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View Full Version : D&D 3.x Class Form Shifter (3.5 Base Class, Invocations + Wild Shape)



Zaydos
2016-01-20, 05:07 PM
FORM SHIFTER
“The river flows and the river changes.” – Michel Han, Form Shifter

Belief shapes the Planes. This is perhaps the most fundamental rule of the Outer Planes. Form Shifters were born of a sect based out of Limbo who believed the only fundamental truth of reality was that things change. That nothing is ever constant. Through this idolization of change, of shifting, and research into both the Spawning Stone of the Slaad and the very nature of form and the soul they learned to divorce their physical form from that they were born with, to shift and become anything. Though the sect never became as large or as influential as one of the Factions of Sigil, it did still spread its art and it even made its way to certain Prime Materials.

Adventures: A form shifter adventures for all the reasons of any other hero, personal vendettas, greed, desire to protect and save their loved ones, etc. Many form shifters adventure simply because Life is Change. Nothing remains static and the full potential of life only blossoms in a state of clashing flux. Where better then for life to blossom than in adventure where no two days are the same and the cream of one's spirit is brought to the top.

Characteristics: A form shifter is a being of change and flux. Able to wear a dozen skins in a single day, to change from man to beast to ooze to elemental to eventually undead and constructs. A form shifter learns to divorce their form from their nature, and to alter the forms of others as well as eventually objects.

Alignment: While some form shifters have drifted from the philosophy which spawned the art, most still retain a Chaotic alignment. While form shifters of all alignments are possible, the embrace of change required of their art means most are Chaotic and Lawful form shifters are very rare. Form shifters are slightly more likely to turn to evil or neutrality than good; they embrace change and change often means bad things for others. Good form shifters often set forth on altruistic quests to change the lives of the unfortunate, where as evil form shifters only seek to change their own lives for the better.

Religion: In their original incarnation form shifters were a planar sect and like most planar organizations was not particularly impressed by the gods. As such any worship was a personal decision and the teaching makes little reference to the gods one way or another. Those form shifters who turn to devotion are prone to worship gods of change and chaos, or those which match their personal path towards either battle, magic, or trickery.

Background: Form shifters typically learn their skills through a lengthy apprenticeship, much like a wizard. The easiest route begins with learning, and embracing, the philosophy that had once led to their original development. Living and believing earnestly in that philosophy can lead to one awakening as a form shifter with no more training other than a little personal practice in some cases. However it typically requires a certain amount of training and teaching as well. A more desperate measure, or one for those who do not hold with the sect that formed the first form shifters, is a certain spiritual surgery (requires a 6th+ level form shifter to perform). This surgery takes at least a week and on rare occasion kills the subject and even when it does not has a high chance of failure, but can awaken the art within the subject making their form malleable to their will.

Races: Form shifters were born on the planes. They count humans, genasi, tieflings, aasimar and their kindred as their most common practitioners. Moving to the Prime gnomes have shown particular talent, and many nomadic halflings have found their philosophy an easy one to embrace. Dwarven form shifters are very rare as they have difficulty accepting the basic philosophy, and their very essence seems to resist change to itself.

Other Classes: WiP

Role: Form shifters' role is partially determined by the path they choose. Warrior pushes them towards combat with greater hit points, and various abilities to aid in wading into melee as a bear/troll/fiend. Thief grants them increased skills, stealth and disguise capabilities, and limited sneak attack allowing them to fill the role of a thief and secondary melee combatant and encourages forms with many natural weapons over singular powerful ones. Mage grants them certain abilities to deal with pure magic and a scattered number of additional invocations from the list of Warlocks and Dragonfire Adepts allowing them to pick up the role of a battlefield controller at least in part.

Adaptation: WiP

GAME RULE INFORMATION
Form Shifters have the following game statistics.
Abilities: A form shifter's Constitution determines their health and endurance in combat, it also has the potential to determine the saving throw DC of breath weapon and poison granted by invocations. Their Charisma is a distant second determines the potency of many of their invocations.
Alignment: Any.
Hit Die: d6 or d10
Starting Age: As wizard/complex.
Starting Gold: 4d4x10 (100 GP).

Formshifter


Level
BAB
Fort
Ref
Will
Special
Invocations


1st
+0
+2
+2
+0
Archetypal Path, Least Invocations, Thousand Faces
1


2nd
+1
+3
+3
+0
Lesser Wild Shape 1/day
1


3rd
+2
+3
+3
+1
Shifter's Empathy, Shifter's Tongue
1


4th
+3
+4
+4
+1
Archetypal Boon I
2


5th
+3
+4
+4
+1
Wild Shape 2/day
2


6th
+4
+5
+5
+2
Lesser Invocations, Wild Shape (Humanoid and Giant)
3


7th
+5
+5
+5
+2
Wild Shape (Large) 3/day
3


8th
+6/+1
+6
+6
+2
Archetypal Boon II, Timeless Body
3


9th
+6/+1
+6
+6
+3
Wild Shape (Monstrous Humanoid and Vermin)
4


10th
+7/+2
+7
+7
+3
Wild Shape (Tiny and Fey) 4/day
4


11th
+8/+3
+7
+7
+3
Greater Invocations, Wild Shape (Plant and Extraordinary)
5


12th
+9/+4
+8
+8
+4
Archetypal Boon III, Wild Shape (Magical Beast)
5


13th
+9/+4
+8
+8
+4
Wild Shape (Dragon) 5/day
5


14th
+10/+5
+9
+9
+4
Wild Shape (Huge and Ooze or Aberration)
6


15th
+11/+6/+1
+9
+9
+5
Wild Shape (Elemental or Outsider)
6


16th
+12/+7/+2
+10
+10
+5
Archetypal Boon IV, Dark Invocations, Wild Shape 6/day
7


17th
+12/+7/+2
+10
+10
+5
Supernatural Wild Shape, Wild Shape (Construct or Undead)
7


18th
+13/+8/+3
+11
+11
+6
Reflexive Wild Shape
7


19th
+14/+9/+4
+11
+11
+6
Wild Shape 8/day
8


20th
+15/+10/+5
+12
+12
+6
Archetypal Boon V, Wild Shape (All types)
8



Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 or 6 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 or 6 + Int modifier.

Weapons and Armor Proficiencies: A form shifter is proficient in all simple weapons, and in light armor. A form shifter's archetypal path may expand these options.

Because the somatic components required for form shifter invocations are relatively simple, a form shifter can use any of their invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a form shifter wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass form shifter still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A form shifter uses invocations identical to those of a warlock, but drawn from the list in the following post. A form shifter may exchange any one invocation of less than their highest grade they know for another invocation of the same grade at 6th level and at every level thereafter. If they have the archetypal path of the mage (see below) they may exchange an invocation granted by it instead but must choose the new invocation from the list available to them through that class feature. Form shifter invocations (including those learned through the archetypal path of the mage) may be used normally while wild shaped substituting gestures possible in that form for those of the human body.

A form shifter gains invocations more slowly than a Warlock only gaining an invocation at 1st, 4th, 6th, 9th, 11th, 14th, 16th, and 19th levels. Despite this they gain access to new grades of invocations at the same rate.

Archetypal Path: At 1st level a form shifter must choose an archetypal path to follow, this is an area of focus which calls to their nature and soul, a certain amount of specialization they have taken and an approach to problem solving. This choice is made at 1st level and can never be changed; it is possible for other archetypal paths to exist or certain subpaths. The three great archetypal are Warrior, Thief, and Mage. A form shifter that selects the archetypal path of the warrior gains d10 instead of d6 HD from their form shifter levels, proficiency in medium armor and shields (except tower shields), the ability to ignore arcane spell failure from shields and medium armor with form shifter invocations, and proficiency in two martial weapons of their choice. A form shifter that selects the archetypal path of the thief gains Trapfinding (as a rogue), 6 + Int modifier skill points at each level (x4 at 1st), adds Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), and Use Rope (Dex) to their class skill list as a form shifter, and proficiency in one light martial weapon of choice. A form shifter that selects the archetypal path of the mage uses the same progression for Will saves as for Fort/Ref saves, gains the ability to use Detect Magic as a spell-like ability at-will, and a +2 on Concentration and Spellcraft checks.

Thousand Faces (Su): A form shifter gains the ability to change their appearance at will, as if using the disguise self spell, but only while in their normal form. This affects the form shifter’s body but not their possessions. It is not an illusory effect, but a minor physical alteration of the form shifter’s appearance, within the limits described for the spell.

Lesser Wild Shape (Su): At 2nd level a form shifter gains the ability to alter their form much like a druid 1/day. This functions identically to a druid's wild shape, but the form shifter may not assume the form of a creature with a fly or swim speed unless they possess one themselves. This otherwise functions as Wild Shape and when the form shifter gains full wild shape at 5th level this ability's use is folded into that ability's uses per day.

Shifter's Empathy (Ex): At 3rd level a form shifter gains Wild Empathy as a druid of their class level (this ability counts as wild empathy for prerequisites), however they can use it at no penalty when dealing with any Int 4 or less or non-intelligent creature of any type they can assume the form of with Wild Shape and can make rushed checks at no penalty against such creatures. When dealing with non-intelligent undead and constructs a form shifter can get them to ignore the form shifter entirely with a DC 20 check, or the form shifter and up to 5 other creatures with a DC 25 check. They can offer such a creature commands as if they were its creator or controlling it through Rebuke Undead with a DC 25 check as long as they do not contradict existing commands, and may cancel an existing command with a DC 30 check. A form shifter must be able to assume forms of the proper type via Wild Shape (Construct or Undead) and such commands take a standard action to make.

Shifter's Tongue (Su): Beginning at 3rd level a form shifter may speak normally when wild shaped or otherwise transformed into another animate form.

Archetypal Boon I: At 4th level a form shifter gains a talent based upon their archetypal path.

Warrior: They gain a Fighter bonus feat they meet the prerequisites for.
Thief: They gain +1d6 sneak attack as a rogue.
Mage: They gain a Least Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.


Wild Shape (Su): At 5th level a Form Shifter gains Wild Shape as the druid ability with 2 uses per day; this supersedes Lesser Wild Shape and its daily use is subsumed into these two uses. At 7th level and every 3rd level thereafter the Form Shifter gains an additional use of Wild Shape each day.

At 6th level a Form Shifter gains the ability to assume Humanoid and Giant forms with Wild Shape as if they were animals. At 9th level this further expands to include Monstrous Humanoids and Vermin. At 10th Fey are added to the list of acceptable forms. At 11th Plants. At 12th Magical Beasts. At 13th Dragons are added and when Wild Shaping into a Dragon a Form Shifter gains its damaging breath weapon if any (but not any breath weapon which does not deal damage). At 14th level a Form Shifter must choose whether to gain the ability to wild shape into Oozes or Aberrations. At 15th level they must choose whether to gain the ability to wild shape into Elementals or Outsiders. At 17th level they must choose whether to gain the ability to wild shape into Constructs or Undead. A form shifter may not wild shape into incorporeal creatures or swarms. At 20th level a Form Shifter gains the ability to wild shape into the types not chosen at 14th, 15th, and 17th level.

At 7th level a Form Shifter gains the ability to Wild Shape into Large creatures. At 10th level they gain the ability to Wild Shape into Tiny creatures. At 14th level they gain the ability to Wild Shape into Huge creatures.

Beginning at 11th level when a Form Shifter uses Wild Shape they gain the Extraordinary Special Qualities of the creature whose form they assume. They do not gain any Supernatural abilities however.

Archetypal Boon II At 8th level a form shifter gains another talent based upon their archetypal path.

Warrior: When using Wild Shape and not wearing Wild Armor you may choose to have the armor half form across your body. You gain 1/2 the base armor bonus of the worn armor, but suffer it's armor check penalty reduced by 2, it's maximum Dexterity bonus increased by +2, and its Arcane Spell Failure (if it applies) reduced by 10%. In addition you benefit from all enchantments placed upon the worn armor including the full enhancement bonus to its Armor bonus (for example +5 Full Plate would provide a +9 armor bonus, +5 for enhancement and +4 because +8/2, with -3 Armor Check Penalty because -5 from Mw Full Plate reduced by 2, +3 max Dex bonus because +1 increased by 2, and 25% arcane spell failure).
Thief: They gain +1d6 sneak attack as a rogue and when in the form of an animal, vermin, magical beast, or dragon native to the environment may hide in natural terrain without cover or concealment.
Mage: They gain a Lesser Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.


Timeless Body (Ex): After attaining 8th level, a form shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the form shifter still dies of old age when her time is up.

Archetypal Boon III At 12th level a form shifter gains another talent based upon their archetypal path.

Warrior: You gain Fast Healing 5 and heal 1 point of ability damage to each physical ability score each round. You may heal normally unhealable damage, such as vile damage with your regular natural healing (but not any fast healing you possess unless fast healing could normally heal it), and may heal ability drain with natural healing (but not this ability) as if it were ability damage.
Thief: They gain +1d6 sneak attack as a rogue and may ignore type based immunity to critical hits for the purposes of sneak attack and flanking of any creature whose type they may assume with Wild Shape. They may use Thousand Faces to change your appearance when not in your natural form, may add your Constitution modifier to Disguise whenever using Thousand Faces as part of your disguise, and True Seeing no longer automatically pierces the disguises formed through the use of your Wild Shape or Thousand Faces.
Mage: They gain a Greater Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.


Archetypal Boon IV: At 16th level a form shifter gains another talent based upon their archetypal path.

Warrior: You gain the ability to Wild Shape into Gargantuan creatures and a bonus Fighter feat.
Thief: They gain +1d6 sneak attack as a rogue, and the ability to Wild Shape into diminutive creatures.
Mage: They gain the ability to wild shape into swarms, including swarms of diminutive creatures (but not fine ones), and the ability to use Greater Dispel Magic (CL = class level) as a spell-like ability 3 times per day.


Supernatural Wild Shape: Beginning at 17th level you gain the ability to take on the entire powers of a creature you assume the form of with Wild Shape. When you use Wild Shape you may choose to reduce the duration to 1 round/class level to gain all Supernatural attacks and special qualities of the creature whose form you assume.

Design Note: This ability exists primarily because Shapechange is a thing. Shapechange still does the class better but it gives you something. If shapechange is banned a DM may wish to consider making a Form Shifter have to select 1 form + 1 per level beyond 17th that they can use Supernatural Wild Shape to assume the form of. This is not necessarily necessary but it may be worth considering.

Reflexive Wild Shape: Beginning at 18th level a Form Shifter may use Wild Shape as an immediate action instead of a standard action.

Archetypal Boon V: At 20th level a form shifter gains a final talent based upon their archetypal path.

Warrior: When you use Wild Shape you gain a bonus feat from the Fighter bonus feat list that you meet the prerequisites for. You retain this feat until you use Wild Shape again, even if it wears off or you change form in another way, at which point you select a new feat. Your natural weapons, regardless of the source, deal damage as if you were 1 size category larger.
Thief: They gain +1d6 sneak attack as a rogue, and 3 times per day when you successfully strike a creature in melee with one of your natural weapons you may attempt to steal one extraordinary, supernatural, or Spell-like ability from them as a swift action. You may select any ability you are aware of, or choose a preferential order between Ex, Su, and Sp and steal one of those matching your first choice if it has any, one of your second choice if it does not have your first choice, and one of your third if it has neither of your first two choices; you cannot steal a spell-like ability that replicates a 9th level spell with this ability. Alternatively you may choose to steal a single natural weapon or set of identical natural weapons, the target's natural armor, one of the target's movement modes, or one of the target's physical ability scores. You gain the stolen ability for 1 minute/2 class levels (10 minutes) and the target loses it for that duration; any restrictions that applied to the target's use of that ability apply to your use and any daily uses you expend remain expended when the target regains the ability. If you chose one of the alternative options instead you and the target swap abilities in that regard: if you selected a natural weapon and possess that same natural weapon you get theirs and they get yours; if you selected natural armor you trade values; if you selected a movement mode you trade your speeds with that form of movement; if you selected a physical ability score you trade those scores. A Will save (DC 10 + 1/2 your class level + your Charisma modifier) prevents this theft.
Mage: They gain a Dark Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks and the ability to use Arcane Sight as a spell-like ability at-will.

Zaydos
2016-01-20, 05:08 PM
Form Shifter Invocations

Custom Invocations WiP and will be added as made. For now Dragon Magic, Complete Arcane, and Complete Mage invocations shared with DFA and Warlocks have been added.

Least
Aquatic AdaptationDrM
Blood Razor: Project natural weapon as a blast of force.
Breath of the NightCA/DrM
Breath of the Salamander: Release a fiery breath weapon.
Deafening RoarDrM
Devil’s SightCA
Endure ExposureDrM
Eyes of the Eagle: Gain Low-Light Vision and a bonus to Search and Spot checks.
Gazelle's Sprint: Increase your speed and maneuverability on the battlefield.
Leaps and BoundsCA
Leathery Hide: Gain enhancement bonus to Natural Armor.
Mystic Claws: Grow magical claws to attack with.
Raven Cloak: Transform into a raven.
Scales of the Dragon: Gain DR overcome by magic.
Scintillating Hide: Transform natural armor into deflective force.
See the UnseenCA/DrM
Serpent’s TongueCM
Shapeshifter's Reduction: Shrink 1 size category.
SpiderwalkCA
Swimming the StyxCM
Unruly Tentacles: Foe sprouts tentacles which grapple them.

Lesser:
Adrenal Surge: Gain a brief bonus to physical ability scores.
Blinding Surge: Flash with light to blind nearby creatures.
Crawling EyeCM
Disembodied HandCM
Draconic FlightDrM
Earthshaker Charge: Move, knocking standing creatures prone and bull rushing one foe.
Energy ResistanceDrM
Enthralling VoiceDrM
Frightful PreseceDrM
Hide of the Blink Dog: Become a blink dog gaining their ability to teleport and blink.
Inanimate Guise: Turn into an inanimate object.
Momentary Blink: Swift action 1 round Blink
Shapeshifter's Expansion: Grow 1 size category.
Spider's Poison: Bite attacks gain Dex damaging poison.
Stony GraspCA
VoidsenseCA/DrM
Witchwood StepCM

Greater:
Blood Storm: Full-Attack with natural weapons at a range.
Cleanse Self: End turn to remove ill effects.
Draconic ToughnessDrM
Hellspawned GraceCM
Invoke the Chimera: Become a chimera, improved breath weapon.
Nauseating Odor: Release a horrible stench which nauseates nearby creatures momentarily.
Raise Wall: Create a temporary wall out of materials on hand.
Reshape: Reshape an object to your will.
Sleep Breath: Breath weapon puts foes to sleep.
Terrifying RoarDrM
Threefold Head of the Chimera: Gain 2 additional heads, end prematurely to release a powerful breath weapon.
Twisting Touch: Short term baleful polymorph with a touch.
WingstormDrM

Dark:
Dark DiscorporationCA
Form of the Elements: Gain elemental subtype and powers to go with it.
Grappling Tentacles: Sprout tentacles which grapple your foes.
Greater Draconic FlightDrM
Energy ImmunityDrM
Physical Discorporation: Become incorporeal.
Shape of the Tyrant Wyrm: Become a dragon. Broken.
Utterance of Twisted Forms: Cause painful growths and mutations in nearby foes.
Turn to Dust: Disintegration.
Word of ChangingCA
Wyvern's Tail: Grow a poisoned stinger.

Least Invocations
Blood Razor
Least, 2nd
When you use this invocation you strike out with one of your natural weapons and the force of the blow carries forward. This functions as if you were using your natural weapon as a thrown weapon but you may use your Strength or Charisma to hit in place of your Dexterity and it has no range increments instead merely having a range of 20 ft per caster level. This projection of your natural weapon deals +1 damage per caster level and is considered a [Force] effect dealing damage as force instead of whatever damage it would normally deal. Disease, poison, and other rider effects of your attack are not carried with your Blood Razor.

Breath of the Salamander
Least, 2nd.
When you use this invocation you gain the ability to release a cone of fiery breath and release it. This deals 1d6 fire damage + 1d6/2 caster levels beyond 1st in a 15-ft cone. A successful Reflex save halves this damage. As the fire itself is a supernatural breath weapon as opposed to a direct effect of the invocation it is unaffected by Spell Resistance and has a DC of 10 + 1/2 your hit dice + your Constitution modifier.

Eyes of the Eagle
Least, 2nd
Your eyesight becomes phenomenally sharp. You gain Low-Light Vision, and a +6 bonus to Search and Spot checks. Eyes of the Eagle lasts 24 hours.

Gazelle's Sprint
Least, 2nd
Your limbs shift, becoming something streamlined for great speed and maneuverability. You gain a +10-ft enhancement to your land, swim, and fly speeds, and a +5-ft enhancement to climb or burrow speeds. In addition you gain a +4 dodge bonus to AC against attacks of opportunity invoked by movement and a +4 bonus to Tumble checks. Gazelle's Sprint lasts 24 hours.

Leathery Hide
Least, 2nd
Your skin becomes thick and leathery like a rhino's or an elephant's. You gain a +2 enhancement bonus to natural +1 per 3 caster levels (max +6 at CL 15). Leathery Hide lasts 24 hours.

Mystic Claws
Least, 2nd
You grow a pair of claws on your hands or front legs. These claws may function as primary natural weapons and deal 1d4 damage per hit. They gain a +1 enhancement bonus to attack and damage per 4 caster levels. If you already possess claws they gain +1 damage and the enhancement bonus, but you do not gain an additional set of claws. The effects of this invocation last 1 round, and using it is a swift action.

Raven Cloak
Least, 2nd
You transform into a raven. This functions as Wild Shaping into a raven except you do not recover hp. Your speed becomes 10 ft, with a fly speed of 40 ft (average maneuverability), your Str becomes 1, your Dex becomes 15, and your Con becomes 10. Your size becomes Tiny, you gain a Claws natural attack as a primary natural weapon dealing 1d2 damage. In addition to the normal traits of wild shaping into a raven you gain Low-Light Vision. Raven Cloak lasts for 24 hours, but can be dismissed prematurely as a standard action.

Scales of the Dragon
Least, 2nd
You grow thin draconic scales across your body. These scales are too thin to stop a blow by sheer hardness, but like a dragon's hide are resistant to non-magical blows. You gain DR 2/magic +1/2 caster levels. Scales of the Dragon lasts 24 hours.

Scintillating Hide
Least, 2nd
You transform the outermost layer of your skin and scales into a field of deflective force that hangs to you like your skin. This invocation transforms your natural
armor bonus to Armor Class into a deflection bonus to your Armor Class. While your overall Armor Class might not change, the deflection bonus applies to melee touch attacks and ranged touch attacks, including incorporeal touch attacks. In addition the deflective force serves to protect you from harmful effects even those of purely mental or spiritual nature and you gain a resistance bonus to saving throws equal to +1 +1/4 points of deflection bonus to AC you possess. Scintillating Hide lasts 24 hours.

Shapeshifter's Reduction
Least, 2nd
You reduce in size. Your size is decreased by 1 size category with all typical effects including a reduction to your (natural) weapon damage and reach if appropriate. You gain a +2 to Dexterity and -2 to Strength. Gear is likewise reduced in size. If you are already diminutive Shapeshifter's Reduction has no effect; if you transform through another means (such as wild shape) the reduction is applied to your new form. Shapeshifter's Reduction lasts 24 hours or until dismissed.

Unruly Tentacles
Least, 2nd
You cause tentacles to burst from a creature within close (25 ft + 5 ft/2 caster levels) range. These tentacles then proceed to attempt to grapple the target for one round per caster level. They have a BAB equal to your Caster Level, Strength equal to your Charisma, and are considered to be the same size as the target which they sprouted from and are attacking. The tentacles deal 1d4 + Strength modifier damage with a successful grapple check. A successful Will save prevents the growth of these tentacles.

Lesser:
Adrenal Surge
Lesser, 3rd
When you use this invocation adrenaline floods your body. You gain a +8 bonus to Strength, Dexterity, and Constitution, a +4 morale bonus to Will saves, and temp hp equal to your caster level. In addition if you are fatigued or exhausted you do not suffer the normal penalties for that state and can run and charge. These benefits each last 1 round after which you are fatigued until you rest for 1 minute; if you were already fatigued you are exhausted instead, and if you were already exhausted you fall unconscious for 1 minute. If you are immune to the side-effect of using Adrenal Surge then after Adrenal Surge is used you simply cannot use it again for 1 minute. Using Adrenal Surge is a swift action.

Blinding Surge
Lesser, 3rd
When you use this invocation your entire body incandesces for a moment, a sudden surge of light that can blind nearby creatures. Any creature within 20 ft of you when you use this invocation must make a Reflex save or be blinded for 1 round per 2 caster levels. A creature which succeeds its saving throw is merely blinded for 1 round. In addition this light provides bright illumination out to 180 ft, and shadowy out to another 180 ft beyond that, for a moment.

Earthshaker Charge
Lesser, 4th
When you use this invocation your body becomes more dense your every foot step causing the ground to shake. As part of this invocation move up to your speed. Any creature you move adjacent to must make a Reflex save or fall prone, creatures which make attacks of opportunity against you as part of this movement suffer a -4 penalty on this saving throw. In addition you may end this movement by entering another creature's square to attempt to knock that creature back. The creature must make a roll to resist a Bull Rush with a DC of 5 + your special size modifier + your CL. If they fail they are knocked back 5 ft + 5 ft per 5 points by which they failed the check.

Hide of the Blink Dog
Lesser, 4th
You transform into a blink dog. This functions as Wild Shaping into a blink dog except you do not recover hp. Your speed becomes 40 ft, your Str becomes 10, your Dex becomes 17, and your Con becomes 10. Your size becomes Medium, you gain a Bite natural attack as a primary natural weapon dealing 1d6 damage. In addition to the normal traits of wild shaping into a blink dog you gain Low-Light Vision, Scent, their ability to Blink and Dimension Door both of which are lost if you assume another form. Hide of the Blink Dog lasts for 24 hours, but can be dismissed prematurely as a standard action.

Inanimate Guise
Lesser, 4th
You transform into an inanimate object no more than 1 size category larger than you or 2 size categories smaller than you. You may only assume the form of an object with a hardness of no more than your Caster Level + 5. You gain the object's hardness, and break DC with a bonus of your Charisma modifier. You retain the ability to take purely mental actions, to see, and to hear but you lose any ability which would be lost with Alternate Form and cannot move. If you take the form of a weapon and are used as such you may either inflict a -1 penalty per 4 CL or grant a +1 bonus to hit and damage +1/8 CL. If you take the form of armor and are used as such you may either entangle the wearer or negate all armor check penalty, increase the max Dex bonus to AC by 1/3 CL, and reduce the arcane spell failure by 5% per 2 CL. You may also be enchanted while in weapon or armor form as if you were a masterwork example (and may choose to take the form of a masterwork item). Inanimate Guise lasts 24 hours or until dismissed as a purely mental standard action.

Momentary Blink
Lesser, 3rd
You shift partially into the Ethereal Plane. This functions as the blink (http://www.d20srd.org/srd/spells/blink.htm) spell but it is a swift action and lasts only 1 round.

Shapeshifter's Expansion
Lesser, 2nd
You increase in size. Your size is increased by 1 size category with all typical effects including an increase to your (natural) weapon damage and reach if appropriate. You gain a +2 to Strength and -2 to Dexterity. Gear is likewise increased in size. If you are already colossal Shapeshifter's Expansion has no effect; if you transform through another means (such as wild shape) the reduction is applied to your new form. Shapeshifter's Expansion lasts 24 hours or until dismissed.

Spider's Poison
Lesser, 3rd
You develop venom behind your teeth gaining the ability to inflict it with a bite attack. While this invocation is in effect you gain a poison special ability which applies to any and all bite attacks you possess. This poison deals 1d6 Dexterity damage as its initial and secondary damage. The save DC to resist this poison is 10 + 1/2 your character level + your Constitution modifier. Spider's Poison lasts 24 hours.

Greater Invocations
Blood Storm
Greater, 5th
When you use this invocation you strike out with all of your natural weapons and the force of the blows carry forward. This functions as if you were using your natural weapons as that many thrown weapons but you may use your Strength or Charisma to hit in place of your Dexterity, use your normal attack bonus modified by whether they are primary or secondary natural weapons, have your Strength modifier to damage reduced as appropriate to a secondary natural weapon (if it is one), and it has no range increments instead merely having a range of 15 ft per caster level. These projections of your natural weapons are considered [Force] effects dealing damage as force instead of whatever damage they would normally deal. Disease, poison, and other rider effects of your attacks are not carried with your Blood Storm. Using Blood Storm is a Full-Round Action.

Cleanse Self
Greater, 5th.
When you use this invocation you immediately end any of the following conditions affecting yourself: blinded, dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, paralyzed, sickened, and stunned. It also ends any additional effects from poison, as the neutralize poison spell. If used as a 1 minute action it removes all ability damage to physical ability scores, and all negative levels that you possess. Using this invocation immediately ends your turn, and you may use it when not normally able to act for example because you are dazed, paralyzed, or stunned but doing so costs you your standard action in the next round as well. Unlike other invocations Cleanse Self has no somatic component.

Invoke the Chimera
Greater, 6th
When you use this invocation you become a Chimera as if you had used Wild Shape to become one except you do not recover hp. You may choose which color of dragon head you wish to possess, and you gain darkvision, low-light vision, and scent. While in this form you may use a breath weapon like that of a chimera but it deals 1d8 damage per 2 caster level with a reflex save (DC 10 + 1/2 character level + Charisma modifier) for half. Its damage type is dependent upon the color of the dragon head you select and it is a 60 ft line if a line or 30 ft cone if a cone. Once you use this breath weapon you must wait 1d4 rounds before doing so again. Invoke the Chimera lasts 24 hours or until dismissed.

Nauseating Stench
Greater, 6th
When you use this invocation you release a horrible odor from all across your body. Creatures within 20 ft must make a Fortitude save or be nauseated for 1d4 rounds, creatures with scent must make this save if within 60 ft of you. Creatures that succeed on this save are merely sickened for 1 round instead.

Raise Wall
Greater, 6th
When you use this invocation you force the ground to expand upwards forming a rampart of the earth. This creates a 10 ft tall wall, 2 ft thick, and 5 ft long per caster level of whatever substance the surface of the ground is made from. You may double the height or the thickness by halving the length; or quadruple one or double both by quartering the length. You may have the wall move along the surface of an existing wall for part or all of its length as long as it is contiguous to itself at all parts. You may not create a wall in a square with a creature within it. A wall created with Raise Wall lasts 1 minute per caster level or until you dismiss it or use Raise Wall again.

Reshape
Greater, 5th
When you use this invocation you may replicate the effects of a Warp Wood, Stone Shape, Make Whole, or Fabricate spell except you may affect an object regardless of the material it is made from. If a magic item is targeted and succeeds on its saving throw it is immune to your Reshape ability for 24 hours.

Sleep Breath
Greater, 6th
When you use this invocation you take a deep breath and exhale a cone of sleep gas. Creatures within the 30 ft cone with HD equal to or less than your Caster Level must make a Fortitude save (DC 10 + 1/2 your character level + your Con) or fall asleep for 1 round. On a successful save the targets are fatigued for 1 round instead.

Threefold Head of the Chimera
Greater, 4th
When you use this invocation you grow an additional two pairs of heads, a dragon and a goat head. The dragon head is of a color (black, blue, green, red, or white) of your choice and has a bite attack as a secondary natural weapon which deals 1d6 damage if you are medium sized, and the goat head has a gore attack as a secondary natural weapon which deals 1d4 damage if you are medium sized. As a standard action you may cause the dragon head to release a powerful breath weapon which ends this invocation prematurely. If you selected black it is a 60 ft line of acid, blue is a 60 ft line of electricity, green is a 30 ft cone of acid, red is a 30 ft cone of fire, and white is a 30 ft cone of acid. Regardless of color the breath weapon deals 1d8 damage per caster level. Threefold Head of the Chimera lasts 1 round per caster level after which you are sickened and unable to use it again for 1 round per round it was active.

Twisting Touch
Greater, 5th
When you use this invocation you transform a touched creature into an animal of your choosing. This may be a large or smaller animal of up to the target's Hit Dice or 6 whichever is lower. The target takes on stats for this new form as if they had obtained it through the Alternate Form special ability, and may make a Fortitude save to resist the effect at +4 if the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad). The target remains in this form for 1 round per caster level.


Dark
Form of the Elements
Dark, 8th
When you use this invocation you take on elemental energy gaining an elemental subtype of your choice from Air, Cold, Earth, Fire, and Water. If you select Air you gain a fly speed equal to twice your land speed with perfect maneuverability and airborne creatures suffer a -1 to attack and damage rolls against you. If you select Cold you gain cold immunity and fire vulnerability (as is standard of the Cold subtype) and a chill permeates your form causing your natural weapons to deal +1d6 cold damage and creatures which attack you with non-reach melee weapons take 1d6 cold damage. If you select Earth you gain the ability to glide through earth like an earth elemental at 1/2 your land speed, and a +1 to attack, damage, and opposed strength checks when both you and the opponent are touching the ground. If you select Fire you gain fire immunity and cire vulnerability (as is standard of the Fire subtype) and a heat emanates from your form causing your natural weapons to deal +1d6 fire damage and creatures which attack you with non-reach melee weapons take 1d6 fire damage. If you select Water you gain a swim speed equal to twice your land speed, the ability to breathe water as easily as air, and +1 to attack and damage if both you and the opponent are in contact with the same body of water. You may only have one instance of this invocation active at a time.

Grappling Tentacles
Dark, 6th
You cause tentacles to burst from your body. These tentacles then proceed to attempt to grapple a target of your choice within 10 ft of you as a free action each round. They have a BAB equal to your Caster Level, Strength equal to your Charisma, and are considered to be your size or large whichever is smaller. The tentacles deal 1d6 + Strength modifier damage with a successful grapple check. Grappling Tentacles last for 1 round per 2 caster levels.

Physical Discorporation
Dark, 9th
When you use this invocation your form fades somewhat from reality becoming only partially tangible. You gain the incorporeal subtype (your Str becomes -) and your natural weapons become incorporeal touch attacks dealing 2d6 plus Charisma modifier damage (regardless of size or base damage). Physical Discorporation lasts for 24 hours or until dismissed.

Shape of the Tyrant Wyrm
Dark, 8th
When you use this invocation you Wild Shape (without regaining hp) into a chromatic dragon of the color (black, blue, green, red, or white) of your choice. Regardless of the color chosen you become large sized with a 60 ft land speed and 300 ft (poor) fly speed. You gain Str 8 + CL, Dex 10, and Con 4 + CL, and natural armor +1/2 CL. While in this form you gain DR 10/magic, SR 6 + CL, frightful presence with a 30 ft range (DC 10 + 1/2 character level + Cha modifier), Keen Senses as a true dragon, 120 ft darkvision, and blindsense 60 ft. You gain a primary bite attack dealing 2d6 + Str damage, 2 secondary claw attacks dealing 1d8 + 1/2 Str, 2 secondary wing attacks dealing 1d6 + 1/2 Str, and a tail slap dealing 1d8 + 1-1/2 Str. Finally you gain a breath weapon dealing 1d8 damage per caster level, an 80-ft line of acid if black, line of electricity if blue, a 40 ft cone of acid if green, cone of fire if red, and cone of cold if white, after using your breath weapon you must wait 1d4 rounds before using it again, finally you gain immunity to the damage dealt by your breath weapon. Shape of the Tyrant Wyrm lasts 24 hours or until you dismiss it or take on a different form. Too broken.

Utterance of Twisted Form
Dark, 9th
When you use this invocation you twist the form of any number of creatures within 30 ft. Growths blossom across their body, strange lumps interfering with movement, tumors pressing against vital organs. Its full effects are felt only for a moment before the growths begin to fade. Each target takes 1d6 damage per caster level, is entangled for 1 round and sickened for 1 round/caster level taking 1d6 damage each round they are sickened (this lingering damage does not stack from multiple uses). A Fortitude save is allowed to mitigate the effect. On a success they take half damage, are not entangled, and are only sickened for 1 round without receiving any extra damage.

Turn to Dust
Dark, 6th
You release a ray from your finger at a target (or object) within 60 ft. Except for range this functions as Disintegrate.

Wyvern's Tail
Dark, 7th
When you use this invocation you grow a reptilian tail ending in a scorpion-like stinger, or your existing tail twists to become such. You gain a sting attack with this tail (it cannot also be used to perform a tail slap attack in the same round as a sting) usable as a primary or secondary natural weapon dealing 1d6 damage if medium sized. This sting attack also inflicts a deadly poison. This poison's Fort save DC is 10 + 1/2 your character level + your Constitution modifier, and inflicts 2d6 Constitution damage as initial and secondary damage.

Zaydos
2016-01-20, 05:10 PM
Reserved for Invocations um well just in case. Post away and such.

tsj
2016-01-22, 02:12 AM
Very nice class.

For the thief path capstone I suggest the following
to go along with the extra sneak attack:

Distracted enemy (su)

You are able to manipulate your opponent using
some mystic power, it could be something like
sending a mental image of an attacking bee swarm
or some other effect. The result is the same. Any
opponent who is not mindless, will always count as flat footed if within 5 feet of you.

Zaydos
2016-01-22, 02:44 AM
Very nice class.

For the thief path capstone I suggest the following
to go along with the extra sneak attack:

Distracted enemy (su)

You are able to manipulate your opponent using
some mystic power, it could be something like
sending a mental image of an attacking bee swarm
or some other effect. The result is the same. Any
opponent who is not mindless, will always count as flat footed if within 5 feet of you.

Wanted something more thief-y than murdery, but this did remind me that they need a way to Sneak Attack plants and the like so the level 12 ability got an improvement and I did think of a capstone-y ability. They can hide and disguise, but there's something else a thief does :nale: Not sure if it is actually the best thematically or mechanically but should be fun for the inner thief, and is at least vaguely transformation based.

Moonwolf727
2016-01-22, 03:17 AM
Thousand Faces (Su): A form shifter gains the ability to change their appearance at will, as if using the disguise self spell, but only while in their normal form. This affects the druid’s body but not their possessions. It is not an illusory effect, but a minor physical alteration of the form shifter’s appearance, within the limits described for the spell.

Bolded and upsized for emphasis, I'm fairly sure that shouldn't say druid.