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==Class Features== 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 [http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize 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.
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