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Thread: Animorphs [3.5]

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    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Animorphs [3.5]

    WORK IN PROGRESS
    Advice wanted: What classes or prestige classes would work for an Andalite War Prince? Or should it be strictly a mechanicless title? Alternatively, any thoughts on a War Prince prestige class? Possibilities so far: Knight Protector, Purple Dragon Knight, Marshal, Knight.
    What and where are the morphs of Visser Three?
    Do andalites ever wear any sort of protection? If not, should I just ignore this for D&D purposes (e.g. give Elfangor armour)?
    Should I consider andalites to have ride and/or have Mounted Combat for the purpose of feats and prerequisites?


    A few people have tried to D&Dify various parts of the Animorphs universe, and I'll be using some of this work as the basis of my own versions.
    I've done this with fantasy D&D 3.5 in mind, but I've kept things like the Kandrona rays and source of the morphing power vague so it can be magic or technology or whatever.
    I'm unfamiliar with homebrewing creatures, so please tell me what you think, suggest improvements, compare it to my predecessors', and suggest other things to stat out.

    ANIMORPH (Base Class)
    Previous attempt, by Duchess of Elysian
    Spoiler
    Show
    Quote Originally Posted by Duchess_of_Elysian View Post
    No one is quite sure where an animorph's power comes from. Some people claim they are descended from shapechangers, some believe they are the result of a magical experiment gone wrong, some believe the power is a gift from bizarre outsiders or pseudonatural creatures. Wherever they come from, they are powers unlike anything known. An animorph has the ability to physically reshape her body without the use of magic. By absorbing a creature's essence, she can literally become that creature, with all of its senses, abilities and even instincts. The act of morphing is physically strenuous, as the animorph reconstructs her entire body, and is not nearly as quick or smooth as a spell, but the end result is much more powerful. This power makes an animorph particularly adept at reconnaissance work and their ability to literally see through another's eyes has lent a helping hand to their people skills.

    HD: d6

    Alignment: Any

    Abilities: Wisdom is probably the most important stat for an animorph, as it allows her to fight the instincts of the creatures she morphs. Charisma is also important as the animorph's unique perspective on life puts her in a good diplomatic position, as well as giving her plenty of opportunities to talk her way out of trouble. Most animorphs don't put much emphasis on physical abilities, but a good Strength score can be useful for acquiring new morphs.

    Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)

    Skill Points: (4 + Int) x 4 at 1st level, 4 + Int each additional

    Animorph
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Acquire, Morph, Thoughtspeak

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Trust the Instincts

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Morph Empathy

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Battle Morph

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Frolis Maneuver (Same Species)

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Favored Morph

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Wild Empathy

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Battle Morph

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Favored Morph

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Power Morphing

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Improved Morph Empathy

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Battle Morph

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Favored Morph

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Chain Morphing

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Frolis Maneuver (Different Species) [/table]

    Class Features:

    Weapon and Armor Proficiency:
    Animorphs are proficient with all simple weapons, but no armor and no shields.

    Acquire (Ex) - By touching a living creature, an animorph can acquire its essence and henceforth morph into it. Acquiring an unwilling creature requires a successful grapple check that must be maintained for 3 rounds. Once acquiring starts, the creature must make a Will save vs. DC 20 + animorph level or become dazed until contact is broken. Any damage or hostile action towards the creature will break the dazed effect. Acquire is a free action that can be started as soon as a creature is grappled, but grapple must be maintained for 3 rounds for creature to be acquired. An animorph can not acquire any creature with the undead, construct, elemental, or outsider subtypes, nor any creature that lacks a corporeal form, and she must be in her original form to acquire a creature. With the DM's permission, a 1st level animorph may start play with up to 2 creatures already acquired.

    Morph (Ex) - An animorph can take the form of any creature she has acquired. She gains the creature's size as well as all of the creature's extraordinary and supernatural abilities, movement modes, physical ability scores and natural weapons/armor but loses any extraordinary and supernatural abilities, movement modes, physical ability scores and natural weapons/armor of her own and her type changes to that of the creature. She may stay in morph for up to 2 hours, as an animorph that exceeds the 2-hour limit becomes trapped in that form permanently. A trapped animorph loses its Acquire and Morph abilities and can not take animorph levels until returned to its original form. Restoration, Wish, or Miracle can return a trapped animorph to their original form, or, at the DM's discretion, an atonement to the character's deity or source of morphing power.

    Morphing is a full-round action that provokes an attack of opportunity. An animorph is considered flat-footed while morphing but if attacked she does not need to succeed on a concentration check to continue morphing. De-morphing behaves in the same fashion, and the animorph must de-morph (return to her original form) before she can morph again. After de-morphing, the animorph must wait 3 rounds before morphing again or become fatigued. She may de-morph while fatigued without penalty, but morphing while fatigued will cause exhaustion. When morphing or demorphing, an amount of damage equal to the animorph's HD + her Constitution modifier is converted to double the amount of subdual damage, and any non-magical diseases currently affecting her are cured. When morphing a creature for the first time, the animorph must make a Will save DC 20 - creature's Intelligence modifer to avoid being controlled by the creature's instincts. Treat creatures with no Intelligence score as having a modifier of -6. If this check is failed, the animorph can try again in 5 rounds, but she behaves as a creature of that type under the DM's control until then. For a creature that she has already morphed, the animorph must make a Will save DC 10 - creature's Int modifier to avoid being controlled, and she may retry every round. Using the Morph ability to impersonate a specific person or creature grants +10 to the Disguise check.

    When morphing into a creature larger than her size category, any armor or non-skintight clothing currently worn by the animorph is destroyed. Otherwise, the armor and clothing simply fall to the ground. An animorph may use any weapon she is proficient with while morphed as long as the morph is able to hold the weapon. However, the weapon is used as if she is non-proficient.

    Thoughtspeak (Ex) - While in morph, an animorph can communicate telepathically with anyone close enough to hear her speak normally. Thoughtspeech can be directed at a specific individual, group, or made public, so that anyone in range can hear it. This is a one-way communication, and does not allow the animorph to hear the thoughts of others unless they are also in morph and using thoughtspeak. Thoughtspeak can be understood regardless of language.

    Trust the Instincts (Ex) - Starting at 2nd level, by sacrificing some of her control, the animorph can take advantage of her morph's natural abilities. By making a Will save for control (DC 20 - creature's Int modifier for first-time morph, DC 10 - Int mod otherwise), she gains a +2 competence bonus to Bluff, Disguise, and any skill her current morph has 5 or more ranks in, but loses -2 to all subsequent Will saves. This effect lasts for 10 minutes. An animorph can use Trust the Instincts as many times as she wishes, but the control DC increases by 5 each time it is used in the same form without demorphing. If the Will save is failed, the same penalties apply for losing control of the morph, as outlined under the Morph ability. - Thanks to Callix

    Morph Empathy (Ex) - At 4th level, when making a Diplomacy check against a creature other than her own species, the animorph can add her animorph levels to the check if she is in that species' morph. This ability can only be used against creatures with an Intelligence of at least 3.

    Battle Morph (Ex) - At 5th level, and again at 10th and 15th, the animorph chooses one morph she already knows to be a battle morph. She has had so much experience fighting in this form that her combat skills are on par with actual creatures of that form. When in Battle Morph the animorph replaces her base attack bonus and base reflex save with that of the morphed creature. If the Battle Morph is physically able to use a weapon the animorph is proficient with, she may use the weapon with the proficiency intact. Morphing into a Battle Morph is a standard action.

    Frolis Maneuver (same species) (Ex) - By 6th level, the animorph has learned to merge the essences of up to 4 different creatures of the same species. This ability works as a disguise check against looking like an exact duplicate of a specific creature. Each merged essence above 2 adds +5 to the disguise check. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored morph do not apply when used in a Frolis Maneuver.

    Favored Morph (Ex) - At 7th level, and again at 12th and 17th, the animorph chooses one morph she already knows to be a favored morph. She has had so much experience in this form that her behavior is nearly indistinguishable from that of the creature. When in Favored Morph the animorph replaces her skill modifier in any Strength, Dexterity, and Wisdom based skills with those of the morphed creature. Morphing into a Favored Morph is a standard action.

    Wild Empathy (Ex) - At 9th level, the animorph's time in animal form has given her a better understanding of their behaviors. The animorph can use body language to make herself appear less threatening to any class of animal (e.g. bird, bear, cat, etc.) she has previously morphed. This works exactly like the Wild Empathy druid ability, except that it is only applicable to animal types the animorph has already morphed.

    Power Morphing (Ex) - At 13th level, the animorph is getting used to the physical strains morphing takes on her body, and now must only wait one round before re-morphing to avoid getting fatigued.

    Improved Morph Empathy (Ex) - At 14th level, the animorph's experience in morph has made her familiar with the behavior of those creatures. When making a Diplomacy check against a creature other than her own species, the animorph can add her animorph levels to the check while in her original form, as long as she has previously morphed that species. While in that species' morph, she can add her animorph levels to the check, as well as a +2 competence bonus. This ability can only be used against creatures with an Intelligence of at least 3.

    Chain Morphing (Ex) - At 18th level, the physical strain of morphing is like second nature, and the animorph can now morph directly after de-morphing as many times in a row equal to her Constitution modifier before getting fatigued.

    Frolis Maneuver (different species) (Ex) - At 20th level, the animorph has mastered the technique of blending essences, and can now merge the essences of 2 different creatures, regardless of species. The resulting creature has the highest physical ability scores between the two creatures and the highest natural armor scores. The first time she merges 2 creatures she can choose which creature's supernatural/extraordinary ability set, movement modes and natural attacks the new creature has. Anytime the animorph performs a Frolis Maneuver with these 2 creatures, the same creature will be the result. Since a Frolis Maneuver is such a delicate process it can fail when two essences simply refuse to merge. Each new merge has a 5% chance of failing, in which case the resulting creature has the lowest ability scores and natural armor between the 2 creatures and the other abilities are chosen by the DM. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored morph do not apply when used in a Frolis Maneuver.

    New Feats:

    Morphing Talent [Animorph]
    You've developed a talent for morphing quickly and smoothly.
    Benefits: Morphing Battle and Favored morphs is now a move action, and morphing anything else is a standard action.
    Normal: Morphing Battle and Favored morphs is usually a standard action, while all other morphs are a full-round action.

    Estreen [Animorph]
    You are so talented at morphing you can control the change to an extent.
    Prerequisite: Morphing Talent
    Benefits: When morphing, you can choose to control the morph so that anyone seeing you morph for the first time must make a Will save DC 10+animorph level+Charisma modifier or be either fascinated for one round or shaken for 5 rounds. You may choose which effect to create.

    Morph Dancer [Animorph]
    You can incorporate your morphing ability into your performances.
    Prerequisite: Morphing Talent, Estreen, Perform (Dance) 3 ranks
    Benefits: You can make a Perform (Dance) check to Fascinate anyone watching you, as the bardic music skill.

    Last-Minute [Animorph] - posted by Callix
    By maintaining focus on your original form, you can demorph just beyond the two-hour limit.
    Benefits: By making a Will save, DC 10 + number of rounds over two hours, you can demorph over the two hour limit. This takes two full rounds.
    Normal: After two hours in a specific morph, you are permanently trapped in that form.

    Combat Morphing [Animorph] - posted by Callix
    Prerequisites: Dex 13+, Dodge, Morphing Talent
    You have learned to keep your mobility while morphing.
    Benefits: When morphing, you are not denied your Dexterity bonus to AC, but you still draw an attack of opportunity for morphing.
    Normal: While morphing, you are considered flat-footed.

    Morph Regeneration [Animorph] - posted by Callix
    Prerequisites: Con 13+, Endurance, Rapid Healing, Morph class feature
    Benefits:As you shed your shape, you also shed your injuries. The healing from morphing is tripled: convert three times the normal amount of damage to an equal amount of subdual damage whenever you morph or demorph.
    Normal: Convert an amount of damage equal to your HD + your Con modifier to double the amount of subdual damage.

    New Flaw:

    Morphing Allergy [Animorph]
    You are allergic to a certain species' essence.
    Effect: The DM chooses or randomly generates a creature and does not tell you what this creature is. If you acquire this creature, you are treated as having the disease Morphing Allergy, described below. If you have already acquired the creature when this flaw is taken, you immediately contract the disease. You may take this flaw multiple times. Each time it is taken a new creature is chosen.

    New Disease:

    Morphing Allergy
    - DC 15, 1d3 Wis, 1 day incubation
    Caught by acquiring a creature whose essence the animorph is allergic to. Each day the save is failed, there is also a 25% chance for the allergy to assert itself in any high-stress situation. This includes combat rounds, attempts at morphing, spell effects that simulate strong emotions (fear, crushing despair), and any situation that requires a will save. If the allergy asserts itself, the animorph immediately starts to morph into the allergic creature, even if it is already in morph. The animorph has no control over the morph, and automatically fails her will save for control. She may retry every five rounds at DC 20 - creature's Int modifier. If the animorph fails the save by 5 or less, she immediately starts to morph into a randomly chosen morph she already knows. She still automatically fails the control save, but if she has morphed this creature before, she may make a control save at 15 - creature's Int modifier, every round. Making a control save while in this state returns to animorph to her original form. Any attempt to voluntarily morph into the allergic creature results in the same assertion effect.

    Making the Fortitude save two days in a row results in the essence being purged from the animorph in the form of a separate creature of the type the animorph is allergic to. Depending on the creature, it may be hostile upon being purged. Purging the creature cures the disease.

    At the DM's discretion, this disease can be used at random or in conjunction with the Morphing Allergy flaw.
    I'm not sure that I could to much better than the above starting from scratch, so I'll just add a few tweaks. All props to the Duchess, Callix and everyone else who helped the former.

    My version:
    Spoiler
    Show
    "Oh, I'm sure we could talk them into letting us in for nothing," Marco said. "Just tell them we're Animorphs."
    "Tell them we're what?" Rachel asked.
    "Idiot teenagers with a death wish," Marco said.
    "Animorphs." I tried the word out. It sounded okay.


    Animorphs make excellent spies and thieves. With the right catalogue of morphs - often a dangerous collection to make - they can also become potent combatants.

    HD: d6

    Alignment: Any

    Abilities: Wisdom is probably the most important stat for an animorph, as it allows her to fight the instincts of the creatures she morphs. Charisma is also important as the animorph's unique perspective on life puts her in a good diplomatic position, as well as giving her plenty of opportunities to talk her way out of trouble. Most animorphs don't put much emphasis on physical abilities, but a good Strength score can be useful for acquiring new morphs.

    Races: Any race can become an Animorph, although it is especially common among Andalites; it may even have been they who invented it.

    Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)

    Skill Points: (4 + Int) x 4 at 1st level, 4 + Int each additional

    Animorph
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Acquire, Morph (mundane creatures), Thoughtspeak

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Trust the Instincts

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Bonus Feat

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Morph Empathy

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Battle Morph, Thoughtspeak (1/2 mile)

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Frolis Maneuver (Same Species)

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Favored Morph

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Thoughtspeak (1 mile)

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Wild Empathy

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Battle Morph, Non-Mundane Morph

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Thoughtspeak (2 miles), Bonus Feat

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Favored Morph

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Power Morphing

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Improved Morph Empathy, Thoughtspeak (4 miles)

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Battle Morph

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Favored Morph

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Chain Morphing

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Bonus Feat

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Frolis Maneuver (Different Species) [/table]

    Class Features:

    Weapon and Armor Proficiency:
    Animorphs are proficient with all simple weapons, but no armor and no shields.

    Acquire (Ex) - By touching a living creature, an animorph can acquire its essence and henceforth morph into it. The acquired creature must be alive and in its natural form, but otherwise condition does not matter. Acquiring a hostile or resistant creature requires a successful touch attack, and maintaining contact (by grappling, if necessary) for 2 rounds. The animorph cannot take any other action while acquiring. Once acquiring starts, the creature must make a Will save vs. DC 20 + animorph level or become dazed until one round after contact is broken. Any damage or hostile action towards the creature will break the dazed effect. An animorph can not acquire any creature with the undead, construct, elemental, or outsider subtypes, nor any creature that lacks a corporeal form, and she must be in her original form to acquire a creature. With the DM's permission, a 1st level animorph may start play with up to 2 creatures already acquired.

    Morph (Ex) - At 1st level, an animorph can take the form of any mundane creature she has acquired, at will. This includes creatures of the Animal, Humanoid, Monstrous Humanoid, Giant and Vermin types. From 10th level, this also includes Magical Beast, Aberration and Dragon type creatures, at a HD limit of 1 1/2 times the character's HD. You may Acquire a creature before you are able to morph into it.
    She gains the creature's size as well as all of the creature's extraordinary and supernatural abilities, movement modes, physical ability scores, vulnerabilities and natural weapons/armor but loses any extraordinary and supernatural abilities, movement modes, physical ability scores and natural weapons/armor of her own and her type changes to that of the creature. She uses her own base attack bonus or the morph creature's, whichever is better. The Animorph gains everything the creature gets through its hit dice, except what is determined by or requires memory. She gains the animal's body, instincts and brain, but not memory or thoughts.
    She may stay in morph for up to 2 hours. An animorph that exceeds the 2-hour limit becomes trapped in that form permanently. A trapped animorph loses its Acquire and Morph abilities and can not take animorph levels until returned to its original form. Restoration, Wish, or Miracle can return a trapped animorph to their original form, or, at the DM's discretion, an atonement to the character's deity or source of morphing power.
    Morphing is a full-round action that provokes an attack of opportunity. An animorph is considered flat-footed while morphing but if attacked she does not need to succeed on a concentration check to continue morphing. However, an attack that would incapacitate the animorph, such as stunning or nausia, does require a concentration check at the DC of the effect or interrupt the morph for its duration. De-morphing behaves in the same fashion, and the animorph must de-morph (return to her original form) before she can morph again. After de-morphing, the animorph must wait 3 rounds before morphing again or become fatigued. Morphing or de-morphing while fatigued will cause exhaustion. Changing form more than 5 + her Constitution Modifier (min. 4) times in a day causes the animorph to become fatigued.
    When morphing or demorphing, the animorph heals up to half her hit points, regenerates any lost body parts, and any non-magical diseases currently affecting her are cured. A morph-healing character must succeed on a Fortitude save DC 10 + 1 per 5 points of damage healed + 5 for each body part regenerated or be fatigued for 2d10 rounds. Poisons remain in the body, but are diluted if the animorph grows larger (effects halved for each size category grown) and do not become more concentrated if she grows smaller (e.g. cocroach to human, human to elephant and vice-versa).
    When morphing a creature for the first time, the animorph must make a Will save DC 20 - creature's Intelligence modifer + any DM-defined circumstantial modifiers to avoid being controlled by the creature's instincts. Treat creatures with no Intelligence score as having a modifier of -6. Circumstantial modifiers can include a creature being part of a hive-mind (e.g. an ant), particularly uncontrollable instincts (e.g. mouse's fear in the presence of a cat) or unusually tempting instincts (e.g. a dog's sheer joy). If this check is failed, the animorph can try again in 5 rounds, but she behaves as a creature of that type under the DM's control until then. For a creature that she has already morphed, the animorph must make a Will save DC 10 - creature's Int modifier to avoid being controlled, and she may retry every round. Control checks may be required in extenuating or extreme circumstances (e.g. the presence of an on-heat female, attack by a predator, a fear effect) and any other time the DM thinks it necessary. The animorph can choose to "withdraw" into the morph - fail a control check - at any time, but must succeed on another control check at a -5 penalty to regain control. Withdrawing doubles the bonus to Disguise Self check to appear to be a normal member of that species, and may protect the Animorph from certain psychological attacks such as those that would not affect the morph creature. Allies can attempt a Charisma check to apply Aid Another to the control check.
    Using the Morph ability to impersonate a specific person or creature grants +10 to the Disguise check.
    Any skintight clothing or accessories can be absorbed into a morph. When morphing into a creature larger than her size category, any armor or non-skintight clothing currently worn by the animorph is destroyed. Items that would not be destroyed can potentially damage or kill the morpher, and should be removed first. Otherwise, the armor and clothing simply fall to the ground. Magical items that can change their size either do so according to the morph, or are absorbed and are considered useless. Anything that would be absorbed when morphing can be incorporated into a morph (for example, if the animorph puts on a tight wristband while in gorilla form, she can absorb it as she demorphs into human. The next time she morphs a gorilla, she can produce the wristband again). An animorph may use any weapon she is proficient with while morphed as long as the morph is able to hold the weapon. However, the weapon is used as if she is non-proficient.

    Thoughtspeak (Ex) - While in morph, an animorph can communicate telepathically with anyone close enough to hear her speak normally. The range increases to 1/2 a mile at level 5, and doubles at levels 8, 11 and 14. Thoughtspeech can be directed at a specific individual, group, or made public, so that anyone in range can hear it. This is a one-way communication, and does not allow the animorph to hear the thoughts of others unless they are also in morph and using thoughtspeak. Thoughtspeak can be understood regardless of language except where a concept or term is completely absent from another culture, and can also transmit images, emotions and physical sensations.

    Trust the Instincts (Ex) - Starting at 2nd level, by sacrificing some of her control, the animorph can take advantage of her morph's natural abilities. By making a Will save for control (DC 20 - creature's Int modifier for first-time morph, DC 10 - Int mod otherwise), she gains a +4 competence bonus to Bluff, Disguise, and any skill her current morph has 5 or more ranks in, but loses -2 to all subsequent Will saves. This effect lasts for 10 minutes. An animorph can use Trust the Instincts as many times as she wishes, but the control DC increases by 5 each time it is used in the same form without demorphing. If the Will save is failed, the same penalties apply for losing control of the morph, as outlined under the Morph ability.

    Bonus Feat - At 3rd, 11th and 19th level, the animorph can select a feat from the following list: Morphing Talent, Estreen, Morph Dancer, Last-Minute, Combat Morphing, Morph Regeneration, Time-Keeping, Exotic Morph, Second Wind.

    Morph Empathy (Ex) - At 4th level, when making a Diplomacy check on a creature other than her own species, the animorph can add her animorph levels to the check if she is in that species' morph. This ability can only be used on creatures with an Intelligence of at least 3.

    Battle Morph (Ex) - At 5th level, and again at 10th and 15th, the animorph chooses one morph she already knows to be a battle morph. She has had so much experience fighting in this form that her combat skills merge with the creature's. When in Battle Morph the animorph adds her base attack bonus and base Reflex and Fortitude saves to those of the morphed creature, and may use the ability scores of the Battle Morph or her normal form, whichever is higher. If the Battle Morph is physically able to use a weapon the animorph is proficient with, she may use the weapon with the proficiency and any related feats intact. The Animorph may select feats and skills that can be used in the Battle Morph, even if they can't be used in her normal form. These feats can also be used in other morphs if they're physically able to apply, but only if they have the prerequisites. Morphing into a Battle Morph is a standard action. The Animorph may take 10 on all control checks in Battle Morph.

    Frolis Maneuver (same species) (Ex) - By 6th level, the animorph has learned to merge the essences of up to 4 different creatures of the same species. This ability works as a disguise check to appear like a whole new member of that species. Each merged essence above 2 adds +5 to the disguise check. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored Morph do not apply when used in a Frolis Maneuver.

    Favored Morph (Ex) - At 7th level, and again at 12th and 17th, the animorph chooses one morph she already knows to be a favored morph. She has had so much experience in this form that her behavior is nearly indistinguishable from that of the creature. When in Favored Morph the animorph adds her skill modifiers to those of the morphed creature and may use the ability scores of the Favoured Morph or her normal form, whichever is higher. The Animorph may select feats and skills that can be used in the Favoured Morph, even if they can't be used in her normal form. These feats can also be used in other morphs if they're physically able to apply, but only if they have the prerequisites. The Animorph may take 10 on all control checks in Favoured Morph, and may withdraw into it without any penalty to subsequent control checks. Morphing into a Favored Morph is a standard action.

    Wild Empathy (Ex) - At 9th level, the animorph's time in animal form has given her a better understanding of their behaviors. The animorph can use body language to make herself appear less threatening to any class of animal (e.g. bird, bear, cat, etc.) she has previously morphed. This works exactly like the Wild Empathy druid ability, except that it is only applicable to animal types the animorph has already morphed.

    Power Morphing (Ex) - At 13th level, the animorph is getting used to the physical strains morphing takes on her body, and now must only wait one round before re-morphing to avoid getting fatigued.

    Improved Morph Empathy (Ex) - At 14th level, the animorph's experience in morph has made her familiar with the behavior of those creatures. When making a Diplomacy check on a creature other than her own species, the animorph can add her animorph levels to the check while in her original form, as long as she has previously morphed that species. While in that species' morph, she can add her animorph levels to the check, as well as a +2 competence bonus. This ability can only be used against creatures with an Intelligence of at least 3.

    Chain Morphing (Ex) - At 18th level, the physical strain of morphing is like second nature, and the animorph can now morph directly after de-morphing as many times in a row equal to her Constitution modifier before getting fatigued.

    Frolis Maneuver (different species) (Ex) - At 20th level, the animorph has mastered the technique of blending essences, and can now merge the essences of 2 different creatures, regardless of species. The resulting creature has the highest physical ability scores between the two creatures and the highest natural armor scores. The first time she merges 2 creatures she can choose which creature's supernatural/extraordinary ability set, movement modes and natural attacks the new creature has. Anytime the animorph performs a Frolis Maneuver with these 2 creatures, the same creature will be the result. Since a Frolis Maneuver is such a delicate process it can fail when two essences simply refuse to merge. Each new merge has a 5% chance of failing, in which case the resulting creature has the lowest ability scores and natural armor between the 2 creatures and the other abilities are chosen by the DM. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored morph do not apply when used in a Frolis Maneuver.

    New Feats:
    "Morphing" can be substituted for wild shape or polymorph, at DM's discretion.

    Morphing Talent [Animorph]
    You've developed a talent for morphing quickly and smoothly.
    Benefits: Morphing Battle and Favored morphs is now a move action, and morphing anything else is a standard action.
    Normal: Morphing Battle and Favored morphs is usually a standard action, while all other morphs are a full-round action.

    Estreen [Animorph]
    You are so talented at morphing you can control the change to an extent.
    Prerequisite: Morphing Talent
    Benefits: When morphing, you can choose to control the morph so that anyone seeing you morph for the first time must make a Will save DC 10+ 1/2 animorph level+Charisma modifier or be either fascinated for 1/2 Cha mod rounds (min. 1) or shaken for Cha mod +2 rounds (min. 3). You may choose which effect to create.

    Morph Dancer [Animorph]
    You can incorporate your morphing ability into your performances.
    Prerequisite: Morphing Talent, Estreen, Perform (Dance) 3 ranks
    Benefits: You can make a Perform (Dance) check to Fascinate anyone watching you, as the bardic music skill.

    Last-Minute [Animorph]
    By maintaining focus on your original form, you can demorph just beyond the two-hour limit.
    Benefits: By making a Will save, DC 10 + number of rounds over two hours, you can demorph over the two hour limit. This takes two full rounds.
    Normal: After two hours in a specific morph, you are permanently trapped in that form.

    Combat Morphing [Animorph] - posted by Callix
    Prerequisites: Dex 13+, Dodge, Morphing Talent
    You have learned to keep your mobility while morphing.
    Benefits: When morphing, you are not denied your Dexterity bonus to AC, but you still draw an attack of opportunity for morphing.
    Normal: While morphing, you are considered flat-footed.

    Morph Regeneration [Animorph]
    Prerequisites: Con 13+, Endurance, Rapid Healing, Morph class feature
    Benefits:As you shed your shape, you also shed your injuries. Morphing heals all your wounds and regenerates any lost parts. You are not fatigued by doing so.
    Normal: Morphing heals you up to half your hitpoints and regenerates lost parts. You must make a Fortitude save or be fatigued.

    Time-Keeping
    Prerequisites: --
    Benefits: You always know exactly what time it is, and how much time has passed, even if you are knocked unconcious or otherwise would normally lose track of time.

    Powerful Morph[Animorph]
    Prerequisite: Animorph level 10.
    Benefits: You may morph one Magical Beast, Aberration, Fey or Dragon you have acquired with HD up to thrice your HD. This feat may be chosen more than once, each time applying to a different creature.
    Normal: You can only morph into Magical Beasts, Aberrations, Fey and Dragons with HD up to 1 1/2 times your HD.

    Exotic Morph [Animorph]
    Prerequisite: Animorph level 12.
    Benefits: Choose a creature type not on the list available to Animorphs. You may now acquire and morph creatures of that type up to your HD.

    Enhanced Morph [Animorph]
    Prerequisite: Animorph level 12.
    Benefits: You may morph any Magical Beast, Aberration, Fey and Dragon creature you have acquired up to twice your HD.

    Improved Frolis Maneuver [Animorph]
    Prerequisite: Frolis Maneuver
    Benefits: You may apply Battle Morph and Favoured Morph to your Frolis Maneuver. The bonus per individual to the Disguise check increases to +7.
    Normal: Your Frolis Maneuver cannot be used with Battle and Favoured Morpht, the Disguise check bonus is +5 per individual.

    Second Wind [general, Fighter]
    Prerequisite: Great Fortitude OR Endurance
    Benefits: Once per day, you gain your second wind and are almost as refreshed as when you started out. All exhaustion and fatigue effects are removed, all non-lethal damage is healed, you regain one point of a drained ability score, and heal up to your Constitution modifier x 10 hp.

    New Flaw:
    Morphing Allergy [Animorph]
    You are allergic to a certain species' essence.
    Effect: Every time you Aquire a new species, the DM rolls a d%. If he rolls 5% or lower, you contract Morphing Allergy, described below, for that species. If you have already acquired the creature when this flaw is taken, you immediately contract the disease.

    New Disease:
    Morphing Allergy
    - DC 15, 1d3 Wis, 1 day incubation
    Caught by acquiring a creature whose essence the animorph is allergic to. Each day the save is failed, there is also a 25% chance for the allergy to assert itself in any high-stress situation. This includes combat rounds, attempts at morphing, spell effects that simulate strong emotions (fear, crushing despair), and any situation that requires a will save. If the allergy asserts itself, the animorph immediately starts to morph into the allergic creature, even if it is already in morph. The animorph has no control over the morph, and automatically fails her will save for control. She may retry every five rounds at DC 20 - creature's Int modifier. If the animorph fails the save by 5 or less, she immediately starts to morph into a randomly chosen morph she already knows. She still automatically fails the control save, but if she has morphed this creature before, she may make a control save at 15 - creature's Int modifier, every round. Making a control save while in this state returns to animorph to her original form. Any attempt to voluntarily morph into the allergic creature results in the same assertion effect.

    Making the Fortitude save two days in a row results in the essence being purged from the animorph in the form of a separate creature of the type the animorph is allergic to. Depending on the creature, it may be hostile upon being purged. Purging the creature cures the disease.

    At the DM's discretion, this disease can be used at random or in conjunction with the Morphing Allergy flaw.

    Thought process: Wanted to balance the potential abuse of the Morph ability within a fantasy universe with playability.
    Thoughts wanted: Should other types (e.g. plants, oozes) be allowed? What other feats could be Bonus Feats? Should feats for natural weapons be useable while morphed if the part remains (e.g. Improved Critical (bite) available in original lizardfolk form and in wolf form)?
    Last edited by Serpentine; 2010-02-04 at 05:13 AM.

  2. - Top - End - #2
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Animorphs [3.5]

    The Animorphs (characters)

    Jake

    Spoiler
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    I suppose you could say Jake is sort of our "leader," although he's not bossy in any way. It's more like this natural aspect of his personality. He's the one you just automatically look to when there's trouble... He's very cute, in a big, strong kind of way. He has brown hair and dark, dark eyes. He seems very serious until you get to know him. And then you realize he's still pretty serious, but he also knows when to laugh.
    "The others like to act as if I'm in charge. I don't think of myself that way, not really. But you know, whatever. If it makes them feel better to think I'm the leader, fine. It's just that when people treat you like a leader, you start acting like a leader. And like I said, that means making decisions. Even when you're just guessing." - Jake, on himself.

    Human Animorph 14, Marshal 1
    Size/Type: Medium Humanoid (Human)
    Hit Dice: 14d6+1d8+45 (99hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+1 Dex, +9 +1 Beastskin Full Plate) touch 11, f-f 19
    Base Attack/Grapple: +9/+4//+10
    Attack: morph
    Full Attack: morph
    Space/Reach: 5ft/5ft
    Special Attacks: Morph (Ex)
    Special Qualities:
    Acquire (Ex)
    Morph (Ex)
    Thoughtspeak (Ex) 4 miles.
    Trust the Instincts (Ex)
    Morph Empathy (Ex)
    Frolis Maneuver (same species) (Ex)
    Favored Morph (peregrine falcon, cockroach) (Ex)
    Wild Empathy (Ex)
    Battle Morph (Siberian tiger, wolf) (Ex)
    Power Morphing (Ex)
    Improved Morph Empathy (Ex)
    Minor Aura
    Saves: Fort +8, Ref +5, Will +12
    Abilities: Str 13, Dex 12, Con 16, Int 14, Wis 14, Cha 18
    Skills: Bluff +22, Diplomacy +24, Disguise +6, Gather Information +10, Hide +6, Intimidate +22, Listen +4, Move Silently +6, Perform (oratory) +12, Sense Motive +20, Spot +4
    Feats: Skill focus (Diplomacy), Combat Morphing, Morphing Talent, Commander, Defense of the Righteous, Inspire Bloodletting, Rouse Courage, Weapon Focus (claw), Inspire Bloodthirst, Pack Tactics
    Environment: Temperate Plains
    Organization: Solo, guerilla force (with 4 Animorphs and 1 Andalite)
    Challenge Rating: 15
    Treasure:
    Alignment: Lawful Good
    Advancement: By character level.
    Level Adjustment: +0
    Jake has access to the following morphs: Golden retriever, green anole lizard, siberian tiger, peregrine falcon, flea, wolf, trout, dolphin, seagull, lobster, ant, cockroach, housefly, great horned owl, termite, skunk, bat, horse, parrot, hammerhead shark, rhinoceros, mole, mosquito, leeran, dragonfly, human male, anteater, seal, polar bear, howler, giant squid, chimpanzee, eel, hork-bajir, squirrel, cockatiel, orca, beaver, anaconda.


    Cassie

    Spoiler
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    "Cassie, you're the one who has the most talent for morphing." Then he flashed white teeth in the dark. "Besides, you know you like animals more than humans, so it's like you're halfway into morph, anyway." ~ Marco, to Cassie.
    Cassie is the one who is least like me. If I'm comedy, she's poetry. She's a natural peacemaker. She's the one who knows when you're feeling bad and will find something nice to say that makes you feel better. And it's not like she's manipulating. She really cares about things. She's like sincere or something. Cassie is our animal expert. ~ Marco, on Cassie.

    Human Animorph 15
    Size/Type: Medium Humanoid (Human)
    Hit Dice: 15d6+30 (86hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Dex, +6 +1 Beastskin Chainmail) touch 12, f-f 16
    Base Attack/Grapple: +7/+2//+8
    Attack: morph
    Full Attack: morph
    Space/Reach: 5ft/5ft
    Special Attacks: Morph (Ex)
    Special Qualities:
    Acquire (Ex)
    Morph (Ex)
    Thoughtspeak (Ex) 4 miles.
    Trust the Instincts (Ex)
    Morph Empathy (Ex)
    Frolis Maneuver (same species) (Ex)
    Favored Morph (osprey, great horned owl) (Ex)
    Wild Empathy (Ex)
    Battle Morph (wolf, light horse, hork-bajir) (Ex)
    Power Morphing (Ex)
    Improved Morph Empathy (Ex)
    Saves: Fort +7, Ref +7, Will +13
    Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 18, Cha 16
    Skills: Bluff +8, Concentration +6, Craft, Diplomacy +21, Disguise +7, Escape Artist, Gather Information +12, Handle Animal +20, Heal +18, Hide +3 Intimidate +, Knowledge(nature) +10, Listen +5 Move Silently +3 Sense Motive +18, Spot +5 Survival +9
    Feats: Morphing Talent, Estreen, Last Minute, Dodge, Combat Morphing, Endurance, Rapid Healing, Morph Regeneration, Improved Frolis Maneuver.
    Environment: Temperate Plains
    Organization: Solo, guerilla force (with 4 Animorphs and 1 Andalite)
    Challenge Rating: 15
    Treasure:
    Alignment: Neutral Good
    Advancement: By character level.
    Level Adjustment: +0
    Cassie has access to the following morphs: Horse, osprey, flea, wolf, trout, squirrel, dolphin, seagull, ant, cockroach, housefly, great horned owl, humpback whale, rat, termite, skunk, wolf spider, bat, young human female, race horse, parrot, hammerhead shark, mole, mosquito, leeran, caterpillar/butterfly, elephant, anteater, seal, polar bear, giant squid, chimpanzee, eel, yeerk, hork-bajir x2, cockatiel, orca, cheetah, pit viper, buffalo, honey bee, kangaroo, beaver, dragonfly.


    Rachel

    Spoiler
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    "Okay, fine, Rachel. You want to do this, fine. I think you're the bravest member of the group. I think in a bad fight I'd rather have you with me than anyone else. But yeah, Rachel, I think there's something pretty dark down inside you. I think you're the only one of us who would be disappointed if all this ended tomorrow. Cassie hates all this, Marco has personal reasons for being in this war, Ax just wants to go home and fight Yeerks with his own people, Tobias... who knows what Tobias wants anymore? But you, Rachel, you love it. It's what makes you so dangerous to the Yeerks." ~ Jake, to Rachel

    Human Animorph 14/Fighter 1
    Size/Type: Medium Humanoid (Human)
    Hit Dice: 14d6+1d10+45 (103hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+4 Dex, +5 +1 Beastskin chain shirt) touch 14, f-f 15
    Base Attack/Grapple: +8/+3//+10
    Attack: morph
    Full Attack: morph
    Space/Reach: 5ft/5ft
    Special Attacks: Morph (Ex)
    Special Qualities:
    Acquire (Ex)
    Morph (Ex)
    Thoughtspeak (Ex) 4 miles.
    Trust the Instincts (Ex)
    Morph Empathy (Ex)
    Frolis Maneuver (same species) (Ex)
    Favored Morph (bald eagle, housefly) (Ex)
    Wild Empathy (Ex)
    Battle Morph (grizzly bear, elephant) (Ex)
    Power Morphing (Ex)
    Improved Morph Empathy (Ex)
    Saves: Fort +9, Ref +8, Will +8
    Abilities: Str 14, Dex 18, Con 16, Int 12, Wis 8, Cha 18
    Skills: Appraise +10, Balance +13, Climb +8, Concentration +11, Gather Information +6, Intimidate +19, Jump +7, Perform (gymnastics) +9, Tumble +8
    Feats: Morphing Talent, Combat Morphing, Power Attack, Brutal Strike, Improved Bull Rush, Shock Trooper, Powerful Charge, Intimidating Strike, Endurance, Die Hard, Second Wind, Flaw: Morphing Allergy (crocodile)
    Environment: Temperate Plains
    Organization: Solo, guerilla force (with 4 Animorphs and 1 Andalite)
    Challenge Rating: 15
    Treasure:
    Alignment: Chaotic Good
    Advancement: By character level.
    Level Adjustment: +0
    Rachel has access to the following morphs: elephant, bald eagle, shrew, cat, wolf, trout, dolphin, seagull, ant, cockroach, housefly, great horned owl, grizzly bear, rat, termite, skunk, bat, hork-bajir, horse, parrot, hammerhead shark, mole, mosquito, flea, anteater, seal, polar bear, sperm whale, giant squid, chimpanzee, eel, starfish, squirrel, cockatiel, orca, cheetah, honey bee, human female and male4, beaver, German shepherd, dragonfly.
    Thoughts: Uncertain about her alignment. Would Chaotic Neutral work better? Or does conflicted, sometimes out of control Good work fine? Was also considering Daunting Presence instead of Intimidating Strike.

    Marco

    Spoiler
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    "Marco's mission in life is to find the humor in everything... Marco isn't interested in being in charge, or even in being part of a team. He wants us to just quit the whole thing. He wants us to forget the Yeerks and forget morphing and just try and stay alive. But at the same time, it's Marco who is very aware of all the security problems. He's the one who makes sure we never discuss anything on the phone, where enemy ears might be listening in."
    Human Animorph 14/Bard 1
    Size/Type: Medium Humanoid (Human)
    Hit Dice: 15d6+15 (70hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+2 Dex, +6 +1 Beastskin Chainmail) touch 12, f-f 16
    Base Attack/Grapple: +7/+2//+7
    Attack: morph
    Full Attack: morph
    Space/Reach: 5ft/5ft
    Special Attacks: Morph (Ex)
    Countersong
    Fascinate
    Special Qualities:
    Acquire (Ex)
    Morph (Ex)
    Thoughtspeak (Ex) 4 miles.
    Trust the Instincts (Ex)
    Morph Empathy (Ex)
    Frolis Maneuver (same species) (Ex)
    Favored Morph (dolphin, osprey) (Ex)
    Wild Empathy (Ex)
    Battle Morph (gorilla, rhinoceros) (Ex)
    Power Morphing (Ex)
    Improved Morph Empathy (Ex)
    Bardic Music
    Bardic Knowledge
    Inspire Courage +1
    Saves: Fort +5, Ref +8, Will +14
    Abilities: Str 10, Dex 14, Con 12, Int 18, Wis 16, Cha 16
    Skills: Appraise +10, Balance +7, Bluff +13, Climb +10, Concentration +11, Diplomacy +9, Disguise +13, Escape Artist +7, Gather Information +13, Hide +12, Intimidate +13, Jump +10, Knowledge(local) +14, Perform (comedy) +13, Sense Motive +13, Slight of Hand +12, Tumble +12
    Feats: Morphing Talent, Last-Minute, Combat Morphing, Morph Regeneration, Mastery of Mockery, Goad, Danger Sense
    Environment: Temperate Plains
    Organization: Solo, guerilla force (with 4 Animorphs and 1 Andalite)
    Challenge Rating: 15
    Treasure:
    Alignment: True Neutral
    Advancement: By character level.
    Level Adjustment: +0
    Spells: 0th level (2/day): Prestidigitation, Mending, Ghost Sound, Detect Magic
    Marco has access to the following morphs: Gorilla, osprey, flea, wolf, trout, dolphin, seagull, lobster, ant, cockroach, housefly, great horned owl, mouse, termite, skunk, Irish setter, wolf spider, bat, spider monkey, jaguar, llama, horse, parrot, hammerhead shark, mole, mosquito, leeran, tyrannosaurus rex, cobra, rhinoceros, anteater, seal, polar bear, giant squid, chimpanzee, eel, human male x2, mountain goat, hork-bajir, beaver, German shepherd, red-tailed hawk, mallard.





    Andalite (race)

    Previous attempt, by Krimm Blackleaf:
    Spoiler
    Show
    Quote Originally Posted by Krimm_Blackleaf View Post
    Andalite

    Elfangor-Sirinial-Shamtul, andalite prince


    Large Aberration (Extraplanar)
    HD: 3d8+6 (20 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 12 (+1 Dex, -1 size, +2 natural) touch 10, flat-footed 11
    Base Attack/Grapple: +2/+9
    Attack: Tail-blade +4 melee (1d8+4/19-20)
    Full Attack: Tail-blade +4 melee (1d8+4/19-20)
    Space/Reach: 10 ft./5 ft. (10 feet with tail-blade)
    Special Attacks: Quick-lash
    Special Qualities: All-around vision, darkvision 60 ft., morphing technology, mouthless, knowledgible, telepathy 100 ft., weak arms
    Saves: Fort +3, Ref +4, Will +4 (+6 charm)
    Abilities: Str 16, Dex 12, Con 15, Int 18, Wis 12, Cha 10
    Skills: Concentration +8, Jump +5, Knowledge (architecture and engineering) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Listen +3, Search +8, Sense Motive +3, Spot +8, Use Psionic(or Magic) Device +12
    Feats: Improved Initiative, Lightning Reflexes
    Environment: Temperate plains or forests
    Organization: Solitary, pair, squad (3-10) or herd (11-100 plus 100-200 noncombatants and younglings)
    Challenge Rating: 6
    Treature: Standard
    Alignment: Usually Lawful nuetral
    Advancement: 4-7(large)
    Level Adjustment: +6

    This large, yet lithe and beautiful creature appears to be a thin-looking centaur. Instead of a horses body it appears to have a skinnier body of that of a deer and all over his body is a thin layer of blue and tan fur. Despite it's thin appearance, it looks strong and strong of will, although it's arms appear much frailer than the rest of it's body. But two of it's most refining features is it's large muscular tail tipped with a curved and deadly blade and it's head, with pointed ears, no mouth, a flat nose with two extra nostrils and eyestalks adorned with two brillient green eyes. His voice then rings in your mind...

    Andalites are a gentle and intelligent race of creatures from a distant place that very few know and is refered to by the andalites merely as "The Andalite homeworld". They are also an industrious, highly advanced and knowledgible race of beings known for many types of great technology but the most advanced of all is thier morphing technology.
    Andalites stand at about 8 feet and weigh 450 pounds. Andalites speak thier own language, though many are equiped with a small universal translator in thier brain.
    Andalites, like all other aberrations require food, but the method they use is to grind grass beneath thier hooves and absorb nutrients through them.

    COMBAT
    Often, andalites rely on thier morphing ability and advanced technology in combat. When unable to do either, they rely on thier fearsome tail-blade. Many andalites though, who realise they cannot take a challenge will run from thier foe until they come across better weaponry or more andalites.

    All-Around Vision (Ex): Theswiveling eye-stalks on an andalites head allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking an andalite.

    Morphing technology (Su): Andalites possess great intellect and advanced technology, the most advanced and recent invention is morphing technology. This is usually bestowed only to those in service to the andalite homeworld but can bestow it to andalites of greater ability (such as adventurers). This ability functions as the polymorph spell with a few exceptions; the new form retains the same HD and hp of the andalite (although higher or lower constitution modifiers may increase or decrease this), the andalite must aquire the creatures DNA with a touch to aquire it's form (a full round action) and the andalites HD and class levels equal to the caster level. The duration is unlimited, but there is a restriction to this that most andalites find it shameful and a curse to have happen to them; if the andalite stays within it's new form for more than two hours it stays in that form for the rest of it's life and nothing short of transmutation magic, Wish or Miracle may bring it back to it's original form and they are refered to as a nothlit. In the assumed form, the andalite aquires all the creatures instincts, though they may repress them with as much difficulty or ease as need be (DM should figure out these, from simple instinct like that of a halfling ro extreme, like the hivemind of an ant or bee). Morphing requires two full minutes and provokes an attack of opportunity each round.
    Due to the law of Seerow's Kindness, no andalite may bestow this power on any non-andalite or come under great punishment under the Andalite homeworld. To bestow this technology on an andalite (or another creature) the andalite must possess a morphing cube (the technology that may bestow morphing ability).

    Knowledgible (Ex): Due to an andalites intense focus on the development of the mind, Andalites recieve a couple benefits. Andalites use thier Intelligence modifier for Concentration and Use Psionic(or magic) Device checks. Secondly, andalites may make untrained knowledge checks with a DC of 15 or lower, instead of the normal 10.

    Telepathy (Su): Andalites have no mouthes, and cannot converse verbally unless using an assumed form. Andalites have telepathy out to 100 ft. and can communicate with any creature that it shares a language with, although many andalites have universal translators embedded in thier brains. They retain this ability, even while morphed.

    Weak Arms (Ex): Andalites, due to thier focus on thier legs, tail and mind lack physical strength in thier arms. Any attacks or strength checks made exclusively with thier arms treat the andalites strength score as 8 lower than it actually is. This cannot bring it below 1. Also, the humanoid portion of an andalite's body is considered medium size for the purpouses of wielding weapons and other purpouses that rely on the use of the upper body of a humanoid. Any attacks made with hald-held weapons are considered secondary to the tail-blade.

    Mouthless (Ex): Andalites have no mouthes, only organs in thier hooves that absorb nutrients from ground grass. This makes them immune to all imbibed poisons unless stepped on and absorbed, but this also means potions must be absorbed the same way and instead take a full-round action to absorb.
    Some andalites aquire humanoid forms just to gain mouthes and a sense of taste, considered to be one of the greatest gifts of nature.
    (Andalite spellcasters often assume the form of a humanoid to cast spells)

    Quick-lash (Ex): Andalites are highly reflexive, and quick with thier tails. An andalite with an increased base attack bonus may make extra attacks with thier tail as though it were a hand-held weapon. Andalite tail-blades are always considered primary weapons.

    Feats: Due to its centaur-like body, an andalite qualifies for feats as if it had the Mounted Combat feat.

    Andalites As Characters
    Andalite characters possess the following racial traits.
    - +6 Str, Dex +2, Con +4, Int +8, Wis +2
    - Aberration (Extraplanar): Andalites are aberrations with the extraplanar subtype. They retain thier subtype (but not thier type) while morphing.
    - Large size.
    - Andalite base land speed is 50 feet.
    - Darkvision out to 60 feet.
    - Racial Hit-Dice: Andalites begin with 3 levels of aberration, this gives them skill points equal to 6x(2+Int modifier), two feats, a base attack bonus of +2, base fortitude save of +1, base reflex save of +1 and a base will save of +3. It's class skills are Concentration, Jump, Knowledge (all), Listen, Search, Sense Motive, Spot, Use Magic Device and Use Psionic Device.
    - Feats: Andalites qualify for feats as though they had the Mounted Combat feat.
    - +2 natural armor bonus
    - Natural attack: Tail-blade. The andalite's tail blade deals 1d8+1-1/2 str modifier and has a critical range of 19-20.
    - +2 to will saving throws against charm effects.
    - All-around vision.
    - Morphing technology (see above).
    - Knowledgible.
    - Weak Arms.
    - Mouthless.
    - Quick-lash.
    - Automatic Languages: Andalite (though some have universal translators). Bonus Languages (any they've heard before, except secret languages such as druidic).
    - Favored class: Psion (telepath or egoist)
    - Level Adjustment: +6

    I disagree with a whoooooole lot of this, so mine'll be more or less from scratch.

    My version:
    Spoiler
    Show
    My first reaction was that someone had cloned a person and a deer together. The creature had a head and shoulders and arms that were more or less where they should have been, though the skin was a pale shade of blue. But below that he had fur, a mix of blue and tan, covering a four-legged body... He had no mouth, just three vertical slits... Two of (his eyes) were where they should have been... (and) he had what seemed like horns, only on the top of each horn was an eye... I thought the eyes were bad, until I saw the tail. It was like a scorpion's tail, thick and powerful-looking. On the end was a wickedly curved, very sharp-looking horn or stinger... It had seemed kind of cute and harmless, till you noticed the tail.

    Andalites are naturally gentle herbivores that feed by crushing grass (and the occasional invertebrate) beneath their hooves and absorbing the nutrients through them. Don't let this docile appearance deceive you, however: they are a dangerous species, with a proud martial society.
    An andalite is as tall as a human, and about the size of a small horse or pony. They weigh about 450lb.

    Combat
    Andalite warriors do not shy from a battle. While they are willing and able to use ranged weapons, they prefer to engage an opponent in melee with their powerful tail blades; in fact, a significant portion of their culture revolves around this part of their anatomy. They will fight both intelligently and nobly.

    Andalite Society
    (largely from Wikipedia, cuz it's easier)
    Andalite communities are roughly democratic, lead by an Electorate. They value honor, respect, pride in culture as well as self. However, these noble characteristics are accompanied by others that seem surprisingly backwards in the eyes of species they consider evolutionarily inferior: arrogance, inflexibility, sexism, and an atrocious attitude towards the disabled, whom they label vecols and treat as outcasts. Gender roles are strictly defined, with males strongly encouraged to become warriors, while the females remain in civilian, vocational roles, specializing themselves in arts and sciences/magic. Andalite recreation includes a sport called driftball, as well as tail-fighting for sport.
    Working down the chain of command from the Electorate are the Princes, the basic, personal leadership role. Every warrior must have a prince, and is expected to report only to that one Prince. A Prince will have one or more arisths, or cadets, under him. In Andalite culture, every individual is supposed to be subordinate to another, with the Electorate in turn being chosen by the people. Even military matters are controlled by the public, as warriors can present a "challenge" to any action a superior wishes to make, which would result in a trial where the people decide the outcome.
    The Andalite culture is very self-centered, even arrogant, in their dealings with other species, considering their race the noblest in existence. They are also very proud and will condemn anyone (even their own people) if any disgraced acts are committed.

    Andalites as Characters
    Almost all Andalites have at least one level of Animorph. Most encountered away from home are warriors or fighters.
    Andalite characters possess the following racial traits.
    • -2 Strength, +2 Dexterity
    • Medium size.
    • Space/Reach: 5ft/10ft (tail blade)
    • An Andalite's base land speed is 40 feet.
    • Racial Hit Dice: An Andalite begins with one level of monstrous humanoid, which provides 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +1 and Will +1.
    • Racial Skills: An Andalite's monstrous humanoid level gives it skill points equal to (2+Int modifier)x4. Its class skills are Diplomacy, Listen, Move Silently, Sense Motive, Spot and Survival.
    • Racial Feats: An Andalite automatically receives the feats Weapon Finesse and Time-Keeping.
    • Tail Blade: The Andalite's tail blade has reach of 10ft but also threatens adjacent squares, and deals 1d8 slashing damage with critical 20/x2. An Andalite can choose to deal non-lethal damage with his tail blade. The tail blade is always considered their primary weapon, and an Andalite with a high enough base attack bonus can attack multiple times with it.
    • Eye stalks: The Andalite's eye stalks are constantly scanning in all directions. An Andalite has a +6 racial bonus to Spot checks, and cannot be flanked.
    • Mouthless: Andalites have no mouth. They consume food and liquid through their hooves. Both ingested poisons and potions must be taken in through the feet, the latter taking a full round. They communicate using Thoughtspeak, a natural telepathy with a range equivalent to unobstructed speech.
    • Favoured Class: Animorph or Fighter.
    • Alignment: Andalites value honour, chivalry and peace and seek harmony with other creatures. They are usually Lawful Good.
    • Level Adjustment: +2


    Thought process: I was tossing up between Large size or Medium. They're definitely smaller than centaurs and the human-like part is about the size of humans, but they've got a great big butt sticking out there. But I've looked at the official pictures of Andalites; the human part is human-sized, and the horsey part is (according to the cover of Visser) smallish compared with with the other. Also, I thought the tail should give them reach, and Large with reach seemed a bit much. So, I went with Medium.
    Thoughts wanted: Did I make the right decision on the Medium/Large issue? Did I miss anything? I forget, how's the eyesight of Andalites in the dark? Does the level adjustment sound about right?

    Andalite Paragon - by Bogardan_Mage
    Spoiler
    Show
    Andalite Paragons

    Andalites are a proud race who place a great emphasis on both combat strength and knowledge. Andalites who excel in these areas may become paragons.

    Adventures: Andalite paragons are often at the forefront of their species' explorations, always eager to learn and to face any challenge ahead of them. Most andalite paragons will seek to prove themselves in battle, although some choose the path of science or the arts to represent their species. These andalite paragons adventure to discover new places and people and to learn from them.

    Characteristics: Andalite paragons are typically proud individuals who constantly strive to be the best they can be. They usually have a serious personality and a strong sense of tradition. Although andalite paragons are typically pioneers in their respective fields, they are simultaneously wary of major changes and unfamiliar people around them. For this reason, andalite paragons tend to be aloof, working in their own ways from afar.

    Alignment: Andalite paragons are usually lawful due to the strong themes of duty and tradition in andalite culture. Nevertheless, neutral or even chaotic andalite paragons can exist, especially among andalites who have been estranged from their people for long periods of time.

    Religion: Few andalites are religious, and even fewer andalite paragons are. Instead of to a deity, most andalite paragons devote themselves to the greater andalite people.

    Background: Most andalite paragons rise to become Princes in the andalite military, or respected scientists on the andalite home world. Some, though, become paragons through endurance in far away, hostile places where few or no other andalites live.

    Races: Andalite paragons are often wary of other races, as andalite history features at least one cautionary tale of interaction with other species. Andalite paragons may even mistrust their allies, or at the very least say that racial differences make working together too difficult.

    Other Classes: Andalite paragons hold a certain respect for fighters and paladins, and often multiclass as one or the other. Andalite paragons almost always have levels of Animorph, though they are usually shocked and horrified at non-andalite races taking levels in the class, as sharing morphing technology with other races is in contravention of andalite law.

    HD: d10

    Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha)

    Skills per level: 4 + Int modifier

    Andalite Paragon
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Morph, Aquire|+1 level of existing class

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Knowledgeable

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Ability Boost (Wis +2)|+1 level of existing class[/table]

    Weapon and Armor Proficiency: Andalite paragons are proficient will all simple and martial weapons and with light armor.

    Powers Known: At 1st and 3rd level, an andalite paragon gains additional power points per day and access to new powers as if he had also gained a level in a manifesting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of andalite paragon to the level in the manifesting class, then determines power points per day, powers known, and manifester level accordingly.

    If a character had more than one manifesting class before he became an andalite paragon, he must decide to which class he adds the level of his andalite paragon. If an andalite paragon has no levels in a manifesting class, this class feature has no effect.

    Morph (Ex), Aquire (Ex): If the andalite paragon does not already possess these class features from another class, he gains them at 1st level. These function as the Animorph class features of the same names.

    Knowledgeable (Ex): Starting 2nd level, an andalite paragon may substitute his Intelligence modifier for his Constitution modifier when making Concentration checks, and for his Charisma modifier when making Use magic device or Use psionic device checks. The andalite paragon may also make untrained Knowledge checks with a DC of 15 or lower, instead of the normal 10.

    Ability Boost (Ex): At 3rd level, an andalite paragon's Wisdom score increases by 2 points.


    Aristh Aximili-Esgarrouth-Isthill

    Spoiler
    Show
    "There are many dangers for an Andalite in human morph. For one thing, there is the constant danger that you will fall off your two legs. The slightest push and you can topple over. But worse by far is the danger of taste. Taste is the sense that can drive an Andalite mad! Especially if it involves cinnamon buns or chocolate. - From the Earth Diary of Aximili-
    Esgarrouth-Isthill"


    Andalite Fighter 3/Animorph 10
    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d8+3d10+10d6+28 (84hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+5 Dex, +3 +1 Beastskin leather) touch 15, f-f 13
    Base Attack/Grapple: +9/+4//+10
    Attack: Tail blade +15 melee (1d8+1/x2) OR +1 flaming burst shortbow +15 ranged (1d6+1d6 fire/x3+2d10 fire)
    Full Attack: Tail blade +15/+10 melee (1d8+1/x2) AND +1 flaming burst shortbow +10 ranged (1d6+1d6 fire/x3+2d10 fire)
    Space/Reach: 5ft/10ft (tail blade)
    Special Attacks: Tail Blade: The Andalite's tail blade has reach of 10ft but also threatens adjacent squares, and deals 1d8 slashing damage with critical 20/x2. An Andalite can choose to deal non-lethal damage with his tail blade. The tail blade is always considered their primary weapon, and an Andalite with a high enough base attack bonus can attack multiple times with it.
    Special Qualities: Eye stalks: The Andalite's eye stalks are constantly scanning in all directions. An Andalite has a +6 racial bonus to Spot checks, and cannot be flanked.
    Mouthless: Andalites have no mouth. They consume food and liquid through their hooves. Both ingested poisons and potions must be taken in through the feet, the latter taking a full round. They communicate using Thoughtspeak, a natural telepathy with a range equivalent to unobstructed speech.
    Acquire (Ex)
    Morph (Ex)
    Thoughtspeak (Ex) 1 mile.
    Trust the Instincts (Ex)
    Morph Empathy (Ex)
    Frolis Maneuver (same species) (Ex)
    Favored Morph (human) (Ex)
    Wild Empathy (Ex)
    Saves: Fort +8, Ref +14, Will +11
    Abilities: Str 12, Dex 20, Con 14, Int 14, Wis 16, Cha 14
    Skills: Bluff +8, Concentration +6, Diplomacy +8, Disguise +6, Gather Information +6, Handle Animal +5, Hide +9, Intimidate +8, Jump +6, Knowledge(nature) +6, Listen +10, Move Silently +12, Sense Motive +8, Spot +16, Survival +10
    Feats: Weapon Finesse, Time-Keeping, Improved Frolis Maneuver, Dodge, Combat Expertise, Combat Reflexes, Battle Hardened, Weapon Focus (tail blade)
    Environment: Temperate Plains
    Organization: Solo, guerilla force (with 5 Animorphs), troupe (with 1d6+1 Andalite warriors and 1 Andalite War-Prince)
    Challenge Rating: 15?
    Treasure: Tome of Knowledge (+2 on any Knowledge check per hour studying the book)
    Alignment: Lawful Good
    Advancement: By character level.
    Level Adjustment: +2

    Acquire (Ex): See Animorph ability description.
    Morph (Ex): See Animorph ability description. Ax has the following morphs: Tiger shark; human (Frolis Maneuver, normal x7 males); lobster; ant; northern harrier (hawk); cockroach; housefly; great horned owl; mouse; flea; rattlesnake; termite; skunk; wolf spider; bat; light horse; seagull; hammerhead shark; mole; mosquito; leeran; dolphin; elephant; seal; polar bear; giant squid; chimpanzee; cow; bull; hork-bajir; mountain goat; squirrel; cockatiel; orca; cheetah; honey bee; taxxon; beaver; mallard; raccoon; dragonfly.
    Trust the Instincts (Ex): See Animorph ability description.
    Morph Empathy (Ex): See Animorph ability description.
    Battle Morph (rattlesnake, cheetah) (Ex): See Animorph ability description.
    Frolis Maneuver (same species) (Ex): See Animorph ability description.
    Favored Morph (human) (Ex): See Animorph ability description.
    Wild Empathy (Ex): See Animorph ability description.
    Thought processes: Not sure about his Ability scores. I don't remember him excelling in any of them except for Dexterity, and he did show off his cleverness (well, advanced know-how, at least) occasionally. Also, damn he morphed into a lot of human males.
    Last edited by Serpentine; 2010-03-13 at 08:58 AM.

  3. - Top - End - #3
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Animorphs [3.5]

    YEERKS INCOMPLETE, PLEASE CRITIQUE

    YEERKS


    No previous attempts, and no comparitive monsters to base it on, so I'm allll on my own on this one... Here goes.

    Spoiler
    Show
    Yeerks were once nothing but mud-dwelling parasites in a strange, alien land, rising up out of their puddles in the bodies of dumb, lumbering beasts. Then, through an act of kindness that has shamed his people forever after, an Andalite explorer introduced them to new bodies, to a new existance... to the universe. Now their scourge is spreading across the planes. Anyone, any creature with a mind, could be a host to a small, greyish slug, and noone would know about it. Anyone. Your neighbour, your brother... Even you.

    The man kneels by the strange-looking liquid. He calmly lowers his head over its surface, and a moment later you see something slimy and grey oozing out of his ear. When it is about half-way out, the man's face starts to contort into a mask of disgust, horror and rage. The guards nearby hold him still before he can flee, and finally a creature, like a greenish-grey slug about 6 inches long, plops into the liquid. The man is hauled off into a cage, already containing a dozen people screaming, yelling, begging, crying, or simply sitting in silence.

    Yeerk
    CR 1/4

    Usually LE Diminutive aberration (symbiont)
    Init -1; Senses Blind, Blindsight 20ft
    Languages Yeerk, Common, host languages
    AC 13, touch 13, flat-footed 13;
    (+4 size,-1 Dex), DR2 vs. Bludgeoning
    hp 5 (1d8+1)
    Weakness Kandrona reliance
    Fort +2, Ref +0, Will +8
    Speed 5ft, Swim 20ft
    Attack Infest
    Base Attack +0; Grapple -12
    Abilities Str 2, Dex 8, Con 12, Int 18, Wis 15, Cha 18
    Special Qualities Amorphous, Infestation
    Feats Iron Will
    Skills Disguise +8 (+20 in a host), Hide +15 (+20 in swamp, marsh or similar)

    Blindsight (Ex) Yeerks can get a basic picture of their surroundings using a sonar-like ability. Silence negates this ability.
    Kandrona reliance Every three days, a yeerk must absorb an energy known as "kandrona". Normally, this involves returning to a "yeerk pool", a pond or lake in which the kandrona energy is concentrated. The yeerk must leave its host body, which is then free - except in that it is normally grabbed and imprisoned by other Controllers - until it is again forced into the pool, and reinfested.
    Rarely, a yeerk is cut off from its people, banished from the Yeerk Pool and effectively condemned to death. In such a case, the yeerk may take to cannibalism, tearing open the heads of Controllers and devouring the yeerk inside. Such a yeerk can live indefinitely in this way, so long as it eats another yeerk every three days.
    Amorphous (Ex) Yeerks bodies are soft and malleable, to allow its passage through a host's ear canal and wrap around its brain, sinking into every crease and crevasse. They can fit through any hole larger than 3mm diameter, are resistant to being squashed, and have no discernable anatomy.
    Infest (Ex) A yeerk crawl into the ear of any helpless, willing or surprised creature with a brain large enough to contain it. Most often, this is a creature that is held still by Controllers and so is incapable of preventing the yeerk's entry. Surprising creatures is the yeerk's original, "natural" method: if a creature brings its ears within reach of a yeerk (normally drinking from the yeerk's pool), the yeerk can slurp into its ear as a full-round action. The creature can make a Reflex save (DC 18) to grab the yeerk or otherwise prevent its entry. Once a yeerk is inside the host's skull, it cannot usually be removed by any means except the yeerk's own volition, or by starving the yeerk to death. Exceptional surgery may work in some cases. The yeerk can also be removed from creatures with Regeneration or other exceptional physiologies through sheer cranial trauma, such as breaking the skull open and tearing it out. For most creatures, doing this results in their death. At least one creature, the Vanarx or "yeerk-bane", feeds on yeerks by sucking them out of their hosts.
    A yeerk-infested creature is known as a Controller, often prefixed with the host species (e.g. a human-Controller, hork-bajir-Controller, horse-Controller).
    Infestation (Ex) Once a yeerk is wrapped around the brain of its host, it begins the process of taking over. The host and yeerk make opposed Will saves for dominance. Generally, the yeerk will keep trying to dominate until it wins - that is, it can "retry". Once the yeerk is in control, it stays in control - that is, the host cannot normally "retry" - although the host can initiate another dominance contest under certain conditions. These conditions can include: Yeerk failing any Will save; Yeerk failing a Concentration check; Yeerk attempting to do something (or thinking about doing something) violently opposed to the will of the host, often involving someone they love deeply. Hosts can also initiate an attempt to take control at any time, normally at some crucially revealing point, but such an attempt is exhausting, and can only be done 1+Wis or Cha mod/day, min 1.
    Once a yeerk has dominated its host, it has complete and unimpeded access to the entire contents of the host's brain, and total control over the host's body. The yeerk effectively replaces its conciousness for that of the host's (although the host is still aware, shoved up the back of its own mind) - or, to put it another way, replaces its body and abilities for that of the host. It can know everything the host knows, do everything the host can do. Searching for obscure or long-unthought-of information or finding how to do something for the first time takes a move action (one that can be revealing for someone who is looking for it), but once it's been found it's at the yeerks metaphorical fingertips from then on. The yeerk can choose to use its mental stats or the host's for any reason.
    A yeerk has a +20 bonus to its Disguise check to appear to be its host. It is assumed to be taking 10 on these checks unless surprised, recovering from loss of dominance, watched for an extended period of time by someone who has reason to suspect, or otherwise compromised.
    A Controller gains classes normally, but does not necessarily keep these after host and yeerk separate. Many hosts simply "ball up" in their brains, often slowly but steadily going mad as they watch their own hands harm their loved ones, their own tongues lead them to similar horrific fates. Sometimes, though, a host will instead (or in addition to going insane) watch carefully as its host works and improves. If such a host regains its freedom, it retains all the class levels and anything else gained while as a Controller. A yeerk that leaves its host (normally "upgrading" to another) loses most of its advancement, but gains the following:
    • 4+Int mod per level skill points to be placed in any of the following skills: Appraise, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge, Sense Motive, Speak Language. These skills are always in-class for the yeerk. It keeps any ranks in these and any Int-based skills it gained while a Controller, and half the number of ranks the pre-infestation host had.
    • Any skill the host had ranks in remains a class skill for the yeerk, although it loses any ranks in non-Intelligence based skills.
    • +1/level to Disguise checks.
    • +1 to Will saves in general, and an extra +1 to Will saves to dominate a host per level.
    • 1 Ability point per level, that can be added to any mental stat.


    Yeerks are parasites that take over their hosts entire bodies and most of their minds. They are almost helpless in their natural form, but are formidable once an infestation has been established, often taking over an entire community before anyone (except the Controllers) know there's anything wrong.
    Strategies and Tactics
    Yeerks strive for stronger, better hosts, seeking to submit an entire population to their control. They work in secret, trying to keep their presence unknown for as long as possible. Sometimes they try to obtain as many willing hosts as possible - such a result is much easier in various ways. Normally, though, they work through trickery, traps, kidnapping and sheer brute force to obtain hosts.
    An individual Controller's tactics will generally depend on the host creature and its designated tasks. Their usual overall goal is to stay secret, and to obtain new hosts, so normally they will seek to avoid unnecessary deaths or attention. They are spies and infiltrators, rather than destroyers.

    Sample Encounter
    Yeerks are social parasites that aim to expand their species dominance over any species near reach - especially intelligent ones.
    Principal Chapman(EL3): Principal Chapman is the principal of a high school (Expert 5), a husband, a father, and has been a Controller for a number of years. He has more or less submitted to the dominance of his yeerk, in return for a promise that his daughter will go untouched. He uses his position at the school to encourage children to join a local youth group, The Sharing - in fact a cover operation used to obtain willing hosts. The party may spot a crack in the facade of Principal Chapman, or perhaps they were hired to investigate The Sharing.
    Visser Three(EL20+):Alloran-Semitur-Corrass was once a highly respected Andalite War-Prince. Now, he is a Controller - the only Andalite-Controller - doomed to watch as his hijacked body travels the planes seeing and doing countless horrors. He is now Visser Three, one of the most powerful yeerks in existance. Visser Three leads the invasion of [insert plane/place here], using his abhorrent collection of morphs to terrify and destroy underlings and enemies alike. He is always surrounded by scores of guards of various species, but relishes the opportunity to maul/crush/suffocate/devour his enemies with his own teeth/tentacles/body/jaws, whatever morph he happens to have picked up.

    Ecology and Society
    Yeerks are really as tragic as they are horrific: brilliant, inquisitive minds trapped in the body of a squishy, blind, helpless slug. They are naturally aquatic, and need to bathe every 3 days in a special liquid called Kandrona. Their reproduction involves three adults merging and then breaking apart to create hundreds of grubs, destroying the parents in the process. Family, love, and similar emotions are alien to them. Their names are based on the order in which they emerged from the parent yeerks (e.g. Esplin 9466 was the nine hundred and forty sixth yeerk to emerge from the Esplin tri-parent, the double number indicating that he is a twin), and they are also given a rank which fits strictly within yeerk heirarchy; every yeerk is superior or inferior to all others. They are also divided into unranked, Sub-Vissers (approximately equivalent to officers) and Vissers (equivalent to generals or Andalite Princes). At the very top of yeerk hierarchy is the Council of Thirteen and the Yeerk Emperor, the identity of which is secret to all but the Councilors. They have a strict judicial system, although lower-ranked individuals can be put to death by Vissers at their whim.
    Environment: Yeerks naturally occur in the swamps and marshes of [plane/region], but can now be found anywhere there are suitable hosts, so long as they manage to build a working Yeerk Pool.
    Typical Physical Characteristics: In their natural state, yeerks resemble squishy blind green-grey slugs about 6 inches long with a pair of sensory palps and nutrient-absorbing nodes.
    Alignment: Yeerks are parasites that exist to take over the bodies of other species. They are raised from birth into a hierarchical, military society bent on domination and subjugation of all appriate host species. On the other hand, there are some few individuals and groups who disagree with the imperial imperative, and seek a peaceful, mutualistic relationship with hosts, working against the official drive to dominate in favour of a willing union. Yeerks are usually Lawful Evil.

    Yeerks as Characters
    A yeerk as a character is generally in practice played as the host creature. Nevertheless, they possess the following racial traits.
    • Aberration type, but do not gain any other aberration traits.
    • Diminutive size
    • +8 Int, +6 Cha, -8 Str, -2 Dex
    • Swim speed 20ft
    • Special qualities and abilities (see above)
    • LA +0





    Sample Controllers

    Last edited by Serpentine; 2010-02-22 at 09:20 PM.

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    Default Re: Animorphs [3.5]

    Luminar - Zexion
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    A blinding glow! Blasting heat! Heat emanating from the very skin of the beast. Seven feet of blowtorch! Two short arms and two stubby legs protruded from a bulbous body. Sausage-like fingers. A wide smile, crackling with electricity.

    Large Magical Beast
    Hit Dice: 15d10+60 (142)
    Initiative: +4
    Speed: 20 ft.
    Armor Class: 18 = 10 + 8 (Natural Armor)
    Base Attack/Grapple: +10/+19
    Attack: +5 Inflame (melee touch attack), 2d6 Fire
    Full Attack: Fire Surge (melee touch attack), 7d6 Fire, 10 foot radius
    Space/Reach: 10 ft/10 ft
    Special Qualities:
    -On Fire: Upon physical contact with a Luminar (i.e., melee touch attack, unarmed strike, etc), the attacker must make a DC 14 Reflex save or take 1d6 fire damage per round for 2d4 rounds. If the attacker succeeds on the Reflex save, he only takes 1d4 Fire damage.
    -Quenched: Upon contact with water, a Luminar immediately takes 20d6 Cold damage and cannot use the attack or effects of Inflame, Fire Surge, or On Fire for 2d4 rounds.
    Saves: Fort +16, Ref -4, Will +2,
    Abilities: Str 24 (+7), Dex 10 (+0), Con 18 (+4), Wis 3 (-3), Int 3 (-3), Cha 1 (-4)
    Skills: Climb +8
    Feats: Improved Initiative, (others: need suggestions)
    Alignment: True Neutral
    CR: 13


    Hork-Bajir (playable race)

    Spoiler
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    They leaped from the ship, whirling and thrusting and slicing the air - creatures that looked like walking weapons. They stood on two bent-back legs and had two very long arms. On each arm there were curved horn-blades growing out of the wrist and elbow. There were other blades at their bent-back knees, and two more blades at the end of their tails. They had
    feet like a Tyrannosaurus rex.
    But it was the head that got your attention - a neck like a snake, a mouth that was almost a falcon's beak, and, from the forehead, three daggerlike horns raked forward.

    Strategies and Tactics
    Hork-bajir tactics are simple: wade in, hacking and slashing everything within reach. They do not have the mental capacity for complex planning.

    Ecology
    Hork-bajir look fearsome, but in fact their strong legs and powerful blades are designed for harvesting bark from trees. They live for around 50 years, and mature quickly - they are often physically mature by 5 years old.
    Environment: Hork-bajir live in forests, especially old ones with very large trees.
    Typical Physical Characteristics: Hork-bajir are normally about 7ft tall. Their skin is a dark shade of green, and they have three-toed theropod feet. They have long necks and a mouth that resembles a falcon's beak with teeth. Their legs are long and their knees bend backwards. They have blades at the wrist, arm, knees, and forehead, and spikes on their tail. Males have three horn-blades on their heads, while females have two.
    Alignment: Hork-bajir are naturally peaceful and generally just want to be left alone. They are often True Neutral, but tend towards Good and, to a lesser degree, Chaos.

    Society
    Hork-bajir live in family-based tribes, all of which normally live harmoniously with each other. They mate for life, though males and females keep their own family names. Offspring take the name of their father. Their culture centers mainly around the harvesting of bark from trees, as well as something close to worship of "Mother Sky and Father Deep". The Hork-Bajir believe stars are flowers on Mother Sky's tree. Mother Sky is the general reference of the sky, and revered for the rain it brings. Father Deep is the slightly sinister depths of the ground (possibly referring to monster- and mist-filled valleys from their homeland, and/or the Underdark). This is more feared and respected than revered. The Hork-Bajir also have some concept of an afterlife with Mother Sky.
    Hork-bajir brains are quite simple and have trouble handling multiple languages. They have their own language, but struggle to learn others.

    Hork-bajir as Characters
    Hork-bajir are generally peaceful, and devoted to the tending of their forest homes. Some take to adventuring, but normally their reasons ultimately go back to the preservation of their homeland.
    Hork-bajir possess the following racial traits:
    • 1HD of Monstrous Humanoid. From this they gain 1d8HP, +1 Attack Bonus, +1 Reflex and Will, and 2+Intmod skill points.
    • Medium Size
    • +2 Str, +4 Con, -4 Int
    • +2 natural armour bonus
    • Regeneration 2
    • Herbivorous: Hork-bajir eat only plants, specifically tree bark.
    • Hork-bajir are always proficient in their natural attacks, which are all considered the same type ("natural weapons") for the purpose of feats (e.g. Weapon Focus) but normal weapons for the purpose of attacks (i.e. can only attack with 2 natural weapons in a round with penalties as appropriate for two-weapon fighting subject to applicable feats). Damage is as follows: 1d4 claw (2 claws); 1d6 elbow and knee blades (2 each); 1d8 kick, gore and tail. Tail has 10' reach.
    • Skill bonuses: +4 racial bonus to Jump, Climb, and Balance, and a +2 bonus to Listen. These are always in-class skills for hork-bajir.
    • Automatic Languages: Hork-bajir. Bonus languages: broken Common
    • Favoured Class: Ranger or Druid.
    • LA: +2


    Seers: Rarely, about once per generation, an exceptional individual is born to the Hork-bajir, with greater mental capabilities than their normal brethren. Such individuals are highly respected, even revered to an almost religous degree, and generally become leaders of their communities. Such individuals have the same characteristics as above, except as follows:
    • +0 Str, +2 Con, -0 Int, +2 Wis, +2 Cha
    • Skill bonuses: +2 racial bonus to Jump, Climb, Balance, Listen, Diplomacy and Sense Motive
    • Favoured Class: Druid or Cleric. Hork-bajir Clercs have access to the following domains: Plant, Earth, Sky
    • LA: +1


    Thoughts: Medium size about right? Are the LAs right, or should they be higher?

    Taxxon

    Previous attempt, by Bogardan_Mage:
    Spoiler
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    Taxxon 1st Level Warrior
    LARGE ABERATION
    HD 1d8-2 (2)
    Speed 30 ft. (6 squares), Burrow 30 ft. (see below)
    Init: 2
    AC 11; touch 11; flat-footed 9
    (-1 size, +2 Dex)
    BAB +1; Grp +3
    Attack Bite +3 (1d8)
    Full-Attack Bite +3 (1d8)
    Space 10 ft.; Reach 5 ft.
    Special Attacks
    Special Qualities Darkvision 60 ft., Hunger, Scent
    Saves Fort +0 Ref +3 Will +0
    Abilities Str 7, Dex 14, Con 7, Int 13, Wis 10, Cha 6
    Skills Swim +2, Intimidate +4, Survival +1
    Feats Weapon Finesse
    Environment Underground
    Organization Solitary or Squad (2-4)
    Challenge Rating ½
    Treasure Standard
    Alignment Usually chaotic neutral
    Advancement by character class; Favored Class Any
    Level Adjustment +0

    Hunger (Ex):
    A Taxxon is constantly consumed with an overwhelming hunger, regardless of actual food requirements. When confronted with the smell of fresh meat (whether it originates from a nearby campfire or a fallen comrade), the Taxxon must make a DC 15 Will save or be drawn into a feeding frenzy. While in this frenzy the Taxxon gourges itself on whatever meat it can find. For each round in the frenzy, the Taxxon may make a DC 20 Will save to escape and regain control. When there is no longer a strong smell of meat, the frenzy ends.

    Burrowing:
    Taxxons can burrow through dirt with impressive speed, leaving behind a usable tunnel approximately 5 feet in diameter. Taxxons may tunnel through solid rock, but do so at only half normal burrowing speed. Taxxons cannot burrow through metal.


    Taxxons as Characters
    • +2 Dexterity, -2 Strength, -2 Charisma, -4 Constitution
    • Aberration: Taxxons are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
    • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    • Taxxon base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Scent: Taxxons can taste scents on the wind with great ease. A taxxon can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a taxxon detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The taxxon can take a move action to note the direction of the scent. Whenever the taxxon comes within 5 feet of the source, the taxxon pinpoints the source’s location.
    • Hunger (see above)
    • +1 racial bonus to all Reflex saves.
    • Automatic languages: Taxxon. Bonus Languages: Draconic, Infernal, Abyssal, Ignan, Terran. Taxxon tongues make it difficult to pronounce most languages.
    • Favored Class: Any. When determining whether a multiclass taxxon takes an experience point penalty, his or her highest-level class does not count.
    • Level Adjustment: +0

    The Taxxon warrior presented here had the following ability scores before racial adjustments: Str 9, Dex 12, Con 11, Int 13, Wis 10, Cha 8


    Don't have a chance right now to properly review the above attempt, but I suspect I'll be nicking some things from it later. My attempt:
    Spoiler
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    They were like massive centipedes, twice as long as a grown man. So big around that if you tried to hug one, your arms wouldn't make it even halfway... They had dozens of legs that supported the lower two thirds of their bodies. The top third was held upright, and there the rows of legs became smaller, with little lobster-claw hands. Around the top of their disgusting, tubular bodies were four eyes, each like a wiggling globule of red Jell-O. And at the very end, pointing straight up in the air, was a round mouth, ringed by hundreds of tiny teeth.
    CR 2
    Usually Chaotic Evil Large Aberration
    Init +4; Senses Darkvision 60ft, low-light vision, scent;
    Languages Taxxon, Common
    AC 13, touch 13, flat-footed 9 (-1 size, +4 Dex)
    HD 4d4-4 (6hp)
    Vulnerabilities Big Ol' Sack O' Yuck
    Fort +2, Ref +8, Will -2
    Speed 40ft, Swim 30ft, Burrow 20ft
    Melee bite +4 (1d8-1/19-20 x2)
    Space 10ft; Reach 5ft (10ft with tongue)
    Base Attack +0; Grapple +3 (+8 tongue)
    Attack Options tongue
    Abilities Str 8, Dex 18, Con 8, Int 10, Wis 4, Cha 4
    Special Abilities Scent
    Special Qualities uncontrollable hunger
    Feats Weapon Finesse, Improved Critical (bite)
    Skills Spot -1, Listen -1, Climb +3
    Advancement 5-10 (Large); 11-15 (Huge)

    Tongue: Long, red and sticky. 10' reach, automatically attempts a grapple on any creature at least 2 size categories smaller than the taxxon hit with it. Uses Dex modifier instead of Str for all grapple checks, +4 bonus to grapple checks.
    Uncontrollable hunger: Taxxons are plagued by a constant overpowering hunger, are even driven mad by it. A taxxon will always attack a wounded enemy in preference to any other. A taxxon in the presence of a wounded creature it is not attacking takes a -2 penalty to all attack rolls and AC, but gains a +2 bonus to attack and damage rolls when attacking a wounded creature. If a taxxon's ally is wounded, the taxxon must make a Will save DC 10+the number of wounds the ally has sustained, or attack and attempt to devour it. A taxxon that is itself wounded must make a Will save DC 8 or start to eat itself. A taxxon under the control of another creature (such as through dominate monster) considers any direction involving not eating a wounded or dead creature to be "against its nature" and gains an additional +4 bonus on the Will save to resist the command.
    Scent (Ex) Taxxons make excellent trackers. They have the Scent ability.
    Big Ol' Sack O' Yuck Taxxons are basically big sacks of disgusting slime held together by a thin exoskeleton. They use hit dice half of normal for aberrations (d4 instead of d8), and are vulnerable (+50% damage) to slashing and bludgeoning attacks. On the other hand, any creatures within 5ft of a taxxon when it is dealt a blow that takes it into the negatives must make a DC15 Fortitude save or be nauseated for 1d4 rounds as it bursts into stinking ooze; the creature that dealt the blow takes a -5 penalty to this save

    Thoughts: CR about right?

    Skrit-Na

    Previous attempt by Bogardan_Mage:
    Spoiler
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    Skrit
    MEDIUM ABERRATION
    HD 3d8+3 (16 hp)
    Speed 30 ft. (6 squares)
    Init: +1
    AC 11; touch 10; flat-footed 10
    BAB +2; Grp +1
    Attack Bite +3 (1d4)
    Full-Attack Bite +3 (1d4)
    Space 5 ft.; Reach 5 ft.
    Special Attacks None
    Special Qualities None
    Saves Fort +1 Ref +2 Will +2
    Abilities Str 9, Dex 13, Con 10, Int 4, Wis 8, Cha 11
    Skills Climb +6
    Feats Weapon Finesse, Toughness
    Environment None
    Organization Solitary, Probe Team (2-4, also includes 6-8 Na)
    Challenge Rating 1
    Treasure Standard
    Alignment True Neutral
    Advancement Becomes a Na, see below
    Level Adjustment -

    Na, 3rd Level Warrior
    MEDIUM ABERRATION
    HD 3d8 (13 hp)
    Speed 30 ft. (6 squares)
    Init: +0
    AC 10; touch 10; flat-footed 10
    BAB +3; Grp +3
    Attack Dracon Beam +3 ranged touch (4d6)
    Full-Attack Dracon Beam +3 ranged touch (4d6)
    Space 5 ft.; Reach 5 ft.
    Special Attacks None
    Special Qualities None
    Saves Fort +3 Ref +1 Will +0
    Abilities Str 11, Dex 11, Con 10, Int 10, Wis 8, Cha 13
    Skills Intimidate +6, Climb +3, Jump +3, Appraise +2
    Feats Exotic Weapon Proficiency (Dracon Beam), Point Blank Shot
    Environment None
    Organization Solitary, Probe Team (6-8, also includes 2-4 Skrit)
    Challenge Rating 3
    Treasure Standard
    Alignment Any
    Advancement by character class; Favored Class Rogue
    Level Adjustment +0

    No Darkvision
    Unlike most Aberrations, neither Skrit nor Na possess Darkvision.

    Racial Skills
    Na recieve a +2 racial bonus to Appraise checks.

    Skrit are generally six feet long and have an insectoid appearance, like some kind of giant cockroach. They have 14 legs and 4 sets of antennae. Skrit can use their foremost legs to manipulate objects with a reasonable degree of precision. Skrit are not very intelligent but can be trained to perform simple tasks.

    Skrit are actually the larval form of Na. When a Skrit reaches a certain age, it weaves a cocoon and metamorphises into a Na. Immature Skrit are often used by Na to perform simple tasks, in a manner similar to domesticated animals.

    Na have a humanoid appearance with a large, bulbous head and large black eyes. Na are on average slightly taller than humans. Na are often scavengers, or merchants, or both. Their common activities include kidnapping members of other races, performing bizzare medical experiments on members of other races, and killing cows. Nobody knows why.

    Dracon Beam
    Although a dracon beam is technically an exotic weapon, it functions more like a wand. A dracon beam has a number of charges (usually starting at 50) that are expended every time the beam is fired. When there are no more charges left, the beam simply fails to function until recharged.

    When used, a dracon beam fires a red beam that requires a ranged touch attack to hit and deals 4d6 damage. Characters proficient in the use of a dracon beam can have it deal non-lethal damage in the same way.

    The range of a dracon beam is 30 ft. Although dracon beams can be made in different sizes, there is no difference to range, damage, or charges.
    Last edited by Serpentine; 2010-02-25 at 01:09 AM.

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    Default Re: Animorphs [3.5]

    YES. This project has my full support. I want to see hork-bajaar, taxxons... hopefully some of visser 3's morphs, but I'm not gonna demand that.

    So, initial thoughts on a brief overview: Andalite tail blade seems a little powerful. I'd take it down to 1d6-1d8 with a 20 crit. Consider that it's got the flexible-reach property of a spiked chain, but with better damage, a better crit, and it being a natural weapon would mean it's attack is in addition to the rest of it's attacks. I like that it can be used multiple times, though.

    Acquire, I'd think it would be more like a melee touch attack, rather than a grapple. I can't imagine Jake trying to wrestle a tiger, or Marco wrestling Big Joe. Well, I can imagine it, but it's not pretty, so I'd rather not. Maybe something like a melee touch attack that dazes for three rounds, then a full round action to do the actual acquiring. So it'd be, daze, then start acquiring, next round you'd finish acquiring and have about a round to run for your life.
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    Default Re: Animorphs [3.5]

    Quote Originally Posted by Admiral Squish View Post
    YES. This project has my full support. I want to see hork-bajaar, taxxons... hopefully some of visser 3's morphs, but I'm not gonna demand that.
    Intend to do all af those, and you just reminded me of an extra call for input in the first post.
    Quote Originally Posted by Admiral Squish View Post
    So, initial thoughts on a brief overview: Andalite tail blade seems a little powerful. I'd take it down to 1d6-1d8 with a 20 crit. Consider that it's got the flexible-reach property of a spiked chain, but with better damage, a better crit, and it being a natural weapon would mean it's attack is in addition to the rest of it's attacks. I like that it can be used multiple times, though.
    Fair enough, I'll think about it. It was stressed a lot that the blade's super-duper sharp, though. Would getting rid of the crit range do?
    Quote Originally Posted by Admiral Squish View Post
    Acquire, I'd think it would be more like a melee touch attack, rather than a grapple. I can't imagine Jake trying to wrestle a tiger, or Marco wrestling Big Joe. Well, I can imagine it, but it's not pretty, so I'd rather not. Maybe something like a melee touch attack that dazes for three rounds, then a full round action to do the actual acquiring. So it'd be, daze, then start acquiring, next round you'd finish acquiring and have about a round to run for your life.
    I think you've looked at Duchess of Elysian's version. I changed it to a touch attack with the possibility of a grapple if necessary.

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    Default Re: Animorphs [3.5]

    Quote Originally Posted by Serpentine View Post
    Fair enough, I'll think about it. It was stressed a lot that the blade's super-duper sharp, though. Would getting rid of the crit range do?
    I still dunno. Any way you look at it, it just flat-out beats down a spiked chain. If you took off the extra five feet of reach, I'd think it a fair balance with the stats as they are. There really wasn't any implication his tail was any longer than that, anyway.

    Quote Originally Posted by Serpentine View Post
    I think you've looked at Duchess of Elysian's version. I changed it to a touch attack with the possibility of a grapple if necessary.
    I think I did. Sorry. ^^; Reading yours this time, I think three rounds is a long time. Probably two rounds, or maybe a standard action and a full-round action to fully acquire it. Three rounds is ~20 seconds. I don't have my animorph books here, but I don't think it took that long.
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    Default Re: Animorphs [3.5]

    Okay, I changed the Aquire time to 2 rounds (keep in mind it's not really meant as an in-combat ability), and altered the tail blade. It's mentioned that the tail can reach right over an Andalite's head, even to several feet in front of him. I think the image actually doesn't really represent the tail's length very well... The one on the cover of Visser does it better.

    Incidentally, I just found Andalite porn...

    edit: Changed the tail blade again. Also looked up "andalite porn". The results are... disappointing, actually.
    Last edited by Serpentine; 2010-01-29 at 09:40 AM.

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    Default Re: Animorphs [3.5]

    Quote Originally Posted by Serpentine View Post
    Okay, I changed the Aquire time to 2 rounds (keep in mind it's not really meant as an in-combat ability), and altered the tail blade. It's mentioned that the tail can reach right over an Andalite's head, even to several feet in front of him. I think the image actually doesn't really represent the tail's length very well... The one on the cover of Visser does it better.

    Incidentally, I just found Andalite porn...
    Well, I know it can reach over his head, how else would they have face-to-face tail battles? The problem is, realistically it would reach about five feet in front of him, but about ten feet behind him. But D&D doesn't measure reach like that, so we're stuck with a compromise for the purpose of balance.

    ...I really could have gone without knowing that existed. I really could have. Now I have to look it up, and then I'm going to need brain-bleach. Stupid morbid curiosity.
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    Default Re: Animorphs [3.5]

    There's only like two pictures. And a bunch of fanfics. Have fun

    On the tail: in D&D it's assumed there's lots of moving around, and the tail can definitely reach a good distance from the body in most directions.

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    Default Re: Animorphs [3.5]

    I did my own version of this... a long while back, never posted it... will compare when I am not so tired.
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    Default Re: Animorphs [3.5]

    A-yup, there we go, brain bleach time. Marco/Ax.

    For the purpose of balance, I think a 5-foot reach with them would be fine. If someone says the tail is longer than that, say the proper technique is only usable within five feet. Lots of whipping and swiping motions.
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    Default Re: Animorphs [3.5]

    Okay I've not read the animorphs, although my roommate talks about them, and only have a vague sense of what they could do. Therefore I'm going to talk game mechanics.

    Effectively what you have is a class that gets an improved at will polymorph ability at level 1. Seeing as how even I know this is what an animorph's power was there's only a limited amount you can do to change this. I might suggest not getting supernatural abilities till higher levels and putting a hit die cap on the ability (maybe class level +5). Mostly it is a vastly improved polymorph spell although the requirement of having actually encountered the enemy limits a lot of the cheese. I would also say that morphing shouldn't cause healing. The 2 hour duration fails as a limit as you can do it at will, and the time between morphs isn't enough to stop it in mid-adventure. The DC to retain control is very high at low levels (20+) and might well limit the ability in that actually using the ability might result in the same problem as being an afflicted werewolf. I'm fairly sure you understand the problems here and choose to go with the flavor over game mechanics and I respect that choice.

    As for the absorption process itself: I have to say the Will save versus Daze means that the actual absorption process is a very powerful save or lose against a single target. I'd say to lower the Will save DC. This will make them have to subdue strong creatures first and stop their absorption ability from being abusable in combat.

    As for the feats few are useful unless you are morphing in mid-combat which game mechanically speaking is not that good of an idea.

    Don't know how much any of this will help. It actually surprises me I never felt the need to read the books as I've always loved the concept of people turning into animals. If nobody tried to abuse the class it would probably be fairly strong, probably better than the Wild Shape Ranger (especially once they get Battle Morphs).
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    Default Re: Animorphs [3.5]

    Running on 21 hours without sleep, so take what I say as with a grain of salt:
    The healing is an absolute must for the feel of the books... at one point one of them had their head ripped off while in fly form. Because flies have a different circulatory system from humans, he managed to morph back from just the head... getting full hp back is nothing compared to that. It can perhaps be limited in times per day or delayed by level.
    My self, I limited the number of times per day they could morph to their class level. In the books the Animorphs were pretty cautious at first, and you figure they got enough experience from what they did BEFORE they ever morphed that they had class level 2.
    A first level Animorph is a better scout (cockroaches rock...) than a combatant.
    I also put a HD cap that varied based on creature type... x2 or more (can't remember) for animals, much less for the more useful types (like dragons). Meh... let me get home and I will see about throwing it up.
    Last edited by DracoDei; 2010-01-29 at 11:46 AM.
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    Default Re: Animorphs [3.5]

    Yeah. Game mechanically the healing isn't that much of a thing anyway, it only costs a feat for Dread Necromancers, and Clerics can do 50% health to the whole party from 3rd on with another feat.
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    Default Re: Animorphs [3.5]

    As probably the biggest Animorphs fan ever, this is amazing and the best.
    Quote Originally Posted by sonofzeal View Post
    Lower levels arcane spells are usually a drag, but lower level psionic powers are often just higher ones waiting to be augmented.

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    Default Re: Animorphs [3.5]

    Quote Originally Posted by DracoDei View Post
    The healing is an absolute must for the feel of the books...
    Yeah, healing is kind of a big part of morphing.

    Quote Originally Posted by DracoDei
    at one point one of them had their head ripped off while in fly form. Because flies have a different circulatory system from humans, he managed to morph back from just the head...
    Which book was that in?

    Quote Originally Posted by Zaydos View Post
    Effectively what you have is a class that gets an improved at will polymorph ability at level 1. Seeing as how even I know this is what an animorph's power was there's only a limited amount you can do to change this.
    This does a pretty good job of representing the "acquire" aspect of morphing without making the ability unlimited. It still has a limit, but you can't really sacrifice game balance for the sake of verisimilitude.

    Quote Originally Posted by Zaydos
    I might suggest not getting supernatural abilities till higher levels and putting a hit die cap on the ability (maybe class level +5).
    Not getting (Su) abilities until higher levels is a good idea. Even polymorph doesn't grant them until 8th-9th spell level, and wild shape doesn't until epic. Morphing is already better than both even without supernatural abilities (at-will, available at level 1). It probably shouldn't grant them anyway, since it's an extraordinary ability.

    A hit die cap on acquired forms is good too. It's not even hard to justify: In the books, the Animorphs started small (cats and dogs) and worked their way up.

    I'd also recommend limiting what types of animals an Animorph can acquire based on level. Obviously they can do animals and vermin from the start and humanoids at low levels, but save other types for higher levels (if at all). Aberrations and possibly oozes aren't too hard to justify (aliens) and dragons are basically just big reptiles, but some magical beasts are a stretch, plants are against by-the-books morphing rules, and fey make about as much sense as outsiders for morph purposes.
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    Default Re: Animorphs [3.5]

    No time to chat but: I like the idea of morphing/demorphing always healing you back up to half hp, it puts a limit on it but still makes it useful. I'd also add something at higher level where you can demorph while disabled in some way to get rid of it if you have a bunch of friends yelling at your subconcious (they did this a lot).

    Edit: now that I've read it I'll give my opinions. It's a pretty good approximation, the feats make up for the only weaknesses of the class. Unfortunately, this means they're basically required, so I'd give them the faster and non-flat-footed feats for free at least. The class has three main competitors: polymorph, wild shape, and the shapechange variant. The low level restrictions make up for getting a full polymorph effect at that level, but they need to disappear by 5th-7th, because at that point druids and wizards can do the same thing with no penalties while still having all their other features. I actually kinda like the regenerating feat presented, it works with the existing mechanics but with a d6 HD that's probably half your hp right there.

    The 2 hour limit is hard to use in dnd without clocks everywhere, so unless your game has some approximation I'd consider dropping it to an hour and just forcing a demorph. In a game with clocks precise time can matter, but you could still end up without one, so time-keeper has a use (though it's still a feat no optimizer would ever take). I'd definitely change last minute though: even if the game does have clocks, the way play drops out of rounds for stuff in between combats means that you can't approximate that closely. "Wait, did we spend 3 rounds searching that room, or 5?" "I don't know it took five minutes for you guys to make up your mind." A measure in minutes per level doesn't give you too much extra time, but leaves enough room that you can approximate it without arguments.

    There's also a problem with their interaction with magic. Do magic items resize smaller? Do they still break if you grow even though they're magic and don't usually do that? How does the character carry their WBL of required magic when their class requires them to drop all their stuff? Do the enemeis have to make a will save vs. facinate when they see a blood soaked grizzly bear wearing a backpack?

    Oh, one final nitpick: I wouldn't give them the animal's stats when in battle morph, since the animal has a fixed HD, just up them to the animal's BAB/level instead. It doesn't make sense from a set morph standpoint, but it does in a "become the bear" standpoint, since you're changing all your HD into "bear". This gives a bit better progression at higher levels when you start changing into things with better natural BAB like dragons.
    Last edited by Fizban; 2010-01-29 at 08:27 PM.
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    Default Re: Animorphs [3.5]

    Quote Originally Posted by DracoDei View Post
    The healing is an absolute must for the feel of the books... at one point one of them had their head ripped off while in fly form. Because flies have a different circulatory system from humans, he managed to morph back from just the head... getting full hp back is nothing compared to that. It can perhaps be limited in times per day or delayed by level.
    Don't forget two Rachels demorphing from two halves of a starfish. I think I'll put those sorts of things down to DM fiat, though...
    Quote Originally Posted by DracoDei View Post
    I also put a HD cap that varied based on creature type... x2 or more (can't remember) for animals, much less for the more useful types (like dragons).
    Actually, you know what, there's no real comparison to magical creatures in the books. Thus I think it would not be non-canon to put HD caps on "non-mundane" creatures. I do think Giants still count as "mundane", but I'm willing to hear arguments against that.
    Same for the Supernatural abilities. What do other people think about that? I think they wouldn't get spellcasting, at the very least. Not so sure about spell-like abilities.
    Don't forget, though: they have to get close enough for long enough to acquire the creature in the first place. The bigger and nastier it is, the greater the risk.
    Quote Originally Posted by Fizban View Post
    No time to chat but: I like the idea of morphing/demorphing always healing you back up to half hp, it puts a limit on it but still makes it useful. I'd also add something at higher level where you can demorph while disabled in some way to get rid of it if you have a bunch of friends yelling at your subconcious (they did this a lot).
    What do people think about making the healing half HP? And/or a feat for full HP?
    Quote Originally Posted by Fizban View Post
    There's also a problem with their interaction with magic. Do magic items resize smaller? Do they still break if you grow even though they're magic and don't usually do that? How does the character carry their WBL of required magic when their class requires them to drop all their stuff? Do the enemeis have to make a will save vs. facinate when they see a blood soaked grizzly bear wearing a backpack?
    It has been a problem in the books where morphing into something big (or demorphing from something small) in a too-small place or with a strong enough binding is a real threat. Magic items would not resize, I think breakage would be as normal.
    It's actually a pretty big deal in the books that they generally can't carry things around, and demorph naked or near-to. I'm hoping that this could help counteract the potential uberness of morphing.
    Quote Originally Posted by Fizban View Post
    Oh, one final nitpick: I wouldn't give them the animal's stats when in battle morph, since the animal has a fixed HD, just up them to the animal's BAB/level instead. It doesn't make sense from a set morph standpoint, but it does in a "become the bear" standpoint, since you're changing all your HD into "bear". This gives a bit better progression at higher levels when you start changing into things with better natural BAB like dragons.
    Not sure what you're saying here. They don't get the animal's HD. Or did you mean they should get the HD? In any case, they should definitely get the animal's physical stats, wouldn't make any sense not to.

    Oh, and I see what whoever-it-was meant about Fey. Thoughts from others on that score?

    edit: Changed some Animorph stuff. What's the baggiest thing Animorphs ever manage to morph? They never get to jumpers, do they?
    Also, added some feats. They may or may not be mutually exclusive, and in the meantime they're all versions of each other. Thoughts on them?

    Admiral Squish, I stand by the tail having reach, but if you think it's worth an extra LA point, I'm willing to consider it.
    Last edited by Serpentine; 2010-01-29 at 11:20 PM.

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    Default Re: Animorphs [3.5]

    Quote Originally Posted by Nate the Snake View Post
    Which book was that in?
    The one with the instant oatmeal I think.
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    Default Re: Animorphs [3.5]

    Please Note: This character class is may be fairly high powered. While I set out to create a balanced character class I am not sure if I succeeded. Further play testing is required. I would appreciate feedback. I suggest that it oult be used in high powered campaigns and that its power be compensated for in some way in such campaigns. Good ideas are: lower starting level and level advancement (like a character with an ECL), no starting magic items(at levels sufficient to where most characters WOULD start with magic items), and/or less generous statistic rolling method.
    History: There is a telepathic race of Outsiders out there. They are called Andilites. They have among them mages who can create spelljamming vessels with interdimensional capabilities. They also know the secret to creating magical cubes that can give incredible shape shifting powers.
    While these cubes take decades to make and require a variety of materials not to be found in any one crystal sphere the magical spells to create them are relatively easy for the Andilites to perform. The creation process includes months of waiting during which the creator can go off an do what he likes while the cube stews in mystical liquids or whatnot. There have been so many of these cubes created over the years that every Andalite of great importance has one and every member of the race that wouldn’t/doesn’t abuse the pwer is empowered by the magic from the cubes. The Andilites have colonized many crystal spheres across many dimensions. They are generally nice beings who usually mind their own business except when they decide to explore and even then they usually leave if asked nicely enough even if there cataloging of the area is not complete.
    One day and exploring vessel happened upon a new planet. This planet was inhabited by what at first appeared to be an intelligent, race of monkey like beings, with weak physiques and poor eyesight. These were truly pitiful but were the most physically powerful animals on the planet. The swampy soil offered little in the way of resources to create a civilization and the rainstorms were severe.
    These brave souls have been empowered to by strange beings to hunt down and destroy a deadly enemy (Blah) (blah) (blah)
    Adventures: A small amount of fame and notoriety make them better bait for Yeerk forces while at the same time sharpening there skills so that they will be more likely to survive when the trap is sprung. Many of them find that having been suddenly given their powers in a good cause but not having anything they are required specifically to do with them makes them search for other worth causes to “play with their new toy”.
    Characteristics: Weak in their own forms they develop only enough combat skills to evade until they can use their transformation. As they gain power they often take to spending at little time in their own form as possible.
    Alignments: Any good (Animorph recruit or Andilite) *OR* LE or NE (Controller, see Yeerks, such controllers are EXTREMELY rare). Note however that even Lawful Animorph’s have chaotic tendencies in as much as they recognize that any authority figure might be a Yeerk or in league with them and they act appropriately.
    Religion: Although seemingly of divine origin the Andilites deny any specific relationship with any of the known deities except for a fear and distrust for the one called ‘Eliminist’ who might be Corellon Larethian, Garl Glittergold, Boccob or some previously unknown force. In any case Animorphs have a slight tendency to follow the following god’s: Ehlonna(NG), Pelor(NG), Obad-Hai(N), Olidammara(CN),
    Background: Any, even the most unlikely of candidates are sometimes recruited so that the Yeerks may never know who might be watching for them.
    Races: Any, but the cosmopolite ways of humans, and to a lesser degree halflings, make these races especially common.
    Other classes: To make the trap less obvious many of them have another class. They tend NOT to be clerics since their divided loyalties and the divine insight occasionally granted to high priests may sometimes make this a difficult position to maintain.
    GAME RULE INFORMATION
    Animorphs have the following game statistics.
    Abilities: Wisdom allows for correct choices in paranoid world they live in as well as keeping track of the ever-important two hours. Intelligence allows them to keep learn all that then need even under the restriction of making at least a believable token attempt not to be seen training in such obscure matters. It also might help them deduce who might be Yeerk and learn the powers and abilities of animals. Charisma is useful for approaching potentially dangerous creatures and is all-important if they are to try and impersonate someone or to gain the aid of others against the enemies within society.
    Alignment: Any Good. (Change to non-evil?)
    Hit Die: d4
    Class Skills
    Animal Empathy(Cha), Bluff(Cha), Climb(Str), Concentration (Con[or Wis]* ), Craft(Int), Diplomacy(Cha), Disable Device(Int), Disguise(Cha), Forgery(Int), Gather Information(Cha), Handle Animal(Cha), Hide(Dex), Innuendo(Wis), Jump(Str), Knowledge[Any](Int), Knowledge[Nature](Int), Listen(Wis), Move Silently(Dex), Pick Pocket(Dex), Profession[Any](Wis), Read Lips(Int), Ride(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Swim(Str), Time Sense(Wis) [new skill, p.??], Tumble(Dex), Use Rope(Dex), Wilderness Lore(Wis).

    Special skills: Decipher Script, Speak Language, Knowledge [Nature], and Use Magic device. The first two are not class skills (so speak language costs 2 points per language), however they are simulated in alternate forms. Knowledge [Nature] is a class skill (like all Knowledges) but it is also subsumed in ‘Limited Nature Sense’(qv.). Use Magic Device is explained later (See ‘Perfect Emulation’ p.??).

    Skill Points at 1st level: (2+Int Modifier) x 4
    Skill Points at each additional level: (2+Int Modifier)

    Class Features
    All of the following are class features of the Animorph
    Weapon and Armor Proficiency: An Animorph is in proficient all armor and shields. They are proficient with all simple weapons, nets, lassos, saps, whips, and anything else that captures or does subdual damage as its natural damage type. Note that they are also proficient in the NON-COMBAT use of all martial weapons, IE they can march in formation with a spear, salute with a sword, draw and sheath any weapon without difficulty etc.

    Morph(Sp?): The major focus of an Animorph’s power is her ability to turn into creatures especially animals. Each has a repertoire of creatures they can turn into. See the Acquire ability below. Animorphs Morph slowly. Requiring 8 move equivalent actions to completely morph from their natural form to an alternate form in their repertoire or vice versa. These provoke attacks of opportunity. Morph Healing (q.v.) doubles this time required and the Expert Shifter Feat(q.v.) reduces the base time required by 1. (((Include partial shifts and other tricks )))

    When in the form of a shapeshifter (including anything with polymorph self as a spell-like ability) with non-discrete selection of forms then the Animorph can use those forms but only as the creature itself could (no Spell like abilities or whatnot). The clock is still running on the 2 hour limit.


    Shifting to a smaller form allows automatic escape from static bindings such as ropes, manicles, etc. Non-static bindings might include: a running noose that is under tension, spiderweb, hooked nets and similar measures which are not truly static(the noose tightens to the limit of what it contains, the spiderweb adheres, and the hooks can cause it to remain attached even if the shape of the object inside changes). In any case shifting to a smaller form can be combined with an Escape Artist attempt and gives a +10 bonus to such an attempt. This includes but in not necessarily limited to: non-static restraints, grapple attempts (including tentacles, constricting snakes etc.), and the Web spell.

    Morph-Heal(Sp?): By doubling change time on a shift to or from base form with Morph power the Animorph may duplicate most of the effects of a Heal spell on themselves as well as completely regrowing any missing body parts. The effects are evenly spread over the time of the shift. The exception is that Poisons, and Curses (including most magical diseases), remain in the Animorph’s systems. ALL ability damage to an alternate form is considered temporary to that form. Permanent damage to Physical stats is transferred onto base form on a one for one basis damage as the damage is removed from the alternate form. The same goes for Permanent damage from magical sources to non-physical stats. Permanent damage to non-physical stats from non-magical sources is simply healed as if it was temporary. Restoration type spells are equally effective no matter which form they are cast on, even if that forms stats are not reduced. Note also that smaller forms absorb much less of a poison (especially from contact and gas), and larger ones spread any given volume of poison over a larger amount of biomass. However the converse is NOT true, the intensity of poison is not affected by a decrease in size. The result of this is that if one is poisoned as say a cockroach and revert back to base form (say even gnome) then the poison remaining in your system is too small to have more that 1 point of effect if even that much and will be completely purged from your system in a day if not in mere hours. But if one is poisoned in Gnome form and lose 3 temporary Dex points shift to cockroach then one is still only down those same 3 temporary Dex points (from the cockroaches Dex score). Curses have there effect on each form just the same (imagine a Nohlit(q.v.) cockroach werewolf, Oh the Horror! OH the HUMOR!).


    Acquire(Sp?): An Animorph adds additional forms of specific individual creatures to her repertoire using a lethargy inducing touch. See List 1.0 and sub-charts for requirements of this. (((Include polymorphing species allergies, and Frolis maneuver from tricks section))).

    Requirements to acquire
    Animorph must be in base form.
    Acquiring has no visible signs (like Psionics do) and no verbal, somatic or material components. (Very stealthy power).
    Target must be within the Challenge Rating limit listed on Chart 1.?, alive, and within the allowed creature types. Types usually allowed to Animorphs are: Aberration, Animal (Including dire and legendary), Beast, Dragon, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, shapechanger (but only to discrete forms), vermin, and outsider (most, no incorporeal, no elementals). They can acquire anything with any of the templates in the monster manual with the exceptions of Ghosts, Liches, and Vampires. Oozes, Constructs and Undead are not allowed.
    Target must not be the result of a summoning spell (calling spells are fine though). If it is the subject any alter self, polymorph self, polymorph other (if the species mindset has not completely taken over), shapechange, wild shape or other similar magic or innate ability that has a large selection of forms then the base form is acquired. A therenthrope or other creature with a discrete selection of forms that that individual is able to assume can be acquired and all of its forms used regardless of what form it is in at the time of acquiring.
    This attack looks so non-threatening that unless the target has reason to be suspicious it DOES provoke attacks of opportunity. However any target attempting an attack of opportunity may be counter targeted with an acquire attack as an attack of opportunity. This is limited by the restriction of one attack of opportunity per round (unless of course the Animorph has combat reflexes).
    Acquiring can be used as an attack of opportunity.
    Body to body contact (a successful melee touch attack to DIRECTLY to the target(not clothing, armor, carried items, etc. but the targets body itself touching the Animorphs body itself), or shake their hand or whatever(still must be DIRECT contact). It doesn’t matter who touched whom as long as the target is in contact when the attack is made. Guidelines for the coverage AC of various items worn are given on next page. With the exception of shields, and the gloves + headgear combination nothing stacks with anything else on this list.
    In a grapple if the Animorph makes an acquire attack instead of a standard grapple check the touch attack automatically hits:
    - the target is not wearing gloves at least (or equivalent coverage of limbs being used for grappling.
    - the target has less than a +8 body coverage bonus to his AC against this attack.
    If neither of these conditions are met then the Animorph must make the standard opposed grapple check but gets +10 to hit.
    Upon fulfilling the previous condition the target must make a Will save or be entranced. If the save is failed then the target may attempt Psionics Resistance to prevent the entrancement effect as if it had made the save. If the target fails the Psionics Resistance roll it must make a Magic Resistance roll or the Animorph can still begin to acquire it that round. In any case a successful save or Psionic resistance roll renders the target is immune from the entrancing effect of that particular use “Spell slot” of the Acquire power. The target must still make magic resistance attempts for any additional Acquire attacks the Animorph makes. The Animorph must maintain contact for at least one full round starting on a round where the target fails its magic resistance roll and the Animorph takes the move equivalent action to make the acquire attempt (if they remained in contact from the previous round then that just means that no attack roll is necessary). The contact points can change but if body to body contact is ever broken even for an instant before the time is up then the attempt is unsuccessful.
    See chart 1.? For number of times this can SUCCEED in a day. If the Acquire is not successful for any reason, except voluntarily breaking contact before completing the acquire or as explained following then the attempt doesn’t count. The other exception is that if the target makes its saving throw the Animorph may choose to continue with that same acquire attempt but if contact is lost before the Acquire is completed then that still counts as a use for the day.
    The entrancement effect lasts as long as contact is continuously maintained and 1d2 rounds after it is first interrupted OR until the creature is injured (even a slap or a pinprick will do) or otherwise attacked (but… Coup De Grace anyone?).
    Unless the target becomes entranced there is absolutely NOTHING detectable without detect magic or detect psionics or similar that can differentiate between an Animorph making an Acquire attempt and the same Animorph performing the same physical actions while performing some other mental activity in the back of his mind (and even that is subject to Bluff vs. Detect Motive). This is to say that there is no sensation to the target of an Acquire attempt.
    Creature Type 1d100 roll result
    Safe Morphing Allergy
    Base form species, or species previously Acquired 1-100 N/A
    Animal, Humanoid 1-97 98-100
    Monstrous Humanoid, Beast, Giant 1-96 97-100
    Vermin, Magical Beast 1-95 96-100
    Aberration, Dragon, Outsider 1-94 95-100
    Subtable 1.?.?
    Whenever the Animorph Acquires a creature of a race that she has not Acquired before and is not her own that race then there is a small chance that she has an aversive reaction to the creatures essence. Roll 1d100 and reference the following subchart. She discovers that she has a morphing allergy to that creature and will suffer impairment both over the next week or so and again if she ever tries to Acquire a creature of that species again.










    List 1.0
    Outfit Coverage AC bonus
    Scalemail, or Chain shirt +4
    Banded Mail, Splint Mail, Breastplate, Halfplate, padded armor, leather armor, studded leather armor, or chainmail +7
    Full Plate, or Cold Weather Outfit +8
    Full headgear and long gloves including full helms and gauntlets (cumulative with some other bonuses) +1 (but only when paired with armor or outfit with coverage AC bonus of between +4 to +7 inclusive)
    Small Shield (cumulative with other bonuses) +1
    Large Shield (cumulative with other bonuses) +2
    Monks Outfit, Peasants Outfit +3
    The following Outfits: Nobles, Travelers, Artisans, Courtiers, Entertainers +4 for short sleeves and short legs
    +6 for long sleeves and legs with loose fit
    +7 for long sleeves and legs with tight fit
    Royal outfit, Clerics Outfit, Scholars Outfit +6
    Explorers Outfit Up to +7
    Mage Armor Its usual rating
    Subtable 1.0




    Acquire Shield (Su): In order that they might experience the joys of all forms even those with quills, spines, etc. the Andilites included a limited defensive enchantment with powers the Animorphs now wield. At 4th level an Animorph is protected from the harmful effects of touching things for the purpose of Acquiring them. The Acquire Shield does not protect from attacks of opportunity generated from attacks of opportunity except where the attack of opportunity represents an effect of touching the creature or an inborn reaction to such a touch. Thus it is effective against jellyfish poison attacks, porcupine quills, armor spikes, the slime of an Abboleth, the effects of a fire shield spell, but not against a counterattack with a weapon. The Acquire shield starts out with damage reduction 1/- and rises by 1 point each level up to level 7 inclusive. At level 9 is rises to 5/- and rises by one point per level thereafter. At 13th level they also get +1 to any saves resulting from Acquire attacks and this benefit increases by 1 at each odd numbered level thereafter (15th, 17th, & 19th). At level 14 they gain SR 11 versus any effect resulting from Acquire attacks and this benefit increases by 1 at each even numbered level thereafter (16th, 18th, & 20th). The same restrictions apply to all protections provided by this power

    Mental Training (Including Limited slippery mind)(Ex):The Animorph receives a saving throw bonus against any mind controlling effect of a type that could cause him to act against the best interest of those he favors. Thus this is effective against the Attraction, Hypnotism spell, mundane post hypnotic suggestion, Geas, Lesser Geas, Charm Person and similar effects, siren song, Symbol of Discord, Domination, and similar spells and effects. It is not effective against illusions, Sleep,



    Lvl Base Att. Bonus Fort. & Ref. Saves Will Save
    (Mind Control) Shift Acquire Frequency , Trance DC Acquire Attack bonus Shift-Heals HD Perfect Emulation bonus to
    Use Magic Device [& long term spell levels] Acquire Shield Miscellaneous Special Acquire/
    Repertoire CR
    1 +0 +0 +2(+3) 1/day 1/4days 12 +0 1/day 1d4 2 Limited Nature Sense, Thought Speak ¼
    2 +1 +0 +3(+4) 2/day 1/3days +1 2d4 4 1/3
    3 +1 +1 +3(+4) 3/day 1/2days 13 +2 3d4 6 Acquire scars ½
    4 +2 +1 +4(+5) 4/day 1/day +3 4d4 8 1/-, SR/PR 7 1
    5 +2 +1 +4(+6) 5/day 3/2days* 14 +3 2/day 5d4 10 2/- 1(2 Special )
    6 +3 +2 +5(+7) 6/day 2/day +4 6d4 12 3/-, SR/PR 8 Acquire Disease 2
    7 +3 +2 +5(+7) 7/day 5/2days* 15 +5 7d4 14 4/- 3
    8 +4 +2 +6(+8) 8/day 3/day +6/+1 8d4 16 4/-, SR/PR 9 Limited Slippery Mind 4
    9 +4 +3 +6(+8) 9/day 7/2days* 16 +6/+1 9d4 18, [0th] 5/- 5
    10 +5 +3 +7(+10) 10/day 4/day +7/+2 3/day 10d4 20, [1st] 6/-, SR/PR 10 6
    11 +5 +3 +7(+10) 11/day 9/2days* 17 +8/+3 11d4 22, [2nd] 7/- 7
    12 +6/+1 +4 +8(+11) 12/day 5/day +9/+4 12d4 24, [3rd] 8/-, SR/PR 11 8
    13 +6/+1 +4 +8(+11) 13/day 11/2days* 18 +9/+4 13d4 26, [4th] 9/-, +1 to saves 9
    14 +7/+2 +4 +9(+12) 14/day 6/day +10/+5 14d4 28, [5th] 10/-, SR/PR 12 10
    15 +7/+2 +5 +9(+13) 15/day 13/2days* 19 +11/+6/+1 4/day 15d4 30, [6th] 11/-, +2 to saves 11
    16 +8/+3 +5 +10(+14) 16/day 7/day +12/+7/+2 16d4 32, [7th] 12/-, SR/PR 13 12
    17 +8/+3 +5 +10(+14) 17/day 15/2days* 20 +12/+7/+2 17d4 34, [8th] 13/-, +3 Save 13
    18 +9/+4 +6 +11(+15) 18/day 8/day +13/+8/+3 18d4 36, [9th] 15/-, SR/PR 14 14
    19 +9/+4 +6 +11(+15) 19/day 17/2days* 21 +14/+9/+4 19d4 38 16/-, +4 to saves 15
    20 +10/+5 +6 +12(+16) 20/day 9/day +15/+10/+5 5/day 20d4 40 17/-, SR/PR 15 16
    Table 1.?a





















    Thought speak (Su): While in alternate form that can not speak and has no language independent telepathy of its own they have 1 mile range LOS targetible send only telepathy when in non-vocal form. This ignores any language barrier. It also functions within 100 feet regardless of whether they have LOS. In extreme cases make a Will save DC 12 or ‘scream’. Scream detected by all creatures that are within range.

    Limited Nature Sense (Ex/Su ): Given a minute or two to think and meditate an Animorph can identify anything she able to acquire at her current class level (Everything in the monster manual and more including but not limited to: their species, habitat, diet, general behavior and special traits, size class of individual, and age category of dragon or similar) with perfect accuracy. This includes ‘reverse indexing’ to find a set of traits or the correct bait to lure a specific species. For instance Betu the 10th level Animorph wishes to find a creature that is capable of long distance flight at a pace faster than a human can run and deals at least 20 points of damage average when charging. He is granted the knowledge that in the far off land of Zureze their dwells the very rare winged buffalo, which migrates every year from the shores of the Jupe Sea to the foothills of the Urev Mountains. The local knights are well honored if they can win a ‘Joust’ with one of them. The winged buffalo find the taste of the blossom of the blade grass plant especially delectable. The blade grass plant tends to grow in large patches, rather than alone. It prefers a moderately moist environment and has leaves about 3 feet long with razor sharp edges that while not quite as durable as metal are nearly as hard. It is darker green than most of the local vegetation and the blooms later than most plants. It is mostly pollinated but the Deru Bee. Note that Betu would have to make a separate Knowledge[Geography] check to determine the location of the land of Zureze, the Jupe Sea, the Urev mountains. After identifying an individual animal they may determine more details that are relevant to its individual fitness as a form for acquiring about it based on further observation(See Chart 1.1). To do so make a knowledge nature or Heal check DC 20 (GM should make secretly) to determine each of the individual primary characteristics of an animal they could acquire after observing it. Heal and Knowledge [Nature] give the standard synergy bonuses to each-other for this purpose (Except for spells).

    Note that turning into the animal and attempting various things or looking at self DOES count for these requirements. And also that all spell like and spellcasting abilities available to the Animorph are immediately revealed in all details the first time the Animorph shifts into the form and establishes control over it.

    Individual characteristics include:
    Primary Characteristic Secondary characteristics also revealed with this information Observational requirements. (Times for each can be split up or all at once)
    Strength Damage, base attack bonus for attacks not using weapon finesse 1 strength check OR musculature not obscured by fat or chitin, excessively fluffy fur etc. and observation for at least 10 minutes
    Dexterity AC, Reflex save, Initiative, base attack bonus for weapon finesse attacks 20 minutes of observation in motion or 1 round in combat.
    Constitution Fortitude save, [although this gives some clue to the creatures hitpoints it is considered a separate roll] 1 hour of observation OR 10 minutes of observation while engaged in strenuous activity (running, fighting, etc)
    Hitpoints HD (some idea of this can be gained based on size class), [although this gives some clue to the creatures Constitution it is considered a separate roll] Observation of single injury that resulted in a loss of at least 5% of creatures HP and 1 hour of observation following injury(or until healed ). Observation must occur within 24 hours from time of injury.
    Individual Skills and spells [Only those that come with the form] Save DC, caster level for specific spell 1 use of specific skill or spell
    Chart 1.1

    Note that while these words per se are meaning less (Hit Dice? What are those?). The Animorph is familiar with approximately equivalent concepts. (c.f. Trap the Soul spell on page 266-7 of the Player’s Handbook)

    Failure: The GM should report a reasonable number in the range that an average character would be able to estimate the value within. On a roll of 1 the GM may chose to report a value outside this range (sometimes too much knowledge gets in the way of common sense).

    Retry: Yes, but never sure of correctness of any result, and each requires the condition be fulfilled twice as much as the previous time. For instance get a second roll to determine hitpoints would require two hours of observation following at least two injuries that each did at least 10% of the creatures total hitpoints of damage to it (not all injuries must be observed at the same time. A third roll would require four hours of observation following each of at of four injuries that each did at least 20% of the creatures total hitpoints of damage to it. These are reset to base level whenever the Animorph adds at least one rank to Knowledge [Nature].

    And yes, this does make an Animorph the ultimate horse trader…

    Perfect Emulation (Su): The first part of this class feature uses ‘Use magic Device Skill’. This skill is not a class skill per se, in that an Animorph may not purchase ranks in it with her skill points from this class. However when trying to use devices that a form could use they do not need to make rolls for race or stats (provided their CURRENT stats meet the requirements) and may make a Use Magic Device Roll with a misc. modifier of twice their class level to emulate anything else for any specific item that the form could have used at the time of it was acquired (met the requirements for and/or knew the command word). This modifier stacks with ranks in the actual skill and also with Cha(as normal). Note that if Str, Con, or Dex are lowered below the stat requirement for an item then this ability does not allow a roll and provides no bonuses to any Use Magic Device rolls the character may be otherwise entitled to. One key difference is that if a specific action or command word is required then the first time they succeed they intuitively perform the action or speak the correct word and can then remember what they did and so not have to make any rolls.
    The second part of this feature that the Animorph may choose to duplicate any spell or set of spells on the target that do not have limited duration, this includes any spells that might be Perminancyed on the target. At 9th level the Animorph may only copy 0th level spells. This maximium rises by one spell level per Animorph level until it includes all spells of 9th level or below at class level 18.

    Time Sense (c.f. Direction Sense, and Jump in skills section of Player’s Handbook)
    Time of day(Without looking at sun etc.) or time since a certain event. Maybe used untrained.
    Elapsed Time: %Error = %40 - %1.5x(Check Result). On a natural 1 on the die calculate as before and add 10% to the error. GM should make check secretly. There is an equal chance for high or low estimate.
    Time of Day: Error = 60 – 2x(Check Result) minutes. On a natural 1 on the die calculate as before and multiply by 1.5. GM should make check secretly. There is an equal chance for high or low estimate.


    Establishing control:




    Things that can go horribly wrong:
    Morphing Allergy: If this happens then the character feels a sick twinge when they Acquire the creature. The onset time for the other symptoms is 1d3 hours. For the next 2d4 days whenever the character experiences strong emotions or is injured they will start polymorphing randomly within their repertoire completing each polymorph and then immediately starting the next one WITHOUT shifting back to base form if they fail a Will save DC 20. This is also the save to avoid experiencing strong emotions in say combat. Being successfully targeted by any spell that affects morale whether positively or negatively, any fear effect, euphoria effect, Emotion spell, or similar effects whether magical or not automatically trigger this with no additional save and no saves to stop the out of control shifting until after the effect that caused it ceases. Note that Calm Emotions does not generate this effect and actually gives a +10 bonus on any Will saves to avoid or end an episode during the spells duration. The vulnerability to this wild Morphing effect for the Acquire that started it ends with an exact physical duplicate with on the racial mind of the species binary fissioning off of the Animorph’s body. The creature is then deleted from the character’s repertoire. The character will have the same problem if (s)he ever tries to Acquire a member of that species again. A Cure Disease, Limited Wish or Heal will start the fission process immediately. A single Wish or Miracle can serve either of two purposes: it can end the Allergy period without the fission, or it can prevent future Morphing Allergies to that creature and allow it to be Acquired normally. However the current duration of Allergy is still in effect. If two Wish and/or Miracle spells are used and the possibility of future Morphing Allergy to that species is negated before the current reaction period ends then the original individual that triggered the Morphing Allergy is also added to the Animorph’s repertiore

    Nothlit: An Animorph who stays more than two hours in Morph is trapped. A person in this condition is known as a Nohlit. A Nohlit loses their Acquire and Morph abilities, and cannot gain levels in Animorph. Telepathy is retained if they had it in the current form. Polymorph Other, Polymorph any object, Shapechange, etc. can change that form but will not remedy the losses or allow the gaining of more levels in Animorph. Only a Wish or Miracle can remedy this condition. Such a spell used for the Animorph to be able to resume their normal form will return them to that form but still without the Acquire and Morph abilities, and still without being able to gain levels in Animorph.
    (The following section deals with how the situation can be remedied by Wish or Miracle, or more than one. If these are not likely to be available to a Nohlit in your campaign I therefore suggest you skip it. Especially skip everything after the Cube of Force is mentioned as all Animorphs are taught by the Andilites about this effect and very few of them are dumb enough to try it. It is however a rather funny way to get the character killed… possibly more than once.): A Wish or Miracle used for them to regain their Morphing capabilities wipes their repertoire bare, sets the Nohlit form as the new base form, reinstates all lost powers, and allows gaining of Animorph levels. Such a spell with the additional specification that the Animorph resume his normal form results in the same thing with the addition that the Animorph is also sent back in time just long enough to Acquire themselves shortly before they Nohlited. No changes to history can be made during this time traveling. A Wish or Miracle spell devoted to entirely to getting the return of previous selection of alternate forms succeeds but requires another spell of one of the previous types and specifications either before or afterward(with no time limit) to be of any use. If the previous phrasing is combined with the in a single spell casting with any of the phrasings before that then the Animorph regains Morph ability (but no repertoire, and specialized Acquiring) and is sent back in time to Acquire themselves if necessary.. Then upon her return a cube of force at least 75 feet on a side, appears geometrically centered on the Animorph (thus the ceiling is would be 37.5 feet above the Animorph’s head) while simultaneously all beings with an intelligence of at least 2 a teleported as per Teleport without error cast by a 20th level sorcerer to a safe location at least 100 feet away from the Animorph. The cube is permeable to air (so suffocation is not a problem), but is impossible to enter or exit by any means (including gaseous form, teleportation etc.) except as listed below. The cube is perminant until it has fulfilled its purpose and the only way to get rid of it before then is use Mordekain’s Disjunction and even that only has a 50% chance of working. Exactly one round after the cube goes up every creature the Animorph has ever Acquired is teleported without error into the cube. If they happen to be dead at the time that the Wish or Miracle was cast then they arrive having been temporarily True Resurrected as by a 20th level priest (this resurrection can not be refused). If a True Resurrection would not work on them then a replacement is instead chosen (see below). Note that in all likelihood the beings will be annoyed at being gated in and are in no way bound to do the bidding of the Animorph or the caster of the Wish or Miracle , of course as soon as they arrive then can be charmed etc., as normal.). The Animorph has the power to Acquire those creatures and/or their replacements and no others. There is no numerical limit to the Acquires she can make while the Cube of Force is in effect. sdfkjsadlkfjased



    Feats:
    Special Note: An Animorph may take the unarmed combat and other feats in list 1.1 that follows but a range of forms must be specified for that feat (list 1.2) and if they want them to apply to other forms they must take the feat again (which they can do). In all cases use the stats and skills that the Animorph would actually have in a form to determine if they can use a specific feat in that form. In addition a character with at least 4 levels in Animorph may take the Weapon Specialization (Unarmed Strike) Feat for a specific species that has Improved Unarmed Strike as a natural ability (which most species do). This feat may be taken multiple times each time applying it to a new species.

    One specific species of Aberration
    Animals and Beasts (one group, does not include magical Beasts)
    Magical Beasts
    Dragons
    Humanoids, monstrous humanoids(?), Giants, and Fey (one group and this is almost any character is considered to have the proficiency in) (split out centariform creatures as a separate group?)
    One type of outsider (such as a human ranger COULD take as a favored enemy)
    List 1.2
    Ambidexterity
    Brachiation
    Clever Wrestling
    Flyby Attack
    Improved Critical (Natural Weapon)
    Improved Unarmed Strike
    Multidexterity
    Snatch
    Weapon Finesse (Natural Weapon including unarmed strike)
    Weapon Focus (Natural Weapon including unarmed strike)
    Wingover
    List 1.1


















    Animorph Class Level Additional Morphs
    Apprentice to 5 1/day
    6 to 10 2/day
    11 to 15 3/day
    16 to 20 4/day
    Table 1.?

    Extra Morph
    [Animorph only]
    You use Morph more frequently than you normally could.
    Prerequisites: Ability to use Morph.
    Benefit: You can use Morph an additional number of times per day as per chart 1.?. Note that this number IS recalculated as the character gains levels in Animorph or if Animorph levels are lost to level drain.
    Special: You can take this feat multiple times, gaining the same number of additional Morphs for each instance of this feat purchased.

    Extra Morph-Heal
    [Animorph Only]
    You use Morph-Heal more frequently than you normally could.
    Prerequisites: Ability to use Morph-Heal.
    Benefit: You can use Morph-Healonce more per day than you normal could PROVIDED you did not use this bonus the previous day.
    Special: You can take this feat multiple times, even numbered instances of this feat do not act as described above but instead remove the restriction about not having use the bonus yesterday from the previous odd numbered instance of this feat. (q.v. Second edition AD&D weapon attacks per round)

    Expert Morpher
    [Special Availability]
    You are more skillful at shifting. Speed and degree of control both benefit.
    Prerequisites: This is an inborn trait, it cannot be learned by any amount of practice. However since it does you no good, and indeed the character does not even know they have this gift until they first Morph, a character is NOT required to start the game with it. If you wish to have this feat you must take it before or immediately upon becoming an Animorph. Although it does you no good unless you are an Animorph other classes may still take it (this avoids oddness where a character is better off taking Animorph their 3rd character level rather than their 4th etc.). Cha 10+, WIS 11+ these statistic conditions refer to the characters STARTING adult stats and any modification after that is irrelevant.
    Options: The following are two optional rules, your GM will decide if one, neither, or both apply in your campaign.
    1.) Expert Shifter may be taken as a bonus feat by any class regardless of the usual restrictions on allowed feats provided: the character takes Animorph as a level at the earliest opportunity provided by the Game Master and plays along with the GM’s attempts to create such an opportunity and the character level that is generating the class specific bonus feat is 4th,7th,10th,13th,16th, or 19th. The second condition basically works out to that the character is not getting a regular feat based on character level at the level that is generating the bonus feat nor at the next level (which will presumably be Animorph).
    2.) A Wish or Miracle at any time prior to gaining a level may allow an Animorph to select Expert Shifter as a Feat even if then did not fulfil the basic prerequisite condition.
    Benefit: The Animorph exercises some degree of control over the order that changes occur, provided that they have assumed the form of that individual at least once before. sd’fl;kjsad’f;jased . (Reference Wild feats (specifically Blindsight and Scent) and Geomancer, specifically Drift, from pages 62-63 of Masters of the Wild for analogy as to how partial shift might work.)
    The Animorph is also faster (see table 1.4 below)
    Number of move equivalent actions to completely change form.
    Normal Morphing Morph-Heal
    Normal 8 16
    With Expert Shifter 6 12
    With Morph Dancer(q.v.) 4 8
    Table 1.4


    Improved Acquire
    [Animorph Only]
    Prerequisites: Ability to use Acquire.
    Benefit: Add 2 levels to your level in Animorph when determining how many times per day you can Acquire, the DC of the entrancement effect, and effective caster level for spell and psionic resistance. For Animorphs of 3rd level or higher this simply means that they can Acquire once more per day, the DC of the Will save to avoid entrancement is increased by 1, and the SR and PR rolls have a bonus of +2 on each for the Animorph.

    Monk Touch
    [Animorph Only]
    Animorph Level Acquire Base Attack bonus Animorph Level Acquire Base Attack bonus
    6 +4/+1 14 +10/+7/+4/+1
    7 +5/+2 15 +11/+8/+5/+2
    8 +6/+3 16 +12/+9/+6/+3
    9 +6/+3 17 +12/+9/+6/+3
    10 +7/+4/+1 18 +13/+10/+7/+4/+1
    11 +8/+5/+2 19 +14/+11/+8/+5/+2
    12 +9/+6/+3 20 +15/+12/+9/+6/+3
    13 +9/+6/+3
    Table 1.?
    Prerequisites: Ability to use Acquire, Acquire Base Attack Bonus of 4+, Improved Unarmed Strike, Weapon Focus (Unarmed Attack [relevant to base form])
    Benefit: The Acquire attacks of the Animorph gain many of the traits of a Monk’s unarmed attacks. Substitute Table 1.X for the normal Base Acquire attack bonus progression. The Animorph may now also utilize the Flurry of Blows special ability in combination with Acquire attempts.


    Morph Dancer
    [Animorph Only]
    The Animorph has reached the pinnacle of the shape shifting control.
    Prerequisites: Expert Shifter, Dex 12+, Int 10+, Wis 12+, Chr 14+, Morph 10/day or more.
    Benefit: sd’fl;kjsad’f;jased . (Reference Geomancer, specifically Drift, from pages 62-63 of Masters of the Wild for analogy as to how partial shift might work. Also reference blindsight and one other wild feat)









    Thin or breakaway costs +10%

    Race and the Animorph
    Humans: Humans are the archetypical Animorph. A human can show up almost anywhere and expect to usually be welcome or at least not to attract much notice. They have the adaptability to lead double lives without neglecting either their Animorph training nor their cover (Favored Class: Any) and their quick minds can develop reasonable levels of skill despite this burden (+4 skill points at first level and +1 skill point per level thereafter). The lack of special abilities is very little of a problem since from first level almost any particular ability that might be relevant to a given situation is available to them through Morph.


    Dwarves: The dwarven skill in subterranean work can be of aid in locating and possibly even assaulting and/or collapsing Yeerk pools.

    Elves: With their heavy emphasis on individual freedom, and love for nature the Animorphs consider elves to be good recruits. Their independent spirit is a mixed blessing. Certainly they will not hesitate to lead the double life required of an Animorph but also then again you can’t always trust them to follow orders. Bonuses to spot, listen, search, and their low-light vision help them detect Yeerk presence before they end up dead. The ability to notice secret doors that might potentially lead to a Yeerk pool is especially desirable. Their deft movements (+2 Dex) allow them to avoid damage and Shift-Heal takes care of any damage their somewhat frail bodies (-2 Con) might not be able to handle as well as some other races. Their immunity to sleep spells and effects and racial resistance to Enchantment works well with the Animorph training against mind control and reduces the chances they can be taken alive for infestation.

    Gnomes: Low-light vision, keen ears, and toughness surprising in such small frames make a Gnome adequate at the roll of a Yeerk hunter. Their generally altruistic bent and balance between freedom and authority are certainly desirable. Gnomes tend to be close to nature too. The ability to query the local subterranean wildlife about whether any tunnelings exist in the area that slope toward settled areas can give a clue as to whether an Yeerk pool might be in the area and being able to politely request that that badger come up with for a few moments so that he can contribute something that will cost him nothing and aid a worthy cause (and also get a treat of yummy food) can save much aggravation. The trickster bent of Gnomes works fairly well with the Animorph lifestyle and even the non-fatal bent of most of these ploys is not often a problem. Their impulsiveness is not a good thing but as it goes hand in hand with their investigatory tendencies it is not discouraged too much. Having a few illusions to augment the already highly formidable deceptive powers of an Animorph never hurts either.

    Half-Elves: Welcomed among most of the civilized races of the world a half-elf can go most places without attracting undue notice. They share the double-edged sword of independent tendencies with the elven half of their heritage. Listen, Spot, Search, low-light vision, sleep immunity and Enchantment resistance are also shared with the elves, although they lack of the ability to notice secret doors ‘in passing’. They do however have the mental flexibility to lead a double life without too much friction to their self-enhancement from trying to keep a balance (Favored Class: Any)

    Half-Orcs: The Animorphs are always on the look out for good half-orc recruits, mostly because they are fairly hard to come by. Their generally slow minds (-2 Int) make training in secret difficult and there dispositions do not lead toward the “watch and wait” attitude that even “bait” must adopt to any extent. Half-Orcs share the individualism of half-elves and elves but are not generally likely to leap to others’ defense, especially since so few people leap to their’s. Being unwelcome and under suspicion in almost any place makes them hard pressed to perform covert investigations. Their rude manners just make things worse (-2 Cha). They can infiltrate Orc and other more savage races well and are both trustworthier and slightly less slow of mind then the average individuals of those races. Darkvision is nice especially for avoid knives of footpads and other amateur assassins but doesn’t make up for their other failings.

    Halflings: The wandering ways and tendency to take up amiable residence in small pockets among other races makes halflings nicely under the radar although not quite so much so as humans. Their daring and curiosity suit them well to a life as an Animorph. Their bonuses to athletic skills and Listen are of assistance when trying to detect and escape ambush and also to hunting down forms for their repertoire. Their lack of physical power is of little concern in most cases. Their ability to survive mishap can also be advantageous. Their tendency toward the ways of the Rogue means that if they are caught in the act will investigating those who turn out not to be Yeerk infested after all then it is likely to be put down to “Halfling shenanigans”. While they will most likely still suffer the consequences of breaking the law the incident is less likely to result in a rumor that will reach Controler ears. If they have actually taken up the fast and loose lifestyle then the skills (in the form of skillpoints) that they earn there will serve them well in their secret life. Since they only occasionally have to tramp out into the wilderness to add to their forms a halfling’s predilection for comfort and community is quite a bonus.

    Monsters:
    Possibilities: Centaur? Aasimar? Half-Celestial? Half-Dragon(any good)? Werebear?? Satyr? Tallfellows? Nymph? Psuedodragon? Pixie?
    Aquatic Possibilities: Aquatic Elf, Nixie, Triton
    Animorphs of these types exist in reasonable numbers but might be poor choice for PC: Grey Elf, Deep Dwarf, Mountain Dwarf, Janni, Djinni, Hill Giant?, Stone Giant, Frost Giant?, Cloud Giant, Storm Giant, Giant Eagle or Giant Owl (only a few but they often do aerial sweeps for signs of the fill dirt or entrances to Yeerk pools), Svifneblin, Forest Gnome, Deep Halflings, Kou-Toa?, Lammasu?, Lizardfolk?, Locathah?, Merfolk, Spirit Naga, Pegasus, Phasm??, Shocker Lizard, Grig, Titan, Unicorn


    Spells:
    Detect Compatibility Sor/Wiz 3, Clr 3
    Illusion, Enchantment
    Range: Short or 2 creatures touched
    If cast on self then can determine compatibility of one creature within short range. Otherwise must be cast while touching both an Animorph who expends a use of Acquire for the sole purpose of the spell and the creature to be determined if the Animorph is Allergic to.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  22. - Top - End - #22
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Animorphs [3.5]

    Monster Manual Additions:

    Cockroach (The smaller type found in North America, not Palmetto bugs)
    Fine Animal
    Hit Dice: 1/64d8 (1 hp)
    Initiative: +7 (+3 Dex, +4 Improved Initiative)
    Speed:15’
    AC:21(+8 size,+3 Dex)
    Attacks: -
    Damage: -
    Face/Reach: 1 inch X 1 inch / 0’
    Special Qualities: Vermin, Scent, Improved Evasion
    Saves:Fort+6*, Ref+10, Will +0
    Abilities: Str 1, Dex 16, Con 20, Int -- ,Wis
    Skills: Climb +15, Hide +10,
    Feats: Improved Initiative, Poison Resistance (not factored in to Saves), Disease Resistance (not factored in to Saves)
    -------------
    Climate/Terrain:
    Organization:
    Challenge Rating: 1/100 ?
    Treasure: None
    Alignment: Always Neutral
    Advancement: None

    Skunk
    Tiny Animal
    HD: ½d8(1d4?) (2 hp)
    Init: +1 (Dex)
    Move:15’
    AC 13(+2 size, +1 Dex)
    STR: 3 DEX: 12 CON:10, Int 2, Wis 10, Cha 12
    Saves: Fort +1*, Ref. +1, Will +2
    Attacks: Bite +1 melee
    Damage: Bite 1d3-4
    Special Attacks: Spray +3 ranged touch
    Skills: Listen +4, ??Intimidate??
    Feats: Low light vision, Scent, Weapon Finesse (bite), Improved Critical (Spray)
    -------------
    Organization: Solitary, Hibernation Group (2d2), or Female with Young (1d4+1)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: None
    Spray: ranged touch attack. 5 times per every 2 hours range increment 5’ (max range 15’), threats on a 17 to 20 (gets in eyes). All those within 10 feet of target sprayed within the last 2d6 minutes (including skunk) must succeed a fortitude save DC 15 or be wracked with nausea, suffering a –2 circumstance to all attacks, saves, and skill checks for 1d6+4 minutes, the creature actually struck has this penalty without save and must save (Fortitude) each round DC 12 to take any action, if they make it they can take a partial action, if they make it by 5 they make take their full action). If miss then 10’ stench radius is from location determined by grenade scatter method. Struck target (character and/or specific items struck) smell bad for days (See Lingering smell below). If struck in eyes then additional –3 circumstance to all attacks, saves, and skill checks and requires Concentration checks DC 12 from burning pain and partial blindness for 2d6 rounds Fort save DC 20 to avoid being completely blinded for that duration.
    Lingering stench: -5 to interpersonal interactions if struck or carrying such item, reduced by 1 per three days and also by 1 for each 3 hours spent washing with soap, apply triple this penalty as a bonus to tracking the victim by scent. Time spend washing items made completely from metal, crystal, and/or stone etc. can be washed off in only 1 minute per size class above Tiny but the smell gets on the hands or washrag used for the washing.

    *(+3 racial bonus versus snake venom)

    Dire Skunk
    Medium Animal
    HD: 2d8+2 (11 hp)
    Init: +2 (+2 Dex)
    Move: 25’
    AC:14 (+2 Dex., +2 Natural)
    STR: 10 DEX:14 CON:12, Int 2, Wis 10, Cha 14
    Saves: Fort +4*, Ref. +2, Will +6
    Attacks: Bite +1 melee
    Damage: Bite 1d4
    Special Attacks: Spray +5 ranged touch
    ranged touch attack. 6 times per every 2 hours, range increment 10’ (max range 30’), threats on a 17 to 20 (gets in eyes). All those within 10 feet of target sprayed within the last 3d6 minutes (including skunk) must succeed a fortitude save DC 17 or be wracked with nausea, suffering a –3 circumstance to all attacks, saves, and skill checks for 2d4+6 minutes, the creature actually struck has this penalty without save and must save (Fortitude) each round DC 15 to take any action, if they make it they can take a partial action, if they make it by 6 they make take their full action). If miss then 10’ stench radius is from location determined by grenade scatter method. Struck target (character and/or specific items struck) smell bad for days (See Lingering smell below). If struck in eyes then additional –4 circumstance to all attacks, saves, and skill checks and requires Concentration checks DC 15 from burning pain and partial blindness for 3d6 rounds Fort save DC 25 to avoid being completely blinded for that duration.
    Lingering stench: -5 to interpersonal interactions if struck or carrying such item, reduced by 1 per four days and also by 1 for each 4 hours spent washing with soap, apply triple this penalty as a bonus to tracking the victim by scent. Time spend washing items made completely from metal, crystal, and/or stone etc. can be washed off in only 1 minute per size class above Tiny but the smell gets on the hands or washrag used for the washing.
    Skills: Listen +4 Low light vision, Scent, Improved Critical (Spray)
    *(+4 racial bonus versus snake venom)

    Legendary Skunk
    Tiny Animal
    HD: 6d8(?11d4?)+ ( hp)
    Init: +1 (Dex)
    Move:15’
    AC:13(+2 size, +3 Dex., +2 Natural)
    STR:3 DEX:16 CON:10, Int 2, Wis 10, Cha 18
    Saves: Fort +1*, Ref. +1, Will +2
    Attacks: Bite +1 melee
    Damage: Bite 1d3-4
    Special Attacks: Spray +8/+3 ranged touch
    ranged touch attack. 10 shots per every 2 hours range increment 20’ (max range 80’), threats on a 17 to 20 (gets in eyes). All those within 10 feet of target sprayed within the last 4d6 minutes (including skunk) must succeed a fortitude save DC 15 or be wracked with nausea, suffering a –4 circumstance to all attacks, saves, and skill checks for 3d6+9 minutes, the creature actually struck has this penalty without save and must save (Fortitude) each round DC 12 to take any action, if they make it they can take a partial action, if they make it by 5 they make take their full action). If miss then 10’ stench radius is from location determined by grenade scatter method. Struck target (character and/or specific items struck) smell bad for days (See Lingering smell below). If struck in eyes then additional –5 circumstance to all attacks, saves, and skill checks and requires Concentration checks DC 20 from burning pain and partial blindness for 2d6 rounds Fort save DC 30 to avoid being completely blinded for that duration.
    Lingering stench: -5 to interpersonal interactions if struck or carrying such item, reduced by 1 per three days and also by 1 for each 3 hours spent washing with soap, apply triple this penalty as a bonus to tracking the victim by scent. Time spend washing items made completely from metal, crystal, and/or stone etc. can be washed off in only 1 minute per size class above Tiny but the smell gets on the hands or washrag used for the washing.
    Skills: Listen +4 Low light vision, Scent, Improved Critical (Spray)
    *(+5 racial bonus versus snake venom)

    Porcupine
    Tiny Animal



    To do:
    Sheet for common forms with columns for each variable stat., complex major forms, and simplified sheet for characteristics retained from base form.

    Explain how Morph actually WORKS.


    Nag me after the PrC contest enters the voting phase and I will probably get the tables fixed up (direct copy-paste from MS Word)
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    Default Re: Animorphs [3.5]

    Picking out some bits I want to work in and/or discuss.
    Quote Originally Posted by DracoDei View Post
    Morph Healing (q.v.) doubles this time required and the Expert Shifter Feat(q.v.) reduces the base time required by 1. (((Include partial shifts and other tricks )))

    Morph-Heal(Sp?): By doubling change time on a shift to or from base form with Morph power the Animorph may duplicate most of the effects of a Heal spell on themselves as well as completely regrowing any missing body parts. The effects are evenly spread over the time of the shift. The exception is that Poisons, and Curses (including most magical diseases), remain in the Animorph’s systems. ALL ability damage to an alternate form is considered temporary to that form.

    Target must not be the result of a summoning spell (calling spells are fine though).

    Body to body contact (a successful melee touch attack to DIRECTLY to the target(not clothing, armor, carried items, etc. but the targets body itself touching the Animorphs body itself), or shake their hand or whatever(still must be DIRECT contact). It doesn’t matter who touched whom as long as the target is in contact when the attack is made.

    Special Note: An Animorph may take the unarmed combat and other feats in list 1.1 that follows but a range of forms must be specified for that feat (list 1.2) and if they want them to apply to other forms they must take the feat again (which they can do). In all cases use the stats and skills that the Animorph would actually have in a form to determine if they can use a specific feat in that form. In addition a character with at least 4 levels in Animorph may take the Weapon Specialization (Unarmed Strike) Feat for a specific species that has Improved Unarmed Strike as a natural ability (which most species do). This feat may be taken multiple times each time applying it to a new species.


    Cockroach (The smaller type found in North America, not Palmetto bugs)
    Fine Animal
    Hit Dice: 1/64d8 (1 hp)
    Initiative: +7 (+3 Dex, +4 Improved Initiative)
    Speed:15’
    AC:21(+8 size,+3 Dex)
    Attacks: -
    Damage: -
    Face/Reach: 1 inch X 1 inch / 0’
    Special Qualities: Vermin, Scent, Improved Evasion
    Saves:Fort+6*, Ref+10, Will +0
    Abilities: Str 1, Dex 16, Con 20, Int -- ,Wis
    Skills: Climb +15, Hide +10,
    Feats: Improved Initiative, Poison Resistance (not factored in to Saves), Disease Resistance (not factored in to Saves)
    -------------
    Climate/Terrain:
    Organization:
    Challenge Rating: 1/100 ?
    Treasure: None
    Alignment: Always Neutral
    Advancement: None

    Skunk
    Tiny Animal
    HD: ½d8(1d4?) (2 hp)
    Init: +1 (Dex)
    Move:15’
    AC 13(+2 size, +1 Dex)
    STR: 3 DEX: 12 CON:10, Int 2, Wis 10, Cha 12
    Saves: Fort +1*, Ref. +1, Will +2
    Attacks: Bite +1 melee
    Damage: Bite 1d3-4
    Special Attacks: Spray +3 ranged touch
    Skills: Listen +4, ??Intimidate??
    Feats: Low light vision, Scent, Weapon Finesse (bite), Improved Critical (Spray)
    -------------
    Organization: Solitary, Hibernation Group (2d2), or Female with Young (1d4+1)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral
    Advancement: None
    Spray: ranged touch attack. 5 times per every 2 hours range increment 5’ (max range 15’), threats on a 17 to 20 (gets in eyes). All those within 10 feet of target sprayed within the last 2d6 minutes (including skunk) must succeed a fortitude save DC 15 or be wracked with nausea, suffering a –2 circumstance to all attacks, saves, and skill checks for 1d6+4 minutes, the creature actually struck has this penalty without save and must save (Fortitude) each round DC 12 to take any action, if they make it they can take a partial action, if they make it by 5 they make take their full action). If miss then 10’ stench radius is from location determined by grenade scatter method. Struck target (character and/or specific items struck) smell bad for days (See Lingering smell below). If struck in eyes then additional –3 circumstance to all attacks, saves, and skill checks and requires Concentration checks DC 12 from burning pain and partial blindness for 2d6 rounds Fort save DC 20 to avoid being completely blinded for that duration.
    Lingering stench: -5 to interpersonal interactions if struck or carrying such item, reduced by 1 per three days and also by 1 for each 3 hours spent washing with soap, apply triple this penalty as a bonus to tracking the victim by scent. Time spend washing items made completely from metal, crystal, and/or stone etc. can be washed off in only 1 minute per size class above Tiny but the smell gets on the hands or washrag used for the washing.

    *(+3 racial bonus versus snake venom)

    Dire Skunk
    Medium Animal
    HD: 2d8+2 (11 hp)
    Init: +2 (+2 Dex)
    Move: 25’
    AC:14 (+2 Dex., +2 Natural)
    STR: 10 DEX:14 CON:12, Int 2, Wis 10, Cha 14
    Saves: Fort +4*, Ref. +2, Will +6
    Attacks: Bite +1 melee
    Damage: Bite 1d4
    Special Attacks: Spray +5 ranged touch
    ranged touch attack. 6 times per every 2 hours, range increment 10’ (max range 30’), threats on a 17 to 20 (gets in eyes). All those within 10 feet of target sprayed within the last 3d6 minutes (including skunk) must succeed a fortitude save DC 17 or be wracked with nausea, suffering a –3 circumstance to all attacks, saves, and skill checks for 2d4+6 minutes, the creature actually struck has this penalty without save and must save (Fortitude) each round DC 15 to take any action, if they make it they can take a partial action, if they make it by 6 they make take their full action). If miss then 10’ stench radius is from location determined by grenade scatter method. Struck target (character and/or specific items struck) smell bad for days (See Lingering smell below). If struck in eyes then additional –4 circumstance to all attacks, saves, and skill checks and requires Concentration checks DC 15 from burning pain and partial blindness for 3d6 rounds Fort save DC 25 to avoid being completely blinded for that duration.
    Lingering stench: -5 to interpersonal interactions if struck or carrying such item, reduced by 1 per four days and also by 1 for each 4 hours spent washing with soap, apply triple this penalty as a bonus to tracking the victim by scent. Time spend washing items made completely from metal, crystal, and/or stone etc. can be washed off in only 1 minute per size class above Tiny but the smell gets on the hands or washrag used for the washing.
    Skills: Listen +4 Low light vision, Scent, Improved Critical (Spray)
    *(+4 racial bonus versus snake venom)

    Legendary Skunk
    Tiny Animal
    HD: 6d8(?11d4?)+ ( hp)
    Init: +1 (Dex)
    Move:15’
    AC:13(+2 size, +3 Dex., +2 Natural)
    STR:3 DEX:16 CON:10, Int 2, Wis 10, Cha 18
    Saves: Fort +1*, Ref. +1, Will +2
    Attacks: Bite +1 melee
    Damage: Bite 1d3-4
    Special Attacks: Spray +8/+3 ranged touch
    ranged touch attack. 10 shots per every 2 hours range increment 20’ (max range 80’), threats on a 17 to 20 (gets in eyes). All those within 10 feet of target sprayed within the last 4d6 minutes (including skunk) must succeed a fortitude save DC 15 or be wracked with nausea, suffering a –4 circumstance to all attacks, saves, and skill checks for 3d6+9 minutes, the creature actually struck has this penalty without save and must save (Fortitude) each round DC 12 to take any action, if they make it they can take a partial action, if they make it by 5 they make take their full action). If miss then 10’ stench radius is from location determined by grenade scatter method. Struck target (character and/or specific items struck) smell bad for days (See Lingering smell below). If struck in eyes then additional –5 circumstance to all attacks, saves, and skill checks and requires Concentration checks DC 20 from burning pain and partial blindness for 2d6 rounds Fort save DC 30 to avoid being completely blinded for that duration.
    Lingering stench: -5 to interpersonal interactions if struck or carrying such item, reduced by 1 per three days and also by 1 for each 3 hours spent washing with soap, apply triple this penalty as a bonus to tracking the victim by scent. Time spend washing items made completely from metal, crystal, and/or stone etc. can be washed off in only 1 minute per size class above Tiny but the smell gets on the hands or washrag used for the washing.
    Skills: Listen +4 Low light vision, Scent, Improved Critical (Spray)
    *(+5 racial bonus versus snake venom)
    What do people think about those animals at the end, there?

    I've finished making Aximili. Comments plz.
    I'd also like to draw my readers' attention to the start of the first post, wherein I will be asking specific questions I want help with as I think of them.
    Last edited by Serpentine; 2010-01-30 at 03:02 AM.

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    Default Re: Animorphs [3.5]

    Statted up Jake.

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    Default Re: Animorphs [3.5]

    ....I'm so subscribing to this thread for later viewing.
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    Default Re: Animorphs [3.5]

    Quote Originally Posted by Serpentine View Post
    It has been a problem in the books where morphing into something big (or demorphing from something small) in a too-small place or with a strong enough binding is a real threat. Magic items would not resize, I think breakage would be as normal.
    It's actually a pretty big deal in the books that they generally can't carry things around, and demorph naked or near-to. I'm hoping that this could help counteract the potential uberness of morphing.
    The animorphs never manged more than their skintight morphing outfits, but in the one where they find an andalite running rampant at the mall, the andalite had a full frilly dress appear when she morphed human. The thing about magic items is that they specifically resize for new wearers, and the only reason they sometimes don't when using shapechanging magic is because they were absorbed instead. There really isn't any uberness of morphing to counteract: Druids can do it at 5th level and have their own buffs to back it up, and Wizards can do it at 7th with their own buffs to back it up. That's why the restrictions on actions, saves, and other points are good at low levels when other classes can't do it, but need to become trivial by level 7. The only uber ability is gaining supernatural special attacks, which as with all cases of shapechanging requires the DM to keep it under control by limiting what forms are available. Since anything with particularly uber abilities has to be aquired first, you've already put in a natural control, and there are too many factors to try and judge it with a list of restrictions.

    Not sure what you're saying here. They don't get the animal's HD. Or did you mean they should get the HD? In any case, they should definitely get the animal's physical stats, wouldn't make any sense not to.
    From the class:
    When in Battle Morph the animorph replaces her base attack bonus, and base Reflex and Fortitude saves with that of the morphed creature (unless that would be lower).
    The BAB and base saves of a creature are determined by it's HD, so if your battle morph is a Grizzly Bear, it's BAB is +4. When you hit 8th level, this is no longer a bonus, and eventually even the saves aren't any better than your own, so the choice as a battle morph doesn't mean much. If you had them increase their BAB/level to match that of the morph, it would scale with level since any battle morph would always provide higher BAB than your own, and thus higher BAB than a non-battle morph. Sadly it doesn't fix the fact that you're never going to use a low level battle morph like a bear or wolf at high level when you should have things like dragons. My only consolation is that I'm sure Rachel would have preferred a dragon, if she'd had the chance.


    On the subject of you vs. your morph: I'd actually prefer a bit more of the morph in your stats. If I were to try, I'd go one of two ways: either straight up jacking and improving wild shape, or a polymorph subschool type effect. Normal morphs would replace your statblock except for hp, and battle morphs would do the same with a table that progressed their stats so they'd have as many HD as you and bonuses to make them comparable to bigger animals (why use a dire bear when I already kick butt as a grizzly bear?). Morphing and de-morphing would always heal you up to half or full hp, but doing so more than once would fatigue you at low levels. At mid levels you could do it several times, and high levels would remove the limit. And then I'd have to come up with some sort of horrible set of restrictions like "must have no more HD, CR, or awesome points than your level." I like that you've given them a faster HD limit progression than wild shape and polymorph, though that means that they could pull off the "aquire something awesome under extenuating circumstances and proceed to pwn everything" tactic, but it also accounts for the fact that monster HD go up faster than character HD, so you're more able to morph things that you're actually fighting.

    So basically, you said "screw the rules, this is how it should work," and I think it's okay, except for the limitations that make it worse than polymorph and wild shape. Honestly, it's not like you're going to outshine the wizard, animorphs can have nice things.
    Last edited by Fizban; 2010-01-30 at 10:38 AM.
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    Default Re: Animorphs [3.5]

    Quote Originally Posted by Fizban View Post
    The animorphs never manged more than their skintight morphing outfits,
    Untrue. In one of the later books it's mentioned that they've managed shoes/jeans/etc. It's kind of handwaved, but it happens.
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    Huh. Now that you mention that it does sound familiar, it must have been after the war went public so the awesomeness of "yay shoes!" was subsumed by "we're all gonna die".
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    Quote Originally Posted by Fizban View Post
    Huh. Now that you mention that it does sound familiar, it must have been after the war went public so the awesomeness of "yay shoes!" was subsumed by "we're all gonna die".
    Yeah, shoes were definitely a feat or high level class feature in the book.

    Also, when I did it, I said that most worn magic items could be made skin tight for +10% TOTAL cost (so including the cost of the enchantments etc).
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    Default Re: Animorphs [3.5]

    Animorphs, yay! I always thought I was the only person who liked the series!

    I've never done this type of comb through, but I'll do my best. We must make this as good as possible. For great justice.

    Quote Originally Posted by Serpentine View Post
    Acquire (Ex) - By touching a living creature, an animorph can acquire its essence and henceforth morph into it. The acquired creature must be alive and in its natural form. Acquiring an unwilling creature requires a successful touch attack, and maintaining contact (by grappling, if necessary) for 2 rounds. The animorph cannot take any other action while acquiring. Once acquiring starts, the creature must make a Will save vs. DC 20 + animorph level or become dazed until one round after contact is broken. Any damage or hostile action towards the creature will break the dazed effect. An animorph can not acquire any creature with the undead, construct, elemental, or outsider subtypes, nor any creature that lacks a corporeal form, and she must be in her original form to acquire a creature. With the DM's permission, a 1st level animorph may start play with up to 2 creatures already acquired.
    The only problem I can see here is that with the Animorph's Bad BAB and likely non-focus on anything that would help with attacks, they might have a hard time landing the touch attack. Might be okay since that's only needed with non-willing creatures. I assume non-aware counts as willing?

    Morph (Ex) - At 1st level, an animorph can take the form of any mundane creature she has acquired, at will. This includes creatures of the Animal, Humanoid, Monstrous Humanoid, Giant and Vermin types. From 10th level, this also includes Magical Beast, Aberration, Fey and Dragon type creatures, at a HD limit of 1 1/2 times the character's HD. You may Acquire a creature before you are able to morph into it.
    What is the HD limit for the first group of types, if there is one?

    She gains the creature's size as well as all of the creature's extraordinary and supernatural abilities, movement modes, physical ability scores, vulnerabilities and natural weapons/armor but loses any extraordinary and supernatural abilities, movement modes, physical ability scores and natural weapons/armor of her own and her type changes to that of the creature.
    Does this count supernatural and extraordinary abilities granted by classes if morphing an intelligent creature? The way its written it seems that it does, but I want to say no myself.

    Changing form more than 5 times in a day causes the animorph to become fatigued.
    Does this include changing back? For example: morph to bear, back to natural form, to tiger, back to natural form, to shark, back to natural form and fatigued.

    Also, I don't think a static number is best for this, but I'm not sure exactly what it should be.

    When morphing or demorphing, an amount of damage equal to the animorph's HD + her Constitution modifier is converted to double the amount of subdual damage, and any non-magical diseases currently affecting her are cured.
    I don't think this is working exactly how you intended or how it did in the books, and actually hurts more than it helps. Let's take a level 6 Animorph with a 12 Constitution as an example:

    Said Animorph has 24 HP. He morphs into a bear in order to fight. Since he's at full HP, he doesn't heal. Let's say he took quite a bit of damage in the battle, and he's down to 2 HP at the end. He demorphs to try and heal, which heals 7 HP for 14 nonlethal damage. He's now at 9 HP, but since he has 14 nonlethal damage, he passes out.

    Actually, now I'm thinking... since he'd gain the bear's Constitution score, he'd get an extra 3 HP per level, putting him at 42 HP. If he still ends the fight with 2 HP, when he demorphs and loses the 18 extra HP, he's at -13 HP and dies, right?


    Morph Empathy (Ex) - At 4th level, when making a Diplomacy check on a creature other than her own species, the animorph can add her animorph levels to the check if she is in that species' morph. This ability can only be used on creatures with an Intelligence of at least 3.
    The only problem I can see here is Diplomacy abuse. Don't know if you need to worry about it though.

    Battle Morph (Ex) - At 5th level, and again at 10th and 15th, the animorph chooses one morph she already knows to be a battle morph. She has had so much experience fighting in this form that her combat skills are on par with actual creatures of that form. When in Battle Morph the animorph replaces her base attack bonus, and base Reflex and Fortitude saves with that of the morphed creature (unless that would be lower). If the Battle Morph is physically able to use a weapon the animorph is proficient with, she may use the weapon with the proficiency and any related feats intact. Morphing into a Battle Morph is a standard action.
    Wait, Animorphs keep their bad BAB in morphs until now? After failing to find a way to be less blunt, I'm just going to say that sucks. So if an Animorph wants to fight in morph, they're almost never going to hit. That would be okay...ish if they had something else to do, but they don't. They have morphing, and that's it.

    Frolis Maneuver (same species) (Ex) - By 6th level, the animorph has learned to merge the essences of up to 4 different creatures of the same species. This ability works as a disguise check to appear like a whole new member of that species. Each merged essence above 2 adds +5 to the disguise check. Performing a Frolis Maneuver is always a 2-round action. The benefits of a Battle Morph or Favored Morph do not apply when used in a Frolis Maneuver.
    My problem with this is not a mechanical one, but a flavor one. I admittedly never got a chance to read all the books, but when was this ever used in the series?

    Favored Morph (Ex) - At 7th level, and again at 12th and 17th, the animorph chooses one morph she already knows to be a favored morph. She has had so much experience in this form that her behavior is nearly indistinguishable from that of the creature. When in Favored Morph the animorph replaces her skill modifier in any Strength, Dexterity, and Wisdom based skills with those of the morphed creature. Morphing into a Favored Morph is a standard action.
    Since the Animorph takes on the morph's physical ability scores, wouldn't it already add its Strength and Dexterity modifiers to those checks?

    I'm not sure if you want this, but I think you should add that it only gets replaced if it's better than the Animorph's modifiers.

    Wild Empathy (Ex) - At 9th level, the animorph's time in animal form has given her a better understanding of their behaviors. The animorph can use body language to make herself appear less threatening to any class of animal (e.g. bird, bear, cat, etc.) she has previously morphed. This works exactly like the Wild Empathy druid ability, except that it is only applicable to animal types the animorph has already morphed.
    The only problem I can see is issues arising over what constitutes a class.

    Morphing Talent [Animorph]
    You've developed a talent for morphing quickly and smoothly.
    Benefits: Morphing Battle and Favored morphs is now a move action, and morphing anything else is a standard action.
    Normal: Morphing Battle and Favored morphs is usually a standard action, while all other morphs are a full-round action.
    I think this would work better as a class feature.

    Estreen [Animorph]
    You are so talented at morphing you can control the change to an extent.
    Prerequisite: Morphing Talent
    Benefits: When morphing, you can choose to control the morph so that anyone seeing you morph for the first time must make a Will save DC 10+animorph level+Charisma modifier or be either fascinated for one round or shaken for 5 rounds. You may choose which effect to create.
    That DC gets pretty nasty pretty quickly.

    Morph Regeneration [Animorph] - posted by Callix
    Prerequisites: Con 13+, Endurance, Rapid Healing, Morph class feature
    Benefits:As you shed your shape, you also shed your injuries. The healing from morphing is tripled: convert three times the normal amount of damage to an equal amount of subdual damage whenever you morph or demorph.
    Normal: Convert an amount of damage equal to your HD + your Con modifier to double the amount of subdual damage.
    See what I already said about the healing. Thinking back to what I read in the thread, I think you asked about making it heal to half HP. I'd support that. Even if you don't, I think you should just make it heal the damage, forget the changing to non-lethal.

    Exotic Morph [Animorph] v. 1
    Prerequisite: Animorph level 10.
    Benefits: You may morph one Magical Beast, Aberration, Fey or Dragon with HD up to thrice your HD. This feat may be chosen more than once, each time applying to a different creature.
    Normal: You can only morph into Magical Beasts, Aberrations, Fey and Dragons with HD up to 1 1/2 times your HD.
    I think you should change morph to acquire. Otherwise, by RAW*, you can morph the creature without acquiring it, or even meeting it.

    *By RAW: some munchkin would try to argue it, and it's better to save the headache now.

    Exotic Morph [Animorph] v. 2
    Prerequisite: Animorph level 12.
    Benefits: Choose a creature type not on the list available to Animorphs. You may now acquire and morph creatures of that type up to your HD.
    Prerequisite level might be a bit high since you can only morph up to your HD.

    New Flaw:
    Morphing Allergy [Animorph]
    You are allergic to a certain species' essence.
    Effect: The DM chooses or randomly generates a creature and does not tell you what this creature is. If you acquire this creature, you are treated as having the disease Morphing Allergy, described below. If you have already acquired the creature when this flaw is taken, you immediately contract the disease. You may take this flaw multiple times. Each time it is taken a new creature is chosen.
    I don't know if this is serious enough for a flaw. It's completely possible to never acquire the creature you're allergic to which makes it basically a free feat. Not to mention that once you've purged it, you know to avoid it from then on making it more or less pointless.

    Thoughts wanted: Should other types (e.g. plants, oozes) be allowed? ... Should feats for natural weapons be useable while morphed if the part remains (e.g. Improved Critical (bite) available in original lizardfolk form and in wolf form)?
    I think yes and yes. The only reason the Animorphs couldn't morph plants was because they weren't sentient, most likely. Not so in D&D. Seems more logical that some aberrations at least, so I'd say make that available from the start. As for the second, I'd say yes. No real logic behind it.

    Now I have a question: can or should an Animorph be able to take feats such as Flyby Attack, Multiattack, or Snatch when they don't qualify or benefit from them, but be able to use them in morph?
    It's been a bit, GitP. If you're reading this, you're either digging through old stuff, or I've posted for the first time in forever.

    If you want to stay in touch, reach out to me on twitter (same username).

    The best answer is always to ask your DM.
    Unless you're the DM, in which case you should talk to your players.

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