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Ideas for a "Shapechanger" Base Class
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<blockquote data-quote="Dagredhel" data-source="post: 4567726" data-attributes="member: 3421"><p><span style="font-size: 15px"><strong>SKINCHANGER</strong></span></p><p><strong>Alignment:</strong> Any.</p><p><strong>Hit Die:</strong> d8.</p><p></p><p><strong><span style="font-size: 12px">Class Skills</span></strong></p><p>The skinchanger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).</p><p><strong>Skill Points at 1st Level:</strong> (6 + Int modifier) x4.</p><p><strong>Skill Points at Each Additional Level:</strong> 6 + Int modifier.</p><p></p><p>[code][SIZE="2"][B]Table: The Skinchanger[/B][/SIZE]</p><p> </p><p>[B]Level BAB Fort Ref Will Special[/B]</p><p>1st +1 +2 +2 +2 Morphic arsenal, morphic aspect, morphic sight</p><p>2nd +2 +3 +3 +3 Morphic armor +1, morphic combat I</p><p>3rd +3 +3 +3 +3 Morphic aspect</p><p>4th +4 +4 +4 +4 Morphic armor +2, morphic arsenal (+1)</p><p>5th +5 +4 +4 +4 Morphic aspect</p><p>6th +6/+1 +5 +5 +5 Morphic armor +3, morphic arsenal (extra attack or damage), morphic combat II</p><p>7th +7/+2 +5 +5 +5 Morphic aspect</p><p>8th +8/+3 +6 +6 +6 Morphic armor +4, morphic arsenal (+2), Scent</p><p>9th +9/+4 +6 +6 +6 Morphic aspect</p><p>10th +10/+5 +7 +7 +7 Morphic armor +5, morphic combat III</p><p>11th +11/+6/+1 +7 +7 +7 Morphic arsenal (extra attack or damage), morphic aspect </p><p>12th +12/+7/+2 +8 +8 +8 Morphic armor +6, morphic arsenal (+3) , shapechanger</p><p>13th +13/+8/+3 +8 +8 +8 Morphic aspect</p><p>14th +14/+9/+4 +9 +9 +9 Morphic armor +7, morphic combat IV</p><p>15th +15/+10/+5 +9 +9 +9 Morphic aspect</p><p>16th +16/+11/+6/+1 +10 +10 +10 Morphic Senses, morphic armor +8, morphic arsenal (+4, extra attack or damage) </p><p>17th +17/+12/+7/+2 +10 +10 +10 Morphic aspect</p><p>18th +18/+13/+8/+3 +11 +11 +11 Morphic armor +9, morphic combat V</p><p>19th +19/+14/+9/+4 +11 +11 +11 Morphic aspect</p><p>20th +20/+15/+10/+5 +12 +12 +12 Morphic armor +10, morphic arsenal (+5), morphic freedom[/code]</p><p></p><p><strong><span style="font-size: 12px">Class Features</span></strong></p><p>All of the following are class features of the skinchanger.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> A skinchanger is proficient with all simple weapons and with light armor and shields (except tower shields).</p><p></p><p><strong>Morphic Armor (Ex):</strong> Beginning at 2nd level, the natural armor a skinchanger gains when assuming a different form via the morphic aspect ability increases by one point. It increases by a further point at each even-numbered level gained, up to an additional 10 points at level 20.</p><p></p><p><strong>Morphic Arsenal (Ex):</strong> Beginning at 1st level, the skinchanger has the power to shape a natural weapon or weapons when assuming another form using his morphic aspect ability. The skinchanger may change his selection of natural weapon or weapons each time he changes form. A form may also provide more than one attack form, but only one may be used at a time. For example, both bite and claw attacks would be available to a skinchanger in the shape of a bear, If more than one attack form is available in a given shape, the skinchanger can switch between attack forms as a free action. The skinchanger’s options are limited only by the forms he is capable of assuming and the attack forms available to those forms.</p><p></p><p>These attacks follow the normal rules for natural attacks. The character chooses one of the attack forms listed below.</p><p></p><p>[code][B]Attack Form Damage Damage Type[/B]</p><p>1 Bite (mandibles) 1d6 Bludgeoning, piercing, and slashing</p><p>2 Claws (talons, pincers) 1d4/1d4 Piercing and slashing</p><p>1 Gore (sting) 1d6 Piercing</p><p>2 Slams (fists, hooves) 1d3/1d3 Bludgeoning</p><p>1 Slam (body block, fist, 1d4 Bludgeoning</p><p> tail slap, tentacle,</p><p> wing slam)[/code]</p><p></p><p>Listed damage is for a creature of Medium size. Damage should be adjusted upwards for larger creatures or downwards for characters of smaller size.</p><p></p><p>As the skinchanger grows in power, the magical nature of the skinchanger’s transformations empowers his natural attacks. At 4th level, he receives a +1 enhancement bonus to hit and damage with natural weapons. This bonus increases by another +1 per 4 additional skinchanger levels (at levels 8, 12, 16, and 20.) His natural weapons are treated as magical weapons for the purpose of overcoming damage reduction or striking intangible foes.</p><p></p><p>With experience, the skinchanger’s prowess with these natural weapons increases. At levels 6, 11, and 16, the skinchanger may choose an additional attack form as a secondary natural attack. He may choose from any attack forms available to the form he has assumed. Only one attack may be made with a given appendage or body part. Alternately, the skinchanger may increase the damage dealt by an attack form by one size category. These options may be mixed. For example, an 11th level skinchanger may either make secondary attacks with two additional attack forms, choose one additional attack form as a secondary attack and increase the damage dealt by either his primary or secondary attack form by one size category, or increase the damage of his primary attack form by two size categories.</p><p></p><p><strong>Morphic Aspect (Su):</strong> At 1st level, the skinchanger can assume powerful alternate form. As the skinchanger gains experience, more forms and special abilities become available. </p><p>Unless otherwise noted, alternate forms assumed through the use of this ability share the following traits:</p><ul> <li data-xf-list-type="ul">The character may determine the cosmetic details of the form assumed each time the ability is used, within the parameters defined for each particular form. The skinchanger is effectively disguised as a creature of the appropriate type selected, and receives a +10 circumstance bonus on Disguise checks to pose as a creature of that type.</li> <li data-xf-list-type="ul">Assuming a different form is a swift action.</li> <li data-xf-list-type="ul">If multiple forms are available, the skinchanger can switch between them without first returning to his original form.</li> <li data-xf-list-type="ul">The power may be used at will, with no limit on the time spent in another form.</li> <li data-xf-list-type="ul">All of the characteristics and abilities of the character’s base form are retained unless otherwise noted.</li> <li data-xf-list-type="ul">Only those new abilities specifically noted are gained in the new form.</li> <li data-xf-list-type="ul">Equipment worn, carried, or held blends into the new form and becomes nonfunctional.</li> <li data-xf-list-type="ul">If the character assumes an appropriate form, he can ignore extremes of temperature as if dressed in clothing appropriate to the climate and environment. Likewise, the character can add an inherent bonus equal to 1/2 his class level to Survival checks when in a form native or suitably adapted to his present environment.</li> <li data-xf-list-type="ul">The abilities to speak, wield a weapon, and perform skills requiring fine manipulation are lost when a different form is assumed.</li> <li data-xf-list-type="ul">A character cannot cast spells or activate a magical item when in a different form.</li> <li data-xf-list-type="ul">If rendered unconscious or killed, the character reverts to his original form.</li> </ul><p></p><p><span style="color: Yellow"><List forms and abilities here.></span></p><p></p><p></p><p></p><p><strong>Morphic Combat (Ex):</strong> Each form selected from morphic aspect list provides a chain of feats or special abilities that may be called upon if the skinchanger takes the appropriate form and uses the corresponding natural attack form. As the skinchanger advances in experience, more potent options become available. See the individual entries for each form under morphic aspect for details.</p><p></p><p><strong>Morphic Freedom (Ex):</strong> The skinchanger's mastery of his physical form renders him immune to stunning and critical hits. His Damage Reduction increases to DR 10/Silver. Finally, his mutable anatomy makes it impossible to get him in a firm grip; the skinchanger is treated as if constantly under the effects of a Freedom of Movement spell.</p><p></p><p><strong>Morphic Senses (Ex):</strong> At 16th level, the skinchanger gains blindsense with a range of 30 feet. Using non-visual senses the skinchanger notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. </p><p>Any opponent the skinchanger cannot see still has total concealment against him, and the skinchanger still has the normal miss chance when attacking foes that have concealment. Visibility still affects the skinchanger’s movement, and the skinchanger is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.</p><p></p><p><strong>Morphic Sight (Ex):</strong> When assuming a morphic aspect, the skinchanger can see twice as far as a normal in starlight, moonlight, torchlight, and similar conditions of poor illumination, and retains the ability to distinguish color and detail under these conditions. If the skinchanger possesses this ability from another source, he instead can see four times farter than normal.</p><p></p><p><strong>Scent (Ex):</strong> At 8th level, the skinchanger gains the ability to detect approaching enemies and sniff out hidden foes, and can track by sense of smell.</p><p>A skinchanger can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges. </p><p>The skinchanger detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. </p><p>The skinchanger can follow tracks by smell as if possessing the Track feat, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. </p><p>Creatures with the scent ability can identify familiar odors just as humans do familiar sights. </p><p>Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. </p><p>False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.</p><p></p><p><strong>Shapechanger (Su):</strong> At 12th level, the skinchanger's control over his form has become so great that it cannot be altered for long against his will. If subjected unwillingly to a transformation effect that changes his shape, size, or material composition, the skinchanger can resume his natural form as a swift action. The skinchanger can make an Escape Artist check as a swift action to escape from a grapple, and adds a bonus equal to 1/2 his class levels to his roll. In addition, the skinchanger gains Damage Reduction 5/Silver and the Shapeshifter subtype.</p></blockquote><p></p>
[QUOTE="Dagredhel, post: 4567726, member: 3421"] [SIZE="4"][B]SKINCHANGER[/B][/SIZE] [B]Alignment:[/B] Any. [B]Hit Die:[/B] d8. [B][SIZE="3"]Class Skills[/SIZE][/B] The skinchanger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str). [B]Skill Points at 1st Level:[/B] (6 + Int modifier) x4. [B]Skill Points at Each Additional Level:[/B] 6 + Int modifier. [code][SIZE="2"][B]Table: The Skinchanger[/B][/SIZE] [B]Level BAB Fort Ref Will Special[/B] 1st +1 +2 +2 +2 Morphic arsenal, morphic aspect, morphic sight 2nd +2 +3 +3 +3 Morphic armor +1, morphic combat I 3rd +3 +3 +3 +3 Morphic aspect 4th +4 +4 +4 +4 Morphic armor +2, morphic arsenal (+1) 5th +5 +4 +4 +4 Morphic aspect 6th +6/+1 +5 +5 +5 Morphic armor +3, morphic arsenal (extra attack or damage), morphic combat II 7th +7/+2 +5 +5 +5 Morphic aspect 8th +8/+3 +6 +6 +6 Morphic armor +4, morphic arsenal (+2), Scent 9th +9/+4 +6 +6 +6 Morphic aspect 10th +10/+5 +7 +7 +7 Morphic armor +5, morphic combat III 11th +11/+6/+1 +7 +7 +7 Morphic arsenal (extra attack or damage), morphic aspect 12th +12/+7/+2 +8 +8 +8 Morphic armor +6, morphic arsenal (+3) , shapechanger 13th +13/+8/+3 +8 +8 +8 Morphic aspect 14th +14/+9/+4 +9 +9 +9 Morphic armor +7, morphic combat IV 15th +15/+10/+5 +9 +9 +9 Morphic aspect 16th +16/+11/+6/+1 +10 +10 +10 Morphic Senses, morphic armor +8, morphic arsenal (+4, extra attack or damage) 17th +17/+12/+7/+2 +10 +10 +10 Morphic aspect 18th +18/+13/+8/+3 +11 +11 +11 Morphic armor +9, morphic combat V 19th +19/+14/+9/+4 +11 +11 +11 Morphic aspect 20th +20/+15/+10/+5 +12 +12 +12 Morphic armor +10, morphic arsenal (+5), morphic freedom[/code] [B][SIZE="3"]Class Features[/SIZE][/B] All of the following are class features of the skinchanger. [B]Weapon and Armor Proficiency:[/B] A skinchanger is proficient with all simple weapons and with light armor and shields (except tower shields). [B]Morphic Armor (Ex):[/B] Beginning at 2nd level, the natural armor a skinchanger gains when assuming a different form via the morphic aspect ability increases by one point. It increases by a further point at each even-numbered level gained, up to an additional 10 points at level 20. [B]Morphic Arsenal (Ex):[/B] Beginning at 1st level, the skinchanger has the power to shape a natural weapon or weapons when assuming another form using his morphic aspect ability. The skinchanger may change his selection of natural weapon or weapons each time he changes form. A form may also provide more than one attack form, but only one may be used at a time. For example, both bite and claw attacks would be available to a skinchanger in the shape of a bear, If more than one attack form is available in a given shape, the skinchanger can switch between attack forms as a free action. The skinchanger’s options are limited only by the forms he is capable of assuming and the attack forms available to those forms. These attacks follow the normal rules for natural attacks. The character chooses one of the attack forms listed below. [code][B]Attack Form Damage Damage Type[/B] 1 Bite (mandibles) 1d6 Bludgeoning, piercing, and slashing 2 Claws (talons, pincers) 1d4/1d4 Piercing and slashing 1 Gore (sting) 1d6 Piercing 2 Slams (fists, hooves) 1d3/1d3 Bludgeoning 1 Slam (body block, fist, 1d4 Bludgeoning tail slap, tentacle, wing slam)[/code] Listed damage is for a creature of Medium size. Damage should be adjusted upwards for larger creatures or downwards for characters of smaller size. As the skinchanger grows in power, the magical nature of the skinchanger’s transformations empowers his natural attacks. At 4th level, he receives a +1 enhancement bonus to hit and damage with natural weapons. This bonus increases by another +1 per 4 additional skinchanger levels (at levels 8, 12, 16, and 20.) His natural weapons are treated as magical weapons for the purpose of overcoming damage reduction or striking intangible foes. With experience, the skinchanger’s prowess with these natural weapons increases. At levels 6, 11, and 16, the skinchanger may choose an additional attack form as a secondary natural attack. He may choose from any attack forms available to the form he has assumed. Only one attack may be made with a given appendage or body part. Alternately, the skinchanger may increase the damage dealt by an attack form by one size category. These options may be mixed. For example, an 11th level skinchanger may either make secondary attacks with two additional attack forms, choose one additional attack form as a secondary attack and increase the damage dealt by either his primary or secondary attack form by one size category, or increase the damage of his primary attack form by two size categories. [B]Morphic Aspect (Su):[/B] At 1st level, the skinchanger can assume powerful alternate form. As the skinchanger gains experience, more forms and special abilities become available. Unless otherwise noted, alternate forms assumed through the use of this ability share the following traits: [LIST] [*]The character may determine the cosmetic details of the form assumed each time the ability is used, within the parameters defined for each particular form. The skinchanger is effectively disguised as a creature of the appropriate type selected, and receives a +10 circumstance bonus on Disguise checks to pose as a creature of that type. [*]Assuming a different form is a swift action. [*]If multiple forms are available, the skinchanger can switch between them without first returning to his original form. [*]The power may be used at will, with no limit on the time spent in another form. [*]All of the characteristics and abilities of the character’s base form are retained unless otherwise noted. [*]Only those new abilities specifically noted are gained in the new form. [*]Equipment worn, carried, or held blends into the new form and becomes nonfunctional. [*]If the character assumes an appropriate form, he can ignore extremes of temperature as if dressed in clothing appropriate to the climate and environment. Likewise, the character can add an inherent bonus equal to 1/2 his class level to Survival checks when in a form native or suitably adapted to his present environment. [*]The abilities to speak, wield a weapon, and perform skills requiring fine manipulation are lost when a different form is assumed. [*]A character cannot cast spells or activate a magical item when in a different form. [*]If rendered unconscious or killed, the character reverts to his original form. [/LIST] [COLOR="Yellow"]<List forms and abilities here.>[/COLOR] [B]Morphic Combat (Ex):[/B] Each form selected from morphic aspect list provides a chain of feats or special abilities that may be called upon if the skinchanger takes the appropriate form and uses the corresponding natural attack form. As the skinchanger advances in experience, more potent options become available. See the individual entries for each form under morphic aspect for details. [B]Morphic Freedom (Ex):[/B] The skinchanger's mastery of his physical form renders him immune to stunning and critical hits. His Damage Reduction increases to DR 10/Silver. Finally, his mutable anatomy makes it impossible to get him in a firm grip; the skinchanger is treated as if constantly under the effects of a Freedom of Movement spell. [B]Morphic Senses (Ex):[/B] At 16th level, the skinchanger gains blindsense with a range of 30 feet. Using non-visual senses the skinchanger notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the skinchanger cannot see still has total concealment against him, and the skinchanger still has the normal miss chance when attacking foes that have concealment. Visibility still affects the skinchanger’s movement, and the skinchanger is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. [B]Morphic Sight (Ex):[/B] When assuming a morphic aspect, the skinchanger can see twice as far as a normal in starlight, moonlight, torchlight, and similar conditions of poor illumination, and retains the ability to distinguish color and detail under these conditions. If the skinchanger possesses this ability from another source, he instead can see four times farter than normal. [B]Scent (Ex):[/B] At 8th level, the skinchanger gains the ability to detect approaching enemies and sniff out hidden foes, and can track by sense of smell. A skinchanger can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges. The skinchanger detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. The skinchanger can follow tracks by smell as if possessing the Track feat, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. [B]Shapechanger (Su):[/B] At 12th level, the skinchanger's control over his form has become so great that it cannot be altered for long against his will. If subjected unwillingly to a transformation effect that changes his shape, size, or material composition, the skinchanger can resume his natural form as a swift action. The skinchanger can make an Escape Artist check as a swift action to escape from a grapple, and adds a bonus equal to 1/2 his class levels to his roll. In addition, the skinchanger gains Damage Reduction 5/Silver and the Shapeshifter subtype. [/QUOTE]
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