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LordErebus12
2014-07-30, 06:29 PM
The Metamorph



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
-0-
1st
2nd
3rd
4th
5th
6th


1st

+0


+2


+0


+2

Bonus Feat
2
-
-
-
-
-
-


2nd

+1


+3


+0


+3


3
0
-
-
-
-
-


3rd

+2


+3


+1


+3

Wild shape (1/day)
3
1
-
-
-
-
-


4th

+3


+4


+1


+4

Bonus Feat
3
2
0
-
-
-
-


5th

+3


+4


+1


+4

Wild shape (2/day)
3
3
1
-
-
-
-


6th

+4


+5


+2


+5


3
3
2
-
-
-
-


7th

+5


+5


+2


+5

Wild shape (3/day)
3
3
2
0
-
-
-


8th

+6/+1


+6


+2


+6

Bonus Feat
3
3
3
1
-
-
-


9th

+6/+1


+6


+3


+6

Wild shape (Large)
3
3
3
2
-
-
-


10th

+7/+2


+7


+3


+7


3
3
3
2
0
-
-


11th

+8/+3


+7


+3


+7

Wild shape (4/day)
3
3
3
3
1
-
-


12th

+9/+4


+8


+4


+8

Bonus Feat
3
3
3
3
2
-
-


13th

+9/+4


+8


+4


+8

Wild shape (Tiny)
3
3
3
3
2
0
-


14th

+10/+5


+9


+4


+9


4
3
3
3
3
1
-


15th

+11/+6/+1


+9


+5


+9

Wild shape (5/Day)
4
4
3
3
3
2
-


16th

+12/+7/+2


+10


+5


+10

Bonus Feat
4
4
4
3
3
2
0


17th

+12/+7/+2


+10


+5


+10

Wild shape (Huge)
4
4
4
4
3
3
1


18th

+13/+8/+3


+11


+6


+11


4
4
4
4
4
3
2


19th

+14/+9/+4


+11


+6


+11

Wild shape (6/day)
4
4
4
4
4
4
3


20th

+15/+10/+5


+12


+6


+12

Bonus Feat
4
4
4
4
4
4
4



Spells Known



Level
-0-
1st
2nd
3rd
4th
5th
6th


1st
4
-
-
-
-
-
-


2nd
5
2
-
-
-
-
-


3rd
6
3
-
-
-
-
-


4th
6
3
2
-
-
-
-


5th
6
4
3
-
-
-
-


6th
6
4
3
-
-
-
-


7th
6
4
4
2
-
-
-


8th
6
4
4
3
-
-
-


9th
6
4
4
3
-
-
-


10th
6
4
4
4
2
-
-


11th
6
4
4
4
3
-
-


12th
6
4
4
4
3
-
-


13th
6
4
4
4
4
2
-


14th
6
4
4
4
4
3
-


15th
6
4
4
4
4
3
-


16th
6
5
4
4
4
4
2


17th
6
5
5
4
4
4
3


18th
6
5
5
5
4
4
3


19th
6
5
5
5
5
4
4


20th
6
5
5
5
5
5
4



Arcane Casting, drawn from the Sorcerer/Wizard spell list.

LordErebus12
2014-07-30, 06:30 PM
Redwarlock and I are throwing together a homebrewed class for an alternate character of mine. Here's the rough draft.

nonsi
2014-07-31, 03:35 AM
.
Nice and elegantly simple design.

Now all that's left is to define what you can wildshape into and what you can take with the bonus feats.

LordErebus12
2014-07-31, 06:55 AM
.
Nice and elegantly simple design.

Now all that's left is to define what you can wildshape into and what you can take with the bonus feats.

Indeed, I'm waiting for him to get out of work so we can finish this up. This class most likely will not feature a large selection of creature types.
It will most likely pick a type (or two) to specialize in and go from there. I'm not sure how we will handle it, since he's the dm and its up to him to come up with a plan.

All I know is that I'm going for Aberrations with it.

http://fc00.deviantart.net/fs71/f/2010/239/c/d/in_the_kawaii_of_the_beholder_by_pokketmowse-d2xfcw6.jpg

RedWarlock
2014-08-01, 11:16 AM
By default, animals.

The bonus feat list would consist of Aberration Wild Shape (LoM), Dragon Wild Shape (Dra), and reduced-requirement (non-epic) versions of Magical Beast Wild Shape, Vermin Wild Shape, and (new) Plant Wild Shape, Elemental Wild Shape, as well as any other [Wild] feats.

Plus an ability at first level that allows the Metamorph to use their charisma (used for casting) in place of their wisdom score when qualifying for wild feats, useable only with Metamorph's WS.

I'll post them up when I can. (office job)

LordErebus12
2014-08-01, 12:36 PM
By default, animals.

The bonus feat list would consist of Aberration Wild Shape (LoM), Dragon Wild Shape (Dra), and reduced-requirement (non-epic) versions of Magical Beast Wild Shape, Vermin Wild Shape, and (new) Plant Wild Shape, Elemental Wild Shape, as well as any other [Wild] feats.

Plus an ability at first level that allows the Metamorph to use their charisma (used for casting) in place of their wisdom score when qualifying for wild feats, useable only with Metamorph's WS.

I'll post them up when I can. (office job)

My hope is that we get a revised version of Assume Supernatural Ability, along with something to grant extraordinary qualities and something to grant spell-like abilities (although in an extremely limited fashion). Perhaps a capstone that allows you actually change your type, like pathfinder's Oracle capstone (Nature Revelation).


Final Revelation

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 (see the Pathfinder RPG Pathfinder Roleplaying Game Bestiary). 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.

RedWarlock
2014-08-01, 02:46 PM
Assume Supernatural Ability (revised)
Prerequisite: Wisdom 13, ability to assume a new form magically.
You learn to use one or more supernatural abilities of another kind of creature while assuming its form through a polymorph self spell or a similar effect. The saving throw DC against this ability is based on your ability scores, not those of a standard creature of the kind whose form you've assumed. For a breath weapon, the saving throw DC is 10 + your Constitution modifier + 1/2 your Hit Dice (rounded down). For all other supernatural abilities, the saving throw (if any) DC is 10 + your Charisma modifier + 1/2 your Hit Dice (rounded down). If a creature, such as an undead, has no Constitution score, use its Charisma modifier or its Constitution modifier (+0 for a nonability), whichever is higher, to determine the save DC.

You can select more than one ability, at a cost. Using these alien abilities is disorienting. You take a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks for each supernatural ability assumed after the first. Additionally, in a stressful or demanding situation (such as combat), in order to use an ability that requires an action to use, you must succeed on a Will save (DC 19) with each attempt, or be unable to use the ability that round.

Improved Assume Supernatural Ability (revised)
Prerequisite: Assume Supernatural Ability, Wisdom 17, ability to assume a new form magically.
This feat functions like Assume Supernatural Ability, except that the penalty on all attack rolls, saves, skill checks, and ability checks is reduced to -1 per additional trait assumed, rather than -2.

Additionally, the Will save DC to activate an ability is reduced to DC 14.

LordErebus12
2014-08-01, 06:05 PM
Assume Supernatural Ability (revised)
Prerequisite: Wisdom 13, ability to assume a new form magically.
You learn to use one or more supernatural abilities of another kind of creature while assuming its form through a polymorph self spell or a similar effect. The saving throw DC against this ability is based on your ability scores, not those of a standard creature of the kind whose form you've assumed. For a breath weapon, the saving throw DC is 10 + your Constitution modifier + 1/2 your Hit Dice (rounded down). For all other supernatural abilities, the saving throw (if any) DC is 10 + your Charisma modifier + 1/2 your Hit Dice (rounded down). If a creature, such as an undead, has no Constitution score, use its Charisma modifier or its Constitution modifier (+0 for a nonability), whichever is higher, to determine the save DC.

You can select more than one ability, at a cost. Using these alien abilities is disorienting. You take a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks for each supernatural ability assumed after the first. Additionally, in a stressful or demanding situation (such as combat), in order to use an ability that requires an action to use, you must succeed on a Will save (DC 19) with each attempt, or be unable to use the ability that round.

Improved Assume Supernatural Ability (revised)
Prerequisite: Assume Supernatural Ability, Wisdom 17, ability to assume a new form magically.
This feat functions like Assume Supernatural Ability, except that the penalty on all attack rolls, saves, skill checks, and ability checks is reduced to -1 per additional trait assumed, rather than -2.

Additionally, the Will save DC to activate an ability is reduced to DC 14.

awesome. definitely makes it interesting now.