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Ideas for a "Shapechanger" Base Class
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<blockquote data-quote="Dagredhel" data-source="post: 4553023" data-attributes="member: 3421"><p>I've been thinking about creating a shapeshifting base class for some time. I hope to use this thread to organize my thoughts and work through some ideas I've had. (Chances are, I'll only find the time to work on it sporadically.) If anyone is interested, I would appreciate any thoughts and suggestions.</p><p></p><p></p><p><u>Design Goals</u></p><p></p><ol> <li data-xf-list-type="ol">The class should be flexible enough to cover a variety of archetypes, without being mechanically unwieldy. I'd like it to provide options to represent diverse character concepts through the same basic mechanics.<br /> </li> <li data-xf-list-type="ol">The class should be reasonably balanced, a competitive option as compared to other classes without being overwhelming.<br /> </li> <li data-xf-list-type="ol">The class mechanics should be as simple and "elegant" as possible.</li> </ol><p></p><p></p><p>Here are some of the tropes I'd want the class to be flexible enough to accomodate.</p><p></p><p></p><p><u>Archetypes</u></p><p></p><ul> <li data-xf-list-type="ul"><strong>Infiltrator</strong>: takes on the appearance and form of other humanoids (either a species or particular individual) and pretends the part to spy or deceive, like a kind of doppleganger or changeling.</li> <li data-xf-list-type="ul"><strong>Totem Warrior</strong>: emulates a specific type of animal, like a wolf or bear, lion or tiger, etc.</li> <li data-xf-list-type="ul"><strong>Avatar</strong>: assumes the guise and physical attributes of the goddess she worships. (A variant of this theme would be a character who seeks self-perfection, much like a Monk.)</li> <li data-xf-list-type="ul"><strong>Warshaper</strong>: shapes his body for atack and defense without necessarily trying to faithfully mimic some other particular creature.</li> <li data-xf-list-type="ul"><strong>Wildshaper</strong>: learns to take a variety of animal forms, each with its own advantages. </li> <li data-xf-list-type="ul"><strong>Emulator</strong>: aspires to the powers of a particular type of puissant creature, like a dragon or giant.</li> </ul><p></p><p>More musings when I get the chance...<u></u></p><p><u></u></p><p><u>Ideas on Mechanics</u></p><p></p><ul> <li data-xf-list-type="ul"><strong>Medium BAB--- <u>but</u></strong> with a progressive class bonus to the attacks granted by the class... either a +1 to +5 competence bonus to maintain parity with a full BAB class, or up to +10 enhancement bonus to equal full BAB + buffs.</li> <li data-xf-list-type="ul">A damage progression with the attacks provided by the class will be a standard class feature... either something like the Monk's, or maybe d6s for simplicity, scaled to the ToB:BoNS...</li> <li data-xf-list-type="ul">The "<strong>somatic weaponry</strong>" offered by the class *will not* use the rules for Natural Weapons... it'll be one damage value that can reflect a variety of means of attack... sort of like a Monk's unarmed strike can be any combination of strikes with different body parts... Additional abilities (specific to a given form or requiring a "power") will *modify* the basic attack, adding more damage or special effects... and I guess it would make sense to differentiate between a standard and full round attack action... There will be no extra "iterative" attacks with this class feature.</li> <li data-xf-list-type="ul"><strong>Good Hp</strong>: somewhere between d8 and d12. This *is* a melee class. It'll be some combination of good Hit Die plus the option to increase Hp through "power" selection. (Not sure if added Hp should be regular or temporary? Don't want "powers" that add to ability scores, but do want powers that will simulate increased STR, DEX, and CON by adding specific static bonuses, like Hp and Fort Save bonus for CON.)</li> <li data-xf-list-type="ul"><strong>Medium Skill Points</strong>: 4-6 points? Different archetypes (above post)demand different skills... Is it better to offer an all-inclusive class skill list, or let the character follow specific "paths" that offer customized skill lists, like the "flavors" of Psion (Egoist, Nomad, etc.?)</li> </ul></blockquote><p></p>
[QUOTE="Dagredhel, post: 4553023, member: 3421"] I've been thinking about creating a shapeshifting base class for some time. I hope to use this thread to organize my thoughts and work through some ideas I've had. (Chances are, I'll only find the time to work on it sporadically.) If anyone is interested, I would appreciate any thoughts and suggestions. [U]Design Goals[/U] [LIST=1] [*]The class should be flexible enough to cover a variety of archetypes, without being mechanically unwieldy. I'd like it to provide options to represent diverse character concepts through the same basic mechanics. [*]The class should be reasonably balanced, a competitive option as compared to other classes without being overwhelming. [*]The class mechanics should be as simple and "elegant" as possible. [/LIST] Here are some of the tropes I'd want the class to be flexible enough to accomodate. [U]Archetypes[/U] [LIST] [*][B]Infiltrator[/B]: takes on the appearance and form of other humanoids (either a species or particular individual) and pretends the part to spy or deceive, like a kind of doppleganger or changeling. [*][B]Totem Warrior[/B]: emulates a specific type of animal, like a wolf or bear, lion or tiger, etc. [*][B]Avatar[/B]: assumes the guise and physical attributes of the goddess she worships. (A variant of this theme would be a character who seeks self-perfection, much like a Monk.) [*][B]Warshaper[/B]: shapes his body for atack and defense without necessarily trying to faithfully mimic some other particular creature. [*][B]Wildshaper[/B]: learns to take a variety of animal forms, each with its own advantages. [*][B]Emulator[/B]: aspires to the powers of a particular type of puissant creature, like a dragon or giant. [/LIST] More musings when I get the chance...[U] Ideas on Mechanics[/U] [LIST] [*][B]Medium BAB--- [U]but[/U][/B] with a progressive class bonus to the attacks granted by the class... either a +1 to +5 competence bonus to maintain parity with a full BAB class, or up to +10 enhancement bonus to equal full BAB + buffs. [*]A damage progression with the attacks provided by the class will be a standard class feature... either something like the Monk's, or maybe d6s for simplicity, scaled to the ToB:BoNS... [*]The "[B]somatic weaponry[/B]" offered by the class *will not* use the rules for Natural Weapons... it'll be one damage value that can reflect a variety of means of attack... sort of like a Monk's unarmed strike can be any combination of strikes with different body parts... Additional abilities (specific to a given form or requiring a "power") will *modify* the basic attack, adding more damage or special effects... and I guess it would make sense to differentiate between a standard and full round attack action... There will be no extra "iterative" attacks with this class feature. [*][B]Good Hp[/B]: somewhere between d8 and d12. This *is* a melee class. It'll be some combination of good Hit Die plus the option to increase Hp through "power" selection. (Not sure if added Hp should be regular or temporary? Don't want "powers" that add to ability scores, but do want powers that will simulate increased STR, DEX, and CON by adding specific static bonuses, like Hp and Fort Save bonus for CON.) [*][B]Medium Skill Points[/B]: 4-6 points? Different archetypes (above post)demand different skills... Is it better to offer an all-inclusive class skill list, or let the character follow specific "paths" that offer customized skill lists, like the "flavors" of Psion (Egoist, Nomad, etc.?) [/LIST] [/QUOTE]
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