Realms of Chaos
2010-11-20, 01:35 AM
The Protean
Who could know the grace of a gazelle? Who could reach the majesty of dragons? Who could seek the strength of the strongest giants? Who could steal the taint of the undead? Who could claim the purity of angels? Who would seek the formlessness of ooze? Who could ever say they had it all?
In a world filled with beasts both great and mysterious, many have come to envy the power that other creatures possess. While some respond to this envy with reverence and respect, others have responded with simple imitations. Most famous among them are the proteans, beings who have taught themselves how to adopt the forms of others.
Alignment: Any
Hit Die: d6
Class Skills:
All skills are treated as class skills by the Protean.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
The Protean
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Essence Points
1st|+0|+2|+0|+2|Learn Essence, Shapeshift|
10
2nd|+1|+3|+0|+3|Protean Rejuvenation, Channel Magic|
20
3rd|+1|+3|+1|+3|Wondrous Transformation|
30
4th|+2|+4|+1|+4|Protean Weaponry +1|
40
5th|+2|+4|+1|+4|Quickened Shapeshift|
50
6th|+3|+5|+2|+5|Protean Rejuvenation|
60
7th|+3|+5|+2|+5|Wondrous Transformation|
70
8th|+4|+6|+2|+6|Protean Weaponry +2|
80
9th|+4|+6|+3|+6|Quickened Shapeshift|
90
10th|+5|+7|+3|+7|Protean Rejuvenation|
100
11th|+5|+7|+3|+7|Wondrous Transformation|
110
12th|+6/+1|+8|+4|+8|Protean Weaponry +3|
120
13th|+6/+1|+8|+4|+8|Quickened Shapeshift|
130
14th|+7/+2|+9|+4|+9|Protean Rejuvenation|
140
15th|+7/+2|+9|+5|+9|Wondrous Transformation|
150
16th|+8/+3|+10|+5|+10|Protean Weaponry +4|
160
17th|+8/+3|+10|+5|+10|Quickened Shapeshift|
170
18th|+9/+4|+11|+6|+11|Protean Rejuvenation|
180
19th|+9/+4|+11|+6|+11|Wondrous Transformation|
190
20th|+10/+5|+12|+6|+12|Protean Weaponry +5|
200
[/table]
CLASS FEATURES:
The following are class features of the protean.
Weapon and Armor Proficiencies: A protean gains proficiency with all natural weaponry and four simple weapons of its choice but with no armor or shields.
Shapeshift (Su): A protean possesses the ability to transform themselves into a large variety of creatures. This ability functions like the polymorph spell, except as noted here. Changing form is a full-round action that provokes attacks of opportunity.
A Protean can transform into a creature of any creature type (even becoming incorporeal and/or gaseous) so long as its CR does not exceed its class level. The protean retains their own Constitution score and gains all extraordinary qualities and supernatural abilities of the desired form. Assuming a new form does not heal the Protean.
In order to gain and maintain a transformation, a Protean must spend essence points. A Protean’s base allotment of essence points is given on the table above and they gain 5 extra points per point of wisdom modifier that they possess. Assuming a new form costs a number of essence points equal to the creature’s CR x 5. To become a swarm or incorporeal creature, the cost is doubled (or tripled in the case of incorporeal swarms). These forms are flighty, however, and easily fade way under stress. At the start of each encounter, a protean using this class feature must either pay their current form’s cost in essence points once more or lose their current form. After eight hours of sleep (or rest if the protean doesn’t sleep) in their natural form, a protean regains all essence points that they may have spent.
At 1st level, a protean starts play with knowledge of three creatures that they can transform into. At each additional class level, a protean learns of two new forms through raw experimentation. Additional forms can be added to the Protean’s repertoire through their learn essence class feature. Whatever the case, a protean can never learn the form of a creature with CR above their class level and may not learn the forms of unique creatures (Illurien, Adamantine Clockwork Horror, Tarrasque, Demonic or Infernal Lords/Princes, Gods, Etc.). Unless an advanced version of a creature has unique abilities from its advancement (as is the case with barghests and vasuthants), learning the form of an advanced creature only results in gaining the basic form for that creature. Likewise, trying to learn the form of a creature with a template results in learning the base creature instead.
Note: I know that there is an entire planet of Tarrasques in planescape and that different campaign worlds will differ in matters of creature population. For the purpose of this ability, however, any creature being described as completely unique by any official source (or the source it’s found it, if not coming from WotC) is automatically off-limits for this purpose even if another source directly contradicts it. A DM is free to ignore this condition on a case-by-case basis if they do so desire, however.
Learn Essence (Su): Within 1 round of personally witnessing the death of a creature, a protean can spend a swift action to memorize its essence. The Protean may instantly make a knowledge check regarding the creature (even untrained or if they have made another such check earlier and failed) with a bonus equal to their class level and learn that creature’s form for the purposes of their Shapeshift class feature. A Protean may not attempt to learn the essence of a creature whose form they already know.
Channel Magic (Sp): Starting at 2nd level, proteans possess a bit of talent at using the spell-like abilities of creatures that they imitate. By spending 1 essence points per spell level (1 points for a 0-level spell), a protean can use a spell-like ability of the form that they have acquired. If a single spell appears on different spell lists under different levels, use the highest spell level among them to determine the cost. Proteans use the caster level of the creature that they imitate and use their Wisdom modifier to calculate save DCs.
No matter how often a Protean adopts or abandons a given form, they may not use its spell-like abilities more frequently than that creature. Furthermore, spells with expensive material components, a focus (other than a divine focus), or an XP cost can’t ever be imitated in this way. A protean may only imitate a spell of a spell level up to half of their class level.
Protean Rejuvenation (Su): Starting at 2nd level, proteans learn how to clear away their injuries whenever they transform into a different creature (other than their base form). When transforming, they regain hit points equal to their class level.
Starting at 6th level, proteans are cleansed of the sickened, nauseated, fatigued, exhausted, shaken, panicked, frightened conditions when transforming.
Starting at 10th level, proteans are cleansed of all ability damage as well as all poisons and diseases when transforming.
Starting at 14th level, proteans are cleansed of all ability drain and negative levels and mind-affecting abilities when transforming.
Starting at 18th level, proteans are cleansed of all magical effects active on their person with a duration longer than instantaneous when transforming.
Wondrous Transformation (Su): At 3rd level and every 4 levels afterwards, a protean learns the secret of templates. They may select any template with a level adjustment (whether inherited or acquired) equal to or less than their class level. A protean may either add one or more templates to a form (including their base form) at any time or add them to a form as they transform into it. Either way, adopting the template requires the use of the shapeshift class features and costs 5 essence points per point of level adjustment (in addition to the cost of a new form, if adopting a new one).
At the beginning of an encounter, the protean must pay this cost again or lose the benefit of the template (this decision is made separately from choosing to maintain another form). If a protean’s form is not applicable with a chosen template, that template can still be added but it will add no benefit. Any number of templates may be applied to a given form but the sum of a form’s CR and the level adjustment of all templates added to it may not exceed the protean’s class level. If it would ever pass this limit, the protean immediately loses their form or enough templates of their choice to lower them beneath this threshold. A single template may only be chosen once and cannot be applied to the protean more than once at a time, even if the template normally stacks with itself.
Protean Weaponry (Su): Starting at 4th level, a protean learns how to channel a bit of power through their every attack. All natural weapons that the protean possesses are treated as magical weapons and gain a +1 enhancement bonus to attack and damage rolls for every four class levels that they possess. By spending 1 essence point per point of effective enhancement bonus, a protean may add a special weapon ability to all applicable natural weapons they possess until the end of the encounter. No ability added may possess an enhancement bonus higher than one fourth of the protean’s class level.
Quickened Shapeshift: Starting at 5th level, a protean learns how transform with greater ease. The protean may use their shapeshift class feature as a standard action.
Starting at 9th level, a protean may use their shapeshift class feature as a move action.
Starting at 13th level, a protean may use their shapeshift class feature as a swift action.
Starting at 17th level, a protean may use their shapeshift class feature as an immediate action.
Regarding My Claim of Tier 1:I know very well that claiming to have created a tier 1 class is a very tough thing to verify unless it has full casting and can be directly compared to pre-existing tier 1 classes and that the number of agreed upon tier one homebrew classes in this forum is pretty darn small. That said, here is my reasoning behind it.
Simply put, this guy can overcome literally any problem come in front of it and derail a campaign at any time, pretty much the definition of tier 1. Even if the DM is careful to avoid putting certain monsters in front of the player, the automatic creatures gained leveling up are sufficient to seek out the creatures that you do with to gain. While you could argue that a DM could continue to work against the player who has the means to seek out creatures, that might come across as being comparable to another DM who refuses to let wizards obtain scrolls or spellbooks and thus reach their full potential.
Much as the wizard can gain endless spells, it is possible for this class to imitate every creature up to CR 20 by the time it reaches 20th level (as proteans need not gain experience from a creature’s death to gain their form). Through a combination of convenient forms and spell-like abilities, this class can do whatever it wants at basically any time that it wishes.
Although it can’t continue using its full potential all day long, I don’t believe that this has ever been formerly added as a prerequisite to being a tier 1 class (According to the original class tier post, the only prerequisite is being able to handle any situation put before you and being able to break the game at a whim), though it's arguable that it should be. It would take less DM fiat to challenge a protean than other tier one classes but its ability to simply end whatever adventure you’re on (if well built, at least) would seem to secure this class firmly in tier 1 territory (if at the “lower end” of tier 1, should such a thing actually exist).
Then again, I just wrote this up in the past 90 minutes and I've been up for 48 hours so I'm probably talking the crazy talk. Feel free to inform me how and where I've messed this up. :smalltongue:
Edit: Also, just so everyone knows, I'm not looking for a prize or anything. Giving an I-Win button to a character is surprisingly easy and I wanted to see if I could make a class like that which would actually be balanced in low-optimization campaigns (or in games with new players) much like a blaster wizard, making this class both intentionally tier 1 and still playable pretty much universally. Probably not that important but I wanted to put it out there.
Who could know the grace of a gazelle? Who could reach the majesty of dragons? Who could seek the strength of the strongest giants? Who could steal the taint of the undead? Who could claim the purity of angels? Who would seek the formlessness of ooze? Who could ever say they had it all?
In a world filled with beasts both great and mysterious, many have come to envy the power that other creatures possess. While some respond to this envy with reverence and respect, others have responded with simple imitations. Most famous among them are the proteans, beings who have taught themselves how to adopt the forms of others.
Alignment: Any
Hit Die: d6
Class Skills:
All skills are treated as class skills by the Protean.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
The Protean
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Essence Points
1st|+0|+2|+0|+2|Learn Essence, Shapeshift|
10
2nd|+1|+3|+0|+3|Protean Rejuvenation, Channel Magic|
20
3rd|+1|+3|+1|+3|Wondrous Transformation|
30
4th|+2|+4|+1|+4|Protean Weaponry +1|
40
5th|+2|+4|+1|+4|Quickened Shapeshift|
50
6th|+3|+5|+2|+5|Protean Rejuvenation|
60
7th|+3|+5|+2|+5|Wondrous Transformation|
70
8th|+4|+6|+2|+6|Protean Weaponry +2|
80
9th|+4|+6|+3|+6|Quickened Shapeshift|
90
10th|+5|+7|+3|+7|Protean Rejuvenation|
100
11th|+5|+7|+3|+7|Wondrous Transformation|
110
12th|+6/+1|+8|+4|+8|Protean Weaponry +3|
120
13th|+6/+1|+8|+4|+8|Quickened Shapeshift|
130
14th|+7/+2|+9|+4|+9|Protean Rejuvenation|
140
15th|+7/+2|+9|+5|+9|Wondrous Transformation|
150
16th|+8/+3|+10|+5|+10|Protean Weaponry +4|
160
17th|+8/+3|+10|+5|+10|Quickened Shapeshift|
170
18th|+9/+4|+11|+6|+11|Protean Rejuvenation|
180
19th|+9/+4|+11|+6|+11|Wondrous Transformation|
190
20th|+10/+5|+12|+6|+12|Protean Weaponry +5|
200
[/table]
CLASS FEATURES:
The following are class features of the protean.
Weapon and Armor Proficiencies: A protean gains proficiency with all natural weaponry and four simple weapons of its choice but with no armor or shields.
Shapeshift (Su): A protean possesses the ability to transform themselves into a large variety of creatures. This ability functions like the polymorph spell, except as noted here. Changing form is a full-round action that provokes attacks of opportunity.
A Protean can transform into a creature of any creature type (even becoming incorporeal and/or gaseous) so long as its CR does not exceed its class level. The protean retains their own Constitution score and gains all extraordinary qualities and supernatural abilities of the desired form. Assuming a new form does not heal the Protean.
In order to gain and maintain a transformation, a Protean must spend essence points. A Protean’s base allotment of essence points is given on the table above and they gain 5 extra points per point of wisdom modifier that they possess. Assuming a new form costs a number of essence points equal to the creature’s CR x 5. To become a swarm or incorporeal creature, the cost is doubled (or tripled in the case of incorporeal swarms). These forms are flighty, however, and easily fade way under stress. At the start of each encounter, a protean using this class feature must either pay their current form’s cost in essence points once more or lose their current form. After eight hours of sleep (or rest if the protean doesn’t sleep) in their natural form, a protean regains all essence points that they may have spent.
At 1st level, a protean starts play with knowledge of three creatures that they can transform into. At each additional class level, a protean learns of two new forms through raw experimentation. Additional forms can be added to the Protean’s repertoire through their learn essence class feature. Whatever the case, a protean can never learn the form of a creature with CR above their class level and may not learn the forms of unique creatures (Illurien, Adamantine Clockwork Horror, Tarrasque, Demonic or Infernal Lords/Princes, Gods, Etc.). Unless an advanced version of a creature has unique abilities from its advancement (as is the case with barghests and vasuthants), learning the form of an advanced creature only results in gaining the basic form for that creature. Likewise, trying to learn the form of a creature with a template results in learning the base creature instead.
Note: I know that there is an entire planet of Tarrasques in planescape and that different campaign worlds will differ in matters of creature population. For the purpose of this ability, however, any creature being described as completely unique by any official source (or the source it’s found it, if not coming from WotC) is automatically off-limits for this purpose even if another source directly contradicts it. A DM is free to ignore this condition on a case-by-case basis if they do so desire, however.
Learn Essence (Su): Within 1 round of personally witnessing the death of a creature, a protean can spend a swift action to memorize its essence. The Protean may instantly make a knowledge check regarding the creature (even untrained or if they have made another such check earlier and failed) with a bonus equal to their class level and learn that creature’s form for the purposes of their Shapeshift class feature. A Protean may not attempt to learn the essence of a creature whose form they already know.
Channel Magic (Sp): Starting at 2nd level, proteans possess a bit of talent at using the spell-like abilities of creatures that they imitate. By spending 1 essence points per spell level (1 points for a 0-level spell), a protean can use a spell-like ability of the form that they have acquired. If a single spell appears on different spell lists under different levels, use the highest spell level among them to determine the cost. Proteans use the caster level of the creature that they imitate and use their Wisdom modifier to calculate save DCs.
No matter how often a Protean adopts or abandons a given form, they may not use its spell-like abilities more frequently than that creature. Furthermore, spells with expensive material components, a focus (other than a divine focus), or an XP cost can’t ever be imitated in this way. A protean may only imitate a spell of a spell level up to half of their class level.
Protean Rejuvenation (Su): Starting at 2nd level, proteans learn how to clear away their injuries whenever they transform into a different creature (other than their base form). When transforming, they regain hit points equal to their class level.
Starting at 6th level, proteans are cleansed of the sickened, nauseated, fatigued, exhausted, shaken, panicked, frightened conditions when transforming.
Starting at 10th level, proteans are cleansed of all ability damage as well as all poisons and diseases when transforming.
Starting at 14th level, proteans are cleansed of all ability drain and negative levels and mind-affecting abilities when transforming.
Starting at 18th level, proteans are cleansed of all magical effects active on their person with a duration longer than instantaneous when transforming.
Wondrous Transformation (Su): At 3rd level and every 4 levels afterwards, a protean learns the secret of templates. They may select any template with a level adjustment (whether inherited or acquired) equal to or less than their class level. A protean may either add one or more templates to a form (including their base form) at any time or add them to a form as they transform into it. Either way, adopting the template requires the use of the shapeshift class features and costs 5 essence points per point of level adjustment (in addition to the cost of a new form, if adopting a new one).
At the beginning of an encounter, the protean must pay this cost again or lose the benefit of the template (this decision is made separately from choosing to maintain another form). If a protean’s form is not applicable with a chosen template, that template can still be added but it will add no benefit. Any number of templates may be applied to a given form but the sum of a form’s CR and the level adjustment of all templates added to it may not exceed the protean’s class level. If it would ever pass this limit, the protean immediately loses their form or enough templates of their choice to lower them beneath this threshold. A single template may only be chosen once and cannot be applied to the protean more than once at a time, even if the template normally stacks with itself.
Protean Weaponry (Su): Starting at 4th level, a protean learns how to channel a bit of power through their every attack. All natural weapons that the protean possesses are treated as magical weapons and gain a +1 enhancement bonus to attack and damage rolls for every four class levels that they possess. By spending 1 essence point per point of effective enhancement bonus, a protean may add a special weapon ability to all applicable natural weapons they possess until the end of the encounter. No ability added may possess an enhancement bonus higher than one fourth of the protean’s class level.
Quickened Shapeshift: Starting at 5th level, a protean learns how transform with greater ease. The protean may use their shapeshift class feature as a standard action.
Starting at 9th level, a protean may use their shapeshift class feature as a move action.
Starting at 13th level, a protean may use their shapeshift class feature as a swift action.
Starting at 17th level, a protean may use their shapeshift class feature as an immediate action.
Regarding My Claim of Tier 1:I know very well that claiming to have created a tier 1 class is a very tough thing to verify unless it has full casting and can be directly compared to pre-existing tier 1 classes and that the number of agreed upon tier one homebrew classes in this forum is pretty darn small. That said, here is my reasoning behind it.
Simply put, this guy can overcome literally any problem come in front of it and derail a campaign at any time, pretty much the definition of tier 1. Even if the DM is careful to avoid putting certain monsters in front of the player, the automatic creatures gained leveling up are sufficient to seek out the creatures that you do with to gain. While you could argue that a DM could continue to work against the player who has the means to seek out creatures, that might come across as being comparable to another DM who refuses to let wizards obtain scrolls or spellbooks and thus reach their full potential.
Much as the wizard can gain endless spells, it is possible for this class to imitate every creature up to CR 20 by the time it reaches 20th level (as proteans need not gain experience from a creature’s death to gain their form). Through a combination of convenient forms and spell-like abilities, this class can do whatever it wants at basically any time that it wishes.
Although it can’t continue using its full potential all day long, I don’t believe that this has ever been formerly added as a prerequisite to being a tier 1 class (According to the original class tier post, the only prerequisite is being able to handle any situation put before you and being able to break the game at a whim), though it's arguable that it should be. It would take less DM fiat to challenge a protean than other tier one classes but its ability to simply end whatever adventure you’re on (if well built, at least) would seem to secure this class firmly in tier 1 territory (if at the “lower end” of tier 1, should such a thing actually exist).
Then again, I just wrote this up in the past 90 minutes and I've been up for 48 hours so I'm probably talking the crazy talk. Feel free to inform me how and where I've messed this up. :smalltongue:
Edit: Also, just so everyone knows, I'm not looking for a prize or anything. Giving an I-Win button to a character is surprisingly easy and I wanted to see if I could make a class like that which would actually be balanced in low-optimization campaigns (or in games with new players) much like a blaster wizard, making this class both intentionally tier 1 and still playable pretty much universally. Probably not that important but I wanted to put it out there.