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Zaydos
2011-05-31, 10:29 PM
http://i1221.photobucket.com/albums/dd466/Zaydos/Shifter.png

Balance Point: I'm aiming for tier 2. Originally I was aiming for roughly balanced against Wild Shape Ranger/Master of Many Forms, but I've shifted higher than that.

Intent: The intent is for a shape-shifting base class. A class that can take many forms, and take on aspects of those forms while in their natural form. In combat they use these forms to wade into melee although some forms are more useful for stealth and skirmishing. Out of combat their forms can give them various stealth based abilities, as well as maneuverability.

Fluff (spoilered due to length, and to make ignoring it easier for those who prefer to do so)
Form Shifters are students of form magic, whether they call it by that name or not, masters of how to bend their own form to their will. They come from various walks of life, from barbarians taught by shamanic masters the art of taking on the forms of their totem spirits and fighting in the shape of birds and beasts, to tower dwellers every bit as likely to pour over arcane tomes as a wizard. Some are born with a special gift, some hint of the blood of chaos perhaps, others find it only after careful study. Whether it is inborn talent, study, or divine gift, all Form Shifters share an ability to take the forms of the various creatures of their world and an innate ability to change and twist their own incorporating that of other beings into themselves.

Adventures: Some Form Shifters believe themselves guided by their totem spirits and quest in their service. Others pledge themselves to a god. Still others seek only to improve their skills.

Regardless Form Shifters are apt to adventure to see new creatures. There are few better ways to learn of, and master, the forms of other creatures than to see them pushed to their utmost. It also allows them to train their own bodies; the pounding adrenaline surging through them allowing them to push their created forms to their final limits and sometimes, just sometimes, surge beyond those. It is also one of the places their talents find the best employ, as they are ultimately highly talented warriors.

Characteristics: Form Shifters have an understanding of the nature of their physical form unrivaled by other creatures. They grow to understand every inch of it, and develop the ability to weaponize all of it. They focus on the ability to transform their body into that of various other creatures allowing them to fight in the front lines. In addition to gaining a general ability to physically replicate various creatures’ forms, they also gain the ability to perform a more total transformation into a limited number of forms in which they gain even the supernatural powers of that creature. There other powers allow them to take aspects of these forms and mix them together to create more powerful battle forms. Due to their focus on transformation they only have limited skill with weapons and armor and rely more on brute force than skill in melee combat.

Alignment: Form Shifters are most common on the fringes of civilization, in barbaric tribes or driven out as demonic, and many see themselves as descended from Chaos beings. Due to this they tend, as a whole, towards Chaos over Law, although some of the more academic see themselves as simply attempting to better determine the place of all beings in the Cosmic Order.

Many gain their first steps towards power from dark pacts with fiendish entities, and many of their strongest forms are only available to those whose hearts are evil. As such many fall to the darker path, and they have a slightly greater tendency towards Evil than Good or Neutrality. Even so it is not impossible for them to have shining paragons amidst their number, as the various celestial forms prove.

Religion: Form Shifters can be of many, and varied, religions. Some see gods as just the ultimate form they can strive to obtain. Others strive to serve gods, becoming holy avengers who take the form of angels to do combat against evil. Most, though, fall between the two extremes and as a whole Form Shifters are neither more nor less religious than most other adventurers.

Of the default pantheon Ollidamra is amongst the most commonly revered deity, as god of trickery and chaos. Many also worship Obad-Hai, the god of the nature from which animals and beasts spring. Vecna is another common god, and many Form Shifters who study it as an academic form magic serve the god of secrets.

Background: Many Form Shifters have a common background with barbarians, living outside of civilized lands and in-tune with natural spirits. Others gain their abilities with Form Magic through diabolic pacts; these may be the most common for this is the easiest path but ultimately the most costly. Others study, spending years searching for knowledge of the shifting art, pouring over ancient tombs written by those who came before, both human and inhuman. The rarest group are gain such power from celestials, or even in some cases deities, serving such powers out of loyalty.

While Form Shifters cannot be assured to come from the same background, they do tend to share a special bond. Ultimately they all practice the same rare art, and therefore they share certain traits in common.

Races: Like most classes humans often take to Form Shifting, their ambitious soul (and the fact that most DMs ignore that their bonus feat and skill points are Extraordinary racial abilities and therefore lost with polymorph, Wild Shape, and other such effects) make them naturally talented in the art. Gnomes are also common Form Shifters, their natural connection to animals burrowing and otherwise, natural talent for magic, and general hardiness all make them talented and skilled Form Shifters. Elves may have been the first humanoids to master the art, even though the number of elven Form Shifters is dwindling. Many half-orcs, focused on physical prowess and close to the primal spirits of beasts, take to the art. It is rare in dwarves, even though their physically hale bodies aid them in excelling at it. Halflings also rarely become Form Shifters.

Other Classes: As many Form Shifters show a strong regard for nature, and respect for those who can endure its dangers, they normally get along well with druids, rangers, and barbarians. Form Shifters respect those who are willing to face enemies in close combat in their own, natural forms, but at the same time see them as basically foolish. Their relation with wizards, and other arcanists, varies with their backgrounds, many hold them in superstitious awe or fear, or while others respect them as fellow scholars. When dealing with priests they range from close friends in faith, to a sneering rivalry between pitiful folk spirits, and braggart gods.

Role: Most of a Form Shifter’s abilities lend themselves directly to increasing melee capability. As such their main role in a party is as a melee combatant, using their high Str and AC to wade into combat. Various forms also give additional abilities in the form of debuffs, maneuverability that further enhance combat abilities. Outside of combat their forms can grant them stealth related skills, as well as various immunities, and even incorporealness which can be used for scouting capabilities.

Abilities: Constitution determines the absolute limit on how many Augment Forms you can have active, as well as how long you can remain in melee. Charisma determines how hard many of your forms' powers are to resist (the others are determined by that form’s Constitution), as well as your skill at disguise, making it their other main priority. Intelligence is useful for knowledge about the various creatures you turn into and encounter, and as such is often a high stat. Wisdom determines your resistance to mental effects and is important to protect your mind. Dexterity determines your reaction time in your natural form, and Strength determines your combat ability if you remain in your natural form; as few Form Shifters do so these are often unappreciated stats for them, although some show that even Strength and Dexterity can be useful (PrC to come).

Form Shifter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Assume Form, Lesser Beast Form, Specialized Form I

2nd|
+1|
+3|
+0|
+3| Augmented Form, Beast’s Tongue

3rd|
+2|
+3|
+1|
+3| Specialized Form II, Change Self

4th|
+3|
+4|
+1|
+4| Beast Form, Uncanny Dodge, Lesser Augmented Form

5th|
+3|
+4|
+1|
+4|Specialized Form III, Humanoid Form, Expediated Natural Healing, Improved Beast’s Tongue

6th|
+4|
+5|
+2|
+5|Augmented Form, Giant Form, Improved Uncanny Dodge, Catalouge of Beasts

7th|
+5|
+5|
+2|
+5|Specialized Form IV, Magical Beast Form, Large Form, Quick Change

8th|
+6|
+6|
+2|
+6| Vermin Form, Light Fortification, Lesser Augmented Form

9th|
+6|
+6|
+3|
+6|Specialized Form V, Disguise Mastery, Monstrous Humanoid Form, Tiny Form

10th|
+7|
+7|
+3|
+7|Aberration or Fey Form, Shapechanger subtype, Augmented Form

11th|
+8|
+7|
+3|
+7|Specialized Form VI, Enhanced Assume Form

12th|
+9|
+8|
+4|
+8|Plant or Ooze Form, Huge Form, Effortless Change, Lesser Augmented Form

13th|
+9|
+8|
+4|
+8|Specialized Form VII, Fast Natural Healing, Moderate Fortification

14th|
+10|
+9|
+4|
+9|Augment Form, Shifter's Mettle, Dragon Form

15th|
+11|
+9|
+5|
+9|Specialized Form VIII, Elemental or Outsider Form

16th|
+12|
+10|
+5|
+10|Full Augmentation, Lesser Augmented Form

17th|
+12|
+10|
+5|
+10|Construct or Undead Form, Specialized Form IX

18th|
+13|
+11|
+6|
+11|Augment Form, Templated Form

19th|
+14|
+11|
+6|
+11|Specialized Form X, Amorphous

20th|
+15|
+12|
+6|
+12|Shifter’s Vitality, Instant Change, Lesser Augmented Form[/table]

HD: d8.
Skills: 4 + Int
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Weapons and Armor Proficiency: A form shifter is proficient in simple weapons, light and medium armor, and shields (except tower shields).

Assume Form: 3 + Constitution modifier in your natural form times per day you may assume the form of another creature (using specialized form does not count for this ability). This functions like the Alternate Form special quality (same thing Wild Shape is based off of), but has a duration of 10 minutes per class level. To change shape with Assume Form is a standard action. At 1st level you only have access to Least Beast Forms, but as you gain in levels you gain access to more forms and shapes. You may never assume a form that has more hit dice than you do, or than you have class levels. When using assumed form all items are integrated into body. You may have one natural weapon gain all the magical bonuses of one melee weapon they wield, and all gain an enhancement bonus equal to the highest bonus of a weapon they wield. Armor becomes non-functional but other non-use activated items continue to function and, as a swift action a form shifter may eject any magical item within them. Items merged into their form due not count against their weight limit, but a form shifter may not merge more than their maximum load in their natural form.

Lesser Beast Form: At 1st level you gain access to medium and small sized animals with 2 or less HD and no more HD than your Hit Dice or Class Levels and which lacks a fly speed.

Specialized Form: In addition to the forms you have available due to Assume Form you have a select list of unique forms. You gain a Specialized Form at every level, selecting one form from any tier available to you. At every odd level you gain access to a new tier of forms; these tiers range from I to X. The appearance of each of these forms is set when you first obtain it, and once you have selected a form it cannot be changed. You gain Ex and Su abilities of the forms assumed through this ability, but lose your own racial Ex and Su abilities when doing so. Assuming a specialized form is a move action but you may remain in one for as long as desired, using this ability at-will. Like with Assume Form items merge into your form giving you their benefits.

When assuming a Specialized Form of any tier less than the highest you have access to it gains +2 Str and Dex per tier weaker than your highest and an additional +1 to Natural Armor for per 2 tiers weaker (for example if you had Tier 6 forms and assumed a Tier 2 form you would gain an additional +8 to Str and Dex and +2 to natural armor).

Limitations:
If assuming the form of a mindless creature, or a creature immune to mind-affecting effects by virtue of its type, you gain neither mindless nor immunity to mind-affecting effects.
If assuming the form of an undead creature you become vulnerable to turn/rebuke undead, and do not gain any create spawn ability.
Only Evil characters can select undead forms as a Specialized Form. To select a true dragon, or outsider with an alignment subtype as a Specialized Form you must be within 1 step of its alignment unless noted otherwise.
You never gain the form's equipment and gear.
You never gain any spellcasting, or spell-like abilities of the creature.
Should the creature have Spell Resistance greater than your class level +15 its spell resistance is reduced accordingly (this includes the magic immunity of golems which simply becomes SR 15 + character level).
Damage Reduction granted by a form is limited to your character level/X or 5/X whichever is higher.

Available form:
I (1st level):
Wolf
Dire Rat
Light Warhorse
Riding Dog
Medium Viper
Small Fire Elemental
Small Water Elemental
Medium Monstrous Scorpion
Medium Monstrous Spider
Wolf Skeleton
Giant Ant Worker
Small Animate Object (hardness 0 objects that may have one of blind or constrict only, does not gain mindless or immunity to mind-affecting effects)
Gnoll
Merfolk
Stirge
Medium Shark
Badger (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 7 rounds)
Githyanki
Githzerai
Aasimar
Tiefling

II (3rd level):
Hell Hound (must be LE, NE, or LN)
Dretch
Nixie (must be CG, NG, or CN)
Deinonychous
Black Bear
Giant Ant Solider
Constrictor Snake
Ogre Zombie
Large Monstrous Spider
Medium or Large Animate Object (hardness 5 or lower materials only, non-wheeled objects only, no more than one of blind, constrict, or improved speed; may not choose tall objects if large; does not gain mindless or immunity to mind-affecting effects)
Bugbear
Darkmantle
Lemure
Dire Badger (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 9 rounds)
Dire Weasel
Grick
Ochre Jelly (loses Split ability)
Sahaugin
Skum
Grig
Troglodyte
Worg
Yuan-ti Pureblood
Crocodile
Leopard
Large Shark
Wolverine (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 9 rounds)

III (5th level):
Giant Owl
Owlbear
Giant Wasp
Unicorn (must be CG, CN, or NG)
Dire Wolf
Lion
Dire Bat
Griffon
Blink Dog (must be LG, NG, or LN)
Giant Eagle
Rust Monster
Otyugh
Huge Viper (snake)
Giant Praying Mantis
Phantom Fungus
Violet Fungus
Gray Render Zombie
Medium Elemental (Air, Earth, Fire, or Water each taken separately)
Large Monstrous Scorpion
Mind Flayer
Pegasus (must be CG, NG, or CN)
Pseudodragon (must be Good)
Large Animate Object (hardness 5 or lower materials only; it may have either blind and constrict, or improved speed/wheels; does not gain mindless or immunity to mind-affecting effects)
Displacer Beast
Gargoyle
Janni
Green Hag (must be Evil)
Hippogriff
Homunculus
Magmin
Black Pudding (loses Split ability)
Thoqqua
Wight
Winter Wolf
Yuan-ti Half-blood
Huge Shark
Ogre
Very Young White Dragon
Wyrmling Blue Dragon
Wyrmling Green Dragon
Very Young Black Dragon

IV (7th level):
Brown Bear
Polar Bear
Rhinocerous
Dire Lion
Giant Constrictor Snake
Giant Stag Beetle
Wyvern
Succubus
Drider
Pixie (must be CG, CN, or NG)
Hound Archon
Djinni (must be CG, CN, or NG)
Huge Monstrous Spider
Rakshasha
Chimera
Coatl (must be LG, LN, or NG; loses Ethereal Jaunt)
Hellcat
Dire Wolverine (may not activate or deactivate Augmented Form, or use Assume Form, Specialized Form, or return to your natural form while raging; this rage lasts up to 9 rounds)
Dragonne
Bralani Eladrin
Large Elemental (Air, Earth, Fire, or Water each taken separately)
Gray Render
Annis (must be Evil)
Minotaur
Mummy
Dark Naga
Night Hag (must be Evil; does not get a heartstone)
Spider Eater
Giant Constrictor Snake
Very Young Copper Dragon
Wyrmling Gold Dragon
Young White Dragon
Wyrmling Red Dragon
Very Young Blue Dragon
Very Young Green Dragon
Young Black Dragon

V (9th level):
Chain Devil
Bone Devil
Wraith
Gargantuan Monstrous Spider
Flesh Golem
Lammasu (must be LG, LN, or NG)
Hill Giant
Troll
Huge Monstrous Scorpion
Bulette
Elasmosaurus
Megaraptor
Dire Tiger
Dire Bear
Huge Elemental (Air, Earth, Fire, or Water each taken separately)
Ettin
Efreeti (must be LE, LN, or NE)
Harpy
Invisible Stalker
Lamia
Guardian Naga
Spirit Naga
Ogre Mage
Elder Black Pudding (loses Split ability)
Yuan-ti Abomination
Elephant
Giant Crocodile
Orca
Young Copper Dragon
Very Young Gold Dragon
Juvenile White Dragon
Very Young Red Dragon
Young Blue Dragon
Young Green Dragon
Juvenile Black Dragon
Young Bronze Dragon

VI (11th level)
Clay Golem
Stone Giant
Triceratops
Hezrou
Trumpet Archon (does not get trumpet)
Barbed Devil
Specter
Tyrannosaurus
Treant (must be Good)
Dragon Turtle
Greater Elemental (Select one)
Erinyes
Avoral
Red Slaad
Nymph (CG, NG, or CN)
Young Adult White Dragon
Juvenile Copper Dragon

VII (13th level)
Ghaele Eladrin
Ice Devil
Kolyarut Inevitable
Death Slaad (CE, or CN only)
Leonal (CL for Roar's Holy Word effect equals character level -1)
Dread Wraith
Stone Golem
Cloud Giant
Gargantuan Monstrous Scorpion
Colossal Monstrous Spider
Frost Worm
Roc
Athach
Elder Elemental (Select one)
Gorgon
Mohrg
Purple Worm
Blue Slaad
Umberhulk
Will-o'-wisp
Young Gold Dragon
Young Red Dragon
Juvenile Blue Dragon
Juvenile Green Dragon
Young Adult Black Dragon
Juvenile Bronze Dragon
Young Silver Dragon
Juvenile Brass Dragon

VIII (15th level)
Iron Golem
Nightwing
Astral Deva
Nalfeshnee
Gauth beholderkin
Bodak
Formian Taskmaster
Young Adult Copper Dragon
Adult White Dragon
Young Adult Green Dragon
Young Adult Bronze Dragon
Colossal Monstrous Scorpion

IX (17th level)
Marut
Truly Horrid Umberhulk
Abyssal Greater Basilisk (must be Evil)
Planetar
Marilith
Cornugon
Greater Stone Golem
Storm Giant
Juvenile Gold Dragon
Juvenile Red Dragon
Young Adult Blue Dragon
Adult Black Dragon
Juvenile Silver Dragon
Adult Brass Dragon

X (19th level)
Pit Fiend
Balor (note you do not get their gear)
Solar (regeneration is penetrated by any evil weapon even if not epic; note you do not get their gear)
Beholder
Mature Adult Silver Dragon
Mature Adult Red Dragon
Old Brass Dragon
Old Green Dragon
Nightwalker
Formian Myrmarch
Titan (must be Chaotic)
Mature Adult Gold Dragon
Old Blue Dragon
Old Bronze Dragon
Very Old Black Dragon
Very Old White Dragon
Old Copper Dragon
Needs non-Core expansion.


Expanded Lists for:
Monster Manual II (http://www.giantitp.com/forums/showpost.php?p=11140871&postcount=20)
Monster Manual III (http://www.giantitp.com/forums/showpost.php?p=11147219&postcount=21)
Lords of Madness and XPH (http://www.giantitp.com/forums/showpost.php?p=11152566&postcount=22)

Augmented Form: At 2nd, 6th, 10th, 14th, and 18th level you may select any Augmented Form (Lesser or Greater) ability from those listed below, assuming you have one of the required Specialized Forms and fulfill any other prerequisites. These abilities come in two types, greater and lesser. You may not use greater abilities in a specialized form, until you have 2 more levels than was required to obtain that form at which point you may use 1 augmented form in it, +1 per 2 additional levels. You may use any number of greater Augmented Form abilities at will in your natural form, and may use up to 1/4th your class level in Greater Augmented Forms when using an Assumed Form or Specialized Form +1 Greater Augmented Form per 2 HD (in the case of Assumed Form) or tier less (in the case of Specialized Form) than your maximum. Lesser Augmented Form abilities can be freely used regardless of form. You may activate an Augmented Form ability as a standard action, or suppress it as a standard action, and once activated they remain active continuously (note some have additional abilities you may activate a limited number of times per day). While an Augmented Form ability is active there are certain physical signs. You may only have a number of Augmented Form abilities, Lesser or Greater, active equal to your natural form's Constitution score -10; this is an absolute limit regardless of what form you are in.

At 4th, 8th, 12th, 16th, and 20th level you may select any Lesser Augmented Form ability that you qualify for.

Augmented Form abilities (http://www.giantitp.com/forums/showpost.php?p=11130159&postcount=16)

Beast’s Tongue (Ex): You may talk while within any specialized form you assume, even if the creature could not normally speak.

Change Self (Ex): You’ve gained a mastery over your physical form such that, starting at 3rd level, you can alter your appearance to mimic the effects of a Disguise Self spell. This is not an illusion effect, and while the changes are limited to cosmetic changes (like with Disguise Self) they are physically made. Using this ability is a full-round action to make any changes and is usable at-will. These changes are permanent until you change your form (with Assume Form, Specialized Form, or a polymorph spell), you use this ability again, or you go to sleep.

Beast Form: At 4th level your Assume Form improves and you may assume the form of any Small or Medium animal with no more hit dice than your class level or your own hit dice.

Uncanny Dodge: At 4th level your reflexes develop to such an extent that you gain uncanny dodge as the barbarian ability.

Expediated Natural Healing: At 5th level a Form Shifer's shapeshifting abilities have developed such that their body heals faster than a normal person's; their natural healing rate doubles.

Humanoid Form: At 5th level your Assume Form improves and you may assume the form of humanoids of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.

Improved Beast’s Tongue: At 5th level you may speak while using Assume Form even if you are taking the form of a creature normally incapable of speaking.

Giant Form: At 6th level your Assume Form improves and you may assume the form of giants of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.

Improved Uncanny Dodge: At 6th level you gain Improved Uncanny Dodge as the barbarian ability.

Catalouge of Beasts (Ex): A Form Shifter's knowledge of the various monsters that make up their world is amongst the finest found throughout it. At 6th level you gain a +5 to all Knowledge checks made to identify a creature, but not knowledge checks made for another purpose.

Large Form: At 7th level your Assume Form improves and you may now assume the form of Large creatures as well as Small or Medium ones.

Magical Beast Form: At 7th level your Assume Form improves and you may assume the form of magical beasts of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.

Quick Change: Beginning at 7th level you may use Assume Form and enter your Specialized Forms more quickly. It is now a Swift Action to use Assume Form and a Standard action to change into or out of one of your Specialized Forms. Even so you may only use one in any given turn.

Vermin Form: At 8th level your Assume Form improves and you may assume the form of vermin of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.

Light Fortification (Ex): At 8th level your internal organs and weak spots have a tendency to shift away from attacks on their own. When aware of an attack (not caught flat-footed or attacked by an invisible opponent) there is a 20% chance that any precision damage or critical hit will be negated.

Disguise Mastery (Ex): Beginning at 9th level you gain a +2 on disguise checks when using any of your abilities as part of a disguise (this stacks with the +10 from Change Self, or other shape-changing magic) and can take 10 on disguise checks.

Monstrous Humanoid Form: At 9th level your Assume Form improves and you may assume the form of monstrous humanoid of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.

Tiny Form: At 9th level your Assume Form improves and you may now assume the form of Tiny creatures as well as those sizes already available to you.

Aberration or Fey Form: At 10th level you must choose to either gain aberration or fey forms; whichever you decide the choice is permanent.

Shapechanger Subtype: At 10th level you gain the shapechanger subtype.

Enhanced Assume Form (Ex): At 11th level your mastery of shapeshifting extends to the point where you now gain the Ex special qualities of creatures you transform into (instead of just Ex special attacks).

Plant or Ooze Form: At 12th level you must choose to either gain plant or ooze forms; whichever you decide the choice is permanent.

Huge Form: At 12th level your Assume Form improves and you may now assume the form of Huge creatures as well as those sizes already available to you.

Effortless Change: At 12th level you may use Assume Form as a free action, and may use a Specialized Form as a Swift Action, although you may only use both a total of once per turn.

Fast Natural Healing (Ex): At 13th level your body's ability to restructure itself rises to new heights. You heal as much per hour as a normal person does during a day (1 hp/level and 1 ability damage to each score), and double this if you spend the hour asleep, trancing, or otherwise in deep rest. In addition you can heal damage that normally cannot be healed short of magical healing (such as vile damage, and ability drain) at the same rate a normal person would heal regular damage and ability damage.

Moderate Fortification: At 13th level your anatomy has become such that organs simply blend together, and shift to relieve major strain such that should you be stabbed in the heart a portion of your liver might transform into a temporary heart. Even if caught unawares there is a 50% chance that any precision damage or critical hit is negated. In addition you gain a +8 on saving throws against death from coup de graces.

Shifter's Mettle: At 14th level you've obtained a greater mastery of your body so that you can more easily resist baleful magic that targets it. Whenever you make a Fortitude save to mitigate an effect (Fortitude Partial or Fortitude Half) you negate the effect entirely on a successful saving throw.

Dragon Form: At 14th level you may now use Assume Form to take dragon forms.

Elemental or Outsider Form: At 154th level you must choose to either gain elemental or outsider forms; whichever you decide the choice is permanent. You may not assume the form of an outsider with whom you don't share at least one alignment on one of the alignment axes with, or with whom you have an opposing alignment on either alignment axis.

Full Augmentation: At 16th level your mastery of your form allows you to use Augmented Forms even with your most powerful shapes. You may use 2 Greater Augmented Forms regardless of Specialized Form or Assume Form you are in, and for each level below your highest you may use an additional 2.

Construct or Undead Form: At 17th level you must choose to either gain construct or undead forms; whichever you decide the choice is permanent. You may assume the form of incorporeal undead if you select this ability but doing so makes them considered to be double the normal hit dice for determining whether you can assume that form.

Templated Form: At 18th level you may apply various templates to your Assumed Forms, although doing so reduces the maximum HD you may assume.

The following templates are available, and you must be able to take on a form of the resulting type:
{table=head]Template|HD loss
Half-Dragon|3
Half-Celestial|2
Half-Fiend|2
Celestial|1
Fiendish|1
Vampire (no coffin)|2
Lich (does not grant a phylactery)|1[/table]

Amorphous (Ex): Beginning at 19th level your body has become such that, regardless of what form you are in, you can instantly shift its features and organs about so that you are effectively amorphous gaining total immunity to critical hits, precision damage, and flanking, as well as poison, sleep, paralysis, petrification, and polymorph effects.

Shifter's Vitality (Ex): At level 20 your body can knit itself back together at phenomenal speeds. You gain Fast Healing 5, and heal 1 point of ability damage or burn to each ability score per round. Even normally unhealable damage, such as vile damage, heals at a rate of 5 hp per minute, and you heal ability drain at a rate of 1 per minute. You also recover quickly from life draining effects and recover one negative level per minute and you get a save to resist receiving negative levels (same DC as to remove them normally). This also gives you total immunity to poison and disease, and you may make two saving throws and take whichever is better when confronted by any Death effect.

Instant Change: At 20th level you may use Assume Form as an immediate action, and may change between specialized forms as a free action. You may now use Assume Form and Specialized Form any number of times per turn each.

---

Form Shifter Epic Progression
{table=head]Level|Special
21st|-
22nd|Augmented Form
23rd|-
24th|Lesser Augmented Form, Bonus Feat
25th|-
26th|Augmented Form
27th|-
28th|Lesser Augmented Form, Bonus Feat
29th|-
30th|Augmented Form[/table]

Epic Bonus Feats: Armor Skin, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Extended Life Span, Fast Healing, Penetrate Damage Reduction, Perfect Health, Polyglot, Superior Initiative.

Cipher Stars
2011-05-31, 10:59 PM
Hmm, I like it.
I also have a sudden desire to play on a team with a Keeper and one of these guys. Complements each other pretty well Fluff wise, One controls creatures, the other becomes creatures.

I'll have to leave the page up before I expect one of my brothers (Who play Tabletop with me) to come on the computer, see it, and hopefully be it next time we play or he looses a character.

Gideon Falcon
2011-05-31, 11:39 PM
It definitely needs more Augments, first off. For one thing, a few that can work on any form. My idea of a purely shapeshifting class requires that, at high levels, it can mix and match features from various forms. I would like to see that kind of thing. Oh, my mistake. I didn't read through it correctly. That works good. It might also do with a few more specialized forms to choose from.

Zaydos
2011-05-31, 11:40 PM
It definitely needs more Augments, first off. For one thing, a few that can work on any form. My idea of a purely shapeshifting class requires that, at high levels, it can mix and match features from various forms. I would like to see that kind of thing.

Well currently I only have augments for the 2nd and 6th level planned out so more would be forthcoming when I get to 10th, 14th, and 18th, or do you mean it should get them at more levels?

Also the prerequites are not that you are in that form, only that you have that specialized form. You can then apply them to your natural form, or any of your forms except your highest level ones. So if you took Wolf's Fangs and then assumed the form of a Rust Monster you would have a bite attack in addition to your feelers.

In response to your edit: Yes it does. They're hard to balance, though, I'm not really sure of some of the ones I have on right now (Minotaur Zombie stands out as probably far too weak). Also I've been thinking about giving them 2 of each level (one when they first obtain that tier of forms and one the even numbered level thereafter) does that sound like a good idea?

Gideon Falcon
2011-05-31, 11:49 PM
I meant what you thought I meant. I suspected that you were working on more of them anyway, so I was just making sure.

Jallorn
2011-06-01, 01:58 AM
You might take a look at this here (http://www.giantitp.com/forums/showthread.php?t=168985) similar class for inspiration. I didn't really do more than skim, as I should really be asleep right now.

Zaydos
2011-06-01, 03:33 AM
Added:
Small Fire Elemental
Small Water Elemental
Medium Monstrous Scorpion
Medium Spider
Wolf Skeleton
To Lv 1 list

Hell Hound
Wyrmling Green Dragon
Ogre Zombie
To Lv 3 list

Phantom Fungus (loses mindless and immunity to mind-affecting effects)
Violet Fungus (loses mindless and immunity to mind-affecting effects)
Gray Render Zombie (does not gain mindless or immunity to mind-affecting effects; can be turned; must be evil)
Medium Elemental (Air, Earth, Fire, or Water each taken separately)
Gelatinous Cube (loses mindless and immunity to mind-affecting effects)
Dire Wolf
Giant Eagle
To Lv 5 list

Black Pudding (loses mindless and immunity to mind-affecting effects, loses Split ability)
Polar Bear
To Lv 7 list

Red Slaad
To Lv 9 list

Removed:
Imp.

Changed:
Brown Bear (lv 7 now)
Troll Skeleton (Lv 5)
Dire Bat (lv 5).

Questions (editted in to OP for most part): Should I double their number of Augment Form and Specialized Form abilities and remove their Assume Form ability entirely?

If I do so should I make it so that you can use one Greater Augment Form ability per level above the minimum required to select a specialized form?

Edit Added a tentative form list for Lv 11+; worried about Lv 15 forms since I gave them basilisk (continuous Save or Lose), Gauth (free action save or lose your turn), and bodak (continuous Save or Die). My logic is Shapechange is just around the corner making these things available to Sorcerers at 18th, and Wizards at 17th (the former matters more since they're all Charisma based save DCs) but even so can't say I like it the best.

The 17th level list is rather sparce and maybe I should up these?

Zaydos
2011-06-01, 02:51 PM
Bump for edits. Should be finished for 20 levels now, although it needs more Augmented Forms for the higher levels. Could probably add more stages of elemental and vermin forms.

It is, for now, Core friendly, but I intend to extend it into other Monster Manuals (any requests/suggestions?)

Major question right now (in OP and post above): Should I double their number of Augment Form and Specialized Form abilities and remove their Assume Form ability entirely?

If I do so should I make it so that you can use one Greater Augment Form ability per level above the minimum required to select a specialized form?

Gideon Falcon
2011-06-01, 04:48 PM
Add the normal XP cost to the Fate's Behest Augment; a Wish with no out-of-combat costs is always overpowered, especially when it can be used every day.

You need to add a use limit or recharge rate to the Trumpet's paralysis. Something so that you can't just play it every round until your enemies get coup-de-grace'd to death.

As for the removal of Assume Form, I don't think it would be a good idea. The class should have a lot of versatility, which is what the point of that class feature is. Given that it can easily become a secondary feature, however, I think that increasing the number of specialized forms and Augments granted would cause any problems. Perhaps not double, but going 150% could be just as good.

Zaydos
2011-06-01, 08:03 PM
Add the normal XP cost to the Fate's Behest Augment; a Wish with no out-of-combat costs is always overpowered, especially when it can be used every day.

It can only mimic spell effects (so in effect it's any 8th level or lower Arcane Spell or 7th level or lower Divine Spell), though, which you get XP free with Miracle already. It's a little better than a 1/day Miracle in that it mimics 8th level Arcane spells, but wanted to make sure you recognized that limitation.


You need to add a use limit or recharge rate to the Trumpet's paralysis. Something so that you can't just play it every round until your enemies get coup-de-grace'd to death.

I was wondering with Shapechange coming a level later giving Wizards the same ability, and Sorcerers get it 2 levels later. Still I agree, and I'll put a 1d4 round recharge time on it. This still leaves the problem with 15th level forms of Basilisk and Bodak but at least those have short range (30-ft), and are 1 target assuming people just choose not to look at you; might move them to Lv 17.


As for the removal of Assume Form, I don't think it would be a good idea. The class should have a lot of versatility, which is what the point of that class feature is. Given that it can easily become a secondary feature, however, I think that increasing the number of specialized forms and Augments granted would cause any problems. Perhaps not double, but going 150% could be just as good.

I think I like that suggestion; maybe double Specialized Forms (2 of each tier) and increase Augment Forms to 2nd/4th/8th/10th/14th/16th/20th or even make it so that you get 5 Lesser Augment Forms and 5 that can be Lesser or Greater.

Zaydos
2011-06-02, 12:57 PM
Update list:

Made Augmented Form 1/2 levels, but half of them have to be Lesser Augmented Forms.

Bumped a few abilities (the increases to natural healing and Disguise Mastery) up a level due to the above.

Changed Mettle to Shifter's Mettle making it no longer work on Will saves; notably Will saves may be their Achilles's Heel as they have difficulty using magic items to buff them without locking themselves into a single form during combat which can be a problem in high level play.

Added Epic Progression.

Added Fluff.

To Do: Comb over specialized forms list, weeding out some, shifting some levels, and adding several creatures (Lion, Treant, Roc) from Core and beyond.

Add more Augmented Forms.

Add feats; especially, but not limited to, Epic ones.

Create PrCs; 2 ideas at the moment, a wolf-based PrC and one that turns their transformational powers outwards getting the ability to transform allies (into relatively weak forms) and enemies (baleful polymorph). Also an idea for a much lower tier version to act as an Adept to its Cleric.

Playtest.

Get more PEACHes so that I can improve it.

Pyromancer999
2011-06-02, 06:58 PM
Oh my gosh! Yes! Yes! More!....Forms, that is. Pretty good class, although I'd like to see some more forms for Specialized Form, as some tiers seem lacking, and to get Dragon Form earlier, although the latter is mostly personal preference.

Also, you haven't named an action to use Change Self, how often you can use it, and how long it lasts.

Demidos
2011-06-02, 09:10 PM
Elemental or Outsider Form: At 14th level you must choose to either gain plant or ooze forms; whichever you decide the choice is permanent. You may not assume the form of an outsider with whom you don't share at least one alignment on one of the alignment axes with, or with whom you have an opposing alignment on either alignment axis.

I think here you choose elemental or outsider:smallwink: Copy paste...:smallbiggrin:

Edit: so do you ever gain spell-like abilities? (im not really clear on the whole ex/su/sp thing):smallredface:

Zaydos
2011-06-02, 09:34 PM
Oh my gosh! Yes! Yes! More!....Forms, that is. Pretty good class, although I'd like to see some more forms for Specialized Form, as some tiers seem lacking, and to get Dragon Form earlier, although the latter is mostly personal preference.

Also, you haven't named an action to use Change Self, how often you can use it, and how long it lasts.

Dragon Form could possibly be moved earlier; I might switch it and Elemental/Outsider as the main reason those are late is for fluff reason (draconic forms carry a lot of spiritual power, but probably less than those).

Which tiers in particular would you say are lacking? I've keep thinking of things from the Monster Manual that work, and once I expand it beyond Core the list should get a fair bit more diverse. Also once I really buckle down on elemental forms (as a note Air and Earth Elementals I avoided at Lv 1-3 due to their mobility powers that monsters weren't made to deal with at those levels).

Added duration, action, and uses per day to Change Self.


Elemental or Outsider Form: At 14th level you must choose to either gain plant or ooze forms; whichever you decide the choice is permanent. You may not assume the form of an outsider with whom you don't share at least one alignment on one of the alignment axes with, or with whom you have an opposing alignment on either alignment axis.

I think here you choose elemental or outsider:smallwink: Copy paste...:smallbiggrin:

Edit: so do you ever gain spell-like abilities? (im not really clear on the whole ex/su/sp thing):smallredface:

Fixed the copy paste error; funny enough I copied the erronous entry for Undead/Construct Forms.

And no you never get Spell-like Abilities or Spellcasting (though I should spell out the latter better). Otherwise high level outsiders would be a definite no-no, and that just doesn't leave any high level creatures.

Demidos
2011-06-02, 10:22 PM
Yeah, just checking. Thanks!:smallbiggrin:
Looks good! :smallsmile:

Edit: also, small typo here, if you care
VII (13th level)
Ghaele Eladrin (CG, CN, or NG only)
Ice Devil (LE, LN, or NE only)
Kolyarut Inevitable (Lawful only)
Death Slaade (CE, or CN only)

and it says lesser on table and least on the ability for the beast form (lvl 1)

Zaydos
2011-06-03, 11:46 AM
Had to move augmented forms off the OP because it got too big when I finished adding Specialized Forms from the Monster Manual. This might be a sign that I need to put some things in universals.

Greater
Bestial Horn (Greater)
Prerequisite: Form with a gore attack
Benefit: You gain a gore attack as a primary or secondary natural weapon dealing 1d8 damage (assuming medium size). If you already have a gore attack its damage die is instead increased by 1 size.
Appearance: A large singular horn rises from your forehead.

Beast Fangs (Greater):
Prerequisite: Any form with a bite attack.
Benefit: You gain a bite attack as a primary or secondary natural weapon dealing 1d6 damage (if medium sized); if used in a form that already has a bite attack the damage from that attack increases one die size.
Appearance: Your face extends into a canine snout filled with teeth.

Blindsense (Greater)
Prerequisite: Dire bat, any Ooze
Benefit: You gain blindsense out to 30-ft. At level 9 this increases to 60-ft. At level 15 this becomes Blindsight.
Appearance: Your ears extend becoming bat-like.

Breath Weapon (Greater)
Prerequisite: Any true dragon.
Benefit: You gain a breath weapon; either a line out to 20-ft +10-ft per 2 class levels or a cone out to 10-ft +5-ft per 2 class levels, based upon the damaging breath weapon of your true dragon form, which deals 1d6 damage of the same type as your true dragon form per two class levels. Once you use this breath weapon you must wait 1d4 rounds before using it again. If you have multiple true dragon specialized forms you gain all associated breath weapons, although once you use one you must wait 1d4 rounds before using any of them again. If you have no true dragon form which has a damaging breath weapon this ability does nothing.
Appearance: Scales form around your mouth.

Burning Spirit (Greater)
Prerequisites: Fire Elemental
Benefit: Your melee attacks deal +1 fire damage per 3 class levels .
Appearance: Fire seems to crackle and wreathe across your body, focusing at your striking appendage as you attack.

Chitin (Greater)
Prerequisite: Any vermin
Benefit: Your natural armor bonus becomes (does not increase, becomes) +3 +1 more per 4 class levels. This may be further increased by enhancement bonuses to your natural armor.
Appearance: You develop an insect-like exoskeleton covering your body.

Circle of Evil’s Bane (Greater)
Prerequisite: Unicorn, Llamasu, or any Archon, Planetar, or Solar; must be Good aligned.
Benefit: You radiate a Magic Circle against Evil as the spell (CL = class level where important) which also produces bright light out to the edge of the effect (and shadowy out to double this area); this is a supernatural ability although the light does not count as magical for interaction with magical darkness. In addition once per day you may Smite Evil as a paladin of twice your level if you do so this aura vanishes for 1 minute.
Appearance: You are surrounded by a halo of light.

Claws of the Beast (Greater)
Prerequisite: Any form with claw attacks
Benefit: You gain two claw attacks as primary or secondary natural weapons dealing 1d4 damage each (assuming medium size). If you already have claw attacks your claws deal damage as if 1 size category larger.
Appearance: Your hands sprout fur and retractable claws. Your palm grows a thick pad.

Demonic Flesh (Greater)
Prerequisite: Any demon
Benefit: You gain DR 1/cold iron or evil per 3 class levels.
Appearance: Your flesh takes on a reddish tint, and small bony ridges appear across your body.

Devil’s Eyes (Greater)
Prerequisite: Hell Hound, or any Devil
Benefit: You gain Darkvision out to 60-ft +10-ft per 3 class levels. Unlike normal darkvision this vision is in color and functions in magical darkness.
Appearance: Your eyes become jet black.

Drow Magic (Greater)
Prerequisite: Drider
Benefit: You gain immunity to the effects of the Web spell, passing through it freely. In addition you gain the ability to use the following spell-like abilities each 1/day, with a caster level equal to your class level. The granted SLAs are: dancing lights, clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, and suggestion.
Appearance: Your skin takes on a blackish hue.

Evil Eye (Greater)
Prerequisite: Form with a gaze attack or gauth.
Benefit: Once per round, as a free action, you may glance at a creature within 60-ft. The targeted creature must make a Will save (DC 10 +1/2 HD + Cha modifier) or be shaken for 1 minute.
Appearance: Your eyes grow bloodshot and red, even as your pupils enlarge.

Extraordinary Mending (Greater)
Prerequisite: Any form with Regeneration or Fast Healing
Benefit: You gain Fast Healing 1 +1/5 class levels while at less than half health.
Appearance: Your flesh seems to squirm with a will of its own, and your wounds visibly heal.

Fire Soul (Greater)
Prerequisite: Form with the Fire subtype
Benefit: You gain Fire Resistance equal to your class level. At level 16 this becomes fire immunity.
Appearance: Your skin becomes reddish-yellow, and you feel noticeably warm to the touch.

Giant’s Girth (Greater)
Prerequisite: Ogre, any Giant, Titan, or Tyrannosaurus
Benefit: You gain powerful build and any 1 natural weapon you possess of your choice deals damage as if you were one size category larger.
Appearance: Your girth increases to the limits of your size category.

Healing Touch (Greater)
Prerequisite: Unicorn, Llamasu, Hound Archon, Leonal, Planetar, Solar
Benefit: You gain the ability to heal a creature with a touch. You may Neutralize Poison with a touch. In addition this functions as a paladin’s Lay on Hands but your pool of healing is 3 per level times your Charisma modifier (minimum 3 per level), and 1/day you may remove 1 negative level from a creature with a touch.
Appearance: None.

Metal Resilience (Greater)
Prerequisite: Rust Monster.
Benefit: You gain DR 1/non-metal +1 per 5 class levels (max 5/non-metal). This DR is penetrated by wooden, rock, and bone weapons, dragoncraft weapons, and natural weapons.
Appearance: You develop a small hunch in your back and your skin becomes the color of a rust monster’s.

Mind Blast (Greater)
Prerequisite: Mind Flayer; character level 16+.
Benefit: You gain the ability to project a cone of mental force. This creates a 30-ft cone in which all creatures must make a Will save (DC 10 +1/2 level + Cha) or be Stunned for 1d4+1 rounds. After using this ability you must wait 1d4+1 rounds before using it again. This is a mind-affecting effect.
Appearance: Your cranium, and brain, seem to enlarge.

Planar Ascension (Greater)
Prerequisite: A Tier VIII or higher Outsider form with an alignment subtype
Benefit: When you take this ability select an alignment, which must be (one of) the subtype(s) of your qualifying form(s). You gain a +2 to attack and damage rolls against creatures of the opposite alignment and DR 2/opposing alignment +1/3 class levels. Finally once per day you may send yourself, or a single willing creature, to the 1st layer of the native plane of your selected outsider as if with the Greater Planeshift spell. If the qualifying outsider can have multiple home planes (such as a Planetar), or you qualify with multiple forms, then you may select one of the applicable home planes; if you qualify with multiple forms the selected plane must be one of the home planes of a form with the alignment subtype you chose.
Appearance: Depending upon chosen alingment your hair becomes a resplindent and inhuman golden blond (Good), silver runes appear across your skin (Law), your hair becomes multi-colored (Chaos), or sickly green sigils appear across your flesh (Evil).

Poisoned Fang (Greater)
Prerequisite: Any form with a poison attack; Character level 4+.
Benefit: Any bite attack you may have becomes envenomed inflicting the target with a Dex sapping poison. This poison's save DC is, like normal poison, 10 +1/2 your hit dice + your Con modifier, and it deals primary and secondary damage as shown on the table below. When you make the attack you choose what type of poison you will inflict.

{table]Class Level|Primary Damage|Secondary Damage
1-4|1d2 Dex|1d4 Dex
5-8|1d4 Dex|1d6 Dex
9-12|1d6 Dex or 1d4 Str|1d8 Dex or 1d6 Str
13-16|1d8 Dex or 1d6 Str or 1d4 Con|2d6 Dex or 1d8 Str or 1d6 Con
17-19|2d6 Dex or 1d8 Str or 1d4 Str, Dex, and Con|2d8 Dex or 2d6 Str or 1d6 Str, Dex, and Con
20|2d6 Dex and 1d6 Str or 2d6 Str or 1d4 ability drain to each score|2d10 Dex or 2d8 Str or 1d8 to each ability score[/table]

Power of the Earth (Greater)
Prerequisite: Large or Larger Earth Elemental; Str 13+ in natural form.
Benefit: As long as you are touching the ground you gain a +4 enhancement bonus to Strength. This increases to +6 at 16th level and +8 at 21st.
Appearance: Your skin turns stony grey.

Rage Within (Greater)
Prerequisite: Flesh golem, clay golem, badger, dire badger, wolverine, or dire wolverine
Benefit: 1 per encounter as a free action at the start of your turn you may release the raging spirits within increasing your Strength by 8 until end of turn; this increases to +10 at level 15 and +12 at level 20. When you activate this ability you must perform a melee attack against the nearest creature (living, undead, or construct) if at all possible. If it is not possible to perform a melee attack against the creature you must perform whatever other form of attack against them that is available to you.
Appearance: When you use this ability the size of your increases for a few moments and a shadowy elemental force manifests around you.

Rebuke Undead (Greater)
Prerequisite: 2 or more undead forms, at least 1 of which is incorporeal.
Benefit: You may Rebuke/Command undead as an evil cleric of your class level.
Appearance: Your flesh takes on an unnatural pallor and your hair and finger nails extend.

Skin of the Demon Tiger (Greater)
Prerequisite: Both Rakshasha, and Tiger forms
Benefit: You gain DR 2/good and piercing +1/3 class levels. If you also have DR X/evil this becomes DR 2/piercing instead (+1/3 class levels).
Appearance: Your fingers reverse direction making your palms the backs of your hands. In addition a tiger stripe pattern shows faintly across your skin.

Slowing Blow (Greater)
Prerequisite: Clay Golem, Ice Devil, or Copper Dragon
Benefit: 1/encounter you may designate a single melee attack as a slowing blow. Any creature struck by this attack must make a Will save (DC 10 +1/2 HD + Cha modifier) or be slowed as the spell for 1 round per 2 character levels. This is a supernatural ability.
Appearance: None.

Spatial Warp (Greater)
Prerequisite: Blink Dog.
Benefit: When you move you flicker in and out of the Ethereal Plane ignoring speed reduction from difficult terrain, and get a +4 on relevant skill checks to pass it. This also gives you a 50% miss chance from attacks of opportunity due to movement unless the target is using a ghost touch weapon or has the ability to see ethereal creatures (20% against one or the other, 0% against both). In addition 3/day you may teleport 30-ft per class level as a standard action; using this ability immediately ends your turn.
Appearance: You appear to flicker, and when you move you disappear entirely to creatures that cannot perceive the Ethereal Plane.

Summon Trumpet (Greater)
Prerequisite: Trumpet Archon; must be Lawful Good and have a character level of 16+.
Benefit: You may summon a trumpet which functions identical to a Trumpet Archon’s allowing you to, regardless of form, play it to paralyze all creatures, except for you and archons, within 100-ft for 1d4 rounds. A successful Fortitude save (DC 10 +1/2 character level + Charisma modifier) negates this paralysis. You may also transform this trumpet into a +4 Greatsword sized appropriately for your current form. Once you have played the trumpet you must wait 1d4 rounds to play it again.

Summoning the trumpet is a full-round action, and it vanishes should you ever release it.
Appearance: A wondrous trumpet of pure silver materializes into your hands.

Swimmer (Greater)
Prerequisite: Any form with a swim speed
Benefit: You gain a swim speed equal to one-half your land speed. Starting at 8th level you also gain the ability to breathe water.
Appearance: Your hands and feet become webbed; at 8th level you also develop gill-slits on your throat.

Unearthly Grace (Greater)
Prerequisite: Nymph or Succubus form; Unnatural Beauty
Benefit: You gain a Deflection bonus to AC and a resistance bonus to saving throws equal to 1/2 your Charisma modifier.
Appearance: Your beauty is that of a fey creature, wondrous but unnatural. Something is just subtly off about your appearance. Proportions are perfect, but wrong, and colors are too vibrant.

Unnatural Beauty (Greater)
Prerequisites: Succubus or Nymph
Benefit: You gain +4 to your Charisma; this increases to +6 at Lv 20 in this class.
Appearance: You take on an unnatural beauty, your features unnervingly fine and perfect. This also shifts your appearance towards those typically perceived as attractive for your gender.

Vanishing (Greater)
Prerequisite: Any form with Invisibility as an SLA at-will or Invisible Stalker, Pixie, Phantom Fungus, or Hellcat; character level 8+.
Benefit: You may turn invisible (as the spell Invisibility) at-will as a standard action. This ability is considered a spell-like ability but suffers arcane spell failure.
Appearance: None.

Wall Climber (Greater)
Prerequisite: Any form with a climb speed
Benefit: You gain a climb speed equal to ½ your base land speed.
Appearance: Your fingers twist into simple climbing claws, and small sticky hairs develop across your body.

Wings (Greater)
Prerequisite: Any form with winged flight; character level 8+.
Benefit: You gain wings with a fly speed twice your base land speed and average maneuverability.
Appearance: Wings (bat-like with Imp, Dire Bat, Wyvern, and Succubus; insect-like with nixie, pixie and praying mantis; feathered with griffon) sprout from your back.

Wings of the Roc (Greater)
Prerequisite: Roc
Benefit: You gain a fly speed equal to four times your base land speed with poor maneuverability. In addition in any round in which you do not move using this fly speed you can make 2 wing attacks as secondary natural weapons dealing 1d6 damage if you're medium sized; if you already have wing attacks they instead deal damage as if 1 size category larger.
Appearance: Two oversized wings stretch from your back like those of a ferocious roc.

Wraith’s Blow (Greater)
Prerequisite: Any incorporeal undead
Benefit: You may choose to resolve your first attack during a round as an incorporeal touch attack.
Appearance: Your natural weapons (hands if you have none) take on an almost translucent black appearance, as if made of solidified shadow.

Lesser:

Air Mastery (Lesser)
Prerequisite: Djinni, Invisible Stalker, or Air Elemental
Benefit: Your flight maneuverability increases by 1 grade, and airborne creatures suffer a -1 to attack and damage against you, and you gain a +1 to saves against any effect from an airborne creature.
Appearance: Your body lightens and your weight decreases by 5%, although this makes no visible change.

Aligned Blows (Lesser)
Prerequisite: Tier 3 or higher form with an alignment subtype.
Benefit: Your natural weapons are considered your alignment for the purpose of overcoming DR.
Appearance: Your natural weapons are surrounded by an aura of white light (if good), gold light (if lawful), silver light (if chaotic), or red light (if evil).

Beast’s Toughness (Lesser)
Prerequisite: Any animal or magical beast form with a Con of 17+
Benefit: You gain +1 hp per hit die.
Appearance: None.

Camouflage (Lesser)
Prerequisite: Giant Praying Mantis, Nixie, Imp, Drider, Pixie, Ochre Jelly, Invisible Stalker, Hellcat, Gargoyle
Benefit: You gain a +2 bonus to Hide checks. This increases by +2 at 12th level and again at 18th level.
Appearance: Your flesh seems to change color slightly to blend in with your immediate environment.

Chastice Fiends (Lesser)
Prerequisite: 2 outsider forms with the Good subtype.
Benefit: 3 + Charisma modifier times per day you may attempt to chastice fiends. This works like a cleric's turn undead (using your Form Shifter level as your cleric level) except that it affects outsiders with the Evil subtype, and the effects to affected creatures are different (lessened because evil outsiders have less HD than undead). They are treated as having Turn Resistance equal to 1/2 their Wisdom modifier (if positive). If they would be turned they suffer a -2 to attacks, damage, caster level, saving throws, AC, skill and ability checks, and have their spell resistance reduced by 5 for 1 minute. If they would be destroyed they are instead banished back to their home plane till the next new moon; if they are on their home plane they are destroyed. A fiend on a Lower Plane, even one it is not native too, gains an additional +2 turn resistance, and a fiend on its home plane gains +4 instead.
Appearance: None till you use the activated portion at which point you seem to glow with holy power to repel evil.

Claws of the Cat (Lesser)
Prerequisite: Any feline form (tiger, lion, leopard, hellcat)
Benefit: When you make a charge attack you may make 2 claw attacks at the end instead of a single attack; you must have 2, or more, claw attacks to make use of this.
Appearance: Your movement seems to grow even more sleek and agile.

Ears of the Bat (Lesser)
Prerequisite: Any form with blindsense or blindsight that is not an ooze.
Benefit: You gain a +4 bonus to Listen checks, increasing to +6 at 6th level, +8 at 12th level and +10 at 18th level. In addition you only suffer a -2 to Listen per 20-ft of distance instead of per 10-ft of distance.
Appearance: Your ears enlarge and become more bat-like.

Enspelled Claws (Lesser)
Prerequisite: Any form with DR penetrable by magic.
Benefit: Your natural weapons are considered magic for the purposes of overcoming Damage Reduction.
Appearance: Your natural weapons are surrounded by an eldritch glow.

Eyes of the Eagle (Lesser)
Prerequisite: Giant Eagle, Griffon, or any true dragon
Benefit: You gain a +6 bonus on Spot checks, increasing to +8 at 12th level and +10 at 18th level. In addition you only suffer a -2 to Spot per 20-ft of distance instead of per 10-ft of distance.
Appearance: Your eyes become hawk-like.

Fearless (Lesser)
Prerequisite: Any undead form, or any construct form.
Benefit: You gain immunity to fear.
Appearance: Your eyes dull, and take on the appearance of a dead creature's.

Feet of the Cat (Lesser)
Prerequisite: Any feline form.
Benefit: You gain a +2 to Move Silently checks. This increases to +4 at 6th level, to +6 at 12th, and +8 at 18th level.
Appearance: Your feet develop soft pads.

Heart of the Lofty Zephyrs (Lesser)
Prerequisite: Djinni, or Air Elemental
Benefit: You gain a +20-ft bonus to your flight speed. If you do not have a flight speed you benefit from a continuous Feather Fall effect.
Appearance: A gentle breeze seems to continuously rustle your hair and clothes.

Heart of the Unmoving Earth (Lesser)
Prerequisite: Gargoyle, or Earth Elemental
Benefit: As long as you are touching the ground you gain a +4 bonus on checks to resist being bull rushed, tripped, or overrun, as well as against any spell or effect that would knock you prone or move you (including via teleportation).
Appearance: Your flesh becomes the color and texture of rich loam.

Improved Grapple (Lesser)
Prerequisite: Any scorpion or bear, or Giant Praying Mantis, Owlbear, Constrictor Snake (Giant), or Dire Weasel
Benefit: You gain Improved Grapple as a bonus feat.
Appearance: None.

Longstrider (Lesser):
Prerequisite: Any equine form (horse, unicorn, pegasus, hippogriff), Deinonychous, Griffon, Megaraptor
Benefit: You gain a +10-ft increase to your base land speed when wearing light or medium armor and not carrying a heavy load.
Appearance: Your legs stretch out, even as your torso shrinks slightly.

Plague Walker (Lesser):
Prerequisite: Any form with a disease special attack (including Mummy Rot)
Benefit: You gain immunity to mundane diseases, and a +4 on all saves versus Supernatural diseases. At Lv 15 this becomes immunity to Supernatural diseases as well.
Appearance: You develop discoloration of skin, and loss of fur.

Poison Resistance (Lesser)
Prerequisite: Any form with a natural poison attack or any demon or unicorn
Benefit: You gain a +4 bonus on saves versus poison, +1 per 3 class levels. At 10th level this becomes complete immunity to natural poison, and at 18th level immunity to poison.
Appearance: Your eyes become snake-like with slit pupils.

Run (Lesser)
Prerequisite: Light Warhorse, Deinonychous.
Benefit: You gain the Run feat as a bonus feat.
Appearance: No change.

Sense the Earth (Lesser)
Prerequisite: Monstrous Scorpion, umber hulk, truly horrid umber hulk, or Earth Elemental
Benefit: You gain Tremorsense out to 5-ft per class level.
Appearance: Your feet widen.

Tender of Beasts (Lesser)
Prerequisite: Unicorn, nymph, or 3 animal forms.
Benefit: You gain Wild Empathy as a druid of your class level, and 3 times per day may use Speak with Animals as a spell-like ability (Caster Level = character level).

Throw Boulders (Lesser)
Prerequisite: Stone Giant, Cloud Giant, Storm Giant, or Titan form.
Benefit: While in a form of Large size or larger (or Medium with Powerful Build) which has hands and a Str of 19+ you may throw rocks like a giant. If you are Large (or Medium with Powerful Build) you can hurl rocks weighing 40 to 50 pounds up to 5, 120-ft range increments, these rocks deal 2d6 damage. For each size category greater you can throw rocks weighing up to twice the weight, increasing damage die by 1 size, and range by 50%. In addition you may catch rocks, assuming you have an open hand, of up to 1 size category smaller than you (powerful build does not increase this), or your size if you have both hands open. To do so requires a successful Reflex save with a DC of 15 for small rocks, and +5 for every size category beyond small.

True Sight (Lesser)
Prerequisite: Form with an Su True Seeing ability; character level 16+
Benefit: You gain the benefits of the True Seeing spell at all times.
Appearance: Your eyes become a milky white.

Turn Resistance (Lesser)
Prerequisite: Any undead form.
Benefit: You gain +4 Turn Resistance.
Appearance: Your skin becomes paler and your eyes seem lit with blue-flame.

Vile Brood (Lesser)
Prerequisite: Any form with a natural poison or disease attack.
Benefit: You may use your natural form's Constitution or your Charisma instead of whatever form you are in at the moment to determine the save DCs for any Poison or Disease ability you have.
Appearance: Your veins become prominent and a deep purple.

Wolf’s Nose (Lesser):
Prerequisite: Any form with scent.
Benefit: You gain the scent special quality, and can Track via scent as if you had the Track feat.
Appearance: Your nose and face extend taking on canine qualities.

Zaydos
2011-06-04, 12:46 AM
Update time:

Removed Endurance bonus feat (to make it harder for you to get the feat in PHBII that lets you use Con instead of Wis for Will saves).

Removed the Wish based Augmented Form.

Added several Augmented Form.

Am now actively open to suggestions for more Augmented Forms (there needs to be more) or suggestions/requests as to what books to start with for expanding their Specialized Form lists.

Made NPC or lower tier/power class Protean Adept (http://www.giantitp.com/forums/showthread.php?p=11134865#post11134865) if anyone wants to look at it.

Next step playtest this thing. Any suggestions on what level would be most effective to start that at? I'm hoping to get a party with at least one Tier 1/2 full caster and 1 ToB melee... guess I should start a recruitment thread soon.

Zaydos
2011-06-04, 02:36 AM
Feats

Absorb Wound
Your body shifts to delay the impact of a wound.
Prerequisites: Expediated Natural Healing, Con 15+, ability to take another form (Assume Form, Wild Shape, ability to cast Alter Self, being a Changeling)
Benefit: When you would take damage from any source you may, as an immediate action, delay up to your Constitution score worth of damage from that source, taking the damage 1 round later instead.

Assume Aberration Form
You can assume aberration forms.
Prerequisites: Ability to use Assume Form to assume Fey Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the aberration type in addition to ones of whatever other types are already available to you.

Assume Construct Form
You can assume construct forms.
Prerequisites: Ability to use Assume Form to assume Undead Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the construct type in addition to ones of whatever other types are already available to you.

Assume Elemental Form
You can assume elemental forms.
Prerequisites: Ability to use Assume Form to assume Outsider Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the elemental type in addition to ones of whatever other types are already available to you.

Assume Fey Form
You can assume fey forms.
Prerequisites: Ability to use Assume Form to assume Aberration Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the fey type in addition to ones of whatever other types are already available to you.

Assume Plant Form
You can assume plant forms.
Prerequisites: Ability to use Assume Form to assume Ooze Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the plant type in addition to ones of whatever other types are already available to you.

Assume Ooze Form
You can assume ooze forms.
Prerequisites: Ability to use Assume Form to assume Plant Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the ooze type in addition to ones of whatever other types are already available to you.

Assume Outsider Form
You can assume outsider forms.
Prerequisites: Ability to use Assume Form to assume Elemental Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the outsider type in addition to ones of whatever other types are already available to you.

Assume Undead Form
You can assume undead forms.
Prerequisites: Ability to use Assume Form to assume Construct Forms.
Benefit: You gain the ability to use Assume Form to become a creature with the undead type in addition to ones of whatever other types are already available to you.

Bolster Flesh
You can channel your ability to transform into bolstering your body further.
Prerequisites: Assume Form (Large).
Benefit: As a standard action you may expend one daily use of Assume Form to instead grant yourself temporary hit points equal to your character level. These temporary last 1 hour or until you change your form (the activation or suppression of an Augmented Form, and the use of Change Form do not qualify as changing your form for this ability; Alter Self, Polymorph, using Assume Form, Wild Shape, or changing into or out of a Specialized Form does).

Extra Lesser Augmented Form
You have the ability to use more augmented forms than regular.
Prerequisites: 4 or more Augmented Forms, character level 15+.
Benefit: You gain 1 extra Augmented Form; it must be a Lesser Form for which you qualify.
Special: You may take this feat more than once.

Form of the Diabolic Medic
You can take the form of a bloodbag imp, the medic of the lower planes.
Prerequisites: Con 17+, access to a Tier III Specialized Forms, character level 9+, Lawful Neutral, Lawful Evil, or Neutral Evil.
Benefit: You gain the ability to take the shape of a bloodbag imp as a Tier III Specialized Form. In addition you gain a +2 profane bonus on Will saves against spells cast by Evil alligned characters and against the spell-like abilities of evil outsiders.

Form of the Life-Stealer
Your otyugh form improves, and you gain additional powers from it.
Prerequisites Specialized Form (Otyugh), Light Fortification.
Benefit: You gain the ability to take the shape of a Lifeleech Otyugh as a Specialized Form (MMIII page 119). In addition you heal +1 hp per spell level of any Cure spell cast on you, and +1 hp per caster level of any Heal or Mass Heal spell cast on you.

Fungal Sovereign
You can assume the form the greatest of myconids.
Prerequisites: Myconid Circle Leader as a specialized form.
Benefit: You gain Myconid Sovereign as an extra specialized form in addition to those you have from class levels. In addition you may use Speak with Plants three times per day as a spell-like ability.

Harden Mind
You can expend some of your transformational power to ward your mind from attack.
Prerequisites: Iron Will, Assume Form (undead or construct) or Assume Form and a Tier IV or higher undead or construct Specialized Form.
Benefit: When you make a Will save, before rolling you may expend 1 daily use of Assume Form as an Immediate Action to gain a bonus to your Will save equal to your Charisma modifier.

Imbue Form
You can imbue some of the powers of one of your forms into another creature temporarily, giving them the power to perform a one-time transformation.
Prerequisites: Charisma 13+, Specialized Form, Assume Form, or Wild Shape, Spellcraft 3 ranks.
Benefit: Once per day you can imbue a creature with a portion of your transformational energy with a touch, doing so is a standard action. If you imbue them using Assume Form or Wild Shape you expend one daily use of that ability. If you imbue them using Specialized Form you cannot use that form for the rest of the day; losing any augmented form abilities that are reliant on it.

If you imbue the target with Assume Form or Wild Shape select one form you can assume with no more Hit Dice than the target's. It gains the ability to, as a standard action, transform into that form for 1 round per your effective druid or form shifter level. This ability is lost when your daily uses of Assume Form/Wild Shape recharge.

If you imbue the target with a Specialized Form it may have a Tier no higher than 7th, and no higher than 1/2 their effective character level rounded up. It gains the ability to, as a standard action, transform into that form for 1 round per effective form shifter level. They gain the benefits of that form as you would but do not gain Beast's Tongue, or any Augmented Form abilities. This ability is lost when daily abilities recharge.

Retain Item:
You are capable of excluding a single object when shapeshifting.
Prerequisites: Ability to assume a Tier VI Specialized Form, Wis 15+.
Benefit: When you use your Specialized Form ability, or Assume Form, you may select one item you are carrying or wearing which you could carry or wear in your new form. This item is not absorbed into your new form, but instead remains worn and full functional.

Second Body
You can manifest a quasireal duplicate of your natural form.
Prerequisites: Cha 15+, Assume Form, Tier VI or higher Specialized Form
Benefit: By expending 3 daily uses of Assume Form as a Standard action you can summon a quasi-real duplicate of yourself visibly made from shadow. It has half your current hit points and it carries quasi-real duplicates of your gear. It is automatically in your natural form and cannot use your Assume Form, or Specialized Form abilities, or any other shapechanging powers you may have as a result of race or class levels with the exception of Augmented Forms. This Second Body acts on your initiative and as you command it, but any damage it deals is halved, and any spells or effects it manifests have half their full effectiveness and duration as well as allowing a Will save (DC 10 +1/2 your character level + your Charisma modifer) to negate entirely in addition to any saves they may normally allow. Any limited use or charged items it carry fail to function entirely, and it cannot use any abilities that have an XP cost. This duplicate lasts for 1 minute, and any effects created by it or its gear end immediately at the end of this duration. Any gear seperated from it vanishes instantly. If this duplicate is reduced to 0 or lower hit points it is instantly destroyed and you suffer 2 negative levels which automatically fade in 24 hours.
Note: I don't know if this is an awesome idea, or a really bad one from sleep deprivation, so people tell me. Also should I make this an Augmented Form instead?

Scion of the Planes:
You are a true child of the planes, at home upon them as upon the Prime.
Prerequisites: Ability to use Assume Form or Wild Shape to take on Outsider forms.
Benefit: You are never considered Extraplanar regardless of what plane you are on. In addition choose one of the following benefits, you must be within 1 step of the alignment listed along with each benefit.
Scion of the Abyssal Depths (Chaotic Evil): You gain electricity resistance 10 and a +4 bonus on Fort saves versus poison.
Scion of the Arboreal Realms (Chaotic Good): You gain immunity to petrification and +2 on saves against mind-affecting effects.
Scion of the Balanced Realm (True Neutral): You gain electricity, acid, and fire resistance 5.
Scion of the Celestial Mount (Lawful Good): You gain immunity to petrification and electricity resistance 10.
Scion of the Infernal Realm (Lawful Evil): Any darkvision you possess can see through magical darkness and you gain fire resistance 10.

Toughen Skin:
You can expend transformational energy to temporarily harden your flesh.
Prerequisite: Assume Form (Magical Beast).
Benefit: You may expend one use of your Assume Form ability as a move action to gain an enhancement bonus to natural armor equal to 1/4th your character level for 1 minute.

Trump Shapes
You gain the ability to store some of your shapes into special cards switching them with meditation.
Prerequisites: Craft (Painting) 8+ ranks (see below).
Benefit: Select any one Specialized Form you have, and two others of the same tier or lower that you do not have. You gain 3 Form Cards which each contain one of these forms. Each day, after resting for at least 8 hours, you may spend 15 minutes meditating and studying one of these cards to gain access to that Specialized Form until you meditate on the cards to change it again. If you have an Augmented Form ability that requires the chosen Specialized Form you lose access to it while you do not have that Specialized Form prepared with this feat (unless you fulfill the prerequisites with another Specialized Form you currently have access to). The chosen forms can be of a tier no higher than 1/2 your ranks in Craft (Painting). If these Form Cards are lost you cannot change your selected form until they are recovered or replaced. Replacing them requires 1 day of work per tier of form held in the card and 500 GP worth of special materials and paints per tier of form held in the card.
Special: You may take this feat more than once, each time you do select a new form for it to apply to. Any card you create of the selected form's tier or lower can be used so if you took this feat at Lv 6 and again at Lv 9 giving up a Tier III form the first time for 3 forms, and a Tier V the second for a Tier III and another Tier V (in addition to the Tier V given up) you could fill the Tier III slot with any of the 4 Tier III forms you have a card of, or the Tier V slot with any of the forms you have a card of.
Special: A Form Shifter may elect to take this feat instead of gaining a Greater Augmented Form.
Note: Cramps on the Protean Adept a little (but that's intended as an NPC class), but it works for explaining them from a fluff perspective. The founders would have been Form Shifter's with this feat.

Metaform Feats

Celestial Form
You charge your body with celestial energy giving it the ability to smite evil and resistance to some magic.
Prerequisites: Good alignment, Charisma 15+, ability to take a Tier III or higher Specialized Form with the Good subtype.
Benefit: Select one Specialized Form you have available to you. You may now apply the Celestial template to it with no change to its effective Tier. You may still use Specialized Form to take the form of the normal (non-templated) version if you so choose.

Whenver you gain a new tier of specialized forms you may choose to change which specialized form this applies to.

Ghost Form
You can assume the shape of a ghostly apparition.
Prerequisites: Assume Form (undead), Tier VI or higher Specialized Form.
Benefit: When you take this feat choose 1 Specialized Form you have to which the Ghost template can be applied at least 3 tiers below your highest. You may assume the form with the ghost template applied; this templated version is considered 3 Tiers higher than normal. You may still use Specialized Form to take the form of the normal (non-templated) version if you so choose. When you take this feat you choose 3 ghostly special attacks to have available in this form, they never changed; as a note as you return to your natural form upon death you do not benefit from the rejuvination special ability (although should the character remain dead the DM is encouraged to have him return as an NPC ghost to haunt his former allies).

Whenver you gain a new tier of specialized forms you may choose to change which specialized form this applies to. You may select any specialized form you have up to three tiers below your highest to which the ghost template could be applied.

Half-Dragon Form
You imbue one of your forms with draconic powers, making it stronger and hardier than before.
Prerequisite: Tier III or higher Specialized.
Benefit: When you take this feat choose 1 type of half-dragon (if using expanded half-dragons with varying CR/LA you must choose one that is relatively normal pending DM discretion as towards mixing homebrew), and 1 Specialized Form you have of up to 2 tiers below your highest to which the Half-Dragon Template could be applied. You gain the ability to take the form of a half-dragon (of the selected type) version of the selected form; this templated version is considered 2 Tiers higher than normal. You may still use Specialized Form to take the form of the normal (non-templated) version if you so choose.

Whenver you gain a new tier of specialized forms you may choose to change which specialized form this applies to. You may select any specialized form you have up to two tiers below your highest to which the half-dragon template can be applied.

Merged Form
You can combine aspects of two forms, adding them together to create greater strengths.
Prerequisites: Access to Tier II Specialized Forms.
Benefit: Select 2 Specialized Forms you have up to 1 Tier Lower than your highest. For each form select one of the following: Strength, Dexterity, Constitution, Natural Armor, or any one movement mode, natural weapon, or Extraordinary special quality or attack it has. When in the other of the two selected forms you may, if you chose Strength, Dexterity, Constitution, or Natural Armor, replace the form's stat with that of the other selected form's, or, if you selected a movement mode, natural weapon, or extraordinary special quality or attack you may use that movement mode, natural weapon, or quality/attack while in the other assumed form. If you select a natural weapon the damage is that of such a natural weapon from a creature of the two forms' average size (rounded up) and should the form already have a natural weapon of that type, or using that limb (in the case of slam and claws) then you may only use one of them on a given round. For example should you select a dire wolf's bite and a pixie's fly speed, you may assume the form of a pixie with the bite of a medium creature (average of Small and Large) or a dire wolf with the fly speed of a pixie. This merged form is considered 1 Tier higher than normal; you retain the ability to assume a non-merged form.

Whenver you gain a new tier of specialized forms you may choose to change which specialized forms this feat applies to, and which abilities are merged. You may select any specialized form you have up to one tier below your highest.

Vampire Form
You can apply vampiric energy to one of your Specialized Forms, taking on the shape of a vampire or dhampyr.
Prerequisites: Ability to assume a Tier VII or higher undead Specialized Form.
Benefit: Select one Specialized Form you have to which the vampire template and the half-vampire (Libris Mortis page 106) templates could be applied. You can now take that form as both a vampire, assuming it is at least 3 Tiers below your highest available, or as a half-vampire. It is considered to be 3 Tiers higher when using a vampire form, but is unmodified when assumed as a half-vampire. You may still use Specialized Form to take the form of the normal (non-templated) version if you so choose. When you select this feat you must choose which Half-Vampire special attack you will have available.

Whenver you gain a new tier of specialized forms you may choose to change which specialized form this applies to. You may select any specialized form you have although to retain the ability to assume a full vampire it must be at least 3 below.

Pyromancer999
2011-06-04, 04:29 PM
Dragon Form could possibly be moved earlier; I might switch it and Elemental/Outsider as the main reason those are late is for fluff reason (draconic forms carry a lot of spiritual power, but probably less than those).

Which tiers in particular would you say are lacking? I've keep thinking of things from the Monster Manual that work, and once I expand it beyond Core the list should get a fair bit more diverse. Also once I really buckle down on elemental forms (as a note Air and Earth Elementals I avoided at Lv 1-3 due to their mobility powers that monsters weren't made to deal with at those levels).

I was actually mainly thinking of non-core stuff when I said this, but I still have a few suggestions for sources that you can look at for creatures:
-Tome of Magic
-Libris Mortis
-Complete Arcane
-Monster Manual 2 and up

Also, consider some homebrew creatures, and also some races with LAs of +1 or +2, maybe even +3. Also, nice feats.

Zaydos
2011-06-05, 02:58 AM
Monster Manual II Forms.

Specialized Forms
Tier I
Ash Rat
Abyssal Skulker (Demon)
Bladeling
Chaond (planetouched)
Crested Felldrake (Good only)
Spitting Felldrake (Good only)
Dire Toad
Dread Guard (gets armor but not shield or sword; is considered proficient in that armor; armor may be enchanted while in this form, such enchantments remain next time you assume this form)
Ixitxachitl (average; CN, CE, NE only)
Jermlaine
Myconid, Average Worker
Myconid Elder Worker
Needlefolk
Twig Blight
Zenythri (planetouched)

Tier II
Bogun
Cryptoclidus (dinosaur)
Electrum Horror (Clockwork Horror)
Horned Felldrake (Good only)
Phase Wasp
Sirine (if an animal heavy campaign Tier III)
Stone Spike
Sylph
Thri-Kreen

Tier III
Asperi
Abyssal Maw (Demon)
Bat, Hunting (Desmodu Bat)
Bat, War (Desmodu Bat)
Durzagon (half-fiend)
Frost Salamander
Galeb Duhr
Gold Horror (Clockwork Horror)
Loxo (while raging cannot use Specialized Form or Assume Form)
Marraenoloth (Yugoloth; ruled it's fear gaze used a standard action since it only works when it "stares at a creature" and isn't actually a gaze attack)
Swamplight Linx
Wortling (Orcwort)

Tier IV
Abyssal Ravager (Demon)
Allosaurus (Dinosaur)
Cervidal (Dismissal effect uses your class level as caster level)
Dire Horse
Dire Snake
Forest Sloth
Gravecrawler
Hammerer (Automaton); Loses Unreliable.
Leechwalker
Legendary Eagle
Mudmaw
Palrethee (Demon)

Tier V
Bat, War (Desmodu)
Bone Naga
Braxat
Chain Golem
Dire Elk
Great Fihyr
Greenvise
Hook Horror
Legendary Horse
Legendary Snake
Legendary Wolf
Lupinal
Kopru
Myconid Guard
Nimblewright
Platinum Horror (Clockwork Horror)
Phoenix (must be good; does not gain planar travel; if you use Immolation no new phoenix arrives, and all non-magical gear that was assimilated into your form is destroyed, magic gear may make a Fortitude save [same DC as the Ref], on a success they merely take damage from your Immolation attack; you are slain)

Tier VI
Advespa (devil)
Adamantine Horror (Clockwork Horror); consult DM on fluff as they are normally unique and therefore likely off-limits.
Ankylosaurus (dinosaur)
Avolakia
Bronze Serpent
Crimson Death
Ethereal Slayer
Gray Linnorm (Linnorm, must be Evil)
Grizzly Mastodon
Immoth
Legendary Shark
Myconid Circle Leader
Nethersight Mastiff
Quetzalcoatlus (dinosaur)
Red Sundew
Rukarazyll
Shadow Spider
Spellgaunt
Zovvut (Demon)

Tier VII
Brass Golem
Deathbringer
Dire Elephant
Dragonflesh Golem
Famine Spirit
Forest Giant
Jarilith (Demon)
Legendary Bear
Legendary Tiger
Megalodon
Nightmare Beast
Ocean Strider
Yagnoloth (Yugoloth)
Young Amethyst Dragon
Young Crystal Dragon
Juvenile Emerald Dragon
Juvenile Sapphire Dragon
Young Topaz Dragon

Tier VIII
Catoblepas
Cloud Ray
Firbolg
Formorian
Kelvezu (Demon)
Seismosaurus (Dinosaur)
Spinosaurus (Dinosaur)
Sun Giant
Windghost

Tier IX
Chaos Roc (DR 15/epic is what pushed it up a tier)
Corpse Tearer (Linnorm, must be Evil)
Dread Linnorm (Linnorm, must be Evil)
Effigy
Ethereal Doppleganger (must be LE, LN, or NE; any identity gained with Assume Identity is lost when you use Assume Form, enter another Specialized Form, or return to your natural form)
Fiendwurm (must be CE, CN, or NE; you can use Demonic Belch but you have no automatic control over the demons once they arrive)
Flesh Jelly
Leviathan
Megapede
Ocean Giant
Tempest

Tier X
Banshee
Bone Ooze
Orcwort
Ragewind (when this form is assumed it comes with 6 longswords created in the process, these longswords are part of the form and if lost/destroyed are not replaced short of a limited wish, these longswords may be enchanted in which case the enchantment remains until said sword is lost or destroyed)

Templates (available with Templated Form):
{table=head]Template|HD loss
Half-Flesh Golem|2
Half-Stone Golem|3
Half-Iron Golem|4
Monster of Legend|6
Spellstiched|1 (note you don't get SLAs)
Warbeast|0 (note HD increase from template, though)[/table]

Zaydos
2011-06-06, 01:03 AM
Monster Manual III Forms

Specialized Forms
Tier I
Goatfolk
Kenku
Poisond Dusk Lizardfolk
Warforged
Warforged Scout

Tier II
Armand
Flind (Gnoll)
Lumi
Mindshredder Larva (you do not gain Transformation)
Redcap (they should not be LA +4 with 4 RHD)
Swindlespitter (Dinosaur)
Vasuthant
Witchknife

Tier III
Ambush Drake
Blackscale Lizardfolk
Chelicera
Conflageration Ooze
Dracotaur
Harpoon Spider
Lesser Knell Beetle
Nycter
Mindshredder Warrior (you do not gain transformation)
Phoera
Sea Tiger
Snowflake Ooze (do not gain Split)
Storm Elemental (Small)
Thorn
Warforged Charger
Wood Woad

Tier IV
Arcane Ooze
Bearhound
Boneclaw
Bonecrusher Ogre
Bonedrinker
Bloodstriker (Dinosaur)
Chraal (the death throes destroys your body before you return to your natural form, non-magical gear incorporated into your form is destroyed, magical gear must make a Fort save [same DC as Reflex] or be destroyed, on a success it takes 10 cold and 10 piercing damage)
Elder Redcap
Gulgar
Mindshredder Zenthal
Seryulin
Ssvaklor
Storm Elemental (Medium)
Quaraphon
Warbound Impaler (Lesser Battlebriar)

Tier V
Canoloth (Yugoloth; note errata says Summon Yugoloth is Sp)
Dread Harpoon Spider
Forest Troll
Harsaff
Ironclad Mauler
Justicator
Knell Beetle
Mastodon
Mezzoloth (Yugoloth; note errata says Summon Yugoloth is Sp)
Rejkar
Storm Elemental (Large)
Susurrus (increase or disallow in an undead heavy campaign)
Web Golem

Tier VI
Arrow Demon
Crystalline Troll
Dragon Eel
Dust Wight
Gloom Golem (must be Evil)
Greater Seryulin
Grimweird
Infernal Conflageration Ooze (LE, NE, or LN only; Conflageration Ooze)
Rage Drake (while raging you cannot revert to your natural form, or use other specialized forms or assume form)
Mud Golem
Nycaloth (Yugoloth; note errata says Summon Yugoloth is Sp)
Skindancer
Stonesinger

Tier VII
Ak'chazar Rakshasa (LE, NE, or LN only; if you command an undead with your Rebuke Undead ability you lose control of it when you leave this form, unless you have Rebuke Undead in that form and its hit dice are no more than half your effective cleric level in the new form)
Alchemical Golem
Battlebriar
Cadaver Collector
Cave Troll
Charnel Hound (integrated bodies spill out when you die, regardless of what form you were in at the time)
Greater Ssvaklor
Hangman Golem
Odopi
Plague Spewer
Sand Giant
Storm Elemental (Huge)

Tier VIII
Astral Stalker (LE and NE only)
Death Shrieker
Drowned
Mountain Troll
Nycaloth Commander
Omnimental (Death Birth destroys your body, but not any absorbed gear, and creates four huge elementals as written; you, and your allies, have no control over these angry elementals although they will attack whatever killed you by preference)
Plague Bush
Shadesteel Golem
Siege Crab
Slaughterstone Eviscerator (you get the blades)
Storm Elemental (Greater)
War Troll

Tier IX
Broodkeeper (Larvae die when you do, or if they go more than 100-ft from you; if you leave Broodkeeper Form without returning the larvae to your back the larvae become inert after 1 round, and die if you do not return to it within 1 minute)
Battletitan (Dinosaur)
Death Giant
Greater Cadaver Collector
Grisgol
Necronaut
Night Twist
Prismatic Golem (must be Good)
Sorrowsworn Demon
Storm Elemental (Elder)
Verminlord (vermin become uncontrolled when you leave this form and hostile towards you)

Tier X
Ancient Night Twist
Eldritch Giant
Greater Siege Crab
Horrific Vasuthant
Slaughterstone Behemoth

Templates (available with Templated Form):
{table=head]Template|HD loss
Spellwarped|3
Woodling|2
Topiary Guardian|- (Replaces HD)[/table]

Zaydos
2011-06-06, 05:03 PM
Lords of Madness Forms

Specialized Forms

Tier
Neogi Spawn

Tier II
Average Psurlon
Gas Spore (Death Throes destroys any non-magical gear assimilated into your form; magical gear is allowed a Fortitude saving throw against the same DC as the Death Throes and on a success takes 6d6 sonic damage)
Saltor (Illithidae)

Tier III
Elder Psurlon

Tier IV
Cildabrin
Great Old Master (Neogi; spawn created die after 1 minute and become inert should you return to your natural form, you have no control over the spawn but they will attack creatures they perceive as attacking you by preference)
Hound of Gloom
Kigrid (Illithidae)
Ulitharid (Mind Flayer)

Tier V
Giant Psurlon

Tier VI
Director (Beholderkin)
Embrac (Illithidae)

Tier VII
Shaboath
Spectator (Beholderkin)
Vampire Mind Flayer
Zeugalak

Tier VIII
Adult Neogi (Enslaved creatures become free, and very hostile, when you return to your natural form)
Eye of the Deep (Beholderkin)

Tier IX
Elder Brain (brain golems go inert when you enter another form)

Tier X
Overseer (Beholderkin)


Templates (available with Templated Form):
{table=head]Template|HD loss
Elder Eidolon|5
Half-Farspawn|2
Pseudonatural|1
Shadow|2[/table]

Expanded Psionics Handbook Forms

Specialized Forms

Tier I
Astral Construct Level II (make ability selection when form is gained; it does not change)
Dromite
Elan
Half-Giant

Tier II
Astral Construct Level III (make ability selection when form is gained; it does not change)
Flesh Harrower (Puppeteer)
Folugub

Tier III
Crysmal
Temporal Filcher

Tier IV
Astral Construct Level IV (make ability selection when form is gained; it does not change, may not select fast healing)

Tier V
Astral Construct Level V (make ability selection when form is gained; it does not change)
Cerebrilith
Gray Glutton
Phthisic
Psionic Aboleth (doesn't have enslave as a Su ability)

Tier VI
Astral Construct Level VI (make ability selection when form is gained; it does not change)
Caller in Darkness

Tier VII
Astral Construct Level VII (make ability selection when form is gained; it does not change)
Neothelid
Psion-Killer
Thought Slayer

Tier VIII
Astral Construct Level VIII (make ability selection when form is gained; it does not change)

Templates (available with Templated Form):
{table=head]Template|HD loss
Phrenic|1[/table]

Libris Mortis Forms

Specialized Forms
If these forms are allowed I would advice disallowing the Skeletal Wolf as a Tier I form as it is stronger than the others of that Tier.

Tier I
Carcass Eater (while in blood frenzy cannot use Assume Form or other Specialized Forms, cannot return to natural form while in blood frenzy)
Deathlock
Dessicator (note the lack of Strength bonus to damage)

Tier II
Skulking Cyst

Tier III
Brain in a Jar

Tier IV
Cinderspawn
Forsaken Shell

Tier V
Bleakborn (loses Expediated Healing, Fast Natural Healing, and Shifter's Vitality unless a living creature is within range of heat drain aura)
Murk
Skirr
Spectral Lyrist
Voidwraith

Tier VI
Astral Construct Level VI (make ability selection when form is gained; it does not change)
Caller in Darkness
Entomber
Grave Dirt Golem
Hulking Corpse

Tier VII
Blood Amniote (loses Split Spawn)
Slaughter Wight

Tier VIII
Entropic Reaper
Plague Blight
Wheep

Tier IX
Boneyard

Tier X
Angel of Decay
Dream Vestige (Self Spawn)

Templates (available with Templated Form):
Note HD loss from applied templates is also doubled on incorporeal undead.
{table=head]Template|HD loss
Evolved Undead|+1
Half-Vampire (has Blood Drain)|+1
Hooded Pupil|+1
Mummified|+3
Necromental|+1
Revived Fossil|+2[/table]

Tome of Magic Forms

Tier I
Karsite

Tier III
Deadly Dancer
Horned Beast (Superior Natural Weapon fighting only applies to those from the form)
Painspeaker

Tier IV
Garbler (random utterance remains random and can target allies)
Khayal Genie
Medium Shadow Elemental

Tier V
Word Archon

Tier VI
Large Shadow Elemental
Roving Mauler
Tooth Beast

Tier VII
Deathshead
Ephemeral Hangman
Huge Shadow Elemental
Logokron Devil
Loquasphinx

Tier VIII
Greater Shadow Elemental

Tier IX
Elder Shadow Elemental

Vestige Synnergy:
If you assume the form of a karsite, deadly dancer, deathshead, horned beast, roving mauler, or tooth beast using SPecialized Form while you have the related vestige (Karsus, Paimon, Shax, Amon, Buer, or Dahvler-Nar respectively) bound you gain the following additional benefit:

{table=head]Vestige|Benefit
Karsus|You may use Karsus's Touch every 4 rounds instead of every 5 (or it recharges 1 round faster)
Paimon|You gain an additional +2 to your Dexterity
Shax|Storm Strike adds 3d6 damage of each type listed instead of 1d6
Amon|Your Form Shifter levels stack with your binder level to a maximum of your character level for determining Amon's breath weapon
Buer|Your fast healing increases to 5
Dahvler-Nar|Add your full constitution modifier (instead of 1/2) as an enhancement bonus to your natural armor[/table]

Gideon Falcon
2011-06-06, 09:49 PM
Don't forget, there is a MMII 3.5 update somewhere on the web, I'm not sure where, but it might help in organizing the tiers on those monsters. Also, remove the at will Disjunction from the adamantine Horrors.

Note: Merged forms = WIN. Well, somewhat. Now that I've looked it over again, it's not as powerful as I thought, but that's good, since it's just a feat. Really, the basic principle is what the Augmented forms are for, and this simply adds an additional option.

Zaydos
2011-06-06, 10:32 PM
Don't forget, there is a MMII 3.5 update somewhere on the web, I'm not sure where, but it might help in organizing the tiers on those monsters. Also, remove the at will Disjunction from the adamantine Horrors.

Note: Merged forms = WIN. Well, somewhat. Now that I've looked it over again, it's not as powerful as I thought, but that's good, since it's just a feat. Really, the basic principle is what the Augmented forms are for, and this simply adds an additional option.

They don't get SLAs so they don't have the at-will Disjunction; I might have actually put adamantine horror too high (20 Str and 28 AC are actually its high points).

And I did look at the update booklet, heavily (it was available for free from WotC don't know if it's still up), but I forgot to check the errata for MMII actually I'm not sure if I have the errata.

Edit: Question for everyone, should I put some clause in somewhere to stop you from taking VoP? With the hassel I purposefully put into using items it actually becomes a really good feat.

Edit II: Also thinking of an ability that makes you not age; with the caveat that you do not gain aging benefits either (because it would be a really nice ability at that point, as is the -3 hp/level, -6 maximum augmented forms active, and -3 daily uses of assume form might be worse than getting +3 to all mental stats). If I do should it retroactively remove benefits and penalties?

Zaydos
2011-06-07, 01:58 AM
Monsters of Faerun Forms

Specialized Forms
As a note even in, or perhaps especially in, Faerun check with your DM for the appropriatness of some of these forms if the book is even allowed (for example Chosen Ones are normally created by Red Wizards of Thay, if you have no connection to the Red Wizards it might be odd to have such a form).
Tier I
Asabi
Bullywug
Chosen One
Crawling Claw
Dread Warrior
Firenewt
Genasi (planetouched, choose 1 element)
Gibberling (loses Fire Vulnerability)
Hairy Spider
Hybsil (no sleep arrows)
Siv
Tanarukk (planetouched)

Tier II
Aarakocra
Banedead
Eyeball (Beholderkin; too low for flight + ray of frost every other round?)
Fey'ri (planetouched; DR is 5/magic, as a note there are only four options you can actually use)
Green Warder
Groundling
Leucrotta
Nighthunter
Tyrantfog Zombie (DR 5/magic)

Tier III
Alaghi
Ice Serpent
Meazel
Stinger
Thayan Golem (does not come with bow)
Wemic

Tier IV
Choldrith
Helmed Horror (Full-Plate included weapons not; select a +1 value weapon power from those listed and 3 spell immunities when you gain this form; each time you gain a new tier you can change the weapon power and spell immunities, and each tier beyond IV increases the maximum value of weapon power you can select)
Phaerlin Giant

Tier V
Nyth
Tall Mouther

Tier VI
Dark Tree
Draegloth (half-fiend)
Spectral Panther
Tomb Tapper (does not gain hammer, DR 5/adamantine)

Tier VII
Emerald Golem (DR 10/adamantine)
Fog Giant
Ghour Demon (DC of roar is odd, don't know if it ever got a proper errata but I'm saying make it Charisma based)
Gouger (Beholderkin; too low level for flight + antimagic cone?)
Ibrandlin

Tier VIII
Diamond Golem (DR 15/adamantine)
Ruby Golem (DR 5/adamantine; regeneration + no Con = shenanigans prone consult DM first)

Fiend Folio Forms

Tier I
Flotsam Ooze
Maeluth (Planetouched)
Mechanatrix (Planetouched)
Minor Flame Snake
Shyft (Planetouched)
Wispling (Planetouched)
Yurian

Tier II
Ahuizotl
Crypt Thing (select a location to guard when you first gain this form, it can be changed whenever you gain access to a new tier of forms)
Death Dog
Khaasta
Skulk

Tier III
Dark Stalker
Maug (you do not gain armor but you do gain 2000 GP in maug grafts chosen when you gain this form)
Lesser Varrangoin (choose breath weapon and death throes damage when you first gain this form; throes destroys any assimilated non-magical gear and destroys magic items assimilated into your form unless they succeed a Fort save with the same DC as your death throes, on a success they take 3d6 damage of whatever type your breath weapon deals)
Observer (Formian)
Senmurv
Skeroloth (Yugoloth)
Terlen
Terror Bird
Varoot (Nerra)
Vine Horror
Winged Warrior (Formian)

Tier IV
Armadon (Formian)
Caryatid Column (no weapon)
Chwidencha
Gathra
Iron Cobra
Kalareem (Nerra)
Lesser Flame Snake
Monadic Deva
Movanic Deva (Must wield a magic weapon to use Heavenly Deflection and get a -2 to saves if it is 1-handed or -4 if it is light; soothing presence of nature is forfeited if you attack the plant or animal first or if they are aware that you have attacked a plant or animal)
Reekmurk
Skulvyn
Slasrath
Spriggan

Tier V
Arcanist Varrangoin
Dire Rhinocerous
Faratsu
Ferrumach (Rilmani; may not be LE, LG, CG, or CE)
Fhorge
Kelp Angler
Kelpie
Megatherium
Mud Slaad
Sillit (Nerra)

Tier VI
Alkilith (Demon; as a note due to losing Su abilities while gaseous you must become solid again before returning to your natural form)
Indricothere
Ocularon (you do not have animated eyes innately, and any you do have become inert, and inanimate when you go to another form and totally dead if you leave this form for 1 minute or more; death throes destroys any assimilated non-magical gear and destroys magic items assimilated into your form unless they succeed a Fort save with the same DC as your death throes, on a success they take 3d6 damage)
Sakrith Thane (Antimagic Field forces you partially back into your natural form giving you a penalty to Str, Dex, and Con, equal to 1/2 rounded down the amount lower your natural form's Str, Dex, and Con are, and reduces your natural armor bonus to +2, while it is active you cannot use Specialized Form or Assume Form to take a different form although you may return fully to your natural form as a free action ending the antimagic field; augmented forms are also suppressed while it is active)
Steel Predator
Wastrilith (Demon)

Tier VII
Abyssal Ghoul
Bog Giant
Bonespear
Cuprilach (Rilmani; may not be LE, LG, CG, or CE)
Darkweaver
Greater Flame Snake (death throes destroys any assimilated non-magical gear and destroys magic items assimilated into your form unless they succeed a Fort save with the same DC as your death throes, on a success they take 15 fire damage and 15 negative energy damage)
Hellfire Golem (must be LE, LN, or NE)
Kelubar
Skybleeder
Sporebat
Tunnel Terror
Wicker Man

Tier VIII
Brain Golem
Century Worm
Disenchanter
Ethereal Ooze
Quarut (Inevitable; does not gain half-plate)
Quth-Maren
Spectral Lurker
Yuan-ti Anathema (you must pay XP and GP cost for all grafts you create with the Attach Graft ability)

Tier IX
Aurumach (Rilmani; must be True Neutral)
Lucent Worm
Maulgoth
Shadow Giant
Shator
Sunwyrm
Varakhut (Inevitable; does not gain full-plate)
Thunder Worm

Tier X
Blackstone Gigant
Chronotyryn (check heavily with DM, because if you can turn into it, that probably means a wizard can shapechange into it and wizards should not have this form)
Crawling Head (begins with 0 stored heads)
Demonflesh Golem (must be CE, CN, or NE)
Klurichir (Demon)
Myrmixicus (Demon)

Templates (available with Templated Form):
{table=head]Template|HD loss
Half-Fey|3
Half-Illithid|2
Half-Troll|3
Ti-Khana|2[/table]

Zaydos
2011-06-09, 01:43 AM
Time for a PrC to go with it.

Fluff is, for the moment, a work in progress.

Shape Twister

Prerequisites
Skills: Spellcraft 5 ranks and any two of Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), or Knowledge (the Planes) 10 ranks.
Feats: Imbue Form
Form Shifting: Ability to assume Tier III Specialized Forms.

Shape Twister
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Share Form (1)|-
2nd|
+1|
+0|
+0|
+3|Disfiguring Curse|+1 level of existing form shifting class
3rd|
+1|
+1|
+1|
+3|Share Form (2)|-
4th|
+2|
+1|
+1|
+4|Curse of the Twisted Form|+1 level of existing form shifting class
5th|
+2|
+1|
+1|
+4|Share Form (3)|-
6th|
+3|
+2|
+2|
+5|Augment Allies|+1 level of existing form shifting class
7th|
+3|
+2|
+2|
+5|Many Forms, Share Form (4), |-
8th|
+4|
+2|
+2|
+6|Retain Item, Boon of Beauty|+1 level of existing form shifting class
9th|
+4|
+3|
+3|
+6|Quick Change, Share Form (5)|-
10th|
+5|
+3|
+3|
+7|Double Augment, Web of Shapes|+1 level of existing form shifting class [/table]

HD type: d6.

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Int), Knowledge (any; each skill taken individually) (Int), Move Silently (Dex), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points Per Level: 4 + Int modifier.

Weapon and Armor Proficiencies: A Shape Twister gains no new weapon or armor proficiencies.

Share Form (Su): You may transform one willing creature within 10-ft per class level into one of your Specialized Forms. Doing so is a full action if it would normally be a full or standard action to transform, and a standard action if it would normally be a swift or free action. Returning them to their normal form takes the same action, regardless of what action returning normally takes for you, and can be done over any range (including interplanar); the effect immediately ends if either of you become unconscious or dead. You must end this effect before you can use it again. They assume the form as if they had used your Specialized Form ability but do not gain any Augmented Forms, or Beast's Tongue abilities that you may possess. While another creature is under this effect you may not assume the Specialized Form they have been granted, and if you have a limited number of uses any time they are within the form counts against that; in addition you are not considered to have that form for the purposes of qualifying for Augmented Form abilities.

You may target yourself with this ability. In which case you may change form directly into another of your forms through the use of Specialized Form or return to your natural form with whatever action it would normally require. If you are the target you do not lose access to Augmented Forms relying on the form.

At 3rd level you gain the ability to target 2 creatures with this ability at once, the same form must be used for both. You may be one of these target in which case you do not lose access to Augmented Forms relying on the form (you still cannot augment allies though). You must end this effect on all targets at the same time, with the exceptions of when the effect is ended by the unconsciousness or death of a specific target, or ending it on yourself if you were among the targets.

At 5th you may use it on 3 targets, at 7th this becomes 4 and at 9th it becomes 5.

Work in Progress from this point on.

Form Shifting: At 2nd level, and every other level beyond that, you progress your ability with Specialized Forms, and Trump Cards or Augment Form as if you had gained another level in whatever form shifting class (Form Shifter or Protean Adept) you had before entering this prestige class. Assuming entry via Form Shifter this grants you 1 new form every even numbered level, a new tier every 4 levels, and an augment form every 4 levels; with earliest entry assuming Form Shifter 7/Shape Twister X, you gain a new augment form at Lv 2 (lesser), 6 (greater), and 10 (lesser) with access to Tier V forms at 4th and Tier VI at 8th.

You do not gain other abilities such as faster natural healing, Assume Form improvements, etc, from your previous class.

Disfiguring Curse (Su): At 2nd level you gain the ability to curse a creature so that its form is twisted into a hideous mockery of what it ought to be. This a swift action usable once per minute, with a range of 20-ft per class level. A creature targeted by this ability is allowed a Will save (DC 10 + class level + your Charisma modifier) to resist its effects. A creature which fails its save is supernaturally ugly, suffering a -4 penalty on Bluff, Diplomacy, Gather Information, and Craft or Profession checks to make money when dealing with creatures which can see them. They suffer a -10 on Perform checks when dealing with creatures which can see them, and disguise is almost impossible (-20). Conversely they gain a +4 bonus on Intimidate checks when dealing with creatures which can see them. Even if they use magic to take another form this curse carries over making them horribly ugly in that shape as well.

These penalties (and bonuses) do not apply when dealing with creatures which could not recognize your form as beautiful or ugly (mindless creatures and DM's choice on others notably some aberrations, and depending upon view point animals).

This curse can only be removed by a Remove Curse, or Break Enchantment spell with a caster level at least two higher than your character level, a Limited Wish spell with a caster level at least one higher than your character level, or a Miracle or Wish spell or Reality Revision power. At the DM's discretion a special quest may also remove this curse (or even be the only way to do so).

Curse of the Twisted Form (Su): Once per day per 2 class levels a 4th level or higher Shape Twister can curse an opponent with an inhuman form. This functions like a Baleful Polymorph spell with the following exceptions:

As a supernatural ability its DC is 10 + class level + Charisma modifier
It cannot be dispelled but can be removed through any method that removes a Disfiguring Curse detailed above.
In addition to the normal forms available through Baleful Polymorph they may transform you into an animate tiny to medium ooze with 1 Str, 1 Dex, 14 Con, 20-ft land and climb speed, no natural armor, and the amorphous quality.


Augment Allies (Su): You may now share Augmented Forms with allies that have been transformed by your Share Form ability. You must be able to apply the Augment to that form normally (so it cannot be a Greater Augmented Form on a top tier form, for example), and can only apply as many Lesser Augmented Forms as you could Greater Augmented Forms +1. Applying an Augment is still a standard action as is removing it, but when you apply (or remove) one you can apply (or remove) it to as many or few of the creatures under the effects of your Share Form ability as you wish assuming it is the same Augmented Form. You can apply different Augmented Forms to each ally but doing so requires a seperate standard action for each different Augmented Form.

Many Forms (Su): You may now turn each creature affected by your Share Form ability into a different one of your Specialized Forms. You lose access to all these forms unless you yourself were one of the targets, although you can change your form without ending it on yourself as long as you are taking up one of the target slots. You may also now end the effect for one creature individually without ending it for them all.

Retain Item (Su): A creature targeted by your Share Form ability can retain the functionallity of one item, chosen when you use Share Form. Except for armor, weapons, and shields they are still absorbed into their form but they retain functionality. Armor, shields, and weapons resize with the form but only retain functionality if they could be used by the new form (this means that armor becomes non-functional for a creature turned into a horse unless it was wearing barding, but a human turned into a giant could still use their armor). For the purposes of this effect all non-costly material components and foci a creature has counts as one item; each costly material component or focus counts as an individual item.

Boon of Beauty (Su): With a touch you can grant a creature a Boon of Beauty which lasts for a duration set by you when you first use this ability, or until you remove it with a second touch. This ability can also be used to remove a Disfiguring Curse created by a character with no more Shape Twister levels than you have.

This boon makes them supernaturally beautiful granting them a +2 bonus to Bluff, Diplomacy, Gather Information, Craft or Profession checks to make money, and Intimidate checks when dealing with creatures which can see you. You also gain a +5 bonus to Perform checks (+10 to Perform (Dance)) when dealing with creatures which can see you. These bonus double when dealing with creatures which would be attracted to creatures of your race and gender, and are lost when dealing with creatures which which could not recognize your form as beautiful or ugly. Disguise is almost impossible and you suffer a -20 on such checks (unless attempting to disguise yourself as a nymph or similarly supernaturally beautiful creature as decided by the DM). This effect affects any form the target assumes using magic.

Boon of Beauty can be ended prematurely by you touching it and willing it, being affected by a Disfiguring Curse, a successful Bestow Curse, or a Miracle. Reality Revision or Wish none of the last three allowing a save to resist the effect's ending.

You may only grant one creature a Boon of Beauty at a time and to grant it to another requires you to first end the effect on the original target.

Quick Change: You gain the Quick Change ability (see Form Shifter or Protean Adept as appropriate) if you did not already have it, or the Effortless Change ability if you already have Quick Change. If you would later gain Quick Change you instead gain Effortless Change.

Double Augment (Su): You may apply twice as many Augmented Forms to a Specialized Form on a target of your Share Form ability as you would normally (2 Greater per tier below your highest and 2 Lesser + 2 per tier below your highest).

Web of Shapes (Su): You may now transform any willing creature into one of your Tier III or lower forms with a touch as a standard action. This does not make that form unavailable to you, and you may not Augment it with your Augmented Form ability. They retain that shape until you use a Standard action to return them to their natural form. You may use this ability on any number of creatures.

In addition you no longer lose access to a Specialized Form being used through your Share Form ability and, if you entered through Protean Adept, you can now assume each prepared Trump for any duration although you are still limited in how many daily uses of that form you have. Lending a creature a shape with Web of Shapes does not count as a daily transformation into that form for a Protean Adept.

Zaydos
2011-06-13, 01:24 AM
Finished PrC so anybody that wants to review it can. Also if anybody wants to suggest new Augmented Forms they can; I'm pretty sure there are several I can add from MMII & III, and the other non-Core books I looked through which I haven't yet.

Gideon Falcon
2011-06-13, 04:01 PM
I vote that merged form may be taken multiple times in order to make additional combinations or add additional trait changes to existing combinations.

Kobold-Bard
2011-08-22, 06:28 AM
(If this is accidentally over the necro-limit I'm requesting it not be locked as these answers are immediately necessary to me for a game. Pretty please?)

(Extremely) Minor nitpicks: It's catalogue, not catalouge. And the description of Outsider/Elemental form says you get it at 154th level. Also maybe link to the Augmented Forms in the OP so it's obvious where they are (I may have gotten confused by that).

Queries: Can you cast spells with purely verbal components whilst in these forms once you get Beast Tongue? Does Natural Spell apply to these Forms? Do Wilding Clasps work with these Forms?

Other then that: OH MY GOD!! :smallbiggrin: I want to marry this class & have it's shapeshifting babies.

EdroGrimshell
2011-10-10, 01:25 PM
I may be blind here but where are the augmented forms? And how do they work?

Kobold-Bard
2011-10-10, 01:43 PM
I may be blind here but where are the augmented forms? And how do they work?

They got moved out of the OP. (http://www.giantitp.com/forums/showpost.php?p=11130159&postcount=16) That confused me too, what with people talking about them being further up.

EdroGrimshell
2011-10-10, 02:30 PM
They got moved out of the OP. (http://www.giantitp.com/forums/showpost.php?p=11130159&postcount=16) That confused me too, what with people talking about them being further up.

Thanks, that is rather confusing

Zaydos
2013-10-07, 02:14 PM
So made a few modifications to this, allowing the use of items in Specialized and Assumed Forms (to make up for lack of buffs and because in combat they had been too weak when I tested them at Lv 5), and made old Specialized Forms scale better with level.

Tell me what you think, and if anyone is interested in helping test this let me know and I'll try and start a game for it if you'd like.

I intend to go back over the Specialized Forms list and try and fix them for better balance as well, but that'll require some more testing and a lot more work.