domenica 7 novembre 2021

The Metamorphist (Shape-Shifter) (Updated)

 A lot of Alteration powers were fisse together in Ultimate Spheres of Power. So my favorite Shifter can be even more versatile now!

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The Metamorphist (Shape-Shifter)

Human shifter 1 (Apex Shifter, Martial Shifter)

CG Medium humanoid (human)


Defense

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)

hp 10 (1d8+2)

Fort +4, Ref +4, Will +3


Offense

Speed 30 ft.

Melee sword-cane +0 (1d6) or unarmed strike +0 (1d4)

Ranged light crossbow +2 (1d8, 19-20)


Magic
Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Lycanthrope (Lycanthropic, Wild Magic); CAM Wis
Spell Points 5
Alteration Sphere - DC 13; Duration 1 minute, Concentration; Range Self; Talents Animalistic Transformation, Aquan Transformation, Avian Transformation, Object Transformation; Drawbacks Lycanthropic
- Shapeshift (Animalistic Transformation, Aquan Transformation, Avian Transformation, Blank Form, Object Transformation)


Martial
Tradition Drunken Brawler (Barroom sphere: Reeling Steps; Wrestling Sphere; Equipment sphere: Unarmed Training); PAM Wis
Barroom sphere - DC 13, Talents Reeling Steps, Drawbacks none
- brutal breaker (don't suffer penalties w/improvised weapons)
- hard drinker (move action, retrieve and drink an elixir, potion, or beverage; if alcoholic gain drunk status for 2 rounds)

- reeling steps (do not provoke attack of opportunity and gain bonuses to dance when you are drunk)

Equipment sphere - DC 13, Talents Rogue Weapon Training, Unarmed Training
- rogue weapon training (proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip; +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)

- unarmed training (proficiency with boot blade, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi; treat these and any natural attacks you possess as an unarmed strike)

Wrestling Sphere - DC 13, Talents none, Drawbacks none

- snag (latch onto a target and make it battered)


Statistics

Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 10

Base Atk +0; CMB +0; CMD +12

Traits Talented, Unorthodox Casting, Witty Repartee; Drawbacks Empty Mask

Feats Extra Combat Talent, Shifting Disguise*

Skills Bluff +5, Fly +6, Handle Animal +4, Knowledge (nature) +6, Knowledge (nobility) +4, Perform (act) +5

Languages Common, Elven, Protean

SQ doppelganger-spawn, wild empathy +0

Gear armored kilt (20 gp), light crossbow (35 gp) with 10 bolts (1 gp), sword-cane (45 gp), 4 gp


Special Abilities


Alteration Sphere You have the ability to change the physical makeup of creatures.

Lycanthropic You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.


Alteration: Shapeshift As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. Shapeshifts are subject to spell resistance. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a standard action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

When shapeshifting a target, the caster must choose a transformation and a series of traits for them. Transformations change a creature’s basic physical makeup (humanoids, dragons, land animals, birds, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Transformation (detailed below), placing a transformation on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, if the target changes their basic shape (for example, from humanoid to non-humanoid), the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 circumstance bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Transformation and the traits listed below. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

  • Darkvision 60 feet

  • Low-light vision

  • Two claw attacks (primary, 1d4 Medium, 1d3 Small, requires arms or the front pair of at least 4 legs). You may grant this trait multiple times.

  • One bite attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.

  • One gore attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.

  • Two slam attacks (primary, 1d4 Medium, 1d3 Small, requires arms). You may grant this trait multiple times.

  • Two pincers (secondary, 1d6 Medium, 1d4 Small, requires arms). You may grant this trait multiple times.

Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.


Alteration: Blank Transformation When a creature gains the Alteration sphere, they gain the ability to grant the Blank Transformation. Unlike other transformations, the Blank Transformation does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Transformation allows a caster to add traits to a creature without fundamentally changing the target first.

As a trait, you may change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, adding a purely cosmetic tail, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Transformation, as such changes are assumed with other forms.


Alteration: Animalistic Transformation (transformation) You grant the form of a land beast or magical beast with your shapeshift.

Limbs: 1 head, 4 legs

Speech: No; Hands: No

Speed: 40 ft. land speed, +20 ft. per 5 caster levels

Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)

AC: +2 natural armor bonus, +1 per 5 caster levels

Special: The target also gains the scent ability.

In addition, you may grant the following traits to any form:

  • A land speed as that granted by Animalistic Transformation (grants 2 legs if the target lacked a land speed).

  • Scent.

  • 2 hoof attacks (secondary, 1d4 Medium, 1d3 Small). This may be granted once per pair of legs beyond the first.

  • Sprint: Once per minute as a free action, the shapeshifted target can increase the base speed of one movement type it possesses (land, swim, burrow, fly, climb) by +10 feet + 5 feet per 2 caster levels for one round. [BTH]

  • Sticky Tongue: The shapeshifted target gains a tongue with a range of 10 feet which can be used to pick up items no greater than 10 lbs. per caster level, attempt Sleight of Hand checks, perform the steal or disarm combat maneuvers, or deliver melee touch attacks. The tongue is not a prehensile limb, and cannot otherwise be used or manipulated as one. If you spend an additional spell point when granting this trait, the tongue’s range becomes equal to 15 feet + 5 feet per 5 caster levels you possess and the tongue may be used as a primary natural attack. As a natural attack, the tongue attacks versus touch AC, deals no damage on a hit, but has the grab universal monster ability. The shapeshifted target does not gain the grappled condition when using the tongue’s grab property to grapple other creatures. [BTH]


Alteration: Aquan Transformation (transformation) You grant the form of a swimming animal or magical beast with your shapeshift.

Limbs: 1 head, tail

Speech: No; Hands: No

Speed: 5 ft. land speed, 40 ft. swim speed. The swim speed increases by +20 ft. per 5 caster levels.

Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)

AC: +2 natural armor bonus, +1 per 5 caster levels

Special: Darkvision 60 ft., the aquatic subtype (allowing the target to breathe water). If the target can breathe air normally, it also gains the amphibious special ability, and can breathe both water and air.

Aquan Transformation offers the following traits, which you may apply to any form:

  • Amphibious: The shapeshifted target gains a swim speed as that granted by Aquan Transformation. In addition, the target gains the aquatic subtype and amphibious special quality, allowing the target to breathe both water and air.

  • Aquatic Tail: The shapeshifted target gains a tail and a circumstance bonus on Swim checks equal to +1 + 1 per 5 caster levels. In addition, the shapeshifted target may use this tail to create a sudden riptide while underwater. As a standard action the shapeshifted target can create a 10 feet + 5 feet per 2 caster levels cone. Creatures in the cone’s area take 2d6 + 1d6 per 5 caster levels nonlethal bludgeoning damage and are pushed 10 feet + 5 feet per 5 caster levels directly away from the shapeshifted target (Reflex negates; DC equal to the caster’s Alteration sphere DC plus the circumstance bonus on Swim checks granted by this trait). This cone can extend onto land, extending 5 feet for every 10 feet in the water. Creatures on land fall prone on a failed Reflex save instead of being moved back. The shapeshifted target must wait 1d4 rounds between uses of this ability. Special: When granting this trait, you may choose to have this tail replace the shapeshifted target’s legs. If you do, the shapeshifted target’s base land speed is reduced to 5 feet and the target cannot be tripped. In addition, the shapeshifted target gains a 30 feet swim speed or increases their existing swim speed by +15 feet (whichever is more beneficial). If the shapeshifted target gains legs through another ability or Alteration sphere trait, such as the Additional Limbs “a pair of legs” trait, the shapeshifted target loses any benefits or adjustments from replacing their legs with this tail.

  • Blindsense 30 feet (only in water)

  • Ink Jet: Once per minute, the target may shoot a jet of ink as a standard action. In water, this creates a 10-foot radius sphere that provides total concealment and persists for 1 minute. On land, this is a ranged touch attack with a 10-foot range increment and a maximum range of 50 feet that forces a struck creature to succeed at a Reflex save (DC 10 + 1/2 Hit Dice + Constitution modifier) or be blinded for 1d6 rounds or until they spend a standard action removing the ink from their eyes.

  • Jet: The target can swim backwards as a full-round action at four times their swim speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so. This trait requires a swim speed.

  • Keen Scent: The target gains the keen scent universal monster ability.

  • Shock: As a standard action, the target may deal 1d8 + 1d8 per odd caster level electricity damage with a melee touch attack. This touch attack does not provoke attacks of opportunity. If a creature successfully grapples the target, the target may use this ability as an immediate action, inflicting the damage with no attack roll, but allowing a Fortitude saving throw for half damage. If the target is in water, this ability instead functions as a 10-foot radius burst centered on the target; affected creatures are allowed a Fortitude saving throw for half damage. Creatures beyond 10 feet but within a 30-foot radius takes half damage, with a Fortitude save for half damage. Once used, this ability cannot be used again for 1d4 rounds.


Alteration: Avian Transformation (transformation) You grant the form of a flying animal or magical beast with your shapeshift.

Limbs: 1 head, 2 legs, 2 wings

Speech: No; Hands: No

Speed: 20 ft. land speed, 30 ft. glide speed (the target takes no damage when falling and may glide, moving with a speed of 30 ft. with maneuverability (poor), but falling 1 ft. for every 5 ft. traveled.). At 5th caster level, the target gains a fly speed of 40 ft. with maneuverability (average). This improves by +20 ft. per 5 additional caster levels, and one maneuverability category per 10 additional caster levels.

Natural weapons: 2 talons (primary, 1d4 Medium, 1d3 Small)

AC: +2 natural armor bonus, +1 per 5 caster levels

Special: Darkvision 60 ft.

Avian Transformation offers the following traits, which you may apply to any form:

  • Two talon attacks as those granted by Avian Transformation. This may be granted once per pair of legs the creature possesses. The target must possess wings or another means of being airborne to attack with talons.

  • Two wings and its flight speed as that granted by Avian Transformation.

  • Two wing attacks (secondary, 1d4 Medium, 1d3 Small) May be given once per pair of wings possessed.

  • Hover: The target can halt its movement while flying, allowing it to hover without needing to attempt a Fly check. If the target is Large or larger and hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 feet to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). (Requires wings and a fly speed)

  • Improved Maneuverability: The target’s flight maneuverability improves by one step, +1 per 10 caster levels. (Requires a fly speed)

  • Wingover: Once each round, the target can turn up to 180 degrees as a free action without attempting a Fly check. This free turn does not consume any additional movement. (Requires a fly speed)


Alteration: Object Transformation (Transformation) You may spend a spell point to grant the form of an object with your shapeshift.

Limbs: None

Speech: No; Hands: No

Speed: 20 ft. land speed

Natural weapons: slam (primary, 1d6 Medium, 1d4 Small)

AC: +2 natural armor bonus, +1 per 5 caster levels

Special: Darkvision 60 feet. The target gains hardness equal to either half your caster level or the hardness of the mimicked material, whichever is lower and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%. Like an object, the target takes half damage from energy and ranged attacks. The target gains the appearance of a single simple object composed of vegetable matter such as wood, hemp, or cotton. The target retains its normal senses.

You may take this talent twice. Upon taking it a second time, you gain the ability to emulate other materials per Table: Transformation Materials, and to grant the form of complex objects. Complex objects, such as those with moving parts, require an appropriate Craft check at the object’s craft DC.

Failure means the target is not usable as an object. A creature under the effect of this talent does not truly become an object, thus is not a valid target for the Enhancement sphere Animate Object talent or similar effects. A creature that takes the form of a ranged weapon must be supplied with ammunition as normal, but is capable of loading and firing itself. A creature under the effects of this talent that is used as ammunition is not destroyed when used as ammunition, but takes damage equal to the damage dealt by the attack it was used for.


Table: Transformation Materials

Caster Level

Material

1st

Ice, stone

5th

Basic metals (iron, steel, copper)

10th

Precious metals (gold, silver)

15th

Gems, specialty metals (cold iron, mithril)


You cannot create a permanent change, such as with the Permanent Transformation talent, involving gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).

Object Transformation offers the following traits, which you may apply to any form:

  • Construct Plating: The target gains DR 2/adamantine. This improves by 1 per 5 caster levels.

  • Freeze: The target may take 20 without a time increase on its Stealth check to hide in plain sight as an inanimate object that matches its shape. (Requires the form of an object or plant)

  • Luminescence: The target may choose to shed light from any part of its body, ranging in intensity from a soft glow of a candle (shadowy illumination in a 5-foot radius) to the full brightness of a torch (bright light in a 20-foot radius and shadowy illumination for an additional 20 feet). The target may duplicate any color of light, even creating multiple colors, and may cancel or resume use of this ability as a free action.

  • Material Weapons: The target’s unarmed strikes and natural weapons are treated as silver and cold iron for the purpose of bypassing damage reduction. At 10th level this improves to counting as adamantine.

  • Spell Resistance: The target gains spell resistance equal to 10 + caster level. This trait costs an additional spell point.


Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:

Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.

Barroom: Hard Drinker Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.
Some talents possess the (drunk) tag, requiring you to expend your drunk status to perform them. (Drunk) talents are a free action unless stated otherwise in their description.

Barroom: Reeling Steps (drunk) Until the beginning of your next turn, any movement you make or combat maneuvers you attempt do not provoke attacks of opportunity; you also gain an alchemical bonus on Perform (dance) checks equal to ½ your base attack bonus as long as you have the drunk status. At +10 base attack bonus, creatures cannot apply their Dexterity bonus to their CMD against combat maneuvers you attempt while using this talent and you can expend your drunk status to treat a Perform (dance) check as though you rolled a 15.


Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Equipment: Unarmed Training (discipline) You gain proficiency with the boot blade, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi, and may treat these and any natural attacks you possess (except when using them as part of a full attack) as an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike’s critical multiplier, even if it would normally be higher.


Wild Empathy (Ex) A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

Wild Magic, Variant Your magic is not entirely stable and can result in a variety of unwanted effects. You have a base wild magic chance of 10% (whenever you cast a spell or magical sphere ability, you have a 10% chance of activating a wild magic event). When you activate a wild magic event, roll as if you had activated a rod of wonder, then add that effect to those you produce with your magic. GMs may always use their own wild magic tables (such as the wild magic tables on this wiki) to determine the nature of a wild magic event.


Wrestling Sphere Training in the Wrestling sphere teaches a practitioner how to quickly drop their opponents to the ground, regardless of their size, twisting foes up and slamming them into the ground with incredible force. Wrestling practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.
All practitioners of the Wrestling sphere gain the following ability:

Wrestling: Snag As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique such as Scale Foe by the end of your turn, the snag automatically ends.
Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple.

Build
The Metamorphist is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +½ bonus on Diplomacy and Intimidate checks to change a creature’s attitude. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Dexterity. Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, in addition to bolstering your Will save and increase your bonus in a number of useful abilities; Dexterity makes you a great finesse warrior and increases your initiative and your Reflex save. Intelligence and Wisdom are important too, to have better knowledge and understanding of the world, and to better resist mental control and charm.


How to Play a Metamorphist

Born to a noble family, you escaped your home to become an artist. You found employment in the capital city’s theaters, and enjoyment in its taverns. But most important, you found that you loved to be someone -or something- else. Now you accompany your friends in adventures among performances. You are both cheerful and acculturated, hiding your real intelligence and sometimes your sadness under a veneer of wit and jokes.


Future Abilities

Magic Talents Additional Limbs, Anthropomorphic Transformation, Dragon Transformation, Elemental Transformation, Extreme Adaptation, Extreme Changes, Giant Traits, Greater Changes, Mimicry*, Object Transformation (2), Ooze Transformation, Perfect Imitation, Permanent Transformation, Protean Mastery*, Serpentine Transformation*, Size Change, Subterranean Transformation, Tentacles

Bestial Traits Accommodating Form, Barding, Chameleon, Evasion, Improved Evasion, Learned Behavior, Melded Equipment, Quick Healing, Resistant Shift, Shape Weapon

Feats Combat Casting, Extra Combat Talent x3 (Finesse Training x2, Go Limp), Extra Magic Talent, Shifting Mastery, Skill Focus (Perform/acting), Sphere Focus (Alteration), Weapon Focus (sword-cane)

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