Silva Stormrage
2020-04-26, 10:16 PM
Creator's Notes: The Thrall of Juiblex is one of my favorite stand alone PRCs but it has the unfortunate hassle of being intrinsically tied to 1) The player being an evil character and 2) Serving a very specific demon lord. This limited its uses and I have ended up constantly refluffing it for various characters and NPCs in my various campaigns to the point where I figured I would just fix some of clunky mechanics and make it a more alignment/campaign setting neutral PRC with the same general themes. Because I have been working on shadowcasting recently I figured I would just tie it to that fluff. However, a friend of mine reviewing the rough draft felt the fluff would be better suited as a standard transmutation style. I decided to just post both of them here since they do fit slightly different themes and roles. Hence, the Formshaper, a transmutation matter specialist and the Umbra Flicker, a stand alone PRC to create a shapeshifting infiltrator.
Normally I would be incredibly hesitant to give a class at will polymorph or similar abilities but that's kinda the core of the Thrall of Juiblex so I kept it along with the other abilities I felt were core.
I am curious how the playground considers these classes. The core of the Thrall which I was trying to retain are as follows. I generally ended up filling the dead levels with thematically appropriate SLAs.
Prerequisites:
Two generally useless feats to offset the powerful class abilities
Somewhat difficult to qualify for skills and a +6 base saving throw to allow for early entry if they player takes 3 separate base classes with a good progression
Class Features
1st: Basic transformation that doesn’t do much mechanically. Mostly fluff
2-3rd: At will summons who function mostly as meat shields/melee combatants
Mid Levels: Alter Self/Polymorph at will
Mid Levels: Limited Use More Powerful Summon
Capstone: Template/Transformation Capstone
Formshaper
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7af88dfc-1056-4b79-9572-04ef3fdbba49/d9rs8nn-aee45b2d-ba84-475f-a67c-f6826d5cc9b1.jpg/v1/fill/w_1017,h_786,q_70,strp/epic_legacy___megalith_by_thedurrrrian_d9rs8nn-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9 .eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZ DQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTg yMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7Imhla WdodCI6Ijw9NzkxIiwicGF0aCI6IlwvZlwvN2FmODhkZmMtMTA 1Ni00Yjc5LTk1NzItMDRlZjNmZGJiYTQ5XC9kOXJzOG5uLWFlZ TQ1YjJkLWJhODQtNDc1Zi1hNjdjLWY2ODI2ZDVjYzliMS5qcGc iLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2Vyd mljZTppbWFnZS5vcGVyYXRpb25zIl19.TzWKh-Q2ASjxquLox8Sc-gUXjFIZ3as4gnGOQ3m3kiY
Formshapers are individuals who see the nature of the world as fluid and ever changing. Often curious about arcane magic or dabblers in their own right, they perform rituals to help their body channel arcane magic to manipulate the world around them. As a group they are varied and diverse and come from a variety of backgrounds.
Becoming a Formshaper
Entry Requirements
Skills:Escape Artist 5 Ranks, Craft (Alchemy) 5 Ranks, Spellcraft 5 Ranks
Feats: Spell Focus (Transmutation), Greater Spell Focus (Transmutation)
Base Save Bonus: Base Will +6
Special: Must have been transformed via a spell or ability at least once.
GAME RULE INFORMATION
Hit Die: d8
Class Skills
The Formshaper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Planes) (Int), Knowledge (Nature) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier
Formshaper
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+2Minor Shapeshifting, Lesser Transmutation Magic
2nd
+2
+3
+3
+3 Summon Golem (3rd)
3rd
+3
+3
+3
+3 Shift (Alter Self)
4th
+4
+4
+4
+4 Alter Other (1/Day)
5th
+5
+4
+4
+4Summon Golem (5th), Transmutation Magic
6th
+6
+5
+5
+5 Environmental Alteration
7th
+7
+5
+5
+5Shift (Polymorph), Alter Other (2/Day)
8th
+8
+6
+6
+6 Summon Golem (7th), Transmutation Magic (Metamagic)
9th
+9
+6
+6
+6Environmental Control
10th
+10
+7
+7
+7 Variable Form, Shift (Draconic Polymorph), Alter Other (3/Day)
Class Features
All of the following are class features of the Formshaper.
Weapon and Armor Proficiencies: Formshapers gain no proficiencies with armor or weapons.
Lesser Transmutation Magic (Sp): Formshapers don’t cast magic the normal way and instead undergo a ritual to allow their bodies to process specific types of magic. While not as versatile as normal vancian magic wizards use it does allow them to utilize various matter manipulation abilities at will. At 1st level they gain access to the spells Prestidigitation, Make Whole, Warp Wood and Stone Shape all usable as spell-like abilities 3 times per day.
For the purpose of all spell-like abilities granted by this class their caster level is equal to their class level and the relevant ability score modifier is intelligence.
Minor Shapeshift: The Formshaper gains the feat Minor Shapeshift (CM) as a bonus feat despite not meeting the prerequisites. For the purpose of this feat the highest level of polymorph spell prepared is equal to the Formshaper’s class level + 1. In addition, the bonus to caster level this feat provides increases the caster level of the Formshaper’s spell-like abilities granted by their Shift class feature despite being spell-like abilities instead of spells.
Summon Golem (Sp): At will as a standard action the Formshaper can manipulate the various environments around them to summon a powerful golem to act as their guardian and ally. This golem functions as an Astral Construct of 3rd level. The Formshaper has the ability to select the relevant menu choices when creating this golem except he can not select any supernatural or psi like menu options. The golem’s actual body comes from the Formshaper manipulating the various environments around them. Depending on what the golem is made of will have various traits listed below. The golem can only be made out of solid or liquid materials. The DM can adjust the effects or bonuses from creating a golem out of a material if they wish. The Formshaper can not create a golem out of magical materials or attended objects and there must be enough material to actually create a golem of the appropriate size. Removing the amount of matter from the surrounding environment might have problematic effects on the surroundings. Forming a golem out of a building’s stone support pillar is probably not going to end well unless you can survive the roof collapsing on you. This golem lasts for one minute per caster level and the Formshaper can only have one active at a time, summoning a second one dismisses the first one. The golem can not move further than 100ft from the Formshaper or the magic animating it fades. This is equivalent to a 3rd level transmutation spell for the purposes of spells and effects.
Constructing the golem from materials provides the following effects. Golems only can gain the benefits of one of the following unless the DM decides otherwise.
Stone or other durable material: The golem’s damage reduction increases to the material's hardness (Maximum damage reduction of 20/Adamantine and Magic) and becomes bypassed by Adamantine and Magic weapons.
Water or other liquids: The golem has its strength reduced by 4 but gains a swim speed equal to its base land speed and gains a +6 bonus to its dexterity.
Sand or other loose material: The golem takes half damage from slashing, piercing and bludgeoning attacks.
Rubble or other sharp and deadly materials: The golem’s natural slam attacks also deal slashing and piercing damage and have their damage dice increased by one step.
At 5th level the Golem is a 5th level Astral Construct and at 8th Level the Golem improves again to a 7th level Astral Construct.
Shift (Sp): The Formshaper can mold their own shape by using their transmutation magic. At 3rd level they can use the spell Alter Self as a spell like ability at will.
At 7th level this ability improves and they can also use the spell Polymorph on themselves at will.
At 10th level this ability improves again and can use the spell Draconic Polymorph (SpC) on themselves at will.
Alter Other (Sp): Instead of altering your own form you can alter another creature’s form. You can cast any spell like ability you have access to from your Shift class feature on another willing creature you are touching. You can only transform them into a form that you could transform into yourself.
This ability can be used 1/day at 4th, 2/day at 7th and 3/day at 10th.
Transmutation Magic (Sp): At 5th level the Formshaper natural transmutation magic improves. They become able to use Prestidigitation, Make Whole, Gaseous Form, Stone Shape and Warp Wood as spell-like abilities usable at will. They can also cast Aquatic Escape (CS), Fabricate, Shape Metal, Greater Stone Shape, and Trollshape (PHB II). Each of these spells in the second set are usable as spell-like abilities 3 times per day.
At 8th level this ability improves each time they use one of the spell-like abilities granted by this class feature they may apply one of the following metamagic feats to it: Extend Spell, Reach Spell, Widen Spell, Quicken Spell. They may apply these metamagic feats even to the mysteries which normally can’t be modified by metamagic.
Environmental Alteration (Sp): Starting at 6th level the Formshaper can start to alter their environment on a wide scale. They may select 3 of the following spells to use as spell like abilities. Control Currents (Stormwrack), Control Sand (Sandstorm), Control Water, Control Winds, Move Earth, Move Snow and Ice (Frostburn), Transmute Rock to Mud, Transmute Mud to Rock, Transmute Rock to Sand (Sandstorm), Transmute Sand to Rock (Sandstorm) and Transmute Sand to Glass (Sandstorm). Each spell-like ability granted by this class feature is usable 3 times per day. At 9th level they may select an additional 2 spells from this list.
Environmental Control (Sp): At 9th level the Formshaper becomes far more adept at large scale environmental manipulation and can use the spell Control Weather as a spell-like ability usable once per day. In addition, all of their SLA's granted by this class are affected by the widen metamagic for free.
Variable Form (Su): At 10th level the Formshaper’s body becomes a constant flux. They become immune to critical hits and gain damage reduction 10/- which stacks with whatever damage reduction they have from their base form or whatever form they are currently in. In addition, whenever they use their shift class feature they gain all extraordinary abilities of whatever form they shift into and true seeing and similar divinations do not detect them as being shapeshifted, it treats their shifted form as their natural form for the purpose of divinations and similar effects.
Normally I would be incredibly hesitant to give a class at will polymorph or similar abilities but that's kinda the core of the Thrall of Juiblex so I kept it along with the other abilities I felt were core.
I am curious how the playground considers these classes. The core of the Thrall which I was trying to retain are as follows. I generally ended up filling the dead levels with thematically appropriate SLAs.
Prerequisites:
Two generally useless feats to offset the powerful class abilities
Somewhat difficult to qualify for skills and a +6 base saving throw to allow for early entry if they player takes 3 separate base classes with a good progression
Class Features
1st: Basic transformation that doesn’t do much mechanically. Mostly fluff
2-3rd: At will summons who function mostly as meat shields/melee combatants
Mid Levels: Alter Self/Polymorph at will
Mid Levels: Limited Use More Powerful Summon
Capstone: Template/Transformation Capstone
Formshaper
https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/7af88dfc-1056-4b79-9572-04ef3fdbba49/d9rs8nn-aee45b2d-ba84-475f-a67c-f6826d5cc9b1.jpg/v1/fill/w_1017,h_786,q_70,strp/epic_legacy___megalith_by_thedurrrrian_d9rs8nn-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9 .eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZ DQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTg yMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7Imhla WdodCI6Ijw9NzkxIiwicGF0aCI6IlwvZlwvN2FmODhkZmMtMTA 1Ni00Yjc5LTk1NzItMDRlZjNmZGJiYTQ5XC9kOXJzOG5uLWFlZ TQ1YjJkLWJhODQtNDc1Zi1hNjdjLWY2ODI2ZDVjYzliMS5qcGc iLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2Vyd mljZTppbWFnZS5vcGVyYXRpb25zIl19.TzWKh-Q2ASjxquLox8Sc-gUXjFIZ3as4gnGOQ3m3kiY
Formshapers are individuals who see the nature of the world as fluid and ever changing. Often curious about arcane magic or dabblers in their own right, they perform rituals to help their body channel arcane magic to manipulate the world around them. As a group they are varied and diverse and come from a variety of backgrounds.
Becoming a Formshaper
Entry Requirements
Skills:Escape Artist 5 Ranks, Craft (Alchemy) 5 Ranks, Spellcraft 5 Ranks
Feats: Spell Focus (Transmutation), Greater Spell Focus (Transmutation)
Base Save Bonus: Base Will +6
Special: Must have been transformed via a spell or ability at least once.
GAME RULE INFORMATION
Hit Die: d8
Class Skills
The Formshaper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Planes) (Int), Knowledge (Nature) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at Each Level: 4 + Int modifier
Formshaper
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+2
+2
+2Minor Shapeshifting, Lesser Transmutation Magic
2nd
+2
+3
+3
+3 Summon Golem (3rd)
3rd
+3
+3
+3
+3 Shift (Alter Self)
4th
+4
+4
+4
+4 Alter Other (1/Day)
5th
+5
+4
+4
+4Summon Golem (5th), Transmutation Magic
6th
+6
+5
+5
+5 Environmental Alteration
7th
+7
+5
+5
+5Shift (Polymorph), Alter Other (2/Day)
8th
+8
+6
+6
+6 Summon Golem (7th), Transmutation Magic (Metamagic)
9th
+9
+6
+6
+6Environmental Control
10th
+10
+7
+7
+7 Variable Form, Shift (Draconic Polymorph), Alter Other (3/Day)
Class Features
All of the following are class features of the Formshaper.
Weapon and Armor Proficiencies: Formshapers gain no proficiencies with armor or weapons.
Lesser Transmutation Magic (Sp): Formshapers don’t cast magic the normal way and instead undergo a ritual to allow their bodies to process specific types of magic. While not as versatile as normal vancian magic wizards use it does allow them to utilize various matter manipulation abilities at will. At 1st level they gain access to the spells Prestidigitation, Make Whole, Warp Wood and Stone Shape all usable as spell-like abilities 3 times per day.
For the purpose of all spell-like abilities granted by this class their caster level is equal to their class level and the relevant ability score modifier is intelligence.
Minor Shapeshift: The Formshaper gains the feat Minor Shapeshift (CM) as a bonus feat despite not meeting the prerequisites. For the purpose of this feat the highest level of polymorph spell prepared is equal to the Formshaper’s class level + 1. In addition, the bonus to caster level this feat provides increases the caster level of the Formshaper’s spell-like abilities granted by their Shift class feature despite being spell-like abilities instead of spells.
Summon Golem (Sp): At will as a standard action the Formshaper can manipulate the various environments around them to summon a powerful golem to act as their guardian and ally. This golem functions as an Astral Construct of 3rd level. The Formshaper has the ability to select the relevant menu choices when creating this golem except he can not select any supernatural or psi like menu options. The golem’s actual body comes from the Formshaper manipulating the various environments around them. Depending on what the golem is made of will have various traits listed below. The golem can only be made out of solid or liquid materials. The DM can adjust the effects or bonuses from creating a golem out of a material if they wish. The Formshaper can not create a golem out of magical materials or attended objects and there must be enough material to actually create a golem of the appropriate size. Removing the amount of matter from the surrounding environment might have problematic effects on the surroundings. Forming a golem out of a building’s stone support pillar is probably not going to end well unless you can survive the roof collapsing on you. This golem lasts for one minute per caster level and the Formshaper can only have one active at a time, summoning a second one dismisses the first one. The golem can not move further than 100ft from the Formshaper or the magic animating it fades. This is equivalent to a 3rd level transmutation spell for the purposes of spells and effects.
Constructing the golem from materials provides the following effects. Golems only can gain the benefits of one of the following unless the DM decides otherwise.
Stone or other durable material: The golem’s damage reduction increases to the material's hardness (Maximum damage reduction of 20/Adamantine and Magic) and becomes bypassed by Adamantine and Magic weapons.
Water or other liquids: The golem has its strength reduced by 4 but gains a swim speed equal to its base land speed and gains a +6 bonus to its dexterity.
Sand or other loose material: The golem takes half damage from slashing, piercing and bludgeoning attacks.
Rubble or other sharp and deadly materials: The golem’s natural slam attacks also deal slashing and piercing damage and have their damage dice increased by one step.
At 5th level the Golem is a 5th level Astral Construct and at 8th Level the Golem improves again to a 7th level Astral Construct.
Shift (Sp): The Formshaper can mold their own shape by using their transmutation magic. At 3rd level they can use the spell Alter Self as a spell like ability at will.
At 7th level this ability improves and they can also use the spell Polymorph on themselves at will.
At 10th level this ability improves again and can use the spell Draconic Polymorph (SpC) on themselves at will.
Alter Other (Sp): Instead of altering your own form you can alter another creature’s form. You can cast any spell like ability you have access to from your Shift class feature on another willing creature you are touching. You can only transform them into a form that you could transform into yourself.
This ability can be used 1/day at 4th, 2/day at 7th and 3/day at 10th.
Transmutation Magic (Sp): At 5th level the Formshaper natural transmutation magic improves. They become able to use Prestidigitation, Make Whole, Gaseous Form, Stone Shape and Warp Wood as spell-like abilities usable at will. They can also cast Aquatic Escape (CS), Fabricate, Shape Metal, Greater Stone Shape, and Trollshape (PHB II). Each of these spells in the second set are usable as spell-like abilities 3 times per day.
At 8th level this ability improves each time they use one of the spell-like abilities granted by this class feature they may apply one of the following metamagic feats to it: Extend Spell, Reach Spell, Widen Spell, Quicken Spell. They may apply these metamagic feats even to the mysteries which normally can’t be modified by metamagic.
Environmental Alteration (Sp): Starting at 6th level the Formshaper can start to alter their environment on a wide scale. They may select 3 of the following spells to use as spell like abilities. Control Currents (Stormwrack), Control Sand (Sandstorm), Control Water, Control Winds, Move Earth, Move Snow and Ice (Frostburn), Transmute Rock to Mud, Transmute Mud to Rock, Transmute Rock to Sand (Sandstorm), Transmute Sand to Rock (Sandstorm) and Transmute Sand to Glass (Sandstorm). Each spell-like ability granted by this class feature is usable 3 times per day. At 9th level they may select an additional 2 spells from this list.
Environmental Control (Sp): At 9th level the Formshaper becomes far more adept at large scale environmental manipulation and can use the spell Control Weather as a spell-like ability usable once per day. In addition, all of their SLA's granted by this class are affected by the widen metamagic for free.
Variable Form (Su): At 10th level the Formshaper’s body becomes a constant flux. They become immune to critical hits and gain damage reduction 10/- which stacks with whatever damage reduction they have from their base form or whatever form they are currently in. In addition, whenever they use their shift class feature they gain all extraordinary abilities of whatever form they shift into and true seeing and similar divinations do not detect them as being shapeshifted, it treats their shifted form as their natural form for the purpose of divinations and similar effects.