domenica 30 luglio 2023

Patron Request: Water Elves from Bow and Blade

 As requested by Ronald J Paris!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Water Elves (16 RP)

Quiet and contemplative, water elves are a variant of aquatic elves dedicated to philosophy and peaceful service of the sea deities. Confronted with ordinary aquatic elves  (Pathfinder Player Companion: Blood of the Sea), they have the deep sea dweller racial trait, plus the following.

Type (3 RP) Water elves are outsiders with the aquatic, elf, and native subtypes.

Ability Score Modifiers +2 Dex, +2 Wis, -2 Con.

Dolphin’s Grace (4 RP) Water elves gain a +2 racial bonus on Escape Artist and Knowledge (nature). This replaces elven magic.

Dual Nature Water elves count as both elves and undine for all prerequisites.

sabato 29 luglio 2023

The Metamorphist (Guileful Shape-Shifter)

 This character is very better with guile and performance than with martial abilities. It uses the Guileful Shifter archetype that I published in an earlier post on this blog.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


The Metamorphist (Shape-Shifter)

Human shifter 1 (Apex Shifter, Guileful Shifter)

CG Medium humanoid (human)

Init +2; Senses Perception +7


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)

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


Guile

Skill Leverage 1; Trade Tradition Charming Actor; OAM Wis (+3)

Performance Sphere - Package act (Perform (act) 1 rank); Talents A Gilded Tower (act), The Bonds Forged in War (act); Utility Talents none

Subterfuge Sphere - Skills Disguise 1 rank; Talents none; Utility Talents Adaptable Appearance

Vocation Sphere - Utility Talents Courtier, Diplomat, Entertainer, Virtuoso


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)


Statistics

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

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

Traits Favorite Shape (Animalistic Transformation), Heirloom Weapon, Unorthodox Casting; Drawbacks Empty Mask

Feats Extra Magic Talent, Shifting Disguise*

Skills Acrobatics +6, Bluff +4, Diplomacy +5, Disguise +7, Linguistics +6, Knowledge (nobility) +6, Perception +7, Perform (act) +6, Stealth +6

Languages Common, Elven, Protean

SQ doppelganger-spawn, quick transformation

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.


Imposter The guileful shifter gains Subterfuge as a bonus skill sphere. This replaces wild empathy.


Performance Sphere Operatives of the Performance sphere are creators of various creative endeavors, be it brilliant ballads, complex choreography, or musical melodies; a performer’s ability to draw the eye and instill hope and emotion into those around them is astounding.

Associated Skill: Perform (depending on your chosen package below).


You gain the following benefits when you gain the Performance sphere.

When you gain a package, you choose one of the package’s associated skills to determine the effects of its talents, and you gain 5 ranks in the chosen associated skill, plus 5 ranks per additional talent spent in the Performance sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them.

Skill Leverage: You unlock skill leverage with the Perform skill chosen as your package’s associated skill, in addition to one Artistry or Perform skill of your choice.


Package: When you gain the Performance sphere, you gain one of the following packages with its included abilities. You choose one of the package’s associated skills to be the associated skill for that package and its effects. You may take the Expanded Repertoire talent to gain additional packages.

Bonus Talent: You gain a single (act), (dance), (instrumental), or (lyric) talent, depending on the package you chose. It cannot be an exceptional talent. If the bonus talent you choose is a [utility] talent, you can take the base sphere as a [utility] talent.


Performance: Act Package You can begin an act as a move action by adopting the approach associated with it. Starting an act provokes attacks of opportunity. An act grants its effects to all enemies or allies within a 20-foot radius + 5 feet per 5 ranks in this package’s associated Perform skill for as long as the act is active, up to a maximum of 1 minute.

While an act is active, allies in the area that can perceive you may spend actions to contribute to the act’s scenes, completing them. Once a scene has been completed, it confers its effects to the act until it ends, and cannot be completed again (unless otherwise specified).

All acts have a finale, which requires all of the act’s scenes to be completed before you may use it. Once you activate an act’s finale, it ends the act and its associated benefits other than the finale’s effects at the end of your next turn.

Associated Skill: Perform (act or comedy).


Performance: A Gilded Tower (act) [utility] You present an individual who always naturally attracts the spotlight, and quickly begins to love the position they are in… until people learn who they truly are.

Eye-Catching (approach): When you begin this act, choose a single ally in the area, becoming the focus of the act. If the chosen ally leaves the area, this act ceases to function until a new ally is chosen as a swift action.

The chosen creature can attempt to create a diversion as a move action, and they receive a +2 morale bonus to Bluff checks to lie, create a diversion or feign a condition, and to Perform checks, increasing by 1 per 5 ranks in this package’s associated skill you possess.

All Eyes on You (scene, standard action): Whenever the chosen creature creates a diversion and they are the chosen diversion, any affected observers become oblivious (instead of distracted). Additionally, the chosen creature can spend an immediate action whenever an action or noise would make an observer more alert to attempt another Bluff check opposed by the observer’s Sense Motive. On a successful Bluff check, the noise or action is simply interpreted to be part of the performance, and observers who fail remain oblivious.

Glimmer of Doubt (scene, move action): All creatures that are distracted (or oblivious) by the chosen creature become uncertain for the rest of the act’s duration.

Sudden Reveal (finale, immediate action): All creatures that are distracted (or oblivious) by the chosen creature become shocked for 1 round, and must succeed at a Will saving throw or become either enraged toward or frightened of the chosen creature (your choice when you perform the finale) for a number of rounds equal to your operative ability modifier (minimum 1). A frightened creature’s condition improves to shaken when they can no longer see the chosen creature. A creature who is oblivious to the chosen creature suffers a -2 penalty to this saving throw.


Performance: The Bonds Forged In War (act) You speak of the bonds forged between a small group of soldiers; as the group slowly dwindles, their ferocity and determination grows.

Relentless (approach): Allies in the area can postpone the start of any unwanted emotion effects for 1 round, plus 1 round per 5 ranks in this package’s associated Perform skill you possess. After this period, the effect’s duration begins as normal.

Forged in Blood (scene, standard action): Whenever an enemy successfully damages an ally in the area, all other allies within the area gain a +1 morale bonus to attack and damage rolls against the attacker until the end of the attacker’s next turn; this bonus is cumulative to a maximum equal to your operative ability modifier (minimum 1).

Fight for Your Life (scene, move action): All allies in the area gain a number of temporary hit points equal to 2 + your operative ability modifier (minimum 1). These temporary hit points are replenished for an ally whenever they confirm a critical hit.

Stand Together (finale, standard action): For 1 minute, allies in the area gain damage reduction 1 that cannot be overcome and they do not immediately fall unconscious when they are reduced to 0 hit points or below, unless they choose to. Allies who benefit from this ability are still disabled, but do not suffer damage after taking a standard action. The value of the damage reduction increases by 1 for every 3 ranks you possess in the associated Perform skill.


Quick Transformation The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.


Shapeshifter At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.


Subterfuge Sphere Operatives of the Subterfuge sphere train to avoid scrutiny and act unsuspected. They are unobtrusive when they need to be, moving with crowds and moving so subtly that their actions are unnoticed even when they are plainly seen. Even when noticed, Subterfuge masters can seem like they belong almost anywhere, drawing no attention even under an enemy’s nose.

Associated Skill: Disguise.


You gain the following benefits when you gain the Subterfuge sphere.

When you gain the Subterfuge sphere, you gain 5 ranks in Disguise, plus 5 ranks per additional talent spent in the Subterfuge sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disguise, you may immediately retrain them.

Skill Leverage: When you gain the Subterfuge sphere, you unlock skill leverage with the Disguise and Sleight of Hand skills.


You also acquire the Baffling Revelation, Confident Subtlety, and Fast Disguise abilities.


Subterfuge: Baffling Revelation (Ex) You can outwit any creature as long as they are fooled by your current disguise, you possess an item they believed they possessed, or you know a secret they consider important and well-kept. To outwit them using this ability, you must brandish the item they thought they had, you must reveal the secret, or you must reveal yourself to not be who you appear to be. Revealing a secret or your disguised nature can be verbal or visual, as appropriate. Creatures must generally be within 30 feet for you to outwit them verbally, but they can be up to 60 feet away if you reveal your ruse visually. Anyone who discovers you are disguised this way does not necessarily discover who you are. Once an item or secret is used to outwit a creature, that item or secret cannot be used by anyone to outwit that creature again.


Subterfuge: Confident Subtlety [approach] (Ex) Adopting this approach is a swift action. While you maintain this approach, you reduce the penalty to Sleight of Hand checks for attempting to take an action subtly without taking longer by 6 (reducing it to -4).


Subterfuge: Fast Disguise (Ex) You can don a disguise as a full-round action, including using a disguise kit and changing your clothing and accessories. You can don or doff worn magic items and shields this way. If you don a disguise that features delicate details or you attempt to impersonate a specific individual, you take a –5 penalty to your Disguise check if you took less than 1d4+1 rounds. Changing your physical features requires spending 1 use from a disguise kit, but changing your clothes does not. If you have any (disguise) talents, you can apply one as part of creating this disguise. While you wear a disguise you created, the physical reminder of the disguise helps you reflexively act in character, giving you a +2 circumstance bonus on Bluff and Disguise checks as long as they do not conflict with the disguise you wear. For example, you could not use the bonus to attempt a Disguise check to make a voice different from the person you are disguised as. The bonus increases by 1 per 5 ranks in Disguise you possess.

Associated Feat: Deceitful.


Subterfuge: Adaptable Appearance [utility] When using a disguise kit or form-altering magic, you reduce the total penalties to Disguise checks attempted to appear as a body type, age category, or condition different from your own by 4 (to a minimum of 0). For every 5 ranks you have in Disguise, this penalty is reduced by an additional 2.


Vocation: Courtier (trade) [utility] You gain Bluff, Diplomacy, Knowledge (nobility), and Sense Motive as class skills. If you fail at a Diplomacy check to alter a creature’s attitude, you may spend 1 use of skill leverage to retry the attempt once.


Vocation: Diplomat (trade) [utility] You gain Diplomacy, Knowledge (local), Linguistics, and Sense Motive as class skills. If you fail a Diplomacy check to alter a creature’s attitude and the creature’s attitude would worsen, instead the creature’s attitude towards you is unchanged. A specific creature may only be affected by this ability once every 24 hours.


Vocation: Entertainer (trade) [utility] You gain Acrobatics, Disguise, Escape Artist, and Sleight of Hand as class skills. You may use the better of your Dexterity or Charisma modifier when using one of these skills (chosen when you gain this talent) to entertain or interact with a creature that is aware of you (including escaping from a grapple or tumbling through a creature’s space). You may select this talent a second time, in which case you may use the better of the two ability score modifiers on all of the chosen skills.


Vocation: Virtuoso (trade) [utility] You gain Disguise, Knowledge (history), Knowledge (nobility), and Linguistics as class skills. Choose a single Perform skill which you have ranks in (such as Perform (dance) or Perform (sing)). You can use either Dexterity or Constitution score in place of your Charisma score when attempting Perform checks of that type.


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.


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

Martial Talents Barroom Sphere*

Skill Talents Acting Mastery, Confusion In The Ranks, Faster Disguise, Flowing Theatrics, Instant Loophole, Keep ‘Em Talking, Lightning Disguise, Not The Face, Shocking Betrayal, The Fortunate Beggar; Utility: As You Know, Careful Liar, Clever Charlatan, Communication Sphere, Community Contacts, Disguise Aura, Failure to Communicate, Gather Crowd, Laugh It Off, Suave Performer, Veiled Dialogue* 

Bestial Traits Accommodating Form, Chameleon, Fool Spell, Evasion, Improved Evasion, Learned Behavior, Resistant Shift, Shape Weapon, Shifting Guile, Shifting Style

Feats Combat Casting, Extra Combat Talent, Extra Magic Talent, Morphic Disguise, Shifting Mastery, Skill Focus (Perform/acting), Sphere Focus (Alteration), Weapon Finesse, Weapon Focus (sword-cane)

Skills Perform, Bluff, Acrobatics, and Stealth are the most valuable skills for a Metamorphist.

You know how to use some weapons, but your preference in combat goes to the natural weapons of whatever form you assume.