (Su): An 11th level transformer’s mass manipulation reaches a new height. He can now fly, with perfect maneuverability, at a speed of 60ft. A transmorpher can use this ability for 1 round per level each day, with the uses divided as he chooses.
Rapid Transmorphing (Su): At level 11 a transmorpher can choose to use his transmorphing and/or partial transmorphing abilities as a move action. At level 13 he may also choose to use these abilities as a swift action, and at level 15 he may use them as immediate actions.
Fusion (Su): A 12th level transmorpher can use Fusion anytime he could use his transmorphing ability. Unlike the psionic power, a transmorpher does not have to pay any experience points to fuse with another creature and the target willing creature can be of any creature type. The resulting creature is effected by any spell or effect that would effect any of the component creatures' types (such as a turn attempt vs a part undead fusion). Also unlike the psionic power, the transmorpher does not automatically control the actions of the fused creature. If there is a disagreement that cannot be peacefully decided an opposed charisma check is made to determine the winner. However, each disagreement applies a cumulative –2 penalty to all attacks, skills, and saves taken by the fused creature until the effect ends. The transmorpher can dismiss the effect anytime he could use his transmorphing ability without needing to make a check, even if the other creature disagrees. The transmorpher’s effective caster level for this ability is equal to his class level. A transmorpher can only be fused with a single creature at a time.
Superb Reinforcement (Ex): A 12th or higher level transmorpher may apply half his DR/adamentine to attacks that would otherwise ignore it due to being made by an an adamentine weapon (or a weapon that counts as adamentine). Furthermore, the transmopher's greater reinforcement ability improves; it now grants fire, cold, and electricity resistance equal to his class level.
Smashdown (Ex): Once per encounter a 13th or higher level transmorpher may deal triple instead of double damage while using his Counterbalanced Strike. Any opponent damaged by this enhanced attack must make a fortitude save (DC 10 + 1/2 the Transmopher's class level + int modifier) or be dazed for one round. The transmorpher can use this ability an additional time per encounter per two class levels above 13th.
Hostile Fusion (Su): A 14th level transmorpher can use his fusion ability on unwilling creatures. Unwilling creatures can make a will save to prevent the fusion from occurring (DC 10 + 1/2 the transmorpher's class level + the transmorpher's intelligence modifier). If the target successfully resists the fusion they are instead sickened for one round. The transmorpher still does not control the resulting fusion, but they can choose to have any disagreement checks that an unwilling target wins confuse the fused creature for one round, as the spell, for one round in addition to the cumulative penalty. If the disagreement resulted in the dismissal of the fusion, just the unwilling target is confused instead. The confusion effects ignore mind-effecting immunities.
Endless Flight (Su): A 14th level or higher transmorpher's flight ability can now used without limit.
Fission (Su): At 16th level a transmorpher can, as a standard action, use Fission as the psionic power except the copy does not posses any negative levels. A transmorpher cannot use fission while already under the effect of fission or fusion. The transmorpher’s effective caster level for this ability is equal to his class level.
Supreme Reinforcement (Ex): A 16th level or higher transmorpher's damage reduction is no longer bypassed by adamentine; it effectively becomes DR/-. Furthermore, the transmopher's greater reinforcement ability improves even further; it now grants fire, cold, and electricity resistance equal to twice his class level.
Rapid Blitz (Su): A 17th level or higher transmorpher can use his Blitzing Transformation ability once per round instead of once per encounter.
Speed Burst (Su): At 17th level a transmorpher learns how to manipulate his mass and gravity to greatly increase his speed for short periods of time. Each consumed daily use of this ability increases his base flight and land speed by 60ft for one round. For example, a transmorpher could expend 9 uses of this ability to increase his fly speed from 60ft to 600ft for one round. The transmoprher gains one daily use per class level. If the transmorpher has other modes of movement, such as a swim speed, this bonus applies to them as well.
Improved Combinations (Su): At 18th level a transmorpher can instead be fused with up to one target per six class levels and can use fission to create up to one copy per six class levels, rounded down. Anything split two ways in a fission is instead split evenly between all of the copies. The transmorpher is still unable to use fission while already under the effects of fission or fusion.
Object Fusion (Su): A 19th or higher level transmorpher can use their Fusion class feature to fuse with any object of equal or smaller size. Non-sapient magical items always make a will save to avoid being fused with, but never oppose decisions made while fused.
Morph Walk (Su): At 19th level a transmorpher learns how to move through objects and creatures. Magical objects and creatures get a will save (DC 10 + 1/2 the transmorpher's class level + the transmorpher's intelligence modifier) to resist being moved through. Ending a movement inside a solid object or creature will attempt a fusion with that object/creature if possible. If the fusion fails or is not possible, the transmorpher ends up adjacent the object/creature at the nearest opening. A transmopher can use this ability to pass through magical barriers such as a wall of force, but only if the transmorpher can make a successful level check (DC 10+ Caster level of the barrier effect, DC 30 if no caster level is given). The transmorpher may add his intelligence modifier to the check.
Epic Power (Su): At 20th level or higher any attack effected by Magic Power counts as Epic for the purpose of bypassing damage reduction.
Reinforcement Mastery (Ex): A 20th level of higher Transmorpher may apply up to half of his class-granted damage reduction against any effect that deals physical damage, even if the source of the damage specifically ignores damage reduction. This benefit does not prevent damage dealt to the transmporpher by his own abilities. Furthermore, the transmorpher may, as a move action, halve all damage that would be dealt to him for one round (halve the damage after applying DR / Resistance). This ability does not stack with itself.
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Feats for Transmorphers
Mystic Power
You can infuse your attacks with complex magical effects.
Prerequisite: Magic Power class feature, Greater Reinforcement class feature
Benefit: Choose a single weapon special ability with a price modifier of +1 or a cost of 2,000gp or less. All attacks made by your natural weapons and/or weapons that are a part of you gain the benefit of the chosen special ability (if applicable to that type of weapon - you still can't have a keen sap). Whenever you gain a level you may change your choice.
This benefit is a supernatural ability.
Special: You may take this feat multiple times. You may not pick the same ability for multiple instances of this feat at the same time.
Note: The feat does not benefit from Nonliving Motion (it is not a class feature). This is intentional.
Greater Mystic Power
Your attacks are ever more impressive.
Prerequisite: Mystic Power
Benefit: Choose an instance of the Mystic Power feat you posses. You may choose a single weapon special ability with a price modifier of +2 or a cost of 8000gp or less whenever you choose a weapon special ability for the purposes of that feat.
This benefit is a supernatural ability.
Special: You may take this feat multiple times. Each time you may either choose a separate instance of Mystic Power, or may choose the same instance as a previous Greater Mystic Power (Increasing the maximum price modifier by one each time and the maximum cost to the equivalent cost of that modifier [e.g. +3 or 18,000gp or less]).
CHANGELOG:
Right before posting:
> Create the “Nonliving Endurance” ability to finally give the Transmorpher something at level 10 besides a larger sighted range.
>Change Rien to be DR/Adamantine from the start instead of starting as DR/Magic and then changing at level 5.
> Remove the damaged-based-on-weight aspect of smashdown. The bookkeeping was annoying. Just make the 3x level cap the base.
> Alter hardness to just be equal to level instead of increasing by 5 every 5.
> Alter Morphic Weight to be class level instead of 1 + ½ class level now that falling on people is the only ‘ability’ based on weight. Enlarge person is x8 and that’s available at level 1.
> Give Toughness at level one. At higher levels the transmorpher depends on DR/Hardness to supplement his crappy HP but that just isn’t happening at level 1.
> Making Blitzing Transformation 1/Encounter instead of 1/Hour. Remove Greater Blitz.
> Move all Rapid Transmorphing abilities down two levels.
> Added the Transmorpher's intelligence modifier to the morph walk level check.
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> Changed Great Smash to simply double damage.
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> Reworded Transmorphing to explain the intent a bit better.
> Added greater reinforcement at level 8, since you can be an object 24/7 at that level anyway.
> Changed "Rien" to "Reinforcement". It sounds less cool IMO, but it is more descriptive.
> Tweaked some other wordings.
> Split Endless Flight and Speed Burst since they felt like two different abilities.
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> Added "Listen" to class skill list. That was an oversight.
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> Clarified what the benefits of Animate Self are (yes, you get the special attacks of your object form).
> Added "Forgery" to skill list, because turning into a false document definitely feels within the bounds of this class.
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> Smashdown -> Counterbalanced Strike
> Great Smash -> Smashdown (different ability)
> Added Superb Reinforcement
> Added the third effect of superior mixing.
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> Removed the bit talking about transmorphers falling on people.
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> Added Perfectly Weighted
> Moved Endless Flight from level 17 to level 14.
> Moved Rapid Blitz from level 19 to level 17.
> Removed the combined weight/size limitation from fission.
> Changed morphic weight - division limit is now class level * 2.
----------
> Changed speed burst to be a bit clearer.
---------
> Fixed some typos
> Added a bit to the transmorphing ability noting weapon focus and such still work with the transmorpher.
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> Added the ability to keep moving in antimagic to eternal animation. Getting stuck would be rather unfun.
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> Changed Eternal Animation to be (Ex), otherwise the keep moving ability would be suppressed since it was a (Su) giving the power to a different (Su)
> Changed perfectly weighted to (Ex), since effect should carry into anti-magic fields (already weighted).
2/25/2015
> Noted that Counterbalanced Strike effects bonus damage die. Granted, noting that is kinda weird as the Transmorpher never gets bonus damage die, but I always intended for it to multiply such dice. Gives it some interesting optimization options for the more high-op minded Transmorpher.
5/2/2015
> Changed Mystic Speech to "any form". Because otherwise you can end up in some rather silly situations where you have to turn into an object to speak (or partially transmorph your mouth and convince the DM that works)?
5/14/2015
> Removed the bit about using eternal animation in anti-magic fields, added "Nonliving Motion" to level 6 and maybe eternal animation infinite duration (only matters in combination with "Nonliving Motion"). I realized that it could be argued that a transmorpher ceases to be in object form in an anti-magic field, and then I pondered it a bit more before deciding Udo was right after all.
> Fixed some other wordings, like how counterbalanced strike arguably didn't work with slam attacks. It was always intended to work with slam attacks.
> Added the Mystic Power and Greater Mystic Power feats, since not all groups will allow necklace of natural weapons. The requirements (which can't be met before level 8) were chosen with lower-op groups in mind [I imagine most high-op groups would have necklace access or have some other way to get what they need].
5/15/2015
> Tweaked wording for fusion to clarify what counting as both types means.
> Altered Hostile Fusion - on one hand it can no longer be argued that you technically can get a whole round off before the target can try to make a save. On the other hand, it now does something if your opponent passes their save.
6/8/2015
> Tweaked wording of Nonliving Motion to hopefully be a bit clearer (and less wordy as well!) I also reduced the Fort DC to 15, I think its important a non-heavily-optimize / multiclass / gestalt transmorpher be able to have a good chance of passing the save (and at very high levels they should be able to reliably make it).
> Added Supreme Reinforcement. By level 16 the Transmorpher really needs its DR to just work. I also added energy resistance to Greater Reinforcement to help shore up the class' crippling weakness to energy blasts. At least, of types that are not particularly dangerous to objects... fearing acid/sonic seems fitting.
> Added Reinforcement Mastery. By level 20 the Transmorpher really needs at least some of its DR to be... extremely reliable.
> Moved Object Fusion to level 19. No reason why it can't be at that level. It's a fun ability anyhow, giving the transmorpher more time to play with it is fine.
> Tweaked the Reinforcements. More energy resistance earlier, added activatable halving ability to the level 20 power.
6/9/2015
> Clarified Object Fusion's wording. After sleeping on it I remembered the degree to which one can optimize that ability.. but level 19 is still fine.
6/12/2015
> Minor fusion/fission wording tweaks.
History of the class:
Long ago I had a player that wanted a classless joke character for the first session of a campaign (he wouldn't be able to make the other sessions). The character just had some basic stats and a single special ability. The player didn't show up, and my brother wanted to play so I let him try the joke PC. He then proceeded to keep playing in what ended up being a long campaign. Hence, I needed to turn the joke PC into a class. So I did. I was going to post this years ago, but then I saw the Ozodrin. I felt that was better transforming class, so I helped out with it instead. It wasn't until years later that I went back and began revising the class you see today.
Random Trivia: The Ozodrin's Unearthly Power ability is, in fact, a modified version of the Transmorpher's Magic Power. This class had been mothballed for quite awhile, yep.