The Form Mage (Okay, Second Try!)

DiniUra

First Post
Okay, in my continuing quest to create a balanced, shapeshifting core class, I think I've stumbled onto an interesting idea - Magic/Shapeshifting transparency. This class is the result of that concept, the Wizard-like Form Mage.

I apologize for the lack of flavor text, this is just a dry run to see what people think. All opinions appreciated!

Hit Dice: d6
Saves: Poor Fortitude, Poor Reflex, Good Will
Base Attack Bonus: Poor (As Wizard)
Starting Gold: 4d4 x 10

Class Skills: Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Survival (Wis).
Skill Points: 4 + Int Modifier (x4 at 1st Level).

Code:
[b]   BAB      Fort    Ref    Will  Abilities                         CR/Day[/b]
1. +0        +0     +0     +2    Bonus Feat, Summon Familiar      2  
2. +1        +0     +0     +3                                     4
3. +2        +1     +1     +3                                     6
4. +3        +1     +1     +4                                     8
5. +3        +1     +1     +4    Bonus Feat                       10
6. +4        +2     +2     +5                                     12
7. +5        +2     +2     +5                                     14
8. +6/+1     +2     +2     +6                                     16
9. +6/+1     +3     +3     +6                                     18
10.+7/+2     +3     +3     +7    Bonus Feat                       20
11.+8/+3     +3     +3     +7                                     22
12.+9/+4     +4     +4     +8                                     24
13.+9/+4     +4     +4     +8                                     26
14.+10/+5    +4     +4     +9                                     28
15.+11/+6/+1 +5     +5     +9    Bonus Feat                       30
16.+12/+7/+2 +5     +5     +10                                    32
17.+12/+7/+2 +5     +5     +10                                    34
18.+13/+8/+3 +6     +6     +11                                    36
19.+14/+9/+4 +6     +6     +11                                    38
20.+15/+10/+5+6     +6     +12   Bonus Feat                       40

Abilities: Intelligence determines how many forms the Form Mage can assume a day, and how likely he is to learn a form. A high Dexterity score is helpful to a Form Mage, who typically wears little armor, as it provides him with a bonus to Armor Class. A good Constitution score gives a Form Mage extra hit points, which can be useful as a Form Mage will often find himself in combat situations.
Alignment: Any


Weapon and Armor Proficiency: A Form Mages are proficient with the club, dagger, light crossbow, and quarterstaff, but not with any form of armor or shield. Form Mages are also proficient with the natural weapons of any assumed form.

Forms:
A Form Mage may assume the form of any creature he has recorded in his Monster Manual.
Assuming a form is an extraordinary ability that takes a standard action and works as the Shapechange spell with the following exceptions:

The Form Mage may assume a creature of any type, size, and of any Hit Dice (though he is still limited by his Challenge Rating/Day)

A form’s power is established by its Challenge Rating(CR), a Form Mage may prepare only a certain number of CRs a day. He may spread his allotted CRs among several forms, but he may never assume a form with a CR greater than his Form Mage level. Thus, a level 2 Form Mage could prepare one Dire Badger Form(2 CR) and two Camel Forms (1 CR), but he could not assume the form of a Griffon (CR 4). A Form Mage with a high Intelligence score receives bonus Hit Dice per day as if they were 1st level Wizard Spells.
The Form Mage may retain an assumed form for a number of hoursequal to his Form Mage level.

Summon Familiar:
A Form Mage may summon a familiar, exactly as a Wizard or Sorcerer, with the following exception:

“Share Spells” becomes “Share Form,” as the Metaform feat Shared Form (see below.)
“Deliver touch spells” is replaced by “Familiar Form*.”

*Familiar Form: The Form Mage’s Familiar has learned to mimic his master’s abilities. The Form Mage may now choose to apply a prepared form to his familiar, as opposed to assumi ng the form himself.

Bonus Feats:
At 1st, 5th and every five levels there after, a Form Mage gains bonus feats. The Form Mage may select any Monstrous or Metaform feat as a bonus feat, though Monstrous feats apply only when in an applicable form.

Monster Manual:
Akin to the Wizard’s spellbook, The Form Mage’s Monster Manual is largely the source of his power, though Manual’s often contain less arcane script and more diagrams and notations. A Form Mage must study his Manual each night to renew his knowledge of his many forms. He can not assume any form not recorded in his Monster Manual.
A Form Mage begins play with a Monster Manual containing 3 CR of forms of the Form Mage’s choice. For each point of Intelligence bonus the Form Mage has, the Monster Manual holds one additional CR of forms. At each new Form Mage level, he gains 4 additional CR for his Manual. These CR may be spread over any number of forms.
A Form Mage can also add a form to his Manual whenever he encounters a creature. To learn a creature’s form, the Form Mage must spend at least a day studying the beast. The creature can be dead, but it is preferable to have a live subject. At the end of the day, the he must make a Knowledge check (DC 10 + the creature’s Challenge Rating). For every day the creature has been dead, the check DC increases by +2. The Knowledge skill used is based on the type of subject being studied:

Knowledge (Arcana) for Magical Beasts
Knowledge (Dungeoneering) for Aberrations and Oozes
Knowledge (Local) for Humanoids
Knowledge (Nature) for Animals, Fey, Giants, Monstrous Humanoids, Plants and Vermin
Knowledge (The Planes) for Outsider and Elementals.


If the check succeeds, the Form Mage learns the basics of the creature’s anatomy and may copy it into his Monster Manual (see Writing a New Form into a Monster Manual, below).
If the check fails, the Form Mage does not quite grasp the workings of the beasts form. He cannot attempt to learn or copy that form again until he gains another rank in the appropriate Knowledge skill.

Writing a New Form into a Monster Manual: Once a Form Mage understands a new form, he may record it into his Monster Manual.
Time: The process takes 24 hours, regardless of the form’s Challenge Rating.
Space in the Monster Manual: A form takes up one page of the Monster Manual per point of CR, so a form with a Challenge Rating of two takes up two pages, a 5 CR form would take five pages, and so forth. A Monster Manual has one hundred pages.
Materials and Costs: Materials for recording the form (special quills, inks, and other supplies) cost 100 gp per page.
Note that a Form Mage does not have to pay these coasts in time or gold for the forms he gains for free at each new level. He simply adds these to his Monster Manual as part of his ongoing research.

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Metaform Feats: As a Form Mage’s knowledge of anatomy (both physical and magical) grows, he can learn to prepare forms in ways slightly different from the ways in which the form’s were originally recorded or learned. Preparing and assuming a form in such a way is harder than normal but, thanks to metaform feats, at least its possible.
A Form Mage can apply multiple metaform feats to a single form. Changes to is CR are cumulative. An Extended, Sculpted Wolf Form, for example, would be prepared as a 5 CR form (a 2 CR form, increased by one CR level for each of the metaform feats).

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Empowered Form [Metaform]:
You have learned to increase the power of your assumed forms.
Benefit: You can add more Hit Dice to any form known, advancing it as a creature. These added hit dice work exactly as stated in the Monster Manual.
An empowered form’s is assumed as a form of CR = Form's original + added Hit Dice +1. So, if a Form Mage were to empower a 2 CR with 4 add Hit Dice, he would assume it as a 7 CR form.

Quicken Form [Metaform]:
You can assume a new form with a moments thought.
Benefit: Assuming a quickened form is a free action. You can perform another action, even assuming another form, in the same round as you cast a quickened spell. You may only assume one quickened spell per round.
A quickened form is assumed at +1 CR.

Extend Form [Metaform]:
Your assumed forms last longer than normal.
Benefit: An extended form lasts twice as long as normal.
An extended form is assumed at +1 CR.

Augment Form [Metaform]:
You have learned to alter the base nature of an assumed form.
Prerequisite: Sculpt Form.
Benefit: You may apply a template to any form known. The form must still meet the requirements of the applied template.
An augmented form is assumed as a creature of its CR + the CR adjustment of the applied template +2. Thus, a Ape (2 CR) with the Fiendish template (+1 CR) applied would be prepared as an HD 3 creature.
The Form Mage may use Augment Form to apply templates to his own body, though the applied template only lasts as long as an assumed form would. When augmenting his own form, the Form Mage counts as a 0 CR creature. Thus, a 4th Level Form Mage (0 CR) apply the Fiendish (1 CR) template to himself, would assume the template itself as a 2 CR creature

Sculpt Form [Metaform]:
You can alter the physical form of an assumed form.
Prerequisite: Any other Metaform feat.
Benefit: You may add or remove minor physical qualities from an assumed form to tailor its usefulness. For each additional CR added, you may add one of the special features to a known form:

Climber – The form becomes easily able to traverse walls and even ceilings, gaining a climb speed equal to its base land speed.
Burrower – The form’s teeth and nails become more durable, as its head grown a bony plow, granting it a Burrow speed equal to half its base land speed.
Swimmer - A large fish tail replaces the form’s hind legs, and a dorsal fin appears its back. Assumed form gains a Swim speed equal to his base Land speed, Land speed becomes 5 ft.
Runner – The form’s leg’s become extend as its muscles strengthen. The form gains a +20 to it’s base Land speed.
Fighter – Assumed form gains two natural weapons of any type and the limbs to support them. appropriate for its size. If the form already has natural weapons, it either gains two additional secondary natural weapons appropriate for its size, or two of its natural weapons deal damage as if they were one size larger. Added Wing weapons do not allow for flight.
Flyer – The creature sprouts large, powerful wings (either birdlike, beetlike, or inesctoid) and is granted a Fly speed equal to its highest speed (average maneuverability.)
Water Breather – The creature gains gills, allowing it to breath freely under water, though it can no longer breath air.
Tool Builder – The form’s front limbs grow humanoid forearms from their elbow joint, and the beast’s vocal chords reshape to allow for humanoid speech. The added forearms do not replace the beasts original forelimbs, and they may move independently from the elbow joint. A form so altered may wield a weapon appropriate for its size, though it still suffers a penalty if the Form Mage is not normally proficient with the weapon, and he may not use any natural attacks in the same round that he attacks with the manufactured weapon. The Form Mage may also speak normally, cast spells with somatic, verbal and material components (provided the material components are not merged with his form).

A sculpted form is assumed as a creature of its CR +1/special feature.
The Form Mage may use Sculpt Form to apply alterations to his own body, though the applied changes only lasts as long as an assumed form would. An alteration for the Form Mage’s body is assumed as a 1 CR creature.

Persistent Form [Metaform]:
You make one of you forms last all day.
Prerequisites: Extend Form
Benefit: A persistent form lasts for 24 hours.
A persistent form is prepared at +6 CR.

Resize Form [Metaform]:
You may alter the size of an assumed form.
Benefit: You may change the size category of an assumed form, granting it the appropriate bonuses and penalties to Strength, Dexterity, Constitution, Speed, Armor Class, Attack Bonus, and Hide.
A resized form is assumed at +4 CR for every size category smaller or larger than the original form. A Form Mage may resize his own form, by applying Resized Form to himself. Thus, a Halfling Form Mage who wishes to become Diminutive (+8 CR, as it is two sizes smaller than Small), would assume Resize Form as a 8 CR creature.

Shared Form [Metaform]:
You may take others with you into an assumed form.
Prerequisites: Any other Metaform feat.
Benefit: You may take one creature/class level with you when you assume a new form, merging all of your forms into a single new creature. You may control the assumed form, or designate someone else as the “driver,” but only one person may control the body at a time. While in the assumed form, everyone may see through the creature’s eyes, and hear through it ears, but only the person control it may speak. Anyone in the form may also speak, as if by Telepathy to those merged into the current form.
The Form Mage may attempt to take unwilling creatures into an assumed form, but to do so he must succeed on a unarmed melee touch attack as part of a full-round action that combines the touch attack and assuming a new form. Unwilling creature’s get a Will save (DC 10 + the form’s CR) to resist being pulled into the assumed form. If they succeed on this Will save, they retain their normal form, though the Form Mage still assumes the form.
An unwilling contained within an assumed form may make one opposed Wisdom check against the Form Mage each round to try and wrest control of the form from his captor. Creature’s immune to polymorph are also immune to a shared form. Those with the Shapechanger subtype may revert to its natural form as a standard action.
A shared form is assumed at +2 CR.

Twin Form [Metaform]:
You may assume to forms simultaneously .
Prerequisites: Any other Metaform feat.
Benefit: You may prepare two forms as one creature of their combined Hit Dice. This does not raise the power of either form, instead, at any time within the duration of the form you may assume the second form as a free action. You may shift back and forth between forms as many times as you like, but are still limited to the duration of a single assumed form.
A twin form is assumed at +1 CR.
Thus, if a 4th level Form Mage were to use Twin Form to prepare a Tiger Form (4 CR) and an Owl Form (1/4 CR), he would assume it as a single 5 1/4 CR form, with a duration of 8 hours. During that 8 hours, the Form Mage could shift back and forth between Owl and Tiger as many times as he wanted, but at the end of the 8 hour period, he would revert to his original form.

Thoughts? Opinions? Questions?
 
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Ok. Not sure how I feel on this class. While the idea seems simple enough, I am not sure how the straight HD per day option will work. Overall, I think it is very week - especially at low levels. You have worst BAB (I would up this to Medium BAB so that forms are worthwhile), only d6 HD, mediocre skills at best, and can shift a very limited number of times and for a very short duration, and you have to “prepare” your forms ahead of time.

At 1st level, with a 14 INT you can shift into up to 4HD of creature, that’s at most four 1HD creatures for all of 1 minute each, which really wont be good for much since you still retain the bad BAB and low HD. At 20th level with an 18 INT you gain 44HD. That’s only two 20HD creatures and a 4HD creatures for all of 20 minutes each.

In most games – these forms wont accomplish much. Even as utility forms such as an animal for movement at low levels – how far will it get you in 1 minute? Overall the class can only perform its function a very small number of times per day and then becomes basically worthless. Maybe that is balanced with the Wizard, but a wizard’s spells can be more versatile than the ability to change form.

Personal note - I am also not sure I like the Summon Familiar. Anyone who’s read my sorcerer thread knows my overall feeling on familiars, but overall I don’t really seeing it fit with this class concept.

I am also not sure on the Feat strings. You offer 9 feats out of an available 5 to the class, many being chains. Why not make these a part of the class? Stagger the 9 abilities over the 20 levels, giving the class an increased growth and expansion of their abilities more than simply the HD/day. I would some measure of “Monstrous” bonus feat to make more use of their forms.

You might also want to look at changing HD to CR. There are many creatures that have a higher CR than they have HD. I would also explicitly state that no form can be learned with a template – only the base creature may be assumed.

Just my 1st initial thoughts. Overall, I just don’t see it as very viable right now. Thoughts?
 

Thanks for the feedback!

I can see your point about low-HD memorization, while striving for balance I tend to err on the side of caution. Do you think... say, two more HD/level would help?

I like your suggestions about CR, infact, the original class I was basing this one of (The Hunter, another of mine, a few pages back on this board) used a CR system instead of an HD system. I switched it over to HD because of the original feedback. :) Perhaps I should go back to the first system, eh?

Also, I see what you mean about the low-duration of forms... What if it was raised to hours instead of minutes? Think that would help?

As for the feats and Summon Familiar, I was aiming for straight-across Wizard conversion to aid in the Magic/Shapeshifting transparency idea.

I actually meant to add in a no-template memorization-clause... must've slipped my mind.
 
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DiniUra said:
Thanks for the feedback!
NP. I like to help when I can - even if its just bouncing ideas or concreting you on your original ideas.

I can see your point about low-HD memorization, while striving for balance I tend to err on the side of caution. Do you think... say, two more HD/level would help?
Might have to play with some examples. If you do increase the HD/day, yopu might need to make a second column of information listing the highest HD specific form taken per level. For example, at 1st level you may have 6HD/day but can only take the form of 2HD creatures. This will prevent abuses.

I like your suggestions about CR, infact, the original class I was basing this one of (The Hunter, another of mine, a few pages back on this board) used a CR system instead of an HD system. I switched it over to HD because of the original feedback. :) Perhaps I should go back to the first system, eh?
Toss in a link to the thread? I couldnt seem to find it.
As for the CR vs HD, it might be worthwhile to put a little data together comparing creatures at key points like 2HD vs 2CR, 5HD vs 5CR, 10HD vs 10CR, etc. and see what the differences look like. In general I think CR is a better scale of "power" than HD.

Also... do you plan to allow 1/2 and 1/4 HD (or CR) forms?

Also, I see what you mean about the low-duration of forms... What if it was raised to hours instead of minutes? Think that would help?
This would be on par with the Druid's Wild shape. I think, considering that the class has no spellcasting or other abilities as does the Druid, that 1 hour per level would be fair and much more useful. Thus at 20th level, they could take the form of a decently powerful creature and remain in that form for the majority of the day instead of wasting their entire class's ability in two 20-minute shots for the day.

As for the feats and Summon Familiar, I was aiming for straight-across Wizard conversion to aid in the Magic/Shapeshifting transparency idea.
This makes sense in its concept. However, I'm still not convinced the familiar works, but thats your call, since I am biased against them anyway. As for the feats, I can understand the premise, but it may tend to make them a bit weak. I would have to see some test runs.

Hope that helps some.
 

Khaalis said:
Toss in a link to the thread? I couldnt seem to find it.

One Two Three

Heh, I like to get a broad base for feedback. :heh:


Khaalis said:
As for the CR vs HD, it might be worthwhile to put a little data together comparing creatures at key points like 2HD vs 2CR, 5HD vs 5CR, 10HD vs 10CR, etc. and see what the differences look like.

Okay, took a look through the ol' Monster Manual and now I'm certain CR is the way to go. Pixies, ofr example, are 1 HD, 4-5 CR, and we certainly don't want the Form Mage overpowering the party, now do we?


Khaalis said:
For example, at 1st level you may have 6HD/day but can only take the form of 2HD creatures. This will prevent abuses.

Well, how's this? We take a que from the Expanded Psionics Handbook and tweak it slightly: The Augmentation manifester level cap becomes the CR cap. The Form Mage may spend no more than his level in CR on a single form. Then perhaps, up the CR/day to Form Mage level x 4. What do you think?

Also, if all his forms have a CR equal to his own, would it be to overpowering to allow him the supernatural abilities of an assumed form?


Khaalis said:
Also... do you plan to allow 1/2 and 1/4 HD (or CR) forms?

Yes, I just forgot to mention it. Fractional forms are prepared just as one would assume. As is, a 1st level Form Mage could memorize 6 Orcs.


Khaalis said:
Hope that helps some.

It does, thanks.
 

DiniUra said:
One Two Three

Heh, I like to get a broad base for feedback. :heh:
I will read over these as soon as I get a chance but I wanted to make a quick reply.

Okay, took a look through the ol' Monster Manual and now I'm certain CR is the way to go. Pixies, ofr example, are 1 HD, 4-5 CR, and we certainly don't want the Form Mage overpowering the party, now do we?
The more I think about it you may need something a bit more quantitative, such as a specific list of creatures aloowed per level?

The Pixie is the perfect example. It is 1HD, 4-5CR, but most of its CR comes from abilies the Form Mage cant get.

Gains: Small Size, Fly 60', Initiative +4, AC 16 (Dex 18, but drops to Str 7 and Con 11)

Doesnt Gain: Greater Invisibility, Spell-Like Abilities nor Special Arrows (even though they are an Exceptional ability, they arent part of the form)

Hmm...definately not a 4th or 5th level form...

Well, how's this? We take a que from the Expanded Psionics Handbook and tweak it slightly: The Augmentation manifester level cap becomes the CR cap. The Form Mage may spend no more than his level in CR on a single form. Then perhaps, up the CR/day to Form Mage level x 4. What do you think?

Also, if all his forms have a CR equal to his own, would it be to overpowering to allow him the supernatural abilities of an assumed form?

If you do this, I would allow them to actually become the creature. A Sprite for example burning 4CR points for NOT gaining its special abilities - makes it basically worthless.

I will have to sit and look at the Psi power and how it works as well as some other sources. I will try to do this over the weekend as I get some free time.

Shifter classes are very hard to work with. I'll see what I can think of.
 

Just a wild thought. I will investigate this when I have books handy, but what about this concept. It was jogged by your Psi comment.

Wild Talent sorcerer concept that basically uses a Spell Point Pool (similar to Psi Points [balanced to appropriat uses per day]) to use Alter Self, Polymorph and Shapechange (gained at different levels)? Those are the only "spells" they know. Thoughts?
 

Perhaps the trick is in not using the monster manual at all. That, and use the psion as a guide, rather then the wizard.

Ok: so he gets X pts a day, with an expenditure of x pts at a time (your CR cap). He doesn't become an animal, he approximates one by choosing from the menu below. Take a hint from the astral construct 3.0 for lv of ability gained (1 menu a, 2 menu b, etc - then assign the below info for the menu).

1) spend points for armor
2) alter to quadruped, gain increased movement rate
3) gain additional movement rate
4) size change
5) natural attacks
6) natural abilities >>>>
..A) senses
..B) pounce, rake, rend, rage, chameleon, poison, spider climb, web, etc.
..C) temporary HP buffer
..D) simulation: not just another form, he now looks like a copy of (______)
..E) animal feats - flyby, tracking,.....

Have this fellow gain steps of focus as he progresses in level: feline mastery (get abilities of felines 1 step cheaper, look exactly like a feline), then mammal, then animal,...). Now instead of just feline, you would have a list (humanoid, animal, vermin, ooze, etc.). Now he is a shape changer, specializes in a particular type of form for cheaper (or many forms but not as cheap), perhaps as he rises in specialty he can retain some critter traits w/out changing form. Say the feline master retains night vision and pounce 24/7 at 14th level (if he continued to stay focused in feline).

Finally, give him 3/4 attack step, and good fort and reflex, poor will save.


B:]B
 

Khaalis said:
Just a wild thought. I will investigate this when I have books handy, but what about this concept. It was jogged by your Psi comment.

Wild Talent sorcerer concept that basically uses a Spell Point Pool (similar to Psi Points [balanced to appropriat uses per day]) to use Alter Self, Polymorph and Shapechange (gained at different levels)? Those are the only "spells" they know. Thoughts?


Other appropriate spells could include the animal buffs, darkvision, basically most transmutation spells that can/do target oneself and are vaguely transformational:
enlarge person, expeditious retreat, jump, reduce person;
alter self, darkvision, the animalbuffs, and spider climb;
water breathing;
polymorph;
tenser's transformation;
shapechange.

Something like that. Covers a wide range of partial and complete transformations. I'd make a single 3rd level spell called "Enhance Ability" or maybe "Animal Affinity" to replace the 6 second level buffs, and you're pretty good to go.
 

Just a thought (roast as you will...)

I'd try these and see how they work:

1) No time limit on forms.
Since the forms taken will be of lower power than most players of the same level, there is little conflict of interest
2) Gain new forms as you progress
Maybe start with beasts or vermin at first level, then gain new types as the character improves. It may give the players something to shoot for as they progress.
3) Keep the HD per day, but loose the memorization. Much more fun to
transform on the fly.
4) Loose the familiar, but possibly gain similar abilities through levels? (Living as other animals does give a new perspective. Wasn't that a focus on Disney's "The Sword and the Stone"?)

That's about it for now. Also, there is a book out (I don't remember the company) that focuses on witches. One of the PrC's focuses on "cursing" others through polymorphs. One of the high level abilities is the ability to dominate chose that have been changed or can change. Maybe a good antagonist for this class?
 
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