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View Full Version : D&D 3.x Class Adaptive (Shapeshifter, Tier 3) PEACH



Waker
2017-07-28, 03:33 PM
But above all, in order to be, never try to seem.
Throughout reality, there are a great many creatures who can take on the form of another. Some accomplish this through spells, others through natural prowess. Adaptives are those who discovered a means to blur the line between the two. The majority of adaptives are created through a specialized ritual, imbuing them with an internalized magic that transforms thought into reality. A smaller number are natural shapeshifters who's gifts are in excess for the norm of their race.

Alignment: Any

Class Skills: The adaptive's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Local, Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis) Speak Language (NA), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Hit Die: D10
Adaptive
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\n\tAdaption Points

[/TD]\n\n\n\t1st\n\t
+1\n\t
+2\n\t
+2\n\t
+0\n\tAdapting, One Point Adaptions\n\t2

\n\n\n\t2nd\n\t
+2\n\t
+3\n\t
+3\n\t
+0\n\tMimicry, Uncanny Dodge\n\t3

\n\n\n\t3rd\n\t
+3\n\t
+3\n\t
+3\n\t
+1\n\tInviolate Form\n\t4

\n\n\n\t4th\n\t
+4\n\t
+4\n\t
+4\n\t
+1\n\tMonstrous Talent\n\t6

\n\n\n\t5th\n\t
+5\n\t
+4\n\t
+4\n\t
+1\n\tImproved Uncanny Dodge, Two Point Adaptions\n\t7

\n\n\n\t6th\n\t
+6/+1\n\t
+5\n\t
+5\n\t
+2\n\tBizarre Physiology\n\t8

\n\n\n\t7th\n\t
+7/+2\n\t
+5\n\t
+5\n\t
+2\n\tRapid Adaption\n\t9

\n\n\n\t8th\n\t
+8/+3\n\t
+6\n\t
+6\n\t
+2\n\tMonstrous Talent\n\t11

\n\n\n\t9th\n\t
+9/+4\n\t
+6\n\t
+6\n\t
+3\n\tInviolate Form\n\t12

\n\n\n\t10th\n\t
+10/+5\n\t
+7\n\t
+7\n\t
+3\n\tThree Point Adaptions\n\t13

\n\n\n\t11th\n\t
+11/+6/+1\n\t
+7\n\t
+7\n\t
+3\n\t\n\t14

\n\n\n\t12th\n\t
+12/+7/+2\n\t
+8\n\t
+8\n\t
+4\n\tMonstrous Talent\n\t16

\n\n\n\t13th\n\t
+13/+8/+3\n\t
+8\n\t
+8\n\t
+4\n\tBizarre Physiology\n\t17

\n\n\n\t14th\n\t
+14/+9/+4\n\t
+9\n\t
+9\n\t
+4\n\tRapid Adaption\n\t18

\n\n\n\t15th\n\t
+15/+10/+5\n\t
+9\n\t
+9\n\t
+5\n\tFour Point Adaptions\n\t19

\n\n\n\t16th\n\t
+16/+11/+6/+1\n\t
+10\n\t
+10\n\t
+5\n\tMonstrous Talent\n\t21

\n\n\n\t17th\n\t
+17/+12/+7/+2\n\t
+10\n\t
+10\n\t
+5\n\t\n\t22

\n\n\n\t18th\n\t
+18/+13/+8/+3\n\t
+11\n\t
+11\n\t
+6\n\t\n\t23

\n\n\n\t19th\n\t
+19/+14/+9/+4\n\t
+11\n\t
+11\n\t
+6\n\t\n\t24

\n\n\n\t20th\n\t
+20/+15/+10/+5\n\t
+12\n\t
+12\n\t
+6\n\tForm Unbound, Monstrous Talent\n\t26\n\n

Class Features
All of the following are class features of the adaptive.
Weapon and Armor Proficiency
Adaptives are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Adapting (Su): The most defining ability of the adaptive is her ability manipulate her form to take on an amazing change in appearance and function. Adapting can be done at-will. The adaptive must enter a trance-like state wherein they begin building the mental image of the form they are about to take. This process takes one minute, requiring that the adaptive take no other action beyond free actions. Any damage taken during this time requires the adaptive to make a Concentration check (DC=Damage Taken) or immediately end the adaption process. When the adaptive finishes the adaption, she may choose to exchange any or all of her adaption points for any adaptions from the One Point Adaption list.
Many adaptions have the option to be improved included in their description. The cost to improve an adaption is equal to the adaptions purchasing cost. Initially the adaptive cannot improve her adaptions.
Upon successfully adapting, the adaptive may choose the nature of their form and color. For instance, when taking the claw adaption she may choose to create hands with long dagger-like nails or pincers resembling a crabs. Regardless of the changes, the adaptive gains no additional benefit beyond what the adaption specifically grants.
The act of adapting is a Supernatural effect and can be suppressed by an anti-magic field or other similar effect. However any adaptions that the adaptive already possesses still function unless explicitly marked as (Su).

Advantageous Evolution: When taking this adaption, choose Balance, Climb, Escape Artist, Jump, Hide, Listen, Move Silently, Spot, Swim, or Tumble. The adaptive gains a +3 competence bonus to the chosen skill. This adaption can be taken multiple times, each time applying to a different skill.
Improvement-The adaptive may also spend additional adaption points to increase the bonus granted to her chosen skill by an additional +3.
Beastskin: When an adaptive wearing armor with the Beastskin property takes this adaption, she can adjust her armor as she changes shape.
Energy Tolerance: When taking this adaption, choose one energy type: Acid, Cold, Electricity, or Fire. The adaptive gains 5 resistance against that energy type. This adaption can be taken multiple times, each time choosing a different energy type.
Improvement-The adaptive may also spend additional adaption points to increase her resistance to an energy type by 5.
Environmental Resilience: An adaptive with this adaption suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. She is also immune to the effects of high altitudes and the crushing pressure from being deep underwater.
Extra Limbs: When choosing this adaption, the adaptive may decide on growing a pair of manipulative limbs or movement limbs. Manipulative limbs are capable of holding objects, as well as using weapons and tools. Movement limbs increase one of your movement speeds by 10ft, increase the carrying capacity for that speed by X2 and grant a +2 Stability bonus against attempts to bullrush or trip you. You cannot choose a movement limb for a movement type you do not possess.
Improvement-The adaptive may also spend additional adaption points to gain either another set of manipulative or movement limbs. Alternatively you may apply the manipulative or movement types to an existing limb, allowing a limb to be both manipulative and movement type.
Natural Armor: The adaptive’s existing natural armor bonus increases by 2.
Improvement-The adaptive may also spend additional adaption points to increase her armor bonus increases by an additional +2.
Natural Attacks: The adaptive gains one or more natural attacks. Regardless of the type, all natural attacks threaten a critical hit on a 20 and have a X2 critical modifier. When choosing the Claws or Slam adaption, the adaptive may choose to modify her existing limbs or grow new ones, though in the latter case these new limbs cannot be used for holding objects or manipulation. The available natural attacks are: Bite (Piercing or Slashing), Claws (2)(Slashing), Tail (Bludgeoning), Stinger (Piercing), Gore (Piercing), Slam (2)(Bludgeoning), Spikes (Piercing, as per Spiked Armor), Tongue (+5ft Reach, Blunt). The damage for each attack is given in the table in the following post. This adaption may be chosen multiple times, with each natural attack being selected separately. If the adaptive possesses multiple natural attacks, she must designate one of which (or pair for Claw/Slam adaptions) to be her primary natural attack. All others are he secondary attacks. If the adaptive uses a manufactured weapon, all natural attacks are considered secondary.
Improvement-The adaptive may also spend additional adaption points to increase the effectiveness of a chosen natural weapon. When selecting the same natural attack, the adaptive may gain a +2 bonus to damage or increase the threat range by 1.
Alternatively if the adaptive chooses the Claw or Slam natural attacks, she may modify her existing limbs or grow 2 extra limbs that may only be used for attacks.
Overcome Defense: Imbue all natural attacks with the magic quality for the purposes of overcoming damage reduction and striking incorporeal creatures.
Improvement-The adaptive may also spend additional adaption points to apply additional traits to their natural attacks. Each time this adaption is chosen, the adaptive can apply the effect of Adamantine, Cold Iron, or Silver to all natural attacks. The adaption only applies to overcoming damage reduction and grants no additional benefit.
Physical Aspect: Choose Strength, Dexterity or Constitution. The adaptive gain a +2 enhancement bonus to the attribute chosen. This adaption may be taken more than once, each time applying to a different attribute. Hit points granted from increasing her constitution are not lost first the way temporary hit points are.
Improvement-The adaptive may also spend additional adaption points to increase the attribute of her choice increases by an additional +2.
Poison: When picking this adaption, the adaptive must choose to the delivery method to be her Bite, Stinger, or Breath Attack. If Bite or Stinger are chosen, the poison is injected; Breath Attack (Poison) is inhaled. Her poison deals 1 strength damage initially, the secondary damage dealt is 1 dexterity damage . The fortitude save for both of these is (DC=10 + 1/2 adaptive levels + constitution modifier).
An adaptive may harvest her poison, but it is inherently unstable. Poison collected in this manner is only potent for one minute per adaptive levels before becoming inert.
Improvement- The adaptive may also spend additional adaption points to increase the ability damage for both the initial and secondary damage by 1 or to increase the fortitude save DC by 1.
Scent: The adaptive gains the Scent ability with a range of 30ft.
Improvement- The adaptive may also spend additional adaption points to increase the range to detect creatures by 10ft.
Sight: When choosing this adaption, the adaptive gains either low-light vision or darkvision 30ft. If she already possesses these abilities, the range of her low-light vision increases from twice to thrice as far as normal in dim light or +30ft for darkvision.
Improvement- The adaptive may also spend additional adaption points to increase the range of their low-light vision by another factor or darkvision +30ft.
Swift: The adaptive may increase all movement speeds (Climb, Land, Flight, Swim) by 10ft or specific speed by 20ft. This adaption has no effect on movement speeds that she does not already possess.
Improvement-The adaptive may also spend additional adaption points to increase the movement speed by an additional +10ft (all) or +20ft (chosen).
Web: The adaptive gains the ability to spin webs. At the time of spinning, she may choose whether the webbing is entirely adhesive, partially adhesive or not at all. Most webbing is approximately 1 inch thick. Her webbing has 4 hit points, has DR 2/Slashing and can be burst with a DC 23 Strength check. The maximum weight the webbing can hold is 14,000lbs. Adhesive webbing adds +2 to the difficult check made to Escape Artist checks made to escape being bound with it.
As a standard action, the adaptive can make a ranged touch attack with her webbing at a target within 60ft. This deals no damage, but her web automatically adheres to her target.
The adaptive's webbing rapidly deteriorates, completely breaking down after 10 minutes per adaptive level. She also gains a +4 bonus to Climb, Escape Artist and Use Rope when using her own webbing.
Improvement-The adaptive may also spend additional adaption points to increase strength of her webbing (+2hp,DR +2/Slashing, +1 DC burst check, +300bs max weight, +2 DC Escape Artist). Alternatively she may increase the range that they can launch her webbing by +30ft.

At level 5, the adaptive unlocks access to the next tier of Adaptions. In addition, she gains the ability to improve One Point Adaptions once.

Amphibious: The adaptive can comfortably breath both air and water. If she had been previously restricted to only breathing salt or freshwater, this adaption removes the limitation.
Bewitching Voice (Su): As a standard action, the adaptive can cloud the minds of those who listen to her soothing voice. Creatures within 60ft who can hear the adaptive and fail a will save (DC=10 + 1/2 adaptive level + charisma modifier) are fascinated for as long as the adaptive sings, plus one round after. Maintaining this ability requires a move action. The adaptive can maintain this ability for a number of rounds equal to her charisma modifier.
Alternatively the adaptive can use her bewitching voice to counteract the effect of another creatures sonic abilities. While her ability is active, the effects of any other creatures sound based abilities are negated within 60ft of her. This ability can be used to counter effects such as Bardic Music or a Harpy's Captivating Song, but has no effect on sonic damage. This is a mind-affecting ability.
Improvement-The adaptive may also spend additional adaption points to increase the duration that she can maintain this ability by one or to increase the save DC by one.
Blindsense: The adaptive gains Blindsense with a range of 30ft.
Improvement-The adaptive may also spend additional adaption points to increase the range of her Blindsense by 10ft.
Blood Drain: While grappling with an opponent, the adaptive may substitute her bite damage to deal 1 point of constitution damage. The adaptive must have a Bite attack in order to take this adaption.
Improvement-The adaptive may also spend additional adaption points to increase the constitution damage by 1.
Breath Attack (Su): The adaptive gains the ability to make a breath attack as a standard action. An adaptive's breath attack deals is a 30ft cone that deals 3d6 damage. Creatures caught in the cone can reduce the damage by half with a successful reflex save (DC=10 + 1/2 adaptive level + constitution modifier). Once the adaptive breathes, she can’t use her breath attack again until 1d4 rounds later. If she has more than one type of breath weapon, she still can breathe only once every 1d4 rounds. The breath attack's damage type must match the adaptive's resistance from Energy Tolerance. If the adaptive has taken Energy Tolerance more than once, she has access to the same energy types for her breath weapon, though they all share the same refresh period.
Alternatively if the adaptive has the Poison adaption, she may breath a cloud of poison gas. It deals no damage, but inflicts ability damage as determined by the Poison's description.
Improvement-The adaptive may also spend additional adaption points to increase her breath attack's damage by 3d6 (energy only) or it's range by 10ft.
Climb: An adaptive who takes this adaption can climb surfaces with ease. She gains a climb speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption). The adaptive must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. If she chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a -5 penalty. She retains her Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against the adaptive.
Constrict: The adaptive gains the constrict special ability. After making a successful grapple check, she deals bludgeoning damage equal to a Slam attack for a creature her size.
Improvement-The adaptive may also spend additional adaption points to increase the damage she deals with her constrict by 2 points.
Damage Reduction: The adaptive gains DR 2/-.
Improvement-The adaptive may also spend additional adaption points to increase the DR by an additional 2.
Extra Head The adaptive grow an extra head, granting her a +2 bonus on Listen and Spot checks. If she has a breath attack, her damage is increased by 1d6 (energy only) and the save DC by 1. Both heads share the same refresh period for the breath. If she has a gaze attack, the save DC for it is increased by 1.
Improvement-The adaptive may also spend additional adaption points to grow an additional head. The bonuses to Listen and Spot increase by +2, as well as the bonus to damage and DC for her breath attack and gaze attack.
Fly-An adaptive who takes this adaption sprouts wing, granting them flight with average maneuverability. She has a flight speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption).
Improvement-The adaptive may also spend additional adaption points to increase the maneuverability of her flying by one step.
Gaze (Su): As a standard action, the adaptive can attempt to paralyze a creature. The targeted creature must make a Will save (DC=10 + 1/2 adaptive level + charisma modifier) or be paralyzed for one round. For this ability to work, the adaptive and enemy creature both must be able to see each others eyes. This is a paralyzing, mind-affecting ability.
Improvement-The adaptive may also spend additional adaption points to increase the duration of the paralysis effect by one round or increase the save DC by 1.
Improved Grab: When choosing this adaption, the adaptive must select for it to apply to her Bite, Claw or Tongue attack.
Noxious Cloud: As a standard action, the adaptive can emit a cloud of noxious fumes with a radius of 20ft centered on herself. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Living creatures in the cloud become sickened if they fail a fortitude save (DC=10 + 1/2 adaptive level + constitution modifier). This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on the adaptive's turn.
The adaptive is immune to the effects of her own Noxious Cloud. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. The cloud is an inhaled poison effect.
Improvement-The adaptive may also spend additional adaption points to increase the radius of the cloud by 5ft, the duration of the sickened condition by one or increase the DC of the save by one.
Pounce: The adaptive gains the Pounce ability, allowing her to make a full attack using her natural weapons at the end of a charge.
Reach: An adaptive choosing this adaption can increase the range of one of her natural attacks or her manipulating limbs by 5ft. This adaption may be taken multiple times, each time applying to a different attack.
Improvement-The adaptive may also spend additional adaption points to increase her reach an additional 5ft.
Roar (Su): As a standard action, the adaptive may let loose a terrifying cry. All creatures within 60ft who can hear her must make a will save (DC=10 + 1/2 adaptive levels + charisma modifier). Creatures who fail the save are shaken, those who fail the save by 10 or more are instead frightened. The duration of this effect lasts for three rounds. The severity of fear from cumulative uses of Roar do not stack with itself except to reset the duration. Roar is a sonic, fear effect.
Improvement-The adaptive may also spend additional adaption points to increase the duration of the fear effect by one or to increase the save DC by one.
Size- Upon taking this adaption, the adaptive may increase or decrease her size one category. If she chooses to increase her size she gains a +2 to strength, -2 to dexterity, and -1 AC/Hit. If she decreases her size, she gains a -2 strength, +2 dexterity and a +1 AC/Hit. This change in size may also affect her reach. When increasing her size to Large and greater, the adaptive's reach increased by 5ft per category. A tiny or smaller adaptive has no reach and must enter a creature's space in order to attack.
While increasing her size, the adaptive may modify her weight up to eight times her previous weight per size category. She may also decrease her weight by a similar factor when reducing her size.
Improvement-The adaptive may also spend additional adaption points to increase/decrease her size another step.
Swim- An adaptive who takes this adaption is at home in the water. She gains a swim speed equal to her base land speed (not including any bonuses to speed granted by the Swift adaption). She gets a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10, even if rushed or threatened when swimming. She can use the run action while swimming, provided she swims in a straight line.

At level 10, the Adaptive gains access to Three Point Adaptions. They can now improve her One Point Adaptions twice and Two Point Adaptions once.

Blindsight: The adaptive gains Blindsight with a range of 30ft. The adaptive must possess the Blindsense adaption in order to choose this adaption. If the adaptive is deafened or in an area of magical silence, she loses access to her blindsight.
Improvement-The adaptive may also spend additional adaption points to increase the range by an additional 10ft.
Burrow- The adaptive gains a burrow speed equal to her base land speed. She may burrow through rock, but this reduces her speed by half.
Improvement-The adaptive may also spend additional adaption points to increase her burrow speed by 10ft.
Energy Aura (Su):The adaptive gains an aura of destructive energy. Whenever the adaptive makes an attack with a natural weapon or grapples with an opponent, she deals an +1d6 of energy damage. This damage also is dealt to enemies striking with natural attacks or non-reach melee weapons. The energy type for her aura matches her resistance from Energy Tolerance. If she has taken Energy Tolerance more than once, she determines the damage at the time of selecting this adaption. The adaptive may control her aura to not damage her armor and other equipment.
Improvement-The adaptive may also spend additional adaption points to increase the damage dealt by an additional +1d6.
Fast Healing 1: The adaptive gains Fast Healing 1.
Improvement-The adaptive may also spend additional adaption points to increase her fast healing by an additional 1.
Tremorsense: The adaptive gains Tremorsense with a range of 20ft. By concentrating as a full-round action, the adaptive may also derive additional information about her surroundings, such as the location and size of soil, rock, or metal deposits, as well as water and organic materials.
Improvement-The adaptive may also spend additional adaption points to increase the range of her tremorsense by 5ft.

At level 15, the adaptive unlocks the final tier of their transformations with Four Point Adaptions. They may improve One Point Adaptions three times, Two Point Adaptions two times and Three Point Adaptions one time.

Deadly Attack: All damage improvements granted by the natural attack adaption increase from +2 to +3. In addition, if the adaptive has improved a natural attack's critical threat range, she gains a +1 bonus on attacks made to confirm for each such improvement.
Energy Immunity: The adaptive becomes immune to an energy type for which she has an improved Energy Tolerance.
Immortal Body- The adaptive's damage reduction from the Damage Reduction adaption increase from 2/- to 3/-.
Impenetrable Flesh: The adaptive's bonus to natural armor from the Natural Armor adaption increases from +2 to +3.
Legendary Physique: All attribute bonuses granted from Physical Attribute increase from +2 to +3. This applies to all attribute increases from Physical Aspect.
Regeneration: The adaptive gains Regeneration equal to the rate of healing for her Fast Healing adaption. She must choose for her regeneration to be overcome by Acid or Fire. She cannot use this adaption with an energy type she is immune to.
True Evolution: All skill increases from Advantageous Evolution increase from +3 to +4. This applies to all skills increased by Advantageous Evolution.



Mimicry (Ex): To the adaptive, disguising one-self is as easy as breathing. While using Adaption to assume the form of another being, the adaptive suffers no penalty for disguising herself as another gender, race or age. The adaptive does still suffer penalties on disguise checks should her new form not have the appropriate number of limbs or be of the wrong size.
Furthermore her disguises are more than mere cosmetic changes. Creatures using divination spells and effects that target the adaptive must make a Spot check opposed by the adaptive's disguise check. If the adaptive wins this check, her disguise determines the information that the creature obtains. For instance, an adaptive disguised as a zombie would radiate an evil aura, detect as undead, and would have no discernible thoughts for detect thoughts.

Uncanny Dodge (Ex): At 2nd level, an adaptive retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If an adaptive already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Inviolate Form (Su): Control over their form is the greatest discipline that an adaptive must learn. When targeted by a spell or effect that would alter their body, such as Baleful Polymorph, a Medusa's gaze attack or an Aboleth's slime; she gains a +4 bonus on the save. If she fails the save, she may spend a full-round action during her turn to undo any negative conditions brought about from the failed save, assuming she is conscious and able to act.
At 9th level, the adaptive is instead immune to any negative effects that would alter her form.

Monstrous Talent: Her tendency to adopt unusual forms has led to the adaptive learning unorthodox techniques. Starting at 4th level, the adaptive gains access to a bonus feat for which she meets the prerequisites. At the start of each day, she can choose to change her bonus feat to any other feat for which she meets the prerequisites. The adaptive gains access to additional daily feats every four levels thereafter.
If a feat requires a certain body type, natural attack, size or ability score then she may choose the feat but only gain it's benefits while she possesses such a trait.
The adaptive may choose any metabreath or monstrous feat, as well as: Ability Focus, Adroit Flyby Attack, Area Attack, Awesome Blow, Blowhard, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack, Improved Scent, Large and in Charge, Multiattack, Multiweapon Fighting, Power Climb, Power Dive, Reverberation, Snatch, Stamp, Thunderclap, Uncanny Scent, Wingover
These bonus feats cannot be used to qualify for feats (except other feats granted by this feature) or prestige classes.

Improved Uncanny Dodge (Ex): At 5th level and higher, an adaptive can no longer be flanked. This defense denies a rogue the ability to sneak attack the adaptive by flanking her, unless the attacker has at least four more rogue levels than the target has adaptive levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Bizarre Physiology (Ex): Learning to rearrange and alter her internal structure has granted the adaptive a degree of unusual resiliency. At level 6, the adaptive gains fortification 50% and becomes immune to natural diseases and poisons.
At level 13, she becomes immune to critical hits and sneak attacks, as well as magical diseases and poisons.

Rapid Adaption: Transforming has become second nature to her, allowing the adaptive to change with greater speed. At 7 level, the adaptive may decrease the time required to adapt from one minute to a Full-Round Action.
At 14 level, the time required to adapt decreases to a Standard action.

Form Unbound: To those adaptives who have reached the pinnacle of their craft, they no longer change shape, they become. When the adaptive reaches level 20, she gains the ability to further improve her adaptions. One point adaptions can be improved to a total of four times, two point adaptions three times, and three point adaptions two times. Further she can use her adapting ability as a move action.
Lastly she is no longer limited by her original form. For the purposes of interacting with spells, magic items and other effects, she counts as any creature type when it would be beneficial and immune to negative effects that target creature types such as Bane. For instance, an adaptive wielding a Dwarven Thrower would gain the additional enhancement bonus even if their race was not dwarf.

Special: As the goal of many players using adaptives is to emulate specific monsters or for those playing non-humanoid creatures, you may use certain adaptations differently from what is presented in their descriptions. For any adaptions in the Natural Weapons group, Extra Limbs, Extra Head, Wings, or Sight, the adaptive may instead of gaining or improving on an existing trait, remove it instead. An Lizardfolk Adaptive could remove their tail, a Centaur could remove a pair of legs and so on. Removing an appendage or other trait costs the same as it would to gain it. The purpose of this option is to grant the player greater flexibility when attempting to disguise themselves as another race or simply to have fun.

Waker
2017-07-28, 03:34 PM
Fluid Form (General)
Requirements: Able to improve adaptions.
Benefit: You gain an additional 2 adaption points.
Special: This feat may be taken multiple times.

Damage dice based on Natural Attack and Size


Size
Slam/Tongue
Bite/Spikes
Claw/Sting
Gore/Tail


Fine
-
1
-
-


Diminutive
1
1d2
1
1


Tiny
1
1d3
1d2
1d2


Small
1d3
1d4
1d3
1d4


Medium
1d4
1d6
1d4
1d6


Large
1d6
1d8
1d6
1d8


Huge
1d8
2d6
1d8
2d6


Gargantuan
2d6
2d8
2d6
2d8


Colossal
2d8
4d6
2d8
4d6


Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions.
Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20.
When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.
The primary weapon is given in the creature’s Attack entry, and the primary weapon or weapons is given first in the creature’s Full Attack entry. A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s full attack bonus. Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll, no matter how many there are. (Creatures with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual -5 penalty (or -2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon.

Tiny, Diminutive, and Fine Creatures
Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2½ feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can’t flank an enemy.
Large, Huge, Gargantuan, and Colossal Creatures
Very large creatures take up more than 1 square.
Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares.
Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This attack of opportunity is not provoked if you take a 5-foot step.)
Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less.

Bullrush- You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.
You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium.
Disarm-If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Feint- When feinting in this way against a nonhumanoid you take a -4 penalty.
Hide- A creature larger or smaller than Medium takes a size bonus or penalty on Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large -4, Huge -8, Gargantuan -12, Colossal -16.
Intimidate- You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a -4 penalty on your Intimidate check for every size category that you are smaller than your target.
Grapple- You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
The special size modifier for a grapple check is as follows: Fine -16, Diminutive -12, Tiny -8, Small -4, Medium +0, Large +4, Huge +8, Gargantuan +12, Colossal +16.
Overrun- You can only overrun an opponent who is one size category larger than you, the same size, or smaller.
A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium.
Sunder- The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Trip- You can only trip an opponent who is one size category larger than you, the same size, or smaller. A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium.


A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller creature can carry less weight depending on its size category, as follows: Small ×¾, Tiny ×½, Diminutive ×¼, Fine ×1/8.
Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creature’s Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×¼, Diminutive ×½, Tiny ×¾, Small ×1, Medium ×1½, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.

In order to streamline the process of changing form I recommend the usage of index cards and tokens. Index card(s) placed in front of the player can indicate which adaptions the character is currently using. To indicate which adaptions have been improved, placing tokens on them shows how many times it has been improved. A card should have the name of the adaption, the cost in adaption points, the effects and the improvement(s). Here is an example adaption.

Improved Natural Armor 1


Effect: Increase existing Natural Armor +2

Improvement: Increase natural armor bonus an additional +2
In the event that an adaption has multiple improvement options, it may be a good idea to include boxes to indicate which improvement is being used, like so.

Natural Attack Bite 1


Effect: Gain a Bite attack. Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.

Improvement: Increase Bite damage +2

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Increase Bite critical threat range 1

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-

Waker
2017-07-30, 08:59 PM
Man, that took a lot outta me. Later on I'll edit some tips for playing an adaptive, such as making up handy index cards to easily keep track of your powers. For now I'm just gonna give myself a big pat on the back and explain what horror I've unleashed upon the world.

For a long time I've disliked the options available for playing a shapeshifter in D&D. You either have to wait 5 levels to turn into an animal or otherwise screw around with the Alter Self and later iterations of Polymorph. But I and many others just wanna immediately start changing shape, right out of the gate. So that's why I made this class. Well, that and cause a friend asked me to.
Some things about this class that you might have noticed. One is that it has full BAB. Aside from the Wildshape Ranger, WotC apparently thought that people who undergo body modification aren't somehow deserving of a full BAB. Well nuts to that! I also gave them 4 skill points and a decent list, cause unless you have full casting, you deserve skills to play with. Or at least that's my belief. The other big thing of course is the at-will mechanic for changing shape. Rather than a spells per day or some other mechanic, I wanted to just let people play with the power. After all, they didn't keep track of that nonsense in "The Sword in the Stone", so I won't either.
Make no mistake, this is meant to be a tough and flexible class. My goal for it was T3 and I think I managed that. Lemme know what you think though. I'll be going through and editing the class a bit over the next few days to clean up some of the language and alphabetize the adaptions.

Waker
2017-08-05, 05:50 PM
Phew, I feel better having taken a break from working on this project. Anyways I went through and added some more flavor text, clarified a few rules, renamed some abilities and probably most importantly added in the frequently used rules such as size modifiers. I also added in examples for using index cards/tokens to make playing as an adaptive easier.
If you have any questions on how something works, noticed a typo or want to make a suggestion, lemme know. One thing to note that if you want to suggest an adaption, I'm avoiding things that are strictly magic (SLAs, SR, Level Drain), as well as traits that would exclusively be associated with constructs and undead. Though I want to be flavor neutral with the class, I'm mostly focusing on living things being the basis of the adaptive's abilities.

gooddragon1
2017-08-05, 06:05 PM
Well, I've only done a brief look over it so far:

The adaptive gains 5 resistance against that energy type.This adaption can be taken multiple times, each time choosing a different energy type.
Improvement-The adaptive may also spend additional adaption points to increase her resistance to an energy type.

Need a space after the .

Improve by 5 points?

===

Energy immunity... I'm just not sure. Particularly since you can change what you're immune to. It's late in the game and shapechange can do that, so maybe.

===

I'd always wanted to do a class like this. Tier 3 that uses shapeshifting, but it's a lot of work (and you state as much in one of your posts above).

Another thing is getting access to all these options at once at each cutoff point. Though clerics do get access to their whole list at the respective levels.

What could also be cool is taking interesting abilities from monsters (like the thoqqa's ability to charge "When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)"), but that's risky given charge abuse and the class is already probably robust enough.

Waker
2017-08-05, 06:35 PM
Energy immunity... I'm just not sure. Particularly since you can change what you're immune to. It's late in the game and shapechange can do that, so maybe.

===

I'd always wanted to do a class like this. Tier 3 that uses shapeshifting, but it's a lot of work (and you state as much in one of your posts above).

Another thing is getting access to all these options at once at each cutoff point. Though clerics do get access to their whole list at the respective levels.
Fixed the Energy Resistance entry. And as you pointed out, the Energy Immunity is nice, but not overwhelmingly so. You need to be at least level 15, spend 2 points on Energy Immunity to improve it once, and then 4 points to get Immunity. 6 points out of your 19 is a big investment, even if you can freely change it around with a standard action by that point.
The class was a lot of typing and retyping. To make it worse, I did a lot of the work in the span of three days, while also working 8 hours a day. I tend to get tunnel vision when I get hooked on something.
One thing I wanted to avoid was limiting adaption choice by only knowing so many of them, as if they were spells. Flexibility is key to the class, not to mention that individually none of the adaptions really stack up against spells.

One other thing I forgot to include was possibly making a feat to grant extra adaption points. I'm thinking something like this might be decent.

Fluid Form (General)
Requirements: Able to improve adaptions.
Benefit: You gain an additional 2 adaption points.
Special: This feat may be taken multiple times.
You would get a small, but useful boost to your adaption points. Plus you would be limited to taking it at 6th level at the earliest.

gooddragon1
2017-08-06, 10:48 AM
Fixed the Energy Resistance entry. And as you pointed out, the Energy Immunity is nice, but not overwhelmingly so. You need to be at least level 15, spend 2 points on Energy Immunity to improve it once, and then 4 points to get Immunity. 6 points out of your 19 is a big investment, even if you can freely change it around with a standard action by that point.
The class was a lot of typing and retyping. To make it worse, I did a lot of the work in the span of three days, while also working 8 hours a day. I tend to get tunnel vision when I get hooked on something.
One thing I wanted to avoid was limiting adaption choice by only knowing so many of them, as if they were spells. Flexibility is key to the class, not to mention that individually none of the adaptions really stack up against spells.

One other thing I forgot to include was possibly making a feat to grant extra adaption points. I'm thinking something like this might be decent.

You would get a small, but useful boost to your adaption points. Plus you would be limited to taking it at 6th level at the earliest.

Good reasoning, as for the feat, I'm not really good at determining balance.

Personally, I'd like to see more unconventional adaptations (like bewitching voice). That'd be more difficulty given that you have to balance outside of the normal stuff, but it's also more exciting imo.

An easier possibility (not as interesting imo):

1 point adaptation: Copy an ex ability of a creature with HD less than or equal to your own. Upgrade: Copy an Su ability instead. Special: This adaptation can be taken only once.
2 point adaptation: Same as 1 point version.
3 point adaptation: Same as 1 point version.
4 point adaptation: same as 1 point except HD+5 and/or may take multiple times.

Grod_The_Giant
2017-08-06, 06:51 PM
Eidolon: the Base Class, I see? Good, good...


<chassis>
Well and good; a standard sturdy chassis.


Adapting (Su): The most defining ability of the adaptive is her ability manipulate her form to take on an amazing change in appearance and function. Adapting can be done at-will. The adaptive must enter a trance-like state wherein they begin building the mental image of the form they are about to take. This process takes one minute, requiring that the adaptive take no other action beyond free actions. Any damage taken during this time requires the adaptive to make a Concentration check (DC=Damage Taken) or immediately end the adaption process. When they adaptive finishes the adaption, she may choose to exchange any or all of her adaption points for any adaptions from the One Point Adaption list.
Neat enough. Keeping it an out-of-combat thing, at least at first, should help make it faster to play.


Mimicry (Ex): To the adaptive, disguising one-self is as easy as breathing. While using Adaption to assume the form of another being, the adaptive suffers no penalty for disguising herself as another gender, race or age. The adaptive does still suffer penalties on disguise checks should her new form not have the appropriate number of limbs or be of the wrong size.
Furthermore her disguises are more than mere cosmetic changes. Creatures using divination spells and effects that target the adaptive must make a Spot check opposed by the adaptive's disguise check. If the adaptive wins this check, her disguise determines the information that the creature obtains. For instance, an adaptive disguised as a zombie would radiate an evil aura, detect as undead, and would have no discernible thoughts for detect thoughts.
Hmm, clever "turn off penalties" ability. I'd suggest Insight instead of Spot, though.

However, I note that there doesn't seem to be a Changling-style Minor Change Shape? Seems like that would be an early and obvious thing, though maybe it's an Adaption I haven't really looked at yet.


Uncanny Dodge (Ex): At 2nd level, an adaptive retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If an adaptive already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
I... guess? This seems pretty random.


Inviolate Form (Su): Control over their form is the greatest discipline that an adaptive must learn. When targeted by a spell or effect that would alter their body, such as Baleful Polymorph, a Medusa's gaze attack or an Aboleth's slime; she gains a +4 bonus on the save. If she fails the save, she may spend a full-round action during her turn to undo any negative conditions brought about from the failed save, assuming she is conscious and able to act.
Makes sense.

At 9th level, the adaptive is instead immune to any effects that would alter her form.
...does this include your own abilities, though? Because I feel like I could argue that you just turned off your own ability to change shape. Not to mention that you might want, oh, a Wind Walk spell to affect you. I'd suggest putting in an element of choice here.


Monstrous Talent: Her tendency to adopt unusual forms has led to the adaptive learning unorthodox techniques. Starting at 4th level, the adaptive gains access to any metabreath or monstrous feat for which she meets the requirements, as well as those listed below. At the start of each day, she can choose to change she bonus feat to any other feat for which she meets the prerequisites. These feats cannot be used to qualify for feats (except other feats granted by this feature) or prestige classes. The adaptive gains access to additional daily feats every four levels thereafter.
If a feat requires a certain body type, natural attack, size or ability score then she may choose the feat but only gain it's benefits while she possesses such a trait.
Bonus feat list: Ability Focus, Adroit Flyby Attack, Area Attack, Awesome Blow, Blowhard, Flyby Attack, Hover, Improved Natural Armor, Improved Natural Attack, Improved Scent, Large and in Charge, Multiattack, Multiweapon Fighting, Power Climb, Power Dive, Reverberation, Snatch, Stamp, Thunderclap, Uncanny Scent, Wingover
The wording is a bit confusing here, at least vis-a-vis how many feats you get. I'm not sure why the limit on "these feats cannot be used to qualify for feats or PrCs" is there; I'm coming up blank on things that it would actually help with. Weirdest of all, why is this the one part of your class that you can't change during the day? Again, I see little problem allowing them to be changed when the Adaptive changes their points around.


Improved Uncanny Dodge (Ex): At 5th level and higher, an adaptive can no longer be flanked. This defense denies a rogue the ability to sneak attack the adaptive by flanking her, unless the attacker has at least four more rogue levels than the target has adaptive levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Again, not sure why they get this.


Bizarre Physiology (Ex): Learning to rearrange and alter her internal structure has granted the adaptive a degree of unusual resiliency. At level 6, the adaptive gains fortification 50% and becomes immune to natural diseases and poisons.
At level 13, she becomes immune to critical hits and sneak attacks, as well as magical diseases and poisons.

Rapid Adaption: Transforming has become second nature to her, allowing the adaptive to change with greater speed. At 7 level, the adaptive may decrease the time required to adapt from one minute to a Full-Round Action.
At 14 level, the time required to adapt decreases to a Standard action.
Looking good. You're still probably not adapting mid-combat, but it's nice to have the option.


Form Unbound: To those adaptives who have reached the pinnacle of their craft, they no longer change shape, they become. When the adaptive reaches level 20, she gains the ability to further invest in her adaptions. One point adaptions can be invested in a total of four times, two point adaptions three times, and three point adaptions two times. Further she can use her adapting ability as a move action.
Lastly she is no longer limited by her original form. For the purposes of interacting with spells, magic items and other effects, she counts as any creature type when it would be beneficial and immune to negative effects that target creature types such as Bane. For instance, an adaptive wielding a Dwarven Thrower would gain the additional enhancement bonus even if their race was not dwarf.
Maybe I'm blind, but what does "further invest" mean? I'm not a big fan of a capstone introducing a significant new element to the class. Otherise, this is kind of underwhelming.

I'll come back and look at adaptations later.

Waker
2017-08-06, 07:58 PM
Eidolon: the Base Class, I see? Good, good...
The Summoner's Eidolon was one of the sources of my inspiration for the class.


Hmm, clever "turn off penalties" ability. I'd suggest Insight instead of Spot, though.
However, I note that there doesn't seem to be a Changling-style Minor Change Shape? Seems like that would be an early and obvious thing, though maybe it's an Adaption I haven't really looked at yet.
Insight? Do you mean Sense Motive or are you talking about a Wisdom check? The reasoning behind Disguise vs Spot is because unlike spells or class abilities which actually turn you into another creature, the adaptive's shapechanging are more approximating a creature. You can take the adaptions and alter your appearance, but you don't become a wolf, you become wolfish. The disguise check demonstrates how good a change you managed.


I... guess? This seems pretty random.
What's random about it? The big part of the class is that you rely on your body, rather than strict training. It's a very "Go with your gut" kinda class, like a Barbarian or Rogue. So you could chalk it up to animal instinct or take a note from Bizarre Physiology and say you've tweaked your senses and reflexes give you that split-second reaction time.


...does this include your own abilities, though? Because I feel like I could argue that you just turned off your own ability to change shape. Not to mention that you might want, oh, a Wind Walk spell to affect you. I'd suggest putting in an element of choice here.
It's meant to only make you immune to negative effects, like the ones mentioned in the earlier part. I'll change the wording.


The wording is a bit confusing here, at least vis-a-vis how many feats you get. I'm not sure why the limit on "these feats cannot be used to qualify for feats or PrCs" is there; I'm coming up blank on things that it would actually help with. Weirdest of all, why is this the one part of your class that you can't change during the day? Again, I see little problem allowing them to be changed when the Adaptive changes their points around.
It works like the Chameleon bonus feat. At 4th level you get a bonus feat that can be changed daily, every four levels after you get another daily feat. So by 12th level for example, you have three bonus daily feats.
The wording is mostly a precaution. Though I doubt there are many, if any, PrCs that would require some of these feats as prereqs, I don't want a player to take a feat to qualify for a class, then change it the next day.



Maybe I'm blind, but what does "further invest" mean? I'm not a big fan of a capstone introducing a significant new element to the class. Otherise, this is kind of underwhelming.
Originally I had written the improvement portion as investing, since it was superficially similar to essentia investment. Some of the wording obviously stuck around despite having rewritten everything so much.
The big parts of the capstone are the adaption speed and raising the improvement limit. The "count as anything" was mostly a fun gimmick, since at level 20 you aren't likely to take any feats/prcs that depend on race. Being immune to bane is probably the biggest effect that a player is likely to see.

JNAProductions
2017-08-06, 09:57 PM
Except if you take, say, Iron Will to qualify for... Um... Mage Of The Seven Seas (I don't know any prestige class requiring Iron Will off the top of my head, so I made one up) one day, take levels in it, and then swap Iron Will away, you no longer qualify for the Prestige Class, and so lose all its abilities until you regain the feat.

Waker
2017-08-06, 10:52 PM
Except if you take, say, Iron Will to qualify for... Um... Mage Of The Seven Seas (I don't know any prestige class requiring Iron Will off the top of my head, so I made one up) one day, take levels in it, and then swap Iron Will away, you no longer qualify for the Prestige Class, and so lose all its abilities until you regain the feat.

And while that is something I enforce at my table, you'll get people on these boards endlessly arguing back and forth over whether that applies. I know that rule is present in Complete Warrior, but not in other splatbooks. Not sure if it's in Rules Compendium. The important thing is that this class flat-out tells you doing that is no go. No debating.

gooddragon1
2017-08-11, 08:45 PM
Adapting:
Upon successfully adapting, the adaptive may choose the nature of their form and color. For instance, when taking the claw adaption she may choose to create hands with long dagger-like nails or pincers resembling a crabs. Regardless of the changes, the adaptive gains no additional benefit beyond what the adaption specifically grants.

Nice fluff bit there. I noted elsewhere that you wanted to make it fluff friendly.

ONE POINT ADAPTIONS

Adapting: Does this ability provoke attacks of opportunity?

Advantageous Evolution:
Bonuses to the skill checks you might need, but not all of them so it's not overreaching.

Beastskin:
Keep your armor effects at an extra cost for both the item and an adaption point, looks good (haven't seen the beastskin property before, but a google search reveals it's a druid enhancement which ties it in with already existing loot possibilities).

Energy Tolerance:
Later on you get faster adaption which means if you have the points you will always be able to block energy types. This reduces your other effectiveness, but since you know all your adaptions by default it means you'll have a strong defense against energy encounters. I can see that this is what the class does in a way (adapt to the encounter), but if energy attacks are the main threat of the encounter it could be a problem. A possibility would be to allow rapid adaptions to put points into the base adaptation, but not into subsequent upgrades to those adaptations.

Environmental Resilience:
Given that removing this in an environment where you'd need it is dangerous and it only applies to you I can see it as a nice perk for being in this class.

Extra Limbs:
Growing extra limbs is powerful for mundanes. Any two weapon fighting class would take a level dip in this class just for this. Some possibilities are to move this to a higher adaption or require additional adaptions to make attacks with these limbs. I'm not aware of too many ways to get extra limbs with class levels this early on. The thri-kreen is the easiest way I know of to do this at early level in terms of race and it has RHD and level adjustment. Movement limbs sound fine though.

Natural Armor:
Looks fine as a nice source of extra armor if you need it.

Natural Attacks:
Same issue as with extra limbs, though to a lesser extent perhaps as they can't be used for weapons. If the (2) means 2 attacks it may be better to go with (2 attacks). I think the improvement could allow for any and all of the attack types you listed (imagine something with 3 tails attacking), but it still needs to be balanced against the factor of extra attacks being strong. The +2 to damage and threat range should be fine.

Overcome Defense:
By the time you can rapidly do this, other classes (generally the warblade) have ways around DR, so this is par for the course and a nice perk.

Physical Aspect:
Given that this is an enhancement bonus it's perfectly reasonable.

Poison:
Useful for the party if you can set up an ambush, gains use with multiple attacks (I see why you might have chosen not to allow multiples of all the attack types), situationally useful but since you know all adaptions it should be fine.

Scent:
Out of combat utility in a secondary manner. Sounds good.

Sight:
Since you probably won't want to turn this off if you need it, shouldn't be a problem.

Swift:
Extra movement speed is fun, but generally not a problem that I know of.

Web:
What's the escape artist check required and what are the consequences of being bound? This will affect it's power as it seems you can throw at will as a standard action.

TWO POINT ADAPTIONS

Amphibious:
Same feeling about this as other climate adaptions so it's fine.

Bewitching Voice (Su):
Given how fascination works, this isn't out of the question. This should probably be stated as a mind-affecting effect though.

Blindsense:
Fine as a detection method, not much experience with it though.

Blood Drain:
Useful in some circumstances, but not overpoweringly so imo.

Breath Attack (Su):
Useful if you need to deal with swarms or hit certain energy types, but the lower damage balances it out.

Climb:
Another movement mode, sounds cool. With flight at average maneuverability and possible wind effects you might have a reason to use it here and there.

Constrict:
Situationally useful. I think having a bunch of situationally useful effects on call is an interesting part of the class.

Damage Reduction:
Also situationally useful, part of the charm.

Extra Head:
What happens if a vorpal weapon severs a head? It's fine if it keeps you alive, this far in (level 5) a niche defense like that is cool.

Fly:
At will flight is strong, but it's a high cost in adaption points when you get it (considering all the other goodies you could get and how long it takes to adapt). Average maneuverability means you won't be using it in tight spaces. Kiting with this could be a problem though. Still, it'll depend on the DM's skill in handling this sort of thing.

Gaze (Su):
...upon my works ye mighty and despair. That many restrictions should make the at will component fine.

Improved Grab:
Grapple's a mixed bag. Never did like it. You've either got too much or too little (I see that you can improve size which is a boost). Can't really say for balance.

Noxious Cloud:
Situationally useful, dangerous to allies so not really on the cover aspect if you're not careful with it. Though the cover aspect potential makes up for the debuff not being a lose effect.

Pounce:
Everybody needs it (mundanes anyways), few people get it directly in their base class. Deffo in the higher part of tier 3 firepower with this in your belt.

Reach:
This is what that lady in Indiana Jones Holy Grail needed. Should've taken levels in this class obviously. Combined with size this could have issues, but I'm not entirely sure how the lockdown builds work, and I think a smart DM can find a way around it.

Roar (Su):
Turn undead for creatures. Situationally useful. I begin to worry about being this much of a swiss army knife. Though I'm not much of a DM to be fair.

Size:
Does equipment resize too?

Swim:
Situationally useful as above.

THREE POINT ADAPTIONS

Blindsight:
Strong and useful, but late in the game so it's fine.

Burrow:
Same as blindsight.

Energy Aura (Su):
Useful, but it depends on the HP of what you're fighting vs how many attacks they make.

Fast Healing 1:
That's definitely something. It's only for you, but DM's vary on unlimited healing in a game. It's later on, but it depends on the DM. Just for awareness, the dragon shaman can fast heal up to half of max hp (for him and allies).

Tremorsense:
Like blindsight, but I guess it depends on the campaign.

FOUR POINT ADAPTIONS

Deadly Attack:
Strong, but late in the game and only for natural attacks.

Energy Immunity:
Very strong, and with fast adaptions it will shut out damage types, but this late in the game that usually won't be all they're doing.

Immortal Body:
Damage reduction late in the game is useful against somethings and not enough against others. Situationally useful.

Impenetrable Flesh:
Natural armor this late in the game can be swingy. It'll either stop the attack or it won't. That's why people like miss chances late in the game. Situationally useful, but it really depends on the campaign.

Legendary Physique:
This sort of bonus this late in the game should be fine.

Regeneration:
Situationally useful, but this late it gets a bit swingy. Still fine though.

True Evolution:
Utility in and out of combat. Situationally useful.

Mimicry (Ex):
It's strange from a fluff perspective that a spot check would be required to read the character's thoughts. Mechanically it works, but fluff wise it's unusual.

Uncanny Dodge (Ex):
I can see arguments for or against it in fluff. Mechanically it's nice to have.

Inviolate Form (Su):
Makes sense and is a nice bonus here and there.

Monstrous Talent:
Shouldn't be too much of an issue. Not experienced with feats outside of core for the most part though.

Improved Uncanny Dodge (Ex):
Not being sneak attacked is cool. Feel the same about it as uncanny dodge (not sure how to feel about uncanny doge which is something entirely different and perhaps something that needs to be homebrewed for laughs).

Bizarre Physiology (Ex):
Late in the game and nice to have. A perk, but not broken.

Rapid Adaption:
The bit at 7th level worries me, I go into detail about this further on. At 14th level monsters are bruisers or have other ways to deal with some of their attacks not working.

Form Unbound:
Cool capstone that doesn't fundamentally change how the class works. Looks good.

Special:
I got that vibe from it which is cool. Allowing players to fluff stuff a bit extra is always nice.

The power of switching as a full round action at 7th level worries me a bit because at that level the many different defenses available will have a strong impact if customized against an encounter (whereas later on enemies have more resources and brute force). This will depend on the DM, but lesser experienced ones may not plan against the flexibility of the character. So, perhaps a reduced amount of adaptation at 7th level in some manner. I don't have much experience as a DM, so I really can't claim much credibility for this aspect of balancing.

Overall, an interesting class with out of combat flexibility (puts it at tier 3), and aside from my concern mentioned above it is viable. I do maintain that I would like to see more unique abilities (perhaps that must be gained through feats if necessary), but the flexibility of the class is good as is in it's own way as well.

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Minor typos:

and shields (except tower shields.

Needs closed parentheses.

When they adaptive finishes the adaption, -> When the adaptive

However any adaptions that the adaptive already possess still function unless explicitly marked as (Su). -> already possesses still

completely breaking down after 10 minutes per adaptive levels. -> minutes per adaptive level.

Once the adaptive breathes, she can’t breathe again until 1d4 rounds later. -> Once the adaptive breathes, she can’t use her breath weapon again until 1d4 rounds later. /// I know that the initial ability says this, but it's just weird imo.

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Waker
2017-08-12, 12:23 AM
Adapting: Does this ability provoke attacks of opportunity?
No, but any damage taken while attempting to adapt results in a concentration check, possibly ending the attempt.


Energy Tolerance:
Later on you get faster adaption which means if you have the points you will always be able to block energy types. This reduces your other effectiveness, but since you know all your adaptions by default it means you'll have a strong defense against energy encounters. I can see that this is what the class does in a way (adapt to the encounter), but if energy attacks are the main threat of the encounter it could be a problem. A possibility would be to allow rapid adaptions to put points into the base adaptation, but not into subsequent upgrades to those adaptations.
Possible, but even if it does negate the threat of a challenge, that still only affects you personally. The rest of the party still has to deal with it. Plus various buff spells can do the same, even if not for so long.


Extra Limbs:
Growing extra limbs is powerful for mundanes. Any two weapon fighting class would take a level dip in this class just for this. Some possibilities are to move this to a higher adaption or require additional adaptions to make attacks with these limbs. I'm not aware of too many ways to get extra limbs with class levels this early on. The thri-kreen is the easiest way I know of to do this at early level in terms of race and it has RHD and level adjustment. Movement limbs sound fine though.
This and Natural Attacks are one of the bigger concerns I've had people bring up. At lower levels, it does potentially make you stronger. To really make it work, you need either Multiattack or Multiweapon Fighting (depending on adaption), otherwise you fight with a major penalty. And as far as dipping, that's fine. If it means a player has the option of doing something other than the standard 2hw fighting style, they are welcome to it. I only see this as being a real problem in a very low-op group, in which case I imagine the DM probably wouldn't allow this class to begin with.
And then as the levels increase, the other problem facing you would be the cost of maintaining multiple magic weapons.


Poison:
Useful for the party if you can set up an ambush, gains use with multiple attacks (I see why you might have chosen not to allow multiples of all the attack types), situationally useful but since you know all adaptions it should be fine.
Possible I suppose. Though the short lifespan of the poison means applying it immediately before combat, not to mention the risk of usage for anyone that doesn't have the Poison Use ability.


Web:
What's the escape artist check required and what are the consequences of being bound? This will affect it's power as it seems you can throw at will as a standard action.
Escape Artist check is opposed by Use Rope when tied up. If it's just the adhesive aspect of the web (being shot at for instance), then it's just the burst check.
Just for clarification, the Web ability is basically just hemp rope with some bells and whistles. For visualization, basically picture Spiderman.


Bewitching Voice (Su):
Given how fascination works, this isn't out of the question. This should probably be stated as a mind-affecting effect though.
It's meant to be. Need to update it.


Extra Head:
What happens if a vorpal weapon severs a head? It's fine if it keeps you alive, this far in (level 5) a niche defense like that is cool.
You'd take the damage as normal, but it wouldn't result in instant death.


Fly:
At will flight is strong, but it's a high cost in adaption points when you get it (considering all the other goodies you could get and how long it takes to adapt). Average maneuverability means you won't be using it in tight spaces. Kiting with this could be a problem though. Still, it'll depend on the DM's skill in handling this sort of thing.
Eh, at-will flight is available to Warlocks, DFAs and Totemists. Not super worried about this one.


Pounce:
Everybody needs it (mundanes anyways), few people get it directly in their base class. Deffo in the higher part of tier 3 firepower with this in your belt.
It helps, plus prevents the incessant Barbarian dips to get it. It is also limited to natural weapons.


Roar (Su):
Turn undead for creatures. Situationally useful. I begin to worry about being this much of a swiss army knife. Though I'm not much of a DM to be fair.
It is a versatile class. Do note however that the attack doesn't discriminate, it can affect allies, so planning is needed to use this.


Size:
Does equipment resize too?
No, you need to use the Beastskin adaption, have backup clothes or otherwise forgo armor.


Fast Healing 1:
That's definitely something. It's only for you, but DM's vary on unlimited healing in a game. It's later on, but it depends on the DM. Just for awareness, the dragon shaman can fast heal up to half of max hp (for him and allies).
By the point you are taking this adaption, you are probably gonna have a decent hp total. Healing 1 point per round in combat is nothing special. Outside of combat, you are saving a few charges from a wand. Unless you are running with a super stingy DM or in a survival challenge with no time to craft, you can hopefully afford some healing gear by now.


Mimicry (Ex):
It's strange from a fluff perspective that a spot check would be required to read the character's thoughts. Mechanically it works, but fluff wise it's unusual.
In that instance, the rules are wonky. However in situations where you are detecting based off of what something is (Detect Undead) or seeing something for what it really is (True Seeing), it works a bit better.


The power of switching as a full round action at 7th level worries me a bit because at that level the many different defenses available will have a strong impact if customized against an encounter (whereas later on enemies have more resources and brute force). This will depend on the DM, but lesser experienced ones may not plan against the flexibility of the character. So, perhaps a reduced amount of adaptation at 7th level in some manner. I don't have much experience as a DM, so I really can't claim much credibility for this aspect of balancing.
I understand the worry, but an inexperienced DM probably shouldn't be letting a player use this class. One of the things that frequently annoys me with some mundanes is the lack of options. If a DM decides to make an encounter that really handicaps you, he can. Difficult terrain for chargers, DR-heavy monsters for 2wf or archers... I wanted the class to be able to play around with its adaptions as it gets them without the fear of being ambushed and stuck in a non-combat form. Not to mention that a mundane character having to spend a full-round action (that can be interrupted) first thing in a fight isn't the most effective use of time.

Thanks for the feedback.

gooddragon1
2017-08-12, 09:41 PM
Well, that is a higher balance point, but those are good points for each issue. With that in mind it looks good and interesting point that DMs will approve or disapprove classes based on their experience anyways.