Okay, I am designing a new core class for a friend's camapaign. Basically, the theme behind this class is take the druid's wild shape, and multiply it's kewlness and adaptability by about 10.
The basics:
HD: d8
Proficiencies: all simple weapons and light armor.
Skill Points / Level: 4 + int modifier per level.
Class Skills: Animal Empathy, Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Intuid Direction, Jump, Knowledge (nature, herbs, other related topics), Listen, Move Silently, Profession, Ride, Speak Language (note: this is not a class skill when being used to learn humanoid languages, it is here for the changeling to learn stuff like Feline, Ursane, and Equine), Spot, Swim, Wilderness Lore.
Attack Bonus: As cleric
Fortitude: High
Reflex: High
Will: Low
Special:
1 Nature's Child, 3 Shift Point
2 5 Shift Points
3 7 Shift Points
4 Nature's Child, 10 Shift Points
5 12 Shift Points
6 14 Shift Points
7 Nature's Child, 17 Shift Points
8 19 Shift Points
9 21 Shift Points
10 Nature's Child, 24 Shift Points
11 26 Shift Points
12 28 Shift Points
13 Nature's Child, 31 Shift Points
14 33 Shift Points
15 35 Shift Points
16 Nature's Child, 38 Shift Points
17 40 Shift Points
18 42 Shift Points
19 Nature's Child, 45 Shift Points
20 47 Shift Points
Shift Points: The Changeling has an amazingly flexable ability to shapeshift into animals, beasts, and magical beasts. When he wants to shift, he must first have the required amount of shift points. A shift costs the desired form's HD in Shift Points, +1 per size category off from the changeling. Thus, a human shifting into a Medium Shark would cost 3 SP (3 HD), and a Halfling doing so would cost 4 SP (3 HD +1 size category off). If the desired form is a beast, multiply the SP cost by 1.5. Multiply the SP cost by 2 for Magical Beasts and Dragons. The Changeling may only shift into Animals, Vermin, Beasts, Magical Beasts, and Dragons.
When a Changeling shifts, keep their own base attack and save bonuses, hit points, feats, skills, and mental abilit scores, as well as any class benefits from the Shifter class. They have their speed(s), physical ability scores, size (face and reach), general appearance, Natural Armor, Damage Reduction, and natural weapons replaced by the creature they morph into. All wepons, armor, clothing, and other such items on the changeling's person at the time of shifting meld into their new form, apparent only as fur, feather, or whatever patterns. The character gains all feats, extraordinary abilities, and supernatural abilities that can be rationally explained by modern physics of their new form. (example: A dragon's breath is a result of stomach gasses, but a Blink Dog's Blink and Dimension Door abilities are obviously magical.)
A shift lasts for thirty minutes per level. When this duration is up, the Changeling must make a fortitued save DC 15 or return to their original form. If they succeed, they must make a Fortitude save (DC last save's +2) every ten minutes or return to their original form.
The Changeling regains their Shift Points after their full allotment of sleep (or Trance) for the day. If they only got a portion of their sleep, they only recieve the same portion of their SP. For instance, if an 11th level Changeling gets 6 hours of sleep, they will only have (26 x 3/4 = 19.75, round down) 19 SP until they get to rest for a full 8 hours.
Nature's Child: The changeling develops animal aspects that they can aquire without completely morphing into animal form. Some of these are constantly operative, some of them require Shift Points to use. they are all read in the following format:
Name
Duration:
SP cost:
Prerequisites (if aplicable):
--Description--
They are as follows:
Natural Weapon
Duration: 10 minutes / level
SP cost: 1 for 1d6, 2 for 1d8, 3 for 1d10, 4 for 1d12, 5 for 2d8, 6 for 3d6......
Prerequisites: Con 13+
You can morph an appropriate part of your body into a natural weapon by paying the given SP cost. All natural weapons have a size category 2 smaller than you, and deal the listed damage. Choose a specific type of natural wepon when taking this ability, you may only aquire that weapon. A few weapons have specific rules....
Horns: Horns cost 1 more SP to create, but deal double damage on a charge.
Rake: You get two rake attacks for the SP cost of one, but they may only be used if the target is Pinned.
Spike Volley
Duration: At Will
SP Cost: 1 per Spike
Prerequisites: Dex 13+
You may release 1 Spike per attack. You have the option of releasing extra spikes, but this counts as a full attack action, and each extra Spike incurs a -2 penalty to all attacks in the round. Additional spikes use your primary attack bonus. A Spike has a range increment of 50 feet, threatens a critical (x2) on a natural 20, and deals 1d6+your strength modifier in damage.
Trackless Step
Duration: Continuous
SP cost: none
Prerequisites: 4+ ranks in Wilderness Lore
As the Druid ability
Venom
Duration: ten minutes or until discharged
SP Cost: base 1, +1 for +2 DC, +1 for +1d6 ability damage
Prerequisites: Con 13+
Your body gains the ability to make a specifiec, custom poison. the poison has a base DC of 13, and deals 1d6 ability primary and secondary damage. Decide what type of poison you can make at the time of choosing this ability. For instance, a poison that deals 2d6 Str primary and 1d6 Con secondary damage, and has a DC of 17, would cost 5 SP every time the Changeling used it. Declare your body is manufacturing the poison and spend the cost; 5 rounds later, the poison is ready to be transmitted. (if you have a natural weapon attack that deals piercing or slashing damage, the poison is transmitted through it, otherwise, you must coat a weapon with it or something.) The poison wears off after 10 minutes or after it has been sucsesfully used once. You are immune to your own venom (and any venom exactly like it, if it exists).
Venom Immunity
Duration: Permanent
SP Cost: None
Prerequisites: Con 17+, Venom
You become immune to all poisons, natural or otherwize.
Nature's Synch
Duration: Permanent
SP Cost: None
Prerequisites: None
You gain a +2 bonus on all Listen, Spot, and Wilderness Lore checks.
Animal Affinity
Duration: Permanent
SP Cost: None
Prerequisites: has had close contact with chosen animal for a long time.
Choose a specific animal or type of animal (such as sharks, birds, or felines.) When Shifting into this animal, the shift costs 3 less SP and you have 3 points to add on top of the form's average ability score.
Shifting Tallent
Duration: Permanent
SP Cost: None
Prerequisites: None
When shifting into a creature, the shift costs 2 less than usual (minimum 1).
Feat
Duration: Permanent
SP Cost: None
Prerequisite: As feat
You may gain any of the following feats, providing you already meet the prerequisites: Alertness, Blind-Fight, Endurance, Great Fortitude, Improved Critical (natural weapons only), Improved Unarmed Strike, Lightning Reflexes, Run, Toughness, Track, Weapon Finesse (natural weapons only), or Weapon Focus (natural weapons only), Multiattack, Flyby attack, or any of those other monster-specific feats that you could qualify for when morphed. Your GM may have other feats that you can take.
Natural Armor
Duration: Permanent
SP Cost: None
Prerequisites: Con 13+
You gain +1 natural armor
Nature's Fury
Duration: 3+Con modifier rounds
SP Cost: 2
Prerequisites: None
You gain the ability to Rage once per day. Doing so has all the same affects as a barbarian's rage, and costs 2 SP.
The following abilities may be taken more than once, their affects stacking:
Nature's Fury
Natural Armor
Nature's Synch
The following abilities may be taken more than once, their benefits not stacking, but the character choosing a different benefit each time:
Feat
Animal Affinity
Natural Weapon
Venom
Does anyone have questions? Comments? advice? a desire to tell the world that they actually READ this far? Post a reply, I want to hear from you.
-Jeph
The basics:
HD: d8
Proficiencies: all simple weapons and light armor.
Skill Points / Level: 4 + int modifier per level.
Class Skills: Animal Empathy, Balance, Climb, Concentration, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Intuid Direction, Jump, Knowledge (nature, herbs, other related topics), Listen, Move Silently, Profession, Ride, Speak Language (note: this is not a class skill when being used to learn humanoid languages, it is here for the changeling to learn stuff like Feline, Ursane, and Equine), Spot, Swim, Wilderness Lore.
Attack Bonus: As cleric
Fortitude: High
Reflex: High
Will: Low
Special:
1 Nature's Child, 3 Shift Point
2 5 Shift Points
3 7 Shift Points
4 Nature's Child, 10 Shift Points
5 12 Shift Points
6 14 Shift Points
7 Nature's Child, 17 Shift Points
8 19 Shift Points
9 21 Shift Points
10 Nature's Child, 24 Shift Points
11 26 Shift Points
12 28 Shift Points
13 Nature's Child, 31 Shift Points
14 33 Shift Points
15 35 Shift Points
16 Nature's Child, 38 Shift Points
17 40 Shift Points
18 42 Shift Points
19 Nature's Child, 45 Shift Points
20 47 Shift Points
Shift Points: The Changeling has an amazingly flexable ability to shapeshift into animals, beasts, and magical beasts. When he wants to shift, he must first have the required amount of shift points. A shift costs the desired form's HD in Shift Points, +1 per size category off from the changeling. Thus, a human shifting into a Medium Shark would cost 3 SP (3 HD), and a Halfling doing so would cost 4 SP (3 HD +1 size category off). If the desired form is a beast, multiply the SP cost by 1.5. Multiply the SP cost by 2 for Magical Beasts and Dragons. The Changeling may only shift into Animals, Vermin, Beasts, Magical Beasts, and Dragons.
When a Changeling shifts, keep their own base attack and save bonuses, hit points, feats, skills, and mental abilit scores, as well as any class benefits from the Shifter class. They have their speed(s), physical ability scores, size (face and reach), general appearance, Natural Armor, Damage Reduction, and natural weapons replaced by the creature they morph into. All wepons, armor, clothing, and other such items on the changeling's person at the time of shifting meld into their new form, apparent only as fur, feather, or whatever patterns. The character gains all feats, extraordinary abilities, and supernatural abilities that can be rationally explained by modern physics of their new form. (example: A dragon's breath is a result of stomach gasses, but a Blink Dog's Blink and Dimension Door abilities are obviously magical.)
A shift lasts for thirty minutes per level. When this duration is up, the Changeling must make a fortitued save DC 15 or return to their original form. If they succeed, they must make a Fortitude save (DC last save's +2) every ten minutes or return to their original form.
The Changeling regains their Shift Points after their full allotment of sleep (or Trance) for the day. If they only got a portion of their sleep, they only recieve the same portion of their SP. For instance, if an 11th level Changeling gets 6 hours of sleep, they will only have (26 x 3/4 = 19.75, round down) 19 SP until they get to rest for a full 8 hours.
Nature's Child: The changeling develops animal aspects that they can aquire without completely morphing into animal form. Some of these are constantly operative, some of them require Shift Points to use. they are all read in the following format:
Name
Duration:
SP cost:
Prerequisites (if aplicable):
--Description--
They are as follows:
Natural Weapon
Duration: 10 minutes / level
SP cost: 1 for 1d6, 2 for 1d8, 3 for 1d10, 4 for 1d12, 5 for 2d8, 6 for 3d6......
Prerequisites: Con 13+
You can morph an appropriate part of your body into a natural weapon by paying the given SP cost. All natural weapons have a size category 2 smaller than you, and deal the listed damage. Choose a specific type of natural wepon when taking this ability, you may only aquire that weapon. A few weapons have specific rules....
Horns: Horns cost 1 more SP to create, but deal double damage on a charge.
Rake: You get two rake attacks for the SP cost of one, but they may only be used if the target is Pinned.
Spike Volley
Duration: At Will
SP Cost: 1 per Spike
Prerequisites: Dex 13+
You may release 1 Spike per attack. You have the option of releasing extra spikes, but this counts as a full attack action, and each extra Spike incurs a -2 penalty to all attacks in the round. Additional spikes use your primary attack bonus. A Spike has a range increment of 50 feet, threatens a critical (x2) on a natural 20, and deals 1d6+your strength modifier in damage.
Trackless Step
Duration: Continuous
SP cost: none
Prerequisites: 4+ ranks in Wilderness Lore
As the Druid ability
Venom
Duration: ten minutes or until discharged
SP Cost: base 1, +1 for +2 DC, +1 for +1d6 ability damage
Prerequisites: Con 13+
Your body gains the ability to make a specifiec, custom poison. the poison has a base DC of 13, and deals 1d6 ability primary and secondary damage. Decide what type of poison you can make at the time of choosing this ability. For instance, a poison that deals 2d6 Str primary and 1d6 Con secondary damage, and has a DC of 17, would cost 5 SP every time the Changeling used it. Declare your body is manufacturing the poison and spend the cost; 5 rounds later, the poison is ready to be transmitted. (if you have a natural weapon attack that deals piercing or slashing damage, the poison is transmitted through it, otherwise, you must coat a weapon with it or something.) The poison wears off after 10 minutes or after it has been sucsesfully used once. You are immune to your own venom (and any venom exactly like it, if it exists).
Venom Immunity
Duration: Permanent
SP Cost: None
Prerequisites: Con 17+, Venom
You become immune to all poisons, natural or otherwize.
Nature's Synch
Duration: Permanent
SP Cost: None
Prerequisites: None
You gain a +2 bonus on all Listen, Spot, and Wilderness Lore checks.
Animal Affinity
Duration: Permanent
SP Cost: None
Prerequisites: has had close contact with chosen animal for a long time.
Choose a specific animal or type of animal (such as sharks, birds, or felines.) When Shifting into this animal, the shift costs 3 less SP and you have 3 points to add on top of the form's average ability score.
Shifting Tallent
Duration: Permanent
SP Cost: None
Prerequisites: None
When shifting into a creature, the shift costs 2 less than usual (minimum 1).
Feat
Duration: Permanent
SP Cost: None
Prerequisite: As feat
You may gain any of the following feats, providing you already meet the prerequisites: Alertness, Blind-Fight, Endurance, Great Fortitude, Improved Critical (natural weapons only), Improved Unarmed Strike, Lightning Reflexes, Run, Toughness, Track, Weapon Finesse (natural weapons only), or Weapon Focus (natural weapons only), Multiattack, Flyby attack, or any of those other monster-specific feats that you could qualify for when morphed. Your GM may have other feats that you can take.
Natural Armor
Duration: Permanent
SP Cost: None
Prerequisites: Con 13+
You gain +1 natural armor
Nature's Fury
Duration: 3+Con modifier rounds
SP Cost: 2
Prerequisites: None
You gain the ability to Rage once per day. Doing so has all the same affects as a barbarian's rage, and costs 2 SP.
The following abilities may be taken more than once, their affects stacking:
Nature's Fury
Natural Armor
Nature's Synch
The following abilities may be taken more than once, their benefits not stacking, but the character choosing a different benefit each time:
Feat
Animal Affinity
Natural Weapon
Venom
Does anyone have questions? Comments? advice? a desire to tell the world that they actually READ this far? Post a reply, I want to hear from you.
-Jeph
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