Trinity:Metamorph

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The original version of this class can be found here. I have modified it slightly for balance purposes.

Previous to me finding that class, I was originally planning on having two classes fill two different niches: one class would be capable of making massive transformations, which would only last a short time; while the other would permanently change, but do so over a slow period of time. The class I found at the WotC boards allows me to resolve the issue and have a single class that can successfully fulfill both niches.

With that, I present: the (mildly modified) metamorph.

The Metamorph

Level	BAB		Fort	Ref	Will	Special				MP	EP
1	+1		+2	+2	+0	Minor Mutations, Evolutions,	2	1
						Improved Unarmed Strike
2	+2		+3	+3	+0		        	        3	1
3	+3		+3	+3	+1	      				3	1
4	+4		+4	+4	+1					4	1
5	+5		+4	+4	+1	Lesser Mutations		4	2
6	+6/+1		+5	+5	+2	       				5	2
7	+7/+2		+5	+5	+2	     				5	2
8	+8/+3		+6	+6	+2	 				6	2
9	+9/+4		+6	+6	+3					6	2
10	+10/+5		+7	+7	+3	Improved Mutations		7	3
11	+11/+6/+1	+7	+7	+3					7	3
12	+12/+7/+2	+8	+8	+4	   				8	3
13	+13/+8/+3	+8	+8	+4					8	3
14	+14/+9/+4	+9	+9	+4					9	3
15	+15/+10/+5	+9	+9	+5	Greater Mutations		9	4
16	+16/+11/+6/+1	+10	+10	+5					10	4
17	+17/+12/+7/+2	+10	+10	+5					10	4
18	+18/+13/+8/+3	+11	+11	+6					11	4
19	+19/+14/+9/+4	+11	+11	+6					11	4
20	+20/+15/+10/+5	+12	+12	+6	Metamorphic Mutations		12	5

Metamorph[edit]

An elven metamorph

In ancient times, the orcs of the Orcish Heights in southern Sarteri lived dangerous lives amongst the predators of the world, eking out a meager existence. As their population dwindled, their young found that they were able to change themselves into feral beasts - forced evolution, though they were unaware of that concept at the time. And so the orcish population rebounded, with hundreds of orcish hunters - not a one wielding a worked weapon, but all armed with vicious jaws or sharp claws - stalking and killing the very creatures that had been killing them.

Since then, the metamorph is a recognized result of stressful living conditions on a variety of races. When confronted with a life-or-death situation, many of the intelligent races seem capable of reaching deep within and changing their very nature. Sometimes, these abilities can be induced, by training or rigorous mental and physical exercises, though doing so is often only to enable replication of the natural rise of the abilities of the metamorph.

While not terribly common, metamorphs are accepted enough amongst the majority of the intelligent races. With so many different alien appearances, what is yet another creature that appears different?

Game Rule Information[edit]

Metamorphs have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Strength, Dexterity, and Constitution are all rather important to the metamorph, as the metamorph often serves as a heavy combatant in an adventuring party.

Hit Die: d8.

Class Skills: The Metamorph’s class skills are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Per), Search (Per), Spot (Per), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 2d4 x 10gp.

Favored By: Orcs, Shifters.

Class Features[edit]

All of the following are class features of the metamorph.

Weapons and Armor Proficiency: Metamorphs are not proficient with any weapons or armor. They are proficient with all natural weapons gained via their class abilities. Note that a metamorph's natural weapons deal damage based upon his size; a convenient table for finding the damage dealt by a given attack type for a given size can be found here.

Base Damage of a Metamorph's Natural Weapons
Attack		Dmg (S)		Dmg (M)
Bite		1d4		1d6
Claw / Talon	1d4		1d6
Gore		1d6		1d8
Slap / Slam	1d3		1d4
Sting		1d2		1d3
Tentacle	1d3		1d4
Constriction	1d3		1d4
Unarmed		1d2		1d3

Mutations (Ex): A metamorph has the extraordinary ability to alter his own form. This may have been something he was born with or something he learned through years of hard living. This is not a studied ability – it is something intrinsic to the metamorph’s nature. It can be learned, but only through physical hardship, not through mental comprehension.

Mutations are physical effects, and while their specific manifestations might vary, they always change the appearance of the metamorph. One metamorph may choose to manifest Predator's Jaws as a heavy set of mandibles, while another might grow a lupine snout, but there is always an easily visible physical change. The higher the level of the Mutation, the more drastic and complete this change is. A metamorph using a Metamorphic Mutation is scarcely recognizable as a member of his own species.

A metamorph begins play with access to only Minor Mutations; these are small changes to his body chemistry and construction that grant him bonuses in certain situations. Every five levels, he gains access to a new level of Mutations, as shown in the metamorph table, and provided he has enough MP to purchase it.

A metamorph automatically has access to any Mutation, though his level still restricts which Mutations he can use (see above). Bonuses granted by Mutations are considered racial bonuses, and thus stack with bonuses granted by other sources. Mutation bonuses do not stack with bonuses from other Mutations; only use the highest value.

A 1st-level metamorph begins play with 2 MP, which can be used to buy his Mutations. Each Mutation costs a number of MP, based on its level: 1 MP for Minor Mutations, 2 for Lesser Mutations and so on. A metamorph may regain his MP at any time by shedding his skin – this takes one round for every MP spent, and deals 5 points of nonlethal damage. When a metamorph sheds his skin, he loses any Mutations he’d previously purchased. While shedding his skin, a metamorph can move and attack freely, but is at a -2 to all rolls due to the discomfort the process causes.

Mutations have no duration – they last until the metamorph chooses to shed them in favor of another Mutation.

Evolutions (Ex): During his journeys, a metamorph learns to enhance his grasp on Mutations, taking the time to burn it into his basic bodily structure.

In addition to his MP, a metamorph begins with a number of EP, a separate pool of points he can use to purchase Mutations. Mutations purchased with EP are more deeply ingrained in the metamorph; they no longer count as Mutations, they have become Evolutions. Evolutions are considered an intrinsic part of the metamorph – they are not considered Mutations for the purpose of stacking. This means the benefits from an Evolution may freely stack with those from Mutations.

Evolutions cannot be removed as easily as Mutations – to remove an Evolution and regain his EP, a metamorph must eat a creature with as many HD as he has EP. Once he has finished eating, the metamorph enters a comatose state which he remains in for 24 hours. During this time his body hardens and bloats into a make-shift cocoon. A metamorph may choose to gain new Evolutions during this time, emerging from the cocoon with the new Evolutions already developed, or he may simply choose to remove his old Evolutions. However, if the metamorph doesn’t adopt new Evolutions, he must wait a day and repeat the cocoon process to spend the unspent EP. While in the cocoon, a metamorph is unconscious; he cannot see, hear or speak. He does not require food, and he does not breathe – the cocoon is air-tight, he survives on the air he had in his lungs before he entered the cocoon.

Improved Unarmed Strike: A metamorphs gains the improved unarmed strike feat as a bonus feat at 1st level.

Mutations and Evolutions[edit]

Minor Mutations (1 MP)
Name				Effect
Predator's Maw			The metamorph grows a short snout with powerful jaws and sharp teeth. Gains Bite attack.
Frog's Leap			The metamorph gains a +10 bonus on jump checks.
Digitigrade Legs		Land speed increases by 10 feet.
Thickened Hide			The metamorph's Natural Armor Bonus increases by 2.
Heavy Fur			Exist comfortably in cold areas, down to -50 degrees Fahrenheit.

Desert Skin			Exist comfortably in warm areas, up to 140 degrees Fahrenheit.
Durable Form			Gain bonus HP equal to your combined MP and EP.
Enhanced Muscles		Gain +2 Strength.
Enhanced Synapses		Gain +2 Dexterity.
Enhhanced Fortitude		Gain +2 Constitution.

Scavenger's Cunning		Gain a +8 Bonus on Survival checks.
Slippery Skin			Gain a +8 bonus to Escape Artist checks.
Light Tail			Gain a +8 bonus to Balance checks.
Webbed Hands			Gain a +8 bonus on Swim checks (or 10 foot increase to Swim Speed).
Sharp Eyes			Gain a +4 bonus on Spot and Search checks.

Sharp Ears			Gain a +8 on Listen checks.
Strong Fingers			Gain a +8 bonus on Climb checks (or 10 foot increase to Climb Speed).
Strengthened Wings		Fly speed increases by 10 feet.
Mole's Arms			Burrow Speed increases by 10 feet.
Crawler's Sight			Gain Darkvision out to 60 ft.

Prey's Intuition		Gain Uncanny Dodge.
Ape's Hands			The metamorph's hands grow disproportionately large. Gain +2 bonus on Grapple checks.

Lesser Mutations (2 MP)
Name				Effect
Nature's Armament		Gain 2 Claw attacks.
Bull's Blades			The metamorph grows horns, antlers, or tusks of his choosing. Gains a Gore attack.
Heavy Tail			The metamorph sprouts a thick, muscular tail. Gains a Tail Slap attack.
Powerful Build			The metamorph's body expands and its muscles strengthen. Gain a Slam attack.
Aboleth's Arms			Two tentacles protrude from the metamorph's back, granting two Tentacle attacks.

Wolf's Nose			Gain Scent as an extraordinary ability.
Girallon's Grasp		A secondary set of arms grows from the metamorph's side. The arms do not grant the metamorph any 
				combat benefits, but they do allow him to carry objects while climbing, or run on all fours while 
				retaining the use of his upper arms.
Verminwalk			Gain a Climb speed equal to Land speed.
Fish's Breath			Gain Aquatic Subtype and Amphibious special quality.
Sea Legs			Gain a Swim speed equal to Land speed.

Dirtwalk			Gain a Burrow speed equal to half your Land speed.
Choker's Reach			The metamorph's limbs elongate, granting an extra 5 feet of Reach.
Eagle's Flight			Gain a 60 ft Fly speed, good maneuverability.
Howler's Hair			Gain Quills as a Howler.
Snake Arms			Gain Constriction, deal Bite, Claw or Slam damage on successful grapple check.

Griffon's Pelt			Gain +6 Natural Armor.
Tiger's Embrace			Gain the Rake special attack.
Gorilla's Gait			Gain a +30 to Land speed when on all fours.
Hunter's Step			Pass Without Trace, as the spell.
Energy Adaptation		Gain Resistance 10 to specificied Energy type (acid, cold, electricity, fire, magnetic, or sonic)

Rapid Reflexes			Gain Evasion.

Improved Mutations (3 MP)
Name				Effect
Quicken Blood			Gain Fast Healing 2.
Troglodyte's Stench		Gain Stench as the Troglodyte ability.
Dragon's Hide			Gain DR 10/Force.
Metalfoe			Gain Rust as the Rust Monster ability.
Umber Hulk's Eyes		Gain Tremorsense 60 ft.

Digester's Spit			Gain Acid Spray, as a Digester.
Ogre Stature			Size increases by one category. Gain +2 Strength, -2 Dexterity.
Halfling's Stature		Size decreases by one category. Gain -2 Strength, +2 Dexterity.
Gorgon's Armor			Gain +11 Natural Armor.
Lammasu's Charge		Gain Pounce as a special attack.

Wyvern's Tail			Gain Sting attack and Poison as a Wyvern.
Lizard's Shock			Gain use of the Shocker Lizard's Stunning Shock ability.
Minotaur's Strength		+8 to Strength.
Harpy's Speed			+8 to Dexterity.
Dragon's Heart			+8 to Constitution.

Ettercap's Weave		Gain use of the Ettercap's Web ability.
Bull's Charge			Gain Trample special attack.
Krenshar's Mask			Gain use of the Krenshar's Scare ability.
Mouther's Organs		Become Amorphous, as a Gibbering Mouther.
Tearing Weapons			Gain Rend. Deal 2d4+Strength Bonus on a successful Claw or Bite attack. (One or the other, not both.)

Yrthak's Horn			Gain Sonic Lance as the Yrthak ability.

Greater Mutations (4 MP)
Name				Effect
Cloud Giant's Stature		Size increases by two categories. Gain +4 Strength, -4 Dexterity.
Pixie's Stature			Size decreases by two categories. Gain -4 Strength, +4 Dexterity.
Centaur's Stride		Grow a tauric lower-body, +50 to land speed.
Destrachan's Gaze		Lose eyes, gain Blindsight 100 ft, and Immunities as a Destrachan.
Cockatrice's Beak		Gain a Bite attack and Petrification special ability, as Cockatrice.

Trollblood			Gain Regeneration 5. Fire and Acid deal damage normally.
Freezing Heart			Gain Cold subtype, radiate Cold as a Frost Worm (1d8). Cannot be taken with Burning Body.
Burning Body			Gain Fire subtype, radiate Heat as a Salamander (1d8). Cannot be taken with Freezing Heart.
Wormscream			Gain use of the Frost Worm's Trill ability.
Roper's Tether			Gain use of the Roper's Drag and Strands abilities.

Reflective Carapace		Gain Force Resistance to the Force of your choice equal to your HD.
Chameleon's Skin		Gain Hide in Plain Sight.

Metamorphic Mutations (8 MP)
Name				Effect
Swift Hunter			Become quadrupedal, gain +30 feet to all Speeds, gain Bite and Two Claw attacks. 
				Gain +4 Str, +8 Dex. +6 Natural Armor.
Towering Predator		Become quadrupedal, grow to Large size, gain Bite and Two Claw attacks. Gain +8 Str, +8 Con.
Armored Beast			Become quadrupedal, grow to Large size, gain DR 10/Force. 
				Gain +8 Con and +11 Natural Armor.
Agile Scavenger			Shrink to Tiny size, +30 feet to all speeds. Gain +8 Dexterity and Pass Without Trace, as the spell.