News:

It is a very sunny day.

Main Menu

The Many Faces of Mari

Started by Sierra, October 11, 2010, 10:32:04 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Sierra

This is a placeholder post for now. I mean to use it to keep track of things Mari can/wants to turn into so I don't have to figure out any of the mechanics for alternate forms midsession.

Alternate form stuff

A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing  spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:

   * The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
   * The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian's rage class feature).
   * The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
   * The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
   * The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
   * The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form. Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution.
   * The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
   * Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
   * The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
   * The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
   * Any gear worn or carried by the creature that can't be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can't wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.


~

MoMF stuff, C+P from Dune's post

Master of Forms

Prerequisites:

Special: Shapechanging ability.

Feat: Alertness, Endurance.

Hit die: d8.

Class skills: Climb, concentration, craft, diplomacy, disguise, handle animal, hide, jump, listen, spot, swim and survival.

Medium BAB, good fort and ref saves.

Shifter's Speech (Ex)

At 1st level, a master of forms may speak normally regardless of it's form. She can communicate with others of the creature type she changed into, if they can communicate with each other normally.

Improved Shapechanging (Su)

A master of forms learns how to assume other forms as she advances. At first level she can transform into an animal. At second level she can assume the shape of a giant, a monstrous humanoid at 3rd level, a fey at 4th level, a vermin at 5th level, an aberration at 6th level,  a plant at 7th level, an ooze at 8th level, an elemental at 9th level and a dragon at 10th level. In addition, she may change into a large creature at 2nd level, a tiny creature at 4th level, a huge creature at 6th level, a diminutive creature at 8th level and a gargantuan creature at 10th level. She also gains another use of shapechange every even numbered level of master of forms(2, 4, 6, 8, 10).

Generally, when turning into a non medium sized humanoid, her gear melds into her new form. As with before, you need to be familiar with a creature(usually by encountering it) before you can transform into it. (Mari, if you do take this class you'd probably want to make a list of all the various monsters Mari's ran into.)

Fast Shapechange (Ex)

Starting at 3rd level, shapechange becomes a move action instead of a standard action.

Extraordinary Shapechange (Ex)

At 7th level, the master of forms gains all the extraordinary special qualities of the form it changes into.

Evershifting Form (Ex)

At 10th level the master of forms becomes immune to any transmutation effect unless it allows it to affect it. In addition, she no longer takes penalties for aging, though bonuses still accrue. She still dies when her time is up.

~

Smilodon

Large Animal

Init: +6
AC: 15 (touch AC 11, flatfooted AC 15 unless completely immobilized)
Fort +11  Ref +16  Will +9

Modified Abilities: STR 24 (+7) DEX 14 (+2) CON 16 (+3)

Speed: 40 ft
Attacks: +13 to hit and 2d6+7 damage with bite (x3 on crit), +11 to hit and 1d6+3 damage with two claws, +5d6 damage on sneak attack, +1 fire damage to all attacks

Special Attacks: Pounce (full attack on a charge), Improved Grab (grapple attempt as free action on successful bite or claw attack), Rake (two additional claw attacks against pounced/grappled foes)

~

Dire Bear

Init: +5
AC: 17 (touch AC 17, flatfooted AC 17 unless completely immobilized)
Fort +12  Ref +15  Will +9

Modified Abilities: STR 31 (+10) DEX 13 (+1) CON 19 (+4)

Speed: 40 ft
Attacks: +16 to hit and 2d4+10 damage with two claws, +11 to hit and 2d8+5 damage with bite, +5d6 damage on sneak attack, +1 fire damage to all attacks

Special Attacks: Improved Grab (grapple attempt as free action on successful claw attack)