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  1. - Top - End - #1
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    Default Two Shapeshifting Prestige Classes, The Formshaper and the Umbra Flicker

    Creator's Notes: The Thrall of Juiblex is one of my favorite stand alone PRCs but it has the unfortunate hassle of being intrinsically tied to 1) The player being an evil character and 2) Serving a very specific demon lord. This limited its uses and I have ended up constantly refluffing it for various characters and NPCs in my various campaigns to the point where I figured I would just fix some of clunky mechanics and make it a more alignment/campaign setting neutral PRC with the same general themes. Because I have been working on shadowcasting recently I figured I would just tie it to that fluff. However, a friend of mine reviewing the rough draft felt the fluff would be better suited as a standard transmutation style. I decided to just post both of them here since they do fit slightly different themes and roles. Hence, the Formshaper, a transmutation matter specialist and the Umbra Flicker, a stand alone PRC to create a shapeshifting infiltrator.

    Normally I would be incredibly hesitant to give a class at will polymorph or similar abilities but that's kinda the core of the Thrall of Juiblex so I kept it along with the other abilities I felt were core.

    I am curious how the playground considers these classes. The core of the Thrall which I was trying to retain are as follows. I generally ended up filling the dead levels with thematically appropriate SLAs.

    Spoiler: General Abilities
    Show

    Prerequisites:
    Two generally useless feats to offset the powerful class abilities
    Somewhat difficult to qualify for skills and a +6 base saving throw to allow for early entry if they player takes 3 separate base classes with a good progression

    Class Features
    1st: Basic transformation that doesn’t do much mechanically. Mostly fluff
    2-3rd: At will summons who function mostly as meat shields/melee combatants
    Mid Levels: Alter Self/Polymorph at will
    Mid Levels: Limited Use More Powerful Summon
    Capstone: Template/Transformation Capstone


    Formshaper


    Formshapers are individuals who see the nature of the world as fluid and ever changing. Often curious about arcane magic or dabblers in their own right, they perform rituals to help their body channel arcane magic to manipulate the world around them. As a group they are varied and diverse and come from a variety of backgrounds.

    Becoming a Formshaper
    Entry Requirements
    Skills:Escape Artist 5 Ranks, Craft (Alchemy) 5 Ranks, Spellcraft 5 Ranks
    Feats: Spell Focus (Transmutation), Greater Spell Focus (Transmutation)
    Base Save Bonus: Base Will +6
    Special: Must have been transformed via a spell or ability at least once.


    GAME RULE INFORMATION
    Hit Die: d8

    Class Skills
    The Formshaper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Planes) (Int), Knowledge (Nature) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)

    Skill Points at Each Level: 4 + Int modifier

    Formshaper
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +2
    Minor Shapeshifting, Lesser Transmutation Magic
    2nd
    +2
    +3
    +3
    +3
    Summon Golem (3rd)
    3rd
    +3
    +3
    +3
    +3
    Shift (Alter Self)
    4th
    +4
    +4
    +4
    +4
    Alter Other (1/Day)
    5th
    +5
    +4
    +4
    +4
    Summon Golem (5th), Transmutation Magic
    6th
    +6
    +5
    +5
    +5
    Environmental Alteration
    7th
    +7
    +5
    +5
    +5
    Shift (Polymorph), Alter Other (2/Day)
    8th
    +8
    +6
    +6
    +6
    Summon Golem (7th), Transmutation Magic (Metamagic)
    9th
    +9
    +6
    +6
    +6
    Environmental Control
    10th
    +10
    +7
    +7
    +7
    Variable Form, Shift (Draconic Polymorph), Alter Other (3/Day)

    Class Features
    All of the following are class features of the Formshaper.

    Weapon and Armor Proficiencies: Formshapers gain no proficiencies with armor or weapons.

    Lesser Transmutation Magic (Sp): Formshapers don’t cast magic the normal way and instead undergo a ritual to allow their bodies to process specific types of magic. While not as versatile as normal vancian magic wizards use it does allow them to utilize various matter manipulation abilities at will. At 1st level they gain access to the spells Prestidigitation, Make Whole, Warp Wood and Stone Shape all usable as spell-like abilities 3 times per day.

    For the purpose of all spell-like abilities granted by this class their caster level is equal to their class level and the relevant ability score modifier is intelligence.

    Minor Shapeshift: The Formshaper gains the feat Minor Shapeshift (CM) as a bonus feat despite not meeting the prerequisites. For the purpose of this feat the highest level of polymorph spell prepared is equal to the Formshaper’s class level + 1. In addition, the bonus to caster level this feat provides increases the caster level of the Formshaper’s spell-like abilities granted by their Shift class feature despite being spell-like abilities instead of spells.

    Summon Golem (Sp): At will as a standard action the Formshaper can manipulate the various environments around them to summon a powerful golem to act as their guardian and ally. This golem functions as an Astral Construct of 3rd level. The Formshaper has the ability to select the relevant menu choices when creating this golem except he can not select any supernatural or psi like menu options. The golem’s actual body comes from the Formshaper manipulating the various environments around them. Depending on what the golem is made of will have various traits listed below. The golem can only be made out of solid or liquid materials. The DM can adjust the effects or bonuses from creating a golem out of a material if they wish. The Formshaper can not create a golem out of magical materials or attended objects and there must be enough material to actually create a golem of the appropriate size. Removing the amount of matter from the surrounding environment might have problematic effects on the surroundings. Forming a golem out of a building’s stone support pillar is probably not going to end well unless you can survive the roof collapsing on you. This golem lasts for one minute per caster level and the Formshaper can only have one active at a time, summoning a second one dismisses the first one. The golem can not move further than 100ft from the Formshaper or the magic animating it fades. This is equivalent to a 3rd level transmutation spell for the purposes of spells and effects.

    Constructing the golem from materials provides the following effects. Golems only can gain the benefits of one of the following unless the DM decides otherwise.
    • Stone or other durable material: The golem’s damage reduction increases to the material's hardness (Maximum damage reduction of 20/Adamantine and Magic) and becomes bypassed by Adamantine and Magic weapons.
    • Water or other liquids: The golem has its strength reduced by 4 but gains a swim speed equal to its base land speed and gains a +6 bonus to its dexterity.
    • Sand or other loose material: The golem takes half damage from slashing, piercing and bludgeoning attacks.
    • Rubble or other sharp and deadly materials: The golem’s natural slam attacks also deal slashing and piercing damage and have their damage dice increased by one step.



    At 5th level the Golem is a 5th level Astral Construct and at 8th Level the Golem improves again to a 7th level Astral Construct.

    Shift (Sp): The Formshaper can mold their own shape by using their transmutation magic. At 3rd level they can use the spell Alter Self as a spell like ability at will.

    At 7th level this ability improves and they can also use the spell Polymorph on themselves at will.

    At 10th level this ability improves again and can use the spell Draconic Polymorph (SpC) on themselves at will.

    Alter Other (Sp): Instead of altering your own form you can alter another creature’s form. You can cast any spell like ability you have access to from your Shift class feature on another willing creature you are touching. You can only transform them into a form that you could transform into yourself.

    This ability can be used 1/day at 4th, 2/day at 7th and 3/day at 10th.

    Transmutation Magic (Sp): At 5th level the Formshaper natural transmutation magic improves. They become able to use Prestidigitation, Make Whole, Gaseous Form, Stone Shape and Warp Wood as spell-like abilities usable at will. They can also cast Aquatic Escape (CS), Fabricate, Shape Metal, Greater Stone Shape, and Trollshape (PHB II). Each of these spells in the second set are usable as spell-like abilities 3 times per day.

    At 8th level this ability improves each time they use one of the spell-like abilities granted by this class feature they may apply one of the following metamagic feats to it: Extend Spell, Reach Spell, Widen Spell, Quicken Spell. They may apply these metamagic feats even to the mysteries which normally can’t be modified by metamagic.

    Environmental Alteration (Sp): Starting at 6th level the Formshaper can start to alter their environment on a wide scale. They may select 3 of the following spells to use as spell like abilities. Control Currents (Stormwrack), Control Sand (Sandstorm), Control Water, Control Winds, Move Earth, Move Snow and Ice (Frostburn), Transmute Rock to Mud, Transmute Mud to Rock, Transmute Rock to Sand (Sandstorm), Transmute Sand to Rock (Sandstorm) and Transmute Sand to Glass (Sandstorm). Each spell-like ability granted by this class feature is usable 3 times per day. At 9th level they may select an additional 2 spells from this list.

    Environmental Control (Sp): At 9th level the Formshaper becomes far more adept at large scale environmental manipulation and can use the spell Control Weather as a spell-like ability usable once per day. In addition, all of their SLA's granted by this class are affected by the widen metamagic for free.

    Variable Form (Su): At 10th level the Formshaper’s body becomes a constant flux. They become immune to critical hits and gain damage reduction 10/- which stacks with whatever damage reduction they have from their base form or whatever form they are currently in. In addition, whenever they use their shift class feature they gain all extraordinary abilities of whatever form they shift into and true seeing and similar divinations do not detect them as being shapeshifted, it treats their shifted form as their natural form for the purpose of divinations and similar effects.
    Last edited by Silva Stormrage; 2023-12-18 at 11:41 PM.

  2. - Top - End - #2
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    Default Re: 2 New Shapeshifting Prestige Classes

    Umbra Flicker


    Umbra Flickers are usually informants and spies, gathering darkness about them and utilizing shadow magic to shift their forms to become near perfect infiltrators. Capable of creating darkness, teleporting into locations and shifting their forms to look like anyone they can find themselves the ideal agent for sneaking in unnoticed to even the most well defended strongholds.

    Becoming a Umbra Flicker
    Entry Requirements
    Skills:Escape Artist 5 Ranks, Knowledge (The Planes) 5 ranks, Disguise 5 Ranks
    Feats: Darkstalker, Skill Focus (Disguise)
    Base Save Bonus: Base Will +6
    Special: Must have been transformed via a spell or ability at least once.


    GAME RULE INFORMATION
    Hit Die: d8

    Class Skills
    The Umbra Flicker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex) Intimidate (Cha), Knowledge (Planes) (Int), Knowledge (Arcana) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sleight of Hand (Dex), Use Magic Device (Cha)

    Skill Points at Each Level: 4 + Int modifier

    Umbra Flicker
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +2
    Dark Essence, Fundamentals of Shadows
    2nd
    +2
    +3
    +3
    +3
    Summon Shadow Elemental (Medium)
    3rd
    +3
    +3
    +3
    +3
    Shift (Alter Self)
    4th
    +4
    +4
    +4
    +4
    Shadow Reflection (1/Day)
    5th
    +5
    +4
    +4
    +4
    Shadow Elemental (Large), Shadow Magic
    6th
    +6
    +5
    +5
    +5
    Shadow Jaunt
    7th
    +7
    +5
    +5
    +5
    Shift (Polymorph), Shadow Reflection (2/Day)
    8th
    +8
    +6
    +6
    +6
    Shadow Elemental (Huge), Shadow Magic (Metamagic)
    9th
    +9
    +6
    +6
    +6
    Shadow Stride
    10th
    +10
    +7
    +7
    +7
    Umbral Embodiment, Shift (Draconic Polymorph), Shadow Reflection (3/Day)

    Class Features
    All of the following are class features of the Umbra Flicker.

    Weapon and Armor Proficiencies: Flickers gain no proficiencies with armor or weapons.

    Fundamentals of Shadow (Sp): Flickers gain the ability to replicate minor cantrip like uses of shadow magic. They automatically learn the Shadow Phase fundamental and may learn one other Fundamental of their choice. They learn an additional fundamental at 2nd level and every even level after that. Fundamentals can be used at will.

    For the purpose of their Fundamentals and every other spell-like ability granted by this class the Flicker’s caster level is equal to their class level and their relevant casting ability modifier is charisma. Additional fundamentals beyond those found in Tome of Magic can be found in Realms of Chaos's excellent Descent of Shadow Project and my own Conduit Class

    Dark Essence (Su): The Flicker can cloak himself entirely in everchanging shadows gaining a +2 bonus to hide and move silently and the ability to see in mundane and magical darkness while this cloak is in effect. They can use this at will and can activate or suppress it as a move action.

    Summon Shadow Elemental (Sp): At will as a standard action the Flicker can summon one medium shadow elemental (ToM 165). This elemental can use the Fundamental Mystery Umbral Hand at will and gains a bonus on damage rolls equal to the Flicker’s charisma modifier. This elemental lasts for one minute per caster level and the Flicker can only have one active at a time, summoning a second one dismisses the first one. Otherwise this ability functions like Summon Monster V. The elemental can not move further than 100ft from the Umbra Flicker or the magic conjuring it fades.

    At 5th level the Elemental becomes a Large Shadow Elemental and at 8th Level the elemental improves again becoming a Huge Shadow Elemental.

    Shift (Sp): The Flicker can mold their own shape by infusing themselves with the malleable essence of the plane of shadows. At 3rd level they can use the spell Alter Self as a spell like ability at will.

    At 7th level this ability improves and they can also use the spell Polymorph on themselves at will.

    At 10th level this ability improves again and can use the spell Draconic Polymorph (SpC) on themselves at will.

    Shadow Reflection (Sp): Instead of gathering shadow magic to alter your own form you can create a temporary copy of yourself in whatever form you could have shifted into. Whenever you use your shift class feature you can instead of altering your form create a reflection of yourself with your exact statistics except as noted here. This reflection appears adjacent to you, forming from shadows emerging from your body, and has the form of whatever you were going to transform into via your shift class feature. The reflection is perfectly loyal to you and you share its senses and have a telepathic bond with the reflection. When the reflection dies or is dismissed it dissolves into wisps of darkness.

    The reflection only has mundane copies of all your gear and only has ½ of your hit points. Half of the hit point damage the reflection takes is also dealt to the Flicker, only hit point damage is shared and damaging the Flicker does not damage the reflection. The damage transferred to the Flicker is not negated or reduced by things like damage reduction or regeneration. The reflection has all of the Flicker’s other class features and abilities but both the reflection and the Flicker share uses per day between them. The reflection lasts for one minute per caster level. If the reflection dies the Flicker is exhausted for one hour due to the shock. This is a conjuration effect equivalent to a 5th level spell.

    This ability can be used 1/day at 4th, 2/day at 7th and 3/day at 10th.

    Shadow Magic (Sp): At 5th level the Flicker gains the ability to use various spells and mysteries as spell-like abilities. They gain access to the spells Gaseous Form and Darkness as well as the Mystery Bend Perspective (ToM) usable at will. As well as gaining access to the spells, Permeable Form (LoM), Silence and Invisibility and access to the mysteries Shadow Evocation (ToM) and Shadow Conjuration. Each of these spells or mysteries is usable 3 times per day.

    At 8th level this ability improves. Each time they use one of the spell-like abilities granted by this class feature they may apply one of the following metamagic feats to it: Extend Spell, Empower Spell, Widen Spell, Quicken Spell. They may apply these metamagic feats even to the mysteries which normally can’t be modified by metamagic.

    Shadow Jaunt (Sp): Starting at 6th level the Flicker can transport themselves via the plane of shadows. When standing in a shadow or shadowy concealment they may use the spell dimensional door as a spell like ability 3 times per day, teleporting only themselves and objects less than their maximum load. Only their starting location needs to be within a shadow or shadowy concealment.

    In addition, whenever they have a Shadow Reflection active they may swap locations with it as an immediate action. If they use this in response to an attack the attack automatically hits the reflection. Swapping with your reflection uses up one of your uses of your dimensional door spell like ability for the day and you can’t swap with your reflection if you have no uses left for the day.

    Shadow Stride (Sp): At 9th level the Flicker becomes far better at infiltrating and using the plane of shadows to move around. They may use the mystery Voyage into Shadow (ToM) three times per day.

    In addition they can use their dimensional door spell like ability from their Shadow Jaunt class feature at will instead of only 3 times per day.

    Umbral Embodiment (Su): At 10th level the Flicker becomes one with the Plane of Shadows. They become an outsider native to both the Material Plane and the Plane of Shadows in addition to gaining the Dark Creature Template (ToM) for free. When using their shift ability they retain their Dark Template regardless of what they shift into. In addition their ability to shift forms improves dramatically and their base form becomes fluid. Whenever they use their shift class feature they gain all extraordinary abilities of whatever form they shift into and true seeing and similar divinations do not detect them as being shapeshifted, it treats their shifted form as their natural form for the purpose of divinations and similar effects.
    Last edited by Silva Stormrage; 2020-04-28 at 06:03 PM.

  3. - Top - End - #3
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    Default Re: Two Shapeshifting Prestige Classes, The Formshaper and the Umbra Flicker

    Good stuff, I like PRCs that give noncasters some limited magical abilities that fulfill a specific theme.

    Feedback on the 1st one...

    Quote Originally Posted by Silva Stormrage View Post
    Becoming a Formshaper
    Entry Requirements
    Skills:Escape Artist 5 Ranks, Craft (Alchemy) 5 Ranks, Spellcraft 5 Ranks
    Feats: Spell Focus (Transmutation), Greater Spell Focus (Transmutation) <do you really need 2 feat taxes? no one who wants to take the class will be dissuaded, so it's just an annoyance, same as with 4 vs 2 skill points in the bladebinder thread
    Base Save Bonus: Base Will +6 <are you ok with 4th level entry via 3 dips of strong will classes? maybe add +2 or +3 bab req?
    Special: Must have been transformed via a spell or ability at least once.

    --------------[snip]---------------------

    Class Features
    All of the following are class features of the Formshaper.

    Weapon and Armor Proficiencies: Formshapers gain no proficiencies with armor or weapons.

    Lesser Transmutation Magic (Sp): Formshapers don’t cast magic the normal way and instead undergo a ritual to allow their bodies to process specific types of magic. While not as versatile as normal vancian magic wizards use it does allow them to utilize various matter manipulation abilities at will. At 1st level they gain access to the spells Prestidigitation, Make Whole, Warp Wood and Stone Shape all usable as spell-like abilities 3 times per day.

    For the purpose of all spell-like abilities granted by this class their caster level is equal to their class level and the relevant ability score modifier is intelligence.

    Minor Shapeshift: The Formshaper gains the feat Minor Shapeshift (CM) as a bonus feat despite not meeting the prerequisites. For the purpose of this feat the highest level of polymorph spell prepared is equal to the Formshaper’s class level + 1. In addition, the bonus to caster level this feat provides increases the caster level of the Formshaper’s spell-like abilities granted by their Shift class feature despite being spell-like abilities instead of spells. <either give this feature AFTER they get Shift, or make it its own ability (eg, get fast healing after using any SLA from this class)

    Summon Golem (Sp): At will as a standard action the Formshaper can manipulate the various environments around them to summon a powerful golem to act as their guardian and ally. This golem functions as an Astral Construct of 3rd level. The Formshaper has the ability to select the relevant menu choices when creating this golem. The golem’s actual body comes from the Formshaper manipulating the various environments around them. Depending on what the golem is made of will have various traits listed below. The golem can only be made out of solid or liquid materials. The DM can adjust the effects or bonuses from creating a golem out of a material if they wish. The Formshaper can not create a golem out of magical materials or attended objects and there must be enough material to actually create a golem of the appropriate size. Removing the amount of matter from the surrounding environment might have problematic effects on the surroundings. Forming a golem out of a building’s stone support pillar is probably not going to end well unless you can survive the roof collapsing on you. This golem lasts for one minute per caster level and the Formshaper can only have one active at a time, summoning a second one dismisses the first one. This is equivalent to a 3rd level transmutation spell for the purposes of spells and effects.

    Constructing the golem from materials provides the following effects. Golems only can gain the benefits of one of the following unless the DM decides otherwise.
    • Stone or other durable material: The golem’s damage reduction increases to the material's hardness (Maximum damage reduction of 20/Adamantine and Magic) and becomes bypassed by Adamantine and Magic weapons.
    • Water or other liquids: The golem has its strength reduced by 4 but gains a swim speed equal to its base land speed and gains a +6 bonus to its dexterity.
    • Sand or other loose material: The golem takes half damage from slashing, piercing and bludgeoning attacks.
    • Rubble or other sharp and deadly materials: The golem’s natural slam attacks also deal slashing and piercing damage and have their damage dice increased by one step.


    At 5th level the Golem is a 5th level Astral Construct and at 8th Level the Golem improves again to a 7th level Astral Construct. <can you just give a formula? astral construct of class level minus 1 or 2?

    Shift (Sp): The Formshaper can mold their own shape by using their transmutation magic. At 3rd level they can use the spell alter self as a spell like ability at will.

    At 7th level this ability improves and they can also use the spell polymorph on themselves at will.

    At 10th level this ability improves again and can use the spell Draconic Polymorph (SpC) on themselves at will. <seems overspecific & capstone's already good

    Alter Other (Sp): Instead of altering your own form you can alter another creature’s form. You can cast any spell like ability you have access to from your Shift class feature on another willing creature you are touching. You can only transform them into a form that you could transform into yourself.

    This ability can be used 1/day at 4th, 2/day at 7th and 3/day at 10th.

    Transmutation Magic (Sp): At 5th level the Formshaper natural transmutation magic improves. They become able to use Prestidigitation, Make Whole, Gaseous Form, Stone Shape and Warp Wood as spell-like abilities usable at will. They can also cast Aquatic Escape (CS), Fabricate, Shape Metal, Greater Stone Shape, and Trollshape (PHB II) <like draconic polymorph, seems overspecific, also out of place since this ability seems more about changing other materials. Each of these spells in the second set are usable as spell-like abilities 3 times per day.

    At 8th level this ability improves each time they use one of the spell-like abilities granted by this class feature they may apply one of the following metamagic feats to it: Extend Spell, Reach Spell, Widen Spell, Quicken Spell. They may apply these metamagic feats even to the mysteries which normally can’t be modified by metamagic. <probably would parse better as a separate class ability (eg Improved Transmutation Magic)

    Environmental Alteration (Sp): Starting at 6th level the Formshaper can start to alter their environment on a wide scale. They may select 3 of the following spells to use as spell like abilities. Control Currents (Stormwrack), Control Sand (Sandstorm), Control Water, Control Winds, Move Earth, Move Snow and Ice (Frostburn), Transmute Rock to Mud, Transmute Mud to Rock, Transmute Rock to Sand (Sandstorm), Transmute Sand to Rock (Sandstorm) and Transmute Sand to Glass (Sandstorm). Each spell-like ability granted by this class feature is usable 3 times per day. At 9th level they may select an additional 2 spells from this list.

    Environmental Control (Sp): At 9th level the Formshaper becomes far more adept at large scale environmental manipulation and can use the spell Control Weather as a spell-like ability usable once per day.

    Variable Form (Su): At 10th level the Formshaper’s body becomes a constant flux. They become immune to critical hits and gain damage reduction 10/- which stacks with whatever damage reduction they have from their base form or whatever form they are currently in. In addition, activating their shift ability is now a move action. Whenever they use their shift class feature they gain all extraordinary abilities of whatever form they shift into and true seeing and similar divinations do not detect them as being shapeshifted, it treats their shifted form as their natural form for the purpose of divinations and similar effects. <this is already a great ability -- the 1st part is unnecessary and just adds clutter
    overall, cool class, the golem ability is a nice touch because it gives it a unique visual sign while still keeping it generic like the class is meant to be.
    Last edited by Elves; 2020-04-27 at 01:12 AM.
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    Default Re: Two Shapeshifting Prestige Classes, The Formshaper and the Umbra Flicker

    Quote Originally Posted by Elves View Post
    Good stuff, I like PRCs that give noncasters some limited magical abilities that fulfill a specific theme.

    Feedback on the 1st one...



    overall, cool class, the golem ability is a nice touch because it gives it a unique visual sign while still keeping it generic like the class is meant to be.
    Prerequisites: Yes this is actually intended for both the feats and the save aspects. The early entry is one of the aspects I liked about the Thrall of Jubilex, you had multiple diverse entry paths into the class, either waiting for the levels normally or doing everything you can to enter as soon as possible. As for the feats, normally I would agree two terrible dead feats is kind of obnoxious. However, the class features are just too good to not eat up the player's feat slots a bit. At will polymorph is obscenely powerful and in order for the class to not just straight up overshadow standard melee classes they can't also have all the melee combat feats and be able to shapeshift. Similar PRCs which grant powerful standalone class features also have this tendency with Master of Shrouds and the comparable Master of Many Forms having two pretty terrible pre reqs.

    Minor Shapeshift: The clause about getting a bonus to their shift ability was simply clarification because I wasn't sure if SLAs would normally get that bonus. Most DMs would probably give it to you anyway. It is a side benefit and I enjoy the various aspects that the feat can give you rather than just a baseline "You get fast healing"

    Golem: I agree it is a bit odd to have the Golems simply at fixed levels but when I was testing it out with a scaling progression it felt weird. The golems either started out too weak or ended up being too strong for what I wanted them as (A decent meatshield probably a bit worse than a moderately optimized animal companion). With Astral Constructs normally progressing in power every 2 levels and this class feature scaling them every level it ended up clunky, and any formulas I put in to scale it appropriately were too convoluted for the benefits. Also this gives the Formshaper the same progression as the Umbra Flicker as a side benefit.

    Transmutation Magic: With your comments on Draconic Polymorph and Trollshape I am just going to mention that Draconic Polymorph despite the name doesn't actually turn you into a dragon. It's just polymorph with a 20 HD cap instead of 15 and a strength boost. Its there in case the player really pumps their CL at higher levels and doesn't feel ham stringed by this class compared to casters transforming into stronger monsters. Likewise Trollshape actually has a solid use, it grants the character the Troll's regeneration at 5th rather than 10th level, it is swift action and it grants some temp HP. In addition, there are other SLAs that transform the character in that section including Aquatic Escape, Gaseous form and Trollshape. If WoTC had simply merged the stone shape and similar spells into a single spell the ratio would be much evener.

    As for the metamagic I normally would agree with you but I kept running into issues where the wording was a bit vague and it wasn't entirely clear that the metamagic could only be applied to those SLAs and not the many others granted by this PRC. It has its own separate entry on the PRC table so I think that should be clear enough.

    Capstone, you might be right there. I was trying to put it on par with the Umbra Flicker's capstone which grants the Dark Template in any form they shift into as well as the "True Seeing and Such don't pierce the disguise". Though I think to keep the concept the close to the Thrall of Jubilex, I would prefer to keep the transformation aspect and remove the shift as a move action.


    Thanks for your feedback
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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