rferries
2017-09-14, 05:24 AM
Some wizards distill draughts of life-giving elixirs in pursuit of immortality. Others transform themselves into hideous aberrations! 0.0
Now, I'm sure some of the prerequisites should be harder, especially for Transmogrify Self (wizard levels can be bumped up, more feat taxes can be added...). Any suggestions? Animal Affinity for animals/fey/magical beasts, magical aptitude for dragons/fey/outsiders, etc?
Brew Elixir of Life
You have discovered the fountain of youth in your own laboratory.
Prerequisites
Brew Potion, Craft (alchemy) 9 ranks, Spellcraft 9 ranks, wizard level 6th.
Benefits
After painstaking research and a laborious distillation process in your laboratory, you were able to produce and drink one dose of the fabled elixir of life, granting you several powerful benefits.
Eternal Youth: You now ignore aging penalties to your physical ability scores and cannot be magically aged. You continue to accrue aging bonuses to your mental ability scores, up to the maximum of +3 to each score.
Eternal Life: You have no maximum age. Whenever you fail a saving throw to remove a negative level, it does not result in actual level loss. Instead, the negative level persists for another 24 hours (after which you may make another save, repeating this process indefinitely).
Eternal Vitality: You naturally heal hit points and ability damage every hour rather than every day. You may naturally heal ability drain as though it were ability damage.
Special
You are free to brew additional doses of the elixir, but they provide no additional benefits to you. Furthermore, the elixir was tailored to your precise metabolism and therefore provides no benefits to other creatures who drink it.
Whenever you are killed, your corpse benefits from a constant innate gentle repose effect. Whenever you are restored to life, level loss or Constitution loss you suffer from being raised are instead converted to negative levels or Constitution drain, respectively.
Transmogrify Self
Through magical research you have transformed yourself into a non-humanoid creature, and thereby become immortal.
Prerequisites
Endurance, Toughness, Spellcraft 9 ranks, plus special (see below).
Choose one of the creature types listed below. If you possess the appropriate wizard level, Knowledge ranks, and feats, your type changes to that creature type. Increase your Hit Dice, base attack bonus, saves, and skill points to match the features of that type. You gain the traits of that creature type in addition to your original racial traits.
Type
Wizard Level
Knowledge Ranks
Feats
Aberration
6th
Dungeoneering 9
Iron Will
Animal1
6th
Nature 9
Great Fortitude, Lightning Reflexes
Construct2
15th
Arcana 18
Craft Construct, Craft Magic Arms and Armour
Dragon
18th
Arcana 21
Iron Will, Great Fortitude, Lightning Reflexes
Elemental (air, fire)3
15th
The Planes 18
Lightning Reflexes
Elemental (earth, water)3
15th
The Planes 18
Great Fortitude
Fey
9th
Nature 12
Iron Will, Lightning Reflexes
Giant4
6th
Local 9
-
Humanoid5
9th
Nature 12
Great Fortitude
Magical Beast
12th
Arcana 15
Great Fortitude, Lightning Reflexes
Monstrous Humanoid
12th
Nature 15
Iron Will, Lightning Reflexes
Ooze6
15th
Dungeoneering 18
Blind-Fight
Outsider7
18th
The Planes 21
Iron Will, Great Fortitude, Lightning Reflexes
Plant
15th
Nature 18
Great Fortitude
Undead
15th
Religion 18
Iron Will
Vermin6
6th
Nature 9
Great Fortitude
1Do not alter your features or traits as described above. Instead, you gain the lycanthrope template of your choice. You are treated as a hybrid lycanthrope, and gain the appropriate alignment.
2You may still heal naturally.
3You gain the appropriate elemental subtype (air, earth, fire, or water).
4You gain the powerful build special quality.
5Do not alter your features or traits as described above. Instead, choose a different humanoid race and gain all the traits (including level adjustment) of that race.
6You do not gain the mindless special quality.
7You gain the native subtype, plus any alignment subtypes that match your alignment (chaotic, good, evil, and lawful).
Regardless of whatever creature type you transform yourself into, you have designed the transformation such that your new form will survive indefinitely. You no longer have a maximum age, though you continue to accrue aging modifiers to your ability scores as normal for your original race (up to the venerable category).
You gain the augmented subtype.
Incorporeal Transmogrification
You are now a ghostly undead.
Prerequisites
Undead, Cha 12.
Benefits
You gain the incorporeal subtype. You gain the manifestation special quality, as a ghost.
Swarm Transmogrification
Your body breaks down into an animate mass of vermin.
Prerequisites
Vermin, Character level 12th.
Benefits
You gain the swarm subtype, including a swarm attack and the distraction special attack. Your swarm attack automatically deals damage as a swarm of your Hit Dice to all creatures within your reach. You are considered to be made up of Tiny creatures.
Now, I'm sure some of the prerequisites should be harder, especially for Transmogrify Self (wizard levels can be bumped up, more feat taxes can be added...). Any suggestions? Animal Affinity for animals/fey/magical beasts, magical aptitude for dragons/fey/outsiders, etc?
Brew Elixir of Life
You have discovered the fountain of youth in your own laboratory.
Prerequisites
Brew Potion, Craft (alchemy) 9 ranks, Spellcraft 9 ranks, wizard level 6th.
Benefits
After painstaking research and a laborious distillation process in your laboratory, you were able to produce and drink one dose of the fabled elixir of life, granting you several powerful benefits.
Eternal Youth: You now ignore aging penalties to your physical ability scores and cannot be magically aged. You continue to accrue aging bonuses to your mental ability scores, up to the maximum of +3 to each score.
Eternal Life: You have no maximum age. Whenever you fail a saving throw to remove a negative level, it does not result in actual level loss. Instead, the negative level persists for another 24 hours (after which you may make another save, repeating this process indefinitely).
Eternal Vitality: You naturally heal hit points and ability damage every hour rather than every day. You may naturally heal ability drain as though it were ability damage.
Special
You are free to brew additional doses of the elixir, but they provide no additional benefits to you. Furthermore, the elixir was tailored to your precise metabolism and therefore provides no benefits to other creatures who drink it.
Whenever you are killed, your corpse benefits from a constant innate gentle repose effect. Whenever you are restored to life, level loss or Constitution loss you suffer from being raised are instead converted to negative levels or Constitution drain, respectively.
Transmogrify Self
Through magical research you have transformed yourself into a non-humanoid creature, and thereby become immortal.
Prerequisites
Endurance, Toughness, Spellcraft 9 ranks, plus special (see below).
Choose one of the creature types listed below. If you possess the appropriate wizard level, Knowledge ranks, and feats, your type changes to that creature type. Increase your Hit Dice, base attack bonus, saves, and skill points to match the features of that type. You gain the traits of that creature type in addition to your original racial traits.
Type
Wizard Level
Knowledge Ranks
Feats
Aberration
6th
Dungeoneering 9
Iron Will
Animal1
6th
Nature 9
Great Fortitude, Lightning Reflexes
Construct2
15th
Arcana 18
Craft Construct, Craft Magic Arms and Armour
Dragon
18th
Arcana 21
Iron Will, Great Fortitude, Lightning Reflexes
Elemental (air, fire)3
15th
The Planes 18
Lightning Reflexes
Elemental (earth, water)3
15th
The Planes 18
Great Fortitude
Fey
9th
Nature 12
Iron Will, Lightning Reflexes
Giant4
6th
Local 9
-
Humanoid5
9th
Nature 12
Great Fortitude
Magical Beast
12th
Arcana 15
Great Fortitude, Lightning Reflexes
Monstrous Humanoid
12th
Nature 15
Iron Will, Lightning Reflexes
Ooze6
15th
Dungeoneering 18
Blind-Fight
Outsider7
18th
The Planes 21
Iron Will, Great Fortitude, Lightning Reflexes
Plant
15th
Nature 18
Great Fortitude
Undead
15th
Religion 18
Iron Will
Vermin6
6th
Nature 9
Great Fortitude
1Do not alter your features or traits as described above. Instead, you gain the lycanthrope template of your choice. You are treated as a hybrid lycanthrope, and gain the appropriate alignment.
2You may still heal naturally.
3You gain the appropriate elemental subtype (air, earth, fire, or water).
4You gain the powerful build special quality.
5Do not alter your features or traits as described above. Instead, choose a different humanoid race and gain all the traits (including level adjustment) of that race.
6You do not gain the mindless special quality.
7You gain the native subtype, plus any alignment subtypes that match your alignment (chaotic, good, evil, and lawful).
Regardless of whatever creature type you transform yourself into, you have designed the transformation such that your new form will survive indefinitely. You no longer have a maximum age, though you continue to accrue aging modifiers to your ability scores as normal for your original race (up to the venerable category).
You gain the augmented subtype.
Incorporeal Transmogrification
You are now a ghostly undead.
Prerequisites
Undead, Cha 12.
Benefits
You gain the incorporeal subtype. You gain the manifestation special quality, as a ghost.
Swarm Transmogrification
Your body breaks down into an animate mass of vermin.
Prerequisites
Vermin, Character level 12th.
Benefits
You gain the swarm subtype, including a swarm attack and the distraction special attack. Your swarm attack automatically deals damage as a swarm of your Hit Dice to all creatures within your reach. You are considered to be made up of Tiny creatures.