2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 888 Dream Wedding
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 04-22-2012, 09:29 PM   Top  -  End  -  #1
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default The better man? There is no such thing [3.5 base class]

Evolutionist

"To improve is to change, so to be perfect is to have changed often."
- Winston Churchill.

Throught the strange reaches of the world, one will find many who seek the power that they never acquired by accident of birth. They are wizards using transmutation to become wyrms and giants, they are druids becoming beasts and elemental beings. Others are not so fortunate, and they are born or endowed with wretched powers grafted to their flesh and to their soul, with no option but to control or be controlled by these alien and vile energies that twist them into monsters.

Evolutionists are neither. These men and women have discerned a path towards a transcendence of what they were born as, no simple transmutation and no unnatural energy twisting their selves, but a true change on the very building blocks of the divine design of their lives. They have discovered how to become greater than they started as, not simply borrow the greatness of other beings.

Abilities: Any given evolutionist can find use for any ability score. Those who focus on combat will certainly appreciate strength, dexterity and constitution, those who favor more eldritch paths to power will prefer intelligence or charisma.

Role: Any individual evolutionist, depending on how exactly he chooses to mutate, can perform any type of role. Some are perless frontliners, while others are skirmishers or healers or miriad other potential roles.

Background: Evolutionists have found an art, and a science they treat with the same reverence a wizard has for his magic. They have not stumbled on insane powers from beyond or devotion to forces and ideals greater than themselves, or any such source of power. But into an untapped knowledge of the basic workings of life itself.

Organization: Evolutionists sometimes congregate, specially those who favor a specific creature type.

Alignment: Evolutionists have no particular alignment.

Races: Evolutionists are more common among the humanoid races of the world, those poor masses that almost universally gained nothing but their limbs and their wits in the grand design of the gods. But rare and unthinkably powerful is the creature that blessed with might by birth, finds and follows this path.

Religion: Some evolutionists, specially those who try to emulate extant species, follow the gods of the creatures they aspire to. Still others eschew the gods entirelly, focusing on their prowess and potential to dismiss their design for all life and become zealous in their anti-theism. More still simply follow the deities who align with their views of the world.

Other Classes: Evolutionists are an oddity to most, and their choices often paint the view of others to them. Druids feel uneasy around these individuals, and unfriendly or even hostile to those who follow aberrant paths, the same goes for rangers, but with greater latitude depending on their enemies of choice. Monks are specially likely to clash with evolutionists, as their paths to perfection can be at extreme odds.

Adaptation: Usually, the evolutionist will be a man or woman who is following a path to monstrous transcendence. But this class can just as easily be used to show the development of a young monster into an adult member of its great race.

Hit Die: d8

Starting Gold: 3d4x10 (75gp)


LevelBABFortRefWillFeatures
1+0+0+0+0Mutations, Monster Sage, Improved Unarmed Strike
2+1+0+0+0Mutations, Teratomorph I
3+1+1+1+1Mutations
4+2+1+1+1Mutations
5+2+1+1+1Mutations, Teratomorph II
6+3+2+2+2Mutations
7+3+2+2+2Mutations
8+4+2+2+2Mutations, Teratomorph III
9+4+3+3+3Mutations
10+5+3+3+3Mutations, Mutant Ascendancy
11+5+3+3+3Mutations, Teratomorph IV
12+6/+1+4+4+4Mutations
13+6/+1+4+4+4Mutations
14+7/+2+4+4+4Mutations, Teratomorph V
15+7/+2+5+5+5Mutations
16+8/+3+5+5+5Mutations
17+8/+3+5+5+5Mutations, Teratomorph VI
18+9/+4+6+6+6Mutations
19+9/+4+6+6+6Mutations
20+10/+5+6+6+6Mutations, Mutant Perfection

Class Skills (2 + Int Modifier): The evolutionist can choose any ten skills to be class skills.

Proficiencies: Evolutionists are proficient with all simple weapons and light armor but not with shields. They are innately proficient with any natural weapons they may acquire.

Mutations: At first level, the evolutionist gains six mutations. Each level afterwards, he gains four mutations.
Whenever the evolutionist gains a level, he may chose to lose any one mutation he has to gain a different one, he cannot chose to lose a mutation that would cause him to no longer qualify for another mutation, feat or prestige class.

Monster Sage (Ex): The evolutionist gains a +4 bonus on all knowledge checks made to discern information about a creature.

Improved Unarmed Strike: The evolutionist gains Improved Unarmed Strike as a bonus feat, he may treat unarmed strikes as grouped natural weapons (as many as he has fists or analogous limbs to use) or as manufactured weapons as he prefers.

Teratomorph: Mutations are relatively simple, small individual changes. Teratomorphism is a much more radical alteration of the evolutionist’s body, a full array of widespread changes meant to achieve a more complex final result than the relatively simple addition or improvement of biological components that is a mutation.
At their second , fifth , eighth , eleventh , fourteenth and seventeenth levels, the evolutionist can chose one Teratomorphism. At first he can take only a Teratomorph change from the Teratomorph I list, but each time this ability is gained he also gains access to a higher level of potential changes. The same ability cannot be taken more than once. The changes wrought by Teratomorph are considered extraordinaire effects.

Spoiler


Mutant Ascendancy (Ex): At 10th level, the evolutionist becomes something… Different from whatever he used to be. The evolutionist may choose to change his creature type to Aberration, Dragon, Fey, Giant, Magical Beast or Monstrous Humanoid. He may chose to remain a humanoid if he is one, but most other creatures agree that humanoids are a step down in the evolutionary ladder. The evolutionist gains the augmented subtype pertaining to his old type.
If they don’t already have it, aberrations, dragons, magical beasts and monstrous humanoids gain Darkvision out to a range of 60 feet (stacking with any other Darkvision not granted by creature types) while giants and fey gain low-light vision. In addition, the evolutionist gains two extra mutations and one benefit from the following list, depending on his creature type:
Spoiler

As a final benefit, upon gaining this ability, the evolutionist may redefine how his age categories advance. He must still follow the standard advancement rules for his type (meaning a non-true dragon can't change to that paradigm, he must stick to Mature, Old and Venerable and its usual bonuses and penalties), but can simply decide that he will never reach one of the later age categories or do away with his maximum age entirely.

Mutant Perfection (Ex): A 20th level evolutionist is a thing of its own, he might be the most perfect exemplar of his kind or he might be the origin of an entirely new species. He gains two additional mutations and an ability depending on his creature type.
Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-06-2013 at 07:03 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 09:30 PM   Top  -  End  -  #2
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Mutations
Mutations are split into six groups: Basic, Innate, Extraordinaire, Supernatural, Spell-like and Psi-like. All evolutionists have access to these mutations. In addition to these, there are a number of special lists of mutations accessible only to evolutionists of specific creature types or who take specific feats.
Unless otherwise noted, a character can only take the same mutation up to a number of times equal to his mutator level. A character’s mutator level is equal to the sum of his levels in mutation-granting classes plus any racial hit dice or levels in racial paragon classes or monster classes he might have. Mutator level also determines the power of some mutations, and whenever a mutation allows a save, the DC is 10 + half the character’s mutator level + relevant ability modifier (see the specific mutation for this).

Mutations and Appearance
Most mutations, innate mutations in particular, make a tangible and obvious change to the evolutionist’s body. In the broader aspect, the nature of the change is dictated by the mutation. Gaining a bite attack will give you prominent teeth, claws will enlarge his fingernails, tentacles will grow out of… somewhere. But as that ‘somewhere’ says, the specifics of the change are up to the evolutionist. Tentacles can grow on his back, on his waist, on his face. A bite attack can give him vampiric fangs or give him a crocodilian mouth. Natural armor can give him reptilian scales or the chitinous shell of an arthropod. The more mutations, the more prominent the changes become and the less like his original self the evolutionist will look.
Don’t even get me started on teratomorphisms or type changes from Mutant Ascendancy, when those things happen, you can pretty much go wild.

Granting Mutations
Certain prestige classes can grant mutations to other creatures, based on those the evolutionist himself has. The mutations granted are based directly on those that the evolutionist has, and limited by any choices he has already made, such as where mutation-granted skill points are allocated, what specific feats, spell-like abilities or energy resistances are granted by mutations, etc. Lastly, such effects do not allow the evolutionist to grant more instances of a given mutation than he personally possesses, including any mutations the target might already have.


Mutation Prerequisites
A number of mutations have prerequisites; some have a mutator level prerequisite while others have special abilities as prerequisites. When a mutation has a special attack or ability as a prerequisite, it can be supplied by mutations or by any other permanent means (racial abilities, class features, etc) available to the character.

Mutation Presentation
Name: The mutation’s name.
Prerequisite: The mutation’s prerequisites.
Ability Score: Which Ability score governs the mutation’s save, if any. If a mutation would require Constitution (not only for saves, but for any of its effects) and the evolutionist has a null score on it, use Charisma instead.
Benefit: What the mutation does.
Further Mutations: What the character gains from taking the mutation more times and how many times the mutation can be taken, if it has any unusual limits. If this entry is left empty, the mutation’s basic benefit is received once more (stacking with itself) whenever the mutation is taken. If a mutation can be taken “up to once per X mutator levels”, divide the character’s mutator level by ‘X’ and round the result up to determine how many instances of the mutation he can take.
Table 2: Mutation Limits
Mutator Level1/2 ML1/3 ML1/4 ML1/5 ML1/6 ML1/7 ML1/8 ML1/9 ML1/10 ML
1111111111
2111111111
3211111111
4221111111
5322111111
6322211111
7432221111
8432222111
9533222211
10543222221
11643322222
12643322222
13754332222
14754332222
15854333222
16864433222
17965433322
18965433322
191075443332
201075443332


Basic Mutations
Basic Mutations are those that effect non-physical changes on the evolutionist. The evolutionist retains access to the benefits granted by these mutations even if he is not in his natural form (by alter self or similar spell effect).

Spoiler



Innate
Innate mutations create obvious physical changes. Unless otherwise stated they are not considered extraordinaire, supernatural or spell-like abilities. Because these mutations rely on features of the physical form of the evolutionist they are suppressed if he is not in his natural form.

Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-11-2013 at 03:39 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 09:32 PM   Top  -  End  -  #3
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Extraordinaire
Extraordinaire mutations grant extraordinaire abilities based on the evolutionist’s physical body in its natural form. Their benefits become unavailable whenever the evolutionist is not in his natural shape.

Spoiler



Supernatural
Supernatural mutations give supernatural abilities that are usually reliant on the evolutionist’s natural form (but not always his external organs) and become unusable when he is in a different form.

Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-17-2013 at 04:42 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 09:33 PM   Top  -  End  -  #4
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Spell-Like
Spell-like mutations grant spell-like abilities and are always available, even if the evolutionist is shapeshifted into a different form. Whenever a spell-like mutation has a spell as a prerequisite, any variation of that spell (spell-like ability or spell known) suffices to qualify. The caster level for abilities gained through these mutations is equal to half the character’s mutator level, rounded up.

Spoiler


Psi-Like
Psi-like mutations grant psi-like abilities and are always available, even if the evolutionist is shapeshifted into a different form. Whenever a psionic mutation has a power as a prerequisite, any variation of that power (psi-like ability or known power) suffices to qualify. Whenever a character takes a psi-like mutation he gains 1 power point. The manifester level for effects gained through psi-like mutations is half of the character’s mutator level, rounded up.

Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-11-2013 at 03:17 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 09:35 PM   Top  -  End  -  #5
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Mutator Feats

Azure Claws [Incarnum, Mutator]
Essentia flows into your muscles, empowering your strikes.
Prerequisites: Mutator level 1, Constitution 13, any natural weapon.
Benefit: Once per day, you can invest essentia into this feat. You gain a +1 enhancement bonus on attack and damage rolls with natural weapons per point of invested essentia. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
You gain 1 point of essentia.

Azure Form [Incarnum, Mutator]
Essentia flows into your flesh and bones, altering them with the hazy imagery of evolved potential.
Prerequisites: Mutator level 1, Constitution 13.
Benefit: Once per day, you can invest essentia into this feat. You gain one mutation per point of invested essentia, chosen at the moment the investment is made. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours, at the end of which the mutations gained vanish.
You gain 1 point of essentia.

Change Posture [Mutator]
You can change your overall stance to draw benefit from it.
Prerequisite: Mutator level 3, Must have the Tauric Body teratomorphism.
Benefit: You can, as part of any move action, change your posture to be treated as either a quadruped (increased move speed, cargo capacity, stability and mounted benefits) or a biped (improved range, etc).

Construct Mutator [Mutator]
Sometimes known as Constructionists.
Prerequisites: Mutator level 1, must not be a construct type creature
Benefit: You gain access to the Construct Mutation list. You gain one additional mutation.

Control Size [Mutator]
You can control your innate physical changes to return only to your original size, as opposed to returning wholly to your original form.
Prerequisites: Either one of Size Increase I or Size Decrease I teratomorphisms, Change Shape mutation.
Benefit: You may, as a standard action, suppress any number of teratomorphisms you possess that alter your size category. Reactivating the suppressed teratomorphisms is also a standard action.

Elemental Mutator [Mutator]
To the chagrin of some, Elementalist was already taken by a group of spellcasters.
Prerequisites: Mutator level 1, must not be an elemental type creature
Benefit: You gain access to the Elemental Mutation list. You gain one additional mutation.

Expanded Creation [Mutator]
You have more freedom in what you can create through your seeds.
Prerequisite: Budding Creation, Mutator level 9.
Benefit: Whenever you use the Budding Creation mutation, you may create animal matter (flesh, bone, hairs, etc) as if it were vegetable matter.
Special: If you have access to the Construct mutator list, you also gain the ability to create metals through budding creation. If you have access to the Elemental mutator list, you also gain the ability to create objects made of raw elements with Budding creation, these objects lose consistency and break down into the elements themselves, unless the character creating them has the matching elemental subtype, in which case the object functions normally, despite being made of pure air, water or fire.

Sidebar: Does a sword made of fire deal fire damage?
Spoiler


Extra Chimerism [Mutator]
You have more chimerisms than usual.
Prerequisites: Chimerism, Mutator level 6.
Benefit: You gain one additional chimerism, with the same number of mutations available to all your other chimerisms.

Extra Teratomorphism [Epic, Mutator]
Prerequisite: Access to rank VI teratomorphisms.
Benefit: You gain one extra teratomorphism of any rank.
Special: You can only take teratomorphisms from special lists if you would normally have access to those lists.

Force and Verve
You are very loud.
Prerequisites: Any supernatural ability that is a sonic effect, Perform (Oratory or Sing) 5 ranks.
Benefit: Whenever you use a supernatural ability that is a sonic effect, you may do so as a full-round action, if you do so, you may apply one of the following effects to the supernatural ability, not all effects might apply to any given ability.
  • You may make a perform check against a DC of 11 + Caster level of the effect to pierce any Silence effect that might nullify the ability.
  • You may cause your ability to affect deaf creatures.
  • You may double the area of your ability.
  • You may double the range of your ability.
  • You may double the duration of your ability.
  • You may treat your supernatural ability as an extraordinaire ability.
  • You may increase the save DC of the sonic effect by +2.
  • You may maximize all numerical variables of the ability, as per the Maximize Supernatural Ability feat.
  • You may increase all numerical variables of the ability as per the Empower Supernatural Ability feat.
Special: You may take this feat more than once. For each instance of this feat that you have taken, you may add one additional effect to your sonic supernatural abilities when using Force and Verve. No effect can be added to a single ability more than once.

Great Chimera [Mutator]
You are quite the strange little mongrel.
Prerequisites: Chimerism, Mutator level 8.
Benefit: Each of your chimerisms gains an additional mutation.

Outsider Mutator [Mutator]
Nobody really balked at the ditching of “Outsiderist”, some considered Transcendent.
Prerequisites: Mutator level 1, must not be an outsider type creature
Benefit: You gain access to the Outsider Mutation list. You gain one additional mutation.

Plant Mutator [Mutator]
The Botanist Association appreciates its own name.
Prerequisites: Mutator level 1, must not be a plant type creature
Benefit: You gain access to the Plant Mutation list. You gain one additional mutation.

Undead Mutator [Mutator]
When ‘Undeadist’ was suggested, laugh ensued. But nobody managed to think of any other name. The least conservative suggested Defiler.
Prerequisites: Mutator level 1, must not be an undead type creature
Benefit: You gain access to the Undead Mutation list. You gain one additional mutation.

Worldskin Domain [Mutator][Aberrant]
Your grove is filled with the strange, fibrous carpet of the worldskin.
Prerequisites: Feature (Worldskin), Grove mutation.
Benefit: The area encompassed by your grove is covered by the worldskin feature, which grows over every sessile solid surface within the grove's radius, this costs you no form points. As a standard action, you may cause any amount of the worldskin inside the grove to recede until you wish it to grow once again.
Special: If you have the living fortress special ability for the grove, all features you put on the worldskin inside your grove benefit from the fast healing provided by that ability.

The Epic Evolutionist

LevelFeatures
21Mutations
22Mutations
23Mutations, Bonus Feat
24Mutations
25Mutations
26Mutations, Bonus Feat
27Mutations
28Mutations
29Mutations, Bonus Feat
30Mutations

Hit Die: d8
Skill Points at each additional level: 2 + Int modifier.

Mutations The epic evolutionist gains three mutations per level.

Teratomorphisms: The epic evolutionist does not gain any additional teratomorphisms.

Bonus Feats: The epic evolutionist gains a bonus feat (selected from the list of epic evolutionist bonus feats) every three levels after 20th.

Epic Evolutionist Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Dexterous Fortitude, Dexterous Will, Distant Shot, Energy Resistance, Epic Dodge, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Epic Toughness, Epic Will, Extended Life Span, Extra Teratomorphism, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Improved Darkvision, Improved Low-Light Vision, Improved Spell Resistance, Perfect Health, Self-Concealment, Superior Initiative.

--------------------

Prestige Classes

The Evolutionist Anomaly.
The most variable of evolutionists.

The Malshaper
Combining Ozodrin and Evolutionist into a glorious harbinger of the Mother of Monsters.

The Soul Evolutionist
By Rizban, augmenting your body with the power of your soul, and other souls.

The Progenitor 2.0
By Selinia, Release your inner Overlord.

The Progenitor
By Selinia, because the true mark of evolutionary success is spreading your heritage. - On the way to obsolescence

The Venomancer
By Selinia, a wretch focused completely on poisons and diseases!

High Evolutionary
Giving the gift of mutation to the unwashed masses.

Disciple of Thessala
Two heads are better than one. Three heads are better than two. Four heads are better than three...

The Weaponthane Ascendant
By Mithril Leaf, a man-at-arms who put his soul into them.
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-03-2013 at 03:08 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 09:36 PM   Top  -  End  -  #6
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

New Subtypes:
Spoiler


Construct
Can artificial, inorganic beings evolve? Those who asked such question looked no further than inevitables and warforged for their answer, for these beings certainly can. This list of mutations is avaiable to all evolutionists of the construct type, augmented construct subtype and to all those who take the Construct Mutator feat.

Teratomorphisms:
Spoiler


Mutant Ascendancy: The evolutionist gains the option to ascend into a construct being, somewhat. This ascendancy has a few special interactions with other creature types.
Construct ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not construct or undead she gains the Living Construct subtype, if she had the undead type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:
  • The evolutionist gains an enhancement bonus on attack and damage rolls with all manufactured weapons equal to one fourth of his mutator level.
As a final note, ascendancy cannot turn a construct into a true living being. Should a construct creature elect to take an ascendancy for a creature type other than its own, it retains the Construct type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.

Mutant Perfection: The perfect construct body is incomplete, the evolutionist may look upon his joints and plates and know that more parts still could be integrated into his form, and then removed when they are no longer needed, in favor of more fitting add-ons.
The evolutionist gains five mutation ‘slots’ by default, these slots contain no mutations, and cannot be filled as simply as selecting them. Each mutation appropriate for these slots has to be fashioned from raw materials before it may used by the evolutionist and doing so costs 2000 gold per modular mutation.
Placing modular mutations in their slots takes one hour of work (for any or all of them), as does replacing them or removing them wholesale. While not in use, the mutations remain stored inside an extradimensional space appropriate for them. In the event of the evolutionist’s death, this extradimensional space ruptures and ejects the modular mutations, they are for the most part useless to others, but are worth their production cost in raw materials for other endeavors.


Mutations:
Spoiler


Elemental
This list of mutations is available to all evolutionists of the elemental type, augmented elemental subtype and to all those who take the Elemental Mutator feat.

Teratomorphisms:
Spoiler


Mutant Ascendancy: The evolutionist gains the ability to ascend into an elemental being. Doing so grants the traits of the elemental type, including Darkvision 60 ft. (or a 60ft increase to an existing darkvision), immunity to poison, sleep, paralysis and stunning as well as critical hits and sneak attacks. Unlike common elementals, the evolutionist can still be resurrected as per the creature type he belonged to before. If the evolutionist has no elemental subtypes he gains one of his choice (from Air, Earth, Fire or Water). Lastly, he gains the following benefit:
  • The evolutionist gains energy resistance 10 (or increases existing energy resistance by 10) to energy damage based on the elemental subtypes he has, as follows: Fire (Fire), Cold (Water), Electricity (Air), Acid (Earth). If the evolutionist increases any of his elemental resistances to 35, he gains immunity to that form of damage.

Mutant Perfection: In the unfathomable vast of the cosmos all things have their purpose, the purpose of the elements is to raise worlds, to be the building blocks of reality, they are the primal and final forces of creation and change, destructive as they might be.
A demiplane bound to the evolutionist is formed. Its dimensions stretch out to a radius of one mile per mutator level, it may be finite or self-contained as the evolutionist prefers. It’s default Morphic trait is Alterable, but it is considered Divinely Morphic for the evolutionist should he ever acquire a divine rank. It has normal time trait. It’s gravity trait is chosen by the evolutionist. It is connected to the astral plane and to the ethereal plane, but not to the shadow plane, and it borders an associated inner plane if it is not self-contained. It has elemental dominant traits matching the subtypes of the evolutionist, if he has alignment subtypes it is mildly aligned to those as well, if the evolutionist is undead it gains the minor negative dominant trait (and the minor positive dominant trait if he is deathless). The evolutionist is immune to harm that would be dealt by the traits of his demiplane.
The evolutionist may set up a portal to this demiplane as a standard action, the portal can be placed anywhere within 120 feet of the evolutionist and it can be as large as needed for a colossal creature to pass through or as small as necessary for the evolutionist himself to cross. Portals may not be closed (also a standard action) from inside the demiplane, only from the outside, and it leads to a point inside the plane of the evolutionist’s choice when it is set. There may be more than one portal active at any given time and they otherwise work exactly like the planar travel version of the Gate spell, but without the need for concentration and no set duration.
Besides those traits, the overall appearance of the demiplane upon creation is up to the evolutionist (the minutiae of its geography are not, however, and these develop on their own), and even the dominance of an element does not preclude the presence of others (merely their… lack of pervasiveness), a Water plane might be a vast body of water with bubbles of air and blocks of granite floating inside it, a plane of fire might be nothing more than a massive ball of fire or a molten planetoid or a long plain of burning coals. The demiplane may have natural resources of its own, but acquiring those from their elemental beds is no easier for the evolutionist than mining in the material plane would be. Any desired fauna and flora must be introduced after the demiplane forms.

As a final benefit, the evolutionist’s attunement to elemental forces allows him to convert himself and anything on him or generated by him into elemental energy for brief periods. As a free action he may convert all damage he would deal into energy damage matching his elemental subtype (Air – electricity; Earth – acid; Fire – fire; Water – cold).

Mutations:
Spoiler


Addendum: The Periodic Table of Elementals
Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-17-2013 at 04:43 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 09:37 PM   Top  -  End  -  #7
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Plant
This list of mutations is avaiable to all evolutionists of the plant type, augmented plant subtype and to all those who take the Plant Mutator feat.

Teratomorphisms:
Spoiler


Mutant Ascendancy: The evolutionist gains the ability to ascend into an plant being. Doing so grants the traits of the plant type, including low-light vision, immunity to poison, sleep, paralysis, polymorph effects and stunning and critical hits. Unlike common plants, the evolutionist is not immune to mind-affecting effects. Lastly, he gains the following benefit:
  • The evolutionist’s natural armor increases by +2 and two additional hit points per mutator level.

Mutant Perfection: Plants, the oldest of their lot are ancient colossi that have stood unshaken for millennia, witness to the birth and death of dragons and the rise and fall of civilizations. In all this time, no winter, no illness and no creature has worn away at their strength, and should they ever fall, their lingering roots will raise them anew to witness another age.
The evolutionist heals one point of ability damage or ability drain to each score every turn and one point of ability burn on each score every hour. At the end of each encounter he immediately recovers all negative levels without the risk of them becoming permanent. Should the evolutionist die, as long as his body (or his ashes) stay in contact with the ground for at least a week, he will be resurrected at the end of that time, with no level loss, on that exact spot where his remains rested last.

Mutations:
Spoiler



Outsider
This list of mutations is available to all evolutionists of the outsider type, augmented outsider subtype and to all those who take the Outsider Mutator feat.

Teratomorphisms:
Spoiler


Mutant Ascendancy: The evolutionist gains the ability to ascend into an outsider being. Doing so changes his creature type to Outsider and grants him a few characteristics of the type, including Darkvision 60 feet (or a 60 feet increase in existing darkvision), he still needs to breathe but no longer requires food, drink or sleep (but can eat, drink and sleep if he wants to). Lastly, he gains the following benefit:
  • The daily uses of the evolutionist’s current and future spell-like abilities increases by 1, if this increase would bring the spell-like ability's daily uses to seven times per day or more, it can be used at-will instead. The save DCs of his spell-like abilities increases by +1.

Even if he does not chose to take the Outsider ascendancy, an evolutionist with access to this mutation list may, upon acquiring this class feature, change his home plane to whichever plane he prefers, causing him to gain the extraplanar subtype on his former home plane and no longer gain said subtype on his new home plane. This choice can be changed once again when the evolutionist gains Mutant Perfection, as well as on the off-chance that his home plane stops existing for some reason.

Mutant Perfection: The evolutionist has the weight of spiritual gravity to match that of the outer planes, imposing his spiritual truth on his surroundings. He is an anchor to which the souls of the dead can hold, or be chained to.
The evolutionist projects an aura with a radius of 60 feet, the area within this radius is considered to have strong alignment traits matching his alignment. Furthermore, as a full-round action, the evolutionist may bind the soul of a creature that died within this area no more than 1 minute/mutator level before, converting it into a petitioner, the dead creature is entitled to a will save to resist this effect as if it were still alive, against a DC of 10 + ½ Mutator level + the evolutionist’s charisma modifier, but it may forgo this save if it wishes. Petitioners are bound to loyalty to the evolutionist, they will never disobey his commands, even outright suicidal ones or those that go against everything in which they believed in life. Mere death will not release these souls from their chains, and destroyed petitioners will reform within 60 feet of the evolutionist after 24 hours, any petitioner more than 60 feet away from the evolutionist gains the Extraplanar subtype and will return to this radius if banished, if the evolutionist moves to a different plane, all of his petitioners move along with him, no matter where they are referent to him (they usually appear within 60 feet of him when that happens, usually), if the evolutionist dies, all of his petitioners are released to their proper afterlives. Any effect that binds or destroys souls will prevent the petitioner from reforming, furthermore, any spell that revives the dead (such as Raise Dead or Resurrection) cast on the petitioner, his body or the idea of the person it was in life allows it to freely chose whether it wishes to live once more or to remain in this state, nothing the evolutionist can do or say is capable of tampering with this decision. The resurrection is much smoother in this manner than travel back from the grasp of the outer planes, and the resurrected being does not suffer level loss from being revived.

Petitioners
Spoiler


Mutations:
Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-11-2013 at 03:14 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 10:41 PM   Top  -  End  -  #8
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Undead
This list of mutations is avaiable to all evolutionists of the Undead type, augmented undead subtype and those who take the Undead Mutator feat.

Teratomorphisms:
Spoiler


Mutant Ascendancy: The evolutionist gains the option to ascend into an undead being, somewhat. This ascendancy has a few special interactions with other creature types.
Undead ascendants gain Darkvision with a range of 60 feet (or increase existing Darkvision by 60 feet), additionally, if the ascendant’s previous type was not undead or construct she gains the Ghastly subtype, if she had the construct type she retains it and gains the Necrogolem subtype instead of changing types. Lastly, the evolutionist gains the following ability:
  • Undead: The evolutionist gains a +2 bonus to fortitude and will saves. And may attempt to rebuke (but not control) undead once every five turns, with an effective cleric level equal to his mutator level.
As a final note, ascendancy cannot resurrect the undead. Should an undead creature elect to take an ascendancy for a creature type other than its own, it retains the Undead type and gains the new type as an Augmented subtype, and does not gain the choice to lose that augmented subtype upon achieving mutant perfection, it still receives both the benefits of the chosen mutant ascendancy and mutant perfection.


Mutant Perfection: There is a tiny, hungry darkness within each undead being that is linked ever so slightly to the starving entropy of the Negative Energy Plane, the evolutionist has opened that floodgate within his void-touched soul and externalized it wholly. The evolutionist generates a field with a radius of 20 feet that mimics the effects of the Minor Negative Dominant planar trait, in addition, the area immediately adjacent to the evolutionist carries the Major Negative Dominant planar trait, with a save DC against negative levels of 10 + ½ mutator level + Cha mod.
The evolutionist can suppress this ability as a swift action.

Mutations:
Spoiler


Sidebar: The Positive Side of the Force
Spoiler
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 05-06-2013 at 07:12 PM.
Draken is online now   Reply With Quote
Old 04-22-2012, 10:46 PM   Top  -  End  -  #9
bobthe6th
Troll in the Playground
 
 
Join Date: Jul 2011
Location: 
Under the midnight sun
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

background typo, not ozodrin
__________________
avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
bobthe6th is offline   Reply With Quote
Old 04-22-2012, 10:50 PM   Top  -  End  -  #10
Owrtho
Ogre in the Playground
 
 
Join Date: Jul 2008
Default Re: The better man? There is no such thing [3.5 base class]

Well, I must say I highly anticipate the completion of this class, or at least the posting of it since it sounds to already be fairly complete. I rather liked the second version of it already, and this one seems to improve upon it in many ways. I'm always a fan of classes that help a character change into something of their own choosing.

That said, I thought I'd note you seem to have a typo in the background section of the first post.

Keep up the good work.

Edit: And someone else mentions the typo while I post this.

Owrtho
__________________

My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew

Last edited by Owrtho : 04-22-2012 at 10:51 PM.
Owrtho is offline   Reply With Quote
Old 04-22-2012, 10:58 PM   Top  -  End  -  #11
eftexar
Barbarian in the Playground
 
Join Date: Jun 2011
Default Re: The better man? There is no such thing [3.5 base class]

Eagerly awaiting completion of posting. All I can think of is gestalting this with the ozodrin...
__________________
My Homebrew
please peach my current projects:
Races Redone - because they should be more interesting
the Mage - because casters should play fair
eftexar is online now   Reply With Quote
Old 04-22-2012, 11:00 PM   Top  -  End  -  #12
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Quote:
Originally Posted by bobthe6th View Post
background typo, not ozodrin
Quote:
Originally Posted by Owrtho View Post
Well, I must say I highly anticipate the completion of this class, or at least the posting of it since it sounds to already be fairly complete. I rather liked the second version of it already, and this one seems to improve upon it in many ways. I'm always a fan of classes that help a character change into something of their own choosing.

That said, I thought I'd note you seem to have a typo in the background section of the first post.

Keep up the good work.

Edit: And someone else mentions the typo while I post this.

Owrtho
>>

Oops. I used the model of the Ozodrin for those first few fluff lines. Haha, time to edit.
__________________
Spoiler
Spoiler
Homebrewing
Draken is online now   Reply With Quote
Old 04-23-2012, 05:47 AM   Top  -  End  -  #13
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

This is an awesome class, this would be perfect for an eldritch abomination.
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Previous Avatar
Spoiler
Milo v3 is offline   Reply With Quote
Old 04-23-2012, 12:01 PM   Top  -  End  -  #14
EdroGrimshell
Firbolg in the Playground
 
 
Join Date: Oct 2008
Default Re: The better man? There is no such thing [3.5 base class]

Can't wait to see the rest of this, however, i would like to make a note of a teratomorph that could be interesting, Welknair's Bloodlines. A teratomorph to gain increasingly powerful bloodlines without taking bloodline levels seems like it could fit in the ability. Seems like upgrading a bloodline over the course of a few levels would be a fun way to include them into the ability without being too powerful.
__________________
Quotes
Spoiler

Spoiler


The Hub, for PTA & PTU community building. If you're interested, take a look.
EdroGrimshell is online now   Reply With Quote
Old 04-23-2012, 02:20 PM   Top  -  End  -  #15
bobthe6th
Troll in the Playground
 
 
Join Date: Jul 2011
Location: 
Under the midnight sun
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

so.. why are quills extrordinary? they seem to be a gross anatomical change, essentially a natural weapon, therefore they seem inate.
__________________
avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
bobthe6th is offline   Reply With Quote
Old 04-23-2012, 02:43 PM   Top  -  End  -  #16
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

A large number of extraordinaire abilities could very easily be innate, and even some supernatural abilities are explained in D&D's fluff with byological processes (see: Breath Weapons).

The difference is more that an innate change is something much simpler to evolve than an extraordinaire change. But that is just fluff. Innates are generally things that you don't find in the Special Attacks/Qualities entry of a monster, and it is a completely OOC separation.

Technically all innates (and basics) are Ex. They just go tagless for word economy.
__________________
Spoiler
Spoiler
Homebrewing
Draken is online now   Reply With Quote
Old 04-23-2012, 02:49 PM   Top  -  End  -  #17
Welknair
Ogre in the Playground
 
 
Join Date: Dec 2009
Location: 
Surrounded by Books
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Quote:
Originally Posted by EdroGrimshell View Post
Can't wait to see the rest of this, however, i would like to make a note of a teratomorph that could be interesting, Welknair's Bloodlines. A teratomorph to gain increasingly powerful bloodlines without taking bloodline levels seems like it could fit in the ability. Seems like upgrading a bloodline over the course of a few levels would be a fun way to include them into the ability without being too powerful.
I give full permission for my bloodlines to be used for this purpose.
__________________
Avatar by Araveugnitsuga

Fourthland: A Game of Abstraction
Quotes
Spoiler

Extended Homebrewer's Signature
Welknair is offline   Reply With Quote
Old 04-23-2012, 02:56 PM   Top  -  End  -  #18
SamBurke
Troll in the Playground
 
 
Join Date: Apr 2011
Location: 
You lost the game.
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Hm... version two, at least... I like it quite a bit. Seems to be quite a bit more balanced than the last.
__________________

Quotes:
Spoiler

Gaming Stuff:
Spoiler
Campaign Log: Heroes and History, a Superhero's Tale.
SamBurke is offline   Reply With Quote
Old 04-23-2012, 05:34 PM   Top  -  End  -  #19
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Evolutionist Anomaly
“I don’t know what it is!”
- Edgar Van Poun, Archivist.

Evolutionists adapt in steps, the better to improve their physical forms towards perfection. Not so with the Anomalies, these individuals have eschewed some of the stability of their power in favor of greater adaptability. Their chimerical forms can shift suddenly as necessity dictates

Prerequisites:
Mutations: Mutator level 4°.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (Dungeoneering) 8 ranks, Survival 8 ranks.

HD: d8
LevelBABFortRefWillFeatures
1+0+0+0+0Mutations, Chimerism (2)
2+1+0+0+0Mutations
3+1+1+1+1Mutations
4+2+1+1+1Mutations, Fast Shift
5+2+1+1+1Mutations, Anomalous Ascendancy
6+3+2+2+2Mutations, Chimerism (3)
7+3+2+2+2Mutations
8+4+2+2+2Mutations, Quick Shift
9+4+3+3+3Mutations
10+5+3+3+3Mutations
11+5+3+3+3Mutations, Chimerism (4)
12+6/+1+4+4+4Mutations, Sudden Shift
13+6/+1+4+4+4Mutations
14+7/+2+4+4+4Mutations
15+7/+2+5+5+5Mutations, Anomalous Perfection
Class Skills (2 + Int Modifier): The evolutionist anomaly can chose the class skills of any one of his base classes to be his class skills for this class, this choice cannot be changed.

Proficiencies: Anomalies gain no new proficiencies with weapons or armor.

Mutations: The anomaly gains three mutations per level.

Chimerism (Ex): At 1st level, the anomaly gains the power of chimerism. This gives him two sets of mutations, each containing a number of mutations equal to his class level, these sets do not need to have any mutations in common between them. He can activate either one of those sets as a standard action, gaining the benefits of all the mutations included in that package. The anomaly can have only one chimerism active at any given time.
At 6th level and again at 11th level, the anomaly gains one additional set of mutations.

Fast Shift (Ex): Starting at 4th level, the anomaly can change between his chimerisms as a move action.

Anomalous Ascendancy (Ex): The anomaly does not ascend quite like normal evolutionists do. At 5th level, he gains the power to change his creature type to any one of aberration, dragon, fey, giant, humanoid, magical beast or monstrous humanoid (plus any other type to which he has access to a special mutation list) whenever he changes between chimerisms. Doing this does not grant him the benefits usually associated with the mutant ascendancy of the creature type taken.
In addition, the evolutionist anomaly gains one additional mutation on each of his chimerisms.

Quick Shift (Ex): Starting at 8th level the anomaly can change between his chimerisms as a swift action.

Sudden Shift (Ex): Starting at 12th level, the anomaly can change between his chimerisms and an immediate action.

Anomalous Perfection (Ex): The anomaly who reaches perfection can barely be identified for a specific creature of any given kind. Whenever necessary, the anomaly can treat himself as a creature of any type he has available (as per Anomalous Ascendancy), according to his preference. Each of his chimerisms also gains one additional mutation.
Furthermore, in accordance with his chimerical apotheosis, the anomaly may, as a swift action, apply a second chimerism to himself, while retaining the benefits of the one previously active for one full round. At the beginning of the following round the anomaly loses the benefits of the previously active chimerism, unless he uses a swift action to reactivate it, or to activate a different one, repeating the cycle.
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 04-03-2013 at 01:20 PM.
Draken is online now   Reply With Quote
Old 04-23-2012, 06:05 PM   Top  -  End  -  #20
Owrtho
Ogre in the Playground
 
 
Join Date: Jul 2008
Default Re: The better man? There is no such thing [3.5 base class]

I like the Evolutionist Anomaly, but it seems like it should require the Anomalous Mutation Teratomorph be taken at least once as a prerequisite.

Owrtho
__________________

My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew
Owrtho is offline   Reply With Quote
Old 04-23-2012, 07:49 PM   Top  -  End  -  #21
bobthe6th
Troll in the Playground
 
 
Join Date: Jul 2011
Location: 
Under the midnight sun
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

the anomalous does seem to hand out some utility in exchange for teratomorph... but couldn't it just be an AFC? it is already evolutionist only. you could just make it give up teratomorphs, and grant it chimerism from level 2, replacing the teratomorph progression. replace the racial with the prcs abilaties, and there you go... no pain, and the evolutionist can play with more options in exchange for pure power.
__________________
avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender
bobthe6th is offline   Reply With Quote
Old 04-23-2012, 08:15 PM   Top  -  End  -  #22
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Anomaly also has a different form of ascendancy/perfection and gains less standard mutations per level, if you check. The differences are numerous enough that I think a PrC is better than an ACF.

Anomalous Mutation is not on the prerequisites simply because it doesn't really work the same way and I feel like some leeway with the first T-Morph should be given.

Also: Rake took a trip down Nerflane while wearing all its bling. It got mugged and shived with a rusty spoon.
__________________
Spoiler
Spoiler
Homebrewing
Draken is online now   Reply With Quote
Old 04-23-2012, 08:26 PM   Top  -  End  -  #23
bobthe6th
Troll in the Playground
 
 
Join Date: Jul 2011
Location: 
Under the midnight sun
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

that is made up for with the chimeric sets, leading to a net 0 loss per level. he gets as many, he just loses all but two tetaromorphs, and the acendentcies. it is al ready a AFC by a diferent name(15 level Prc with 4 levels required...) why not make an honest woman of it? I would like to play either, but I don't see why it should wait to get its class defining ability till level 6...

edit: also, difrences
pro: chimerance, change speed increaseres, additional option to the cap stone and mid level cap stone.
negative: loses tetremorph...
__________________
avatar by Szilard, thank you sir for the fine work!

my home brew. you should PEACH them...
Telekineticist
Razor
Shield
blasterv4
mindbender

Last edited by bobthe6th : 04-23-2012 at 08:28 PM.
bobthe6th is offline   Reply With Quote
Old 04-23-2012, 09:32 PM   Top  -  End  -  #24
Mithril Leaf
Barbarian in the Playground
 
 
Join Date: Jan 2012
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Oh boy, this class looks phenomenal, can't wait for the outsider evolution so I can use my favorite race ever with it, good old Neraphim. Surprisingly balanced class, plus it looks like one of the few ones you'd be able to only drop a tier for taking VoP, instead of 2.
Mithril Leaf is offline   Reply With Quote
Old 04-23-2012, 09:42 PM   Top  -  End  -  #25
eftexar
Barbarian in the Playground
 
Join Date: Jun 2011
Default Re: The better man? There is no such thing [3.5 base class]

This is a really interesting class and I still say this would be awesome gestalted with ozodrin. A couple of issues come to mind though:
I think that for abilities that grant spell uses (or power uses) you should just straight up ban spells with xp components (I'm thinking of limited wish in particular (what level is that by the way?)) and even spells with components costing over a certain amount.
Do the uses per day of spells and such increase at higher levels, or are they set at the level you take them. I assume the former, but it might be good to leave note of that.
As written unarmed strike must function as a natural weapon or as a manufactured weapon. Correct me if I'm wrong, but I believe unarmed strikes are their own class of attack and so this would actually negate several options normally available (not that that is necessarily a bad thing, but I just wanted to make sure that was intentional).

I'm curious though as to where you picked up the term teratomorph, and what it means. It sounds neat.

Edit > On another note, what about adding in shadowcasting. I've always been fond of that system. I would also say incarnum, but I don't know anything about it (though I've heard good things), and binding (but that seems like a tough fit).
__________________
My Homebrew
please peach my current projects:
Races Redone - because they should be more interesting
the Mage - because casters should play fair

Last edited by eftexar : 04-23-2012 at 09:50 PM.
eftexar is online now   Reply With Quote
Old 04-23-2012, 10:19 PM   Top  -  End  -  #26
Draken
Ettin in the Playground
 
 
Join Date: May 2007
Location: 
The Southern Wildlands
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Spell-like abilities and psi-like abilities have scaling uses, they are not stuck at the level you take then. And I did consider removing spells with exp components, but ultimately decided to keep them in avaiability Limited wish only comes online at a very high level at any rate, so I am not too concerned.

A note on gestalting this class: It is somewhat balanced by the poor chassis (in fact, it has the worst chassis possible save for HD), so when gestalting it, it may be recommended to, as a special rule, make the end result use the Evolutionist Chassis for anything other than actual class features (but case by case of course, not as an all-encompassing rule).

Terato comes from ancient greek, it means "birth deformity" and is derivated from Teros, "monster" or in this case "monstrous". It is the same root that originated Theropod, I believe. There is also a D&D monster called a Teratomorph in MMII or Fiend Folio.

Morph is, well, morph everybody knows that one.
__________________
Spoiler
Spoiler
Homebrewing

Last edited by Draken : 04-23-2012 at 10:57 PM.
Draken is online now   Reply With Quote
Old 04-23-2012, 10:36 PM   Top  -  End  -  #27
Lemmy
Dwarf in the Playground
 
SwashbucklerGuy
 
Join Date: Feb 2012
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

OMGWTFBBQ!

My favorite homebrew is back! I can't wait to see it's improved awesomeness!

This is the class that made me get interested in homebrew in the first place!

One day I'll make some DM allow this on the table!
__________________
I can't stand my own grammar mistakes. So if one of my posts has 4+ edits, chances are I fixed 4+ different typos.
I seem to find another one every time I read one of my posts!

My 1st homebrew:
The Pathfinder Fighter Revised
All PEACHing is welcome!
Lemmy is offline   Reply With Quote
Old 04-24-2012, 04:35 AM   Top  -  End  -  #28
Rizban
Titan in the Playground
 
 
Join Date: Mar 2008
Location: 
Aldhaven
Gender: Male
Default Re: The better man? There is no such thing [3.5 base class]

Soul Evolutionist
"What are you to me, who has mastered the body and the soul?"
- Verril Beastheart, azurin soul evolutionist

Entry Requirements
Skills: Knowledge (arcana or nature) 8 ranks.
Feats: Azure Form.
Class Features: Teratomorph I.
Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a chakra.

Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Meldshaping
1st +0 +0 +0 +0 Soul given form +1, mutations +1 level of existing meldshaping class
2nd +1 +0 +0 +0 Mutations +1 level of existing meldshaping class
3rd +1 +1 +1 +1 Chakra binds (crown, feet, hands), +1 level of existing meldshaping class
4th +2 +1 +1 +1 Mutations +1 level of existing meldshaping class
5th +2 +1 +1 +1 Soul given form +2, mutations +1 level of existing meldshaping class
6th +3 +2 +2 +2 Mutable soul, mutations +1 level of existing meldshaping class
7th +3 +2 +2 +2 Mutations +1 level of existing meldshaping class
8th +4 +2 +2 +2 Chakra binds (arms, brow, shoulders), mutations +1 level of existing meldshaping class
9th +4 +3 +3 +3 Soul given form +3, mutations +1 level of existing meldshaping class
10th +5 +3 +3 +3 Incarnum Ascendancy, mutations +1 level of existing meldshaping class

Class Skills (2 + Int Modifier): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Jump (Str), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

CLASS FEATURES
Weapon and Armor Proficiency: You gain no new proficiency with weapons, armor, or shields.

Meldshaping: At each soul evolutionist level, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in a meldshaping class to which you belonged prior to gaining the soul evolutionist level. You do not, however, gain any other abilities of that class, such as new tiers of chakra binds. If you had more than one meldshaping class before becoming a soul evolutionist, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

Mutations: At each level, you increase your mutator level as if you had gained a level in the mutator class to which you belonged prior to gaining the soul evolutionist level. You do not, however, gain any other abilities of that class, such as new tiers of teratomorph. You also gain four new mutations.

Soul Given Form (Su): You tap ever deeper into the souls of the beasts you harness. The essentia capacity of your Azure Form feat increases by 1. At 5th level and again at 9th, the essentia capacity of the feat increases by another 1.

Chakra Binds: As you attain higher levels, you can bind your soulmelds and magic items to your chakras, gaining new powers based on the combination chosen. At 3rd level, you can bind your soulmelds or magic items to your least chakras (crown, feet, and hands), in addition to any other chakras you have available. When you attain 8th level, your lesser chakras (arms, brow, and shoulders) become available for chakra binds.

Mutable Soul (Su): As a full-round action, you may reinvest essentia in your Azure Form feat, allowing you to choose the amount of essentia invested and select new mutations. This may be done a number of times per day equal to your Soul Evolutionist level.

Incarnum Ascendancy (Ex): At 10th level, incarnum has completely suffused your being. Your creature type changes to Outsider, granting you a few characteristics of the type, including Darkvision 60 feet (or a 60 foot increase to existing darkvision). You still need to breathe but no longer require food, drink or sleep (but can eat, drink and sleep if you want). Lastly, you gain the following benefit:
  • You gain one bonus essentia for every 4 mutator levels you possess, rounded down.

Last edited by Rizban : 04-02-2013 at 02:56 AM.
Rizban is offline   Reply With Quote
Old 04-24-2012, 09:24 AM   Top  -  End  -  #29
zegram 33
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Sep 2011
Default Re: The better man? There is no such thing [3.5 base class]

hmn...i was making a very similar class (even called the "mutator") having never heard of this before
now i feel like a scab..... haha
zegram 33 is offline   Reply With Quote
Old 04-25-2012, 12:28 AM   Top  -  End  -  #30
Awesomeusername
Orc in the Playground
 
NinjaGuy
 
Join Date: Apr 2012
Default Re: The better man? There is no such thing [3.5 base class]

I'm curious, why don't the size changing Teratomorphs use something like the standard rules for changing sizes? I can see why not word for word (medium to large with +8 STR, and medium to small with only +2 DEX)
Awesomeusername is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 12:06 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.