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Ideas for a "Shapechanger" Base Class
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<blockquote data-quote="Arkhandus" data-source="post: 4556950" data-attributes="member: 13966"><p>The Attack Shift or equivalent ability would be much simpler, of course, if you just set it to a specific list of options instead of being so open-ended and semi-freeform. It would also help to actually make the attacks resembling natural weapons simply BE natural weapons.</p><p></p><p>Then, if worried about how the characters' feats wouldn't apply with many of their attacks (Weapon Focus - Unarmed Strike not applying to all of them, frex), you could just give them a simple class feature that lets them change the natural weapon that any given feat applies to at any time, with a move action or something. Similar to the Warblade's class feature, but simpler. Like, say:</p><p></p><p><strong>Natural Prowess (Ex):</strong> The shapeshifter is skilled in all kinds of unarmed combat, easily adapting their skills to work with different natural weapons while shapeshifted. Thus, as a move-equivalent action, the shapeshifter may change one or more feats that he has chosen the same natural weapon for (or unarmed strikes for, alternatively) to function with a different natural weapon of their choice (choose only a single type each time). This change lasts until the shapeshifter spends another move-equivalent action to undo the change, or to make a different change to the feat(s).</p><p></p><p></p><p>One possible, simplified version of Attack Shift could be:</p><p></p><p><strong>Attack Shift (Ex):</strong> You can effect small changes to your external features, focusing on the combat instincts and prowess of other creatures like lions, elk, dragons, griffons, and minotaurs. By doing so, you develop temporary natural weapons similar to those other creatures. You can also focus on manufactured weapons and grow a temporary copy of them from your own flesh and bones, shapeshifting them into the right materials.</p><p></p><p>The shapeshifter may use Attack Shift at will, as a standard action or full-round action. You can make one change with a standard action, or two changes with a full-round action. Each change from one use of Attack Shift must be identical to the other change from it, though; forming claws on two hands, or forming two horns, forming two tentacles, or similar. To form multiple types of weapon or natural weapon, you must activate the ability more than once. You can deactivate the effects of an Attack Shift as a free action on your turn, otherwise they last for up to 1 minute (10 rounds).</p><p></p><p>If you use Attack Shift to gain more than one natural weapon (whether in a single use or multiple uses with overlapping durations), you do not gain extra attacks from these natural weapons. Use your Base Attack Bonus to determine your number of attacks per round. The <strong>*INSERT OPTIONAL CLASS FEATURE NAME HERE*</strong> shapeshifter power can grant you extra attacks with these natural weapons, however, as detailed in that power's description.</p><p></p><p>You cannot grow more than one extra limb through Attack Shifts, or up to two extra limbs at 5th-level onward, up to three at 9th-level onward, up to four at 13th-level onward, and up to five at 17th-level onward. Each use of Attack Shift has one of the following effects, your choice each time:</p><p></p><p><em>Bite:</em> You grow fangs and larger jaws than normal, resembling those of another creature. You gain a bite attack as a natural weapon, dealing 1d6 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This bite deals bludgeoning, piercing, and slashing damage, and adds your full Strength bonus to damage. As normal, this bite uses your race's natural reach, threatens a critical hit on a natural attack roll of 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d8 points, at 9th-level it improves to 1d10, at 13th-level it becomes 2d6, and at 17th-level onward it is 2d8 points.</p><p></p><p><em>Claw:</em> You grow a larger hand with sharp claws instead of nails, resembling those of another creature. You gain a claw attack as a natural weapon, dealing 1d6 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This claw deals bludgeoning, piercing, and slashing damage, and adds your full Strength bonus to damage. As normal, this claw uses your race's natural reach, threatens a critical hit on a natural attack roll of 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d8 points, at 9th-level it improves to 1d10, at 13th-level it becomes 2d6, and at 17th-level onward it is 2d8 points.</p><p></p><p><em>Pincer:</em> You grow an extra arm ending in a sharp pincer, resembling that of another creature. You gain a pincer attack as a natural weapon, dealing 1d4 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This pincer deals slashing damage, and adds your full Strength bonus to damage. This pincer uses your race's natural reach, threatens a critical hit on a natural attack roll of 19 or 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d6 points, at 9th-level it improves to 1d8, at 13th-level it becomes 1d10, and at 17th-level onward it is 1d12 points.</p><p></p><p><em>Stinger:</em> You grow a short tail ending in a large stinger, resembling that of another creature. You gain a stinger attack as a natural weapon, dealing 1d4 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This stinger deals piercing damage, and adds one-half your Strength bonus to damage. This stinger uses your race's natural reach, threatens a critical hit on a natural attack roll of 18, 19, or 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d6 points, at 9th-level it improves to 1d8, at 13th-level it becomes 1d10, and at 17th-level onward it is 1d12 points.</p><p></p><p><em>Tail:</em> You grow a long, muscled tail, resembling that of another creature. You gain a tail attack as a natural weapon, dealing 1d3 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This tail deals bludgeoning damage, and adds your full Strength bonus to damage. This tail is not prehensile, but it can help with some athletic activities, so it provides you with a +2 bonus on Balance, Climb, Jump, and Swim checks. This tail has a 5-foot greater natural reach than the norm for your race, threatens a critical hit on a natural attack roll of 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d4 points, at 9th-level it improves to 1d6, at 13th-level it becomes 1d8, and at 17th-level onward it is 1d10 points.</p><p></p><p>etc.</p><p></p><p>I'll add more later.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4556950, member: 13966"] The Attack Shift or equivalent ability would be much simpler, of course, if you just set it to a specific list of options instead of being so open-ended and semi-freeform. It would also help to actually make the attacks resembling natural weapons simply BE natural weapons. Then, if worried about how the characters' feats wouldn't apply with many of their attacks (Weapon Focus - Unarmed Strike not applying to all of them, frex), you could just give them a simple class feature that lets them change the natural weapon that any given feat applies to at any time, with a move action or something. Similar to the Warblade's class feature, but simpler. Like, say: [B]Natural Prowess (Ex):[/B] The shapeshifter is skilled in all kinds of unarmed combat, easily adapting their skills to work with different natural weapons while shapeshifted. Thus, as a move-equivalent action, the shapeshifter may change one or more feats that he has chosen the same natural weapon for (or unarmed strikes for, alternatively) to function with a different natural weapon of their choice (choose only a single type each time). This change lasts until the shapeshifter spends another move-equivalent action to undo the change, or to make a different change to the feat(s). One possible, simplified version of Attack Shift could be: [B]Attack Shift (Ex):[/B] You can effect small changes to your external features, focusing on the combat instincts and prowess of other creatures like lions, elk, dragons, griffons, and minotaurs. By doing so, you develop temporary natural weapons similar to those other creatures. You can also focus on manufactured weapons and grow a temporary copy of them from your own flesh and bones, shapeshifting them into the right materials. The shapeshifter may use Attack Shift at will, as a standard action or full-round action. You can make one change with a standard action, or two changes with a full-round action. Each change from one use of Attack Shift must be identical to the other change from it, though; forming claws on two hands, or forming two horns, forming two tentacles, or similar. To form multiple types of weapon or natural weapon, you must activate the ability more than once. You can deactivate the effects of an Attack Shift as a free action on your turn, otherwise they last for up to 1 minute (10 rounds). If you use Attack Shift to gain more than one natural weapon (whether in a single use or multiple uses with overlapping durations), you do not gain extra attacks from these natural weapons. Use your Base Attack Bonus to determine your number of attacks per round. The [B]*INSERT OPTIONAL CLASS FEATURE NAME HERE*[/B] shapeshifter power can grant you extra attacks with these natural weapons, however, as detailed in that power's description. You cannot grow more than one extra limb through Attack Shifts, or up to two extra limbs at 5th-level onward, up to three at 9th-level onward, up to four at 13th-level onward, and up to five at 17th-level onward. Each use of Attack Shift has one of the following effects, your choice each time: [I]Bite:[/I] You grow fangs and larger jaws than normal, resembling those of another creature. You gain a bite attack as a natural weapon, dealing 1d6 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This bite deals bludgeoning, piercing, and slashing damage, and adds your full Strength bonus to damage. As normal, this bite uses your race's natural reach, threatens a critical hit on a natural attack roll of 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d8 points, at 9th-level it improves to 1d10, at 13th-level it becomes 2d6, and at 17th-level onward it is 2d8 points. [I]Claw:[/I] You grow a larger hand with sharp claws instead of nails, resembling those of another creature. You gain a claw attack as a natural weapon, dealing 1d6 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This claw deals bludgeoning, piercing, and slashing damage, and adds your full Strength bonus to damage. As normal, this claw uses your race's natural reach, threatens a critical hit on a natural attack roll of 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d8 points, at 9th-level it improves to 1d10, at 13th-level it becomes 2d6, and at 17th-level onward it is 2d8 points. [I]Pincer:[/I] You grow an extra arm ending in a sharp pincer, resembling that of another creature. You gain a pincer attack as a natural weapon, dealing 1d4 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This pincer deals slashing damage, and adds your full Strength bonus to damage. This pincer uses your race's natural reach, threatens a critical hit on a natural attack roll of 19 or 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d6 points, at 9th-level it improves to 1d8, at 13th-level it becomes 1d10, and at 17th-level onward it is 1d12 points. [I]Stinger:[/I] You grow a short tail ending in a large stinger, resembling that of another creature. You gain a stinger attack as a natural weapon, dealing 1d4 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This stinger deals piercing damage, and adds one-half your Strength bonus to damage. This stinger uses your race's natural reach, threatens a critical hit on a natural attack roll of 18, 19, or 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d6 points, at 9th-level it improves to 1d8, at 13th-level it becomes 1d10, and at 17th-level onward it is 1d12 points. [I]Tail:[/I] You grow a long, muscled tail, resembling that of another creature. You gain a tail attack as a natural weapon, dealing 1d3 damage for a Medium-size shapeshifter (adjust the base damage according to your size). This tail deals bludgeoning damage, and adds your full Strength bonus to damage. This tail is not prehensile, but it can help with some athletic activities, so it provides you with a +2 bonus on Balance, Climb, Jump, and Swim checks. This tail has a 5-foot greater natural reach than the norm for your race, threatens a critical hit on a natural attack roll of 20, and deals double damage on a successful critical hit. The base damage improves as you gain levels in the shapeshifter class. At 5th-level onward, the base damage is 1d4 points, at 9th-level it improves to 1d6, at 13th-level it becomes 1d8, and at 17th-level onward it is 1d10 points. etc. I'll add more later. [/QUOTE]
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