Transmogrifier (3.5e Class)

Transmogrifier
Most creatures are limited to the body nature gave them. Powerful wizards and druids can break these bonds of flesh, but none of them have the mastery of the transmogrifier, the being of many forms. To them, flesh is a fluid clay to be reshaped into any form they see fit.

Making a Transmogrifier
Abilities: Constitution is important for any transmogrifier, as even though their physical scores can shift and change as needed, their base hp is still based on their original Con score. Mental ability scores are important too, depending on their focus. Intelligence grants them access to many skills (especially those pertaining to the knowledge of various creatures), while Wisdom helps with saving throws and perception, and Charisma powers the spell-like abilities of many a creature. Strength and Dexterity go by the wayside, largely replaced during the transformation. Even so, having the Dexterity to survive un-transformed is always important.

Races: Any. Alignment: Any. Starting Gold: 5d4&times;10 gp (125 gp). Starting Age: As wizard.

Class Features
All of the following are class features of the transmogrifier. Weapon and Armor Proficiency: A transmogrifier is proficient in all simple weapons, light armor, and shields (but not tower shields).

 : The titular ability of the transmogrifier, it is the ability to transform oneself into a multitude of different forms. It starts out very basic with simple visual changes for limited amounts of time, but eventually becomes the ability to be in any form of any creature you know about. A transmogrifier can use his transmogrify ability up to 1 hour per class level per day. This time need not be consecutive, but adopting a new form uses 1 hour of time transformed minimum. Transmogrifying is a standard action and comes in several steps of power.

 : A transmogrifier may change his appearance as per disguise self. However, the change is real and covers tactile and other senses, though true seeing still reveals it at fake.

 : A 3rd level transmogrifier can become larger or smaller one size category as per enlarge person or reduce person.

 : A 4th level transmogrifier finally unlocks the ability to truly shapeshift into other forms. At first, he may only transform into small and medium creatures of the Animal and Humanoid types (as well as his own type). They cannot assume the form of any creature with the Incorporeal or Swarm subtypes, or any creature formed by a template (such as skeletons).

The transmogrifier counts as the type and subtype of his original form. He gains the size of its new form, and the aquatic subtype of his new form when applicable. He retains his own HD, BAB, hit points (as based on his original Con score), base saving throws (modified for its new ability scores), skill ranks, feats, alignment, mental ability scores, and mindset. It loses its natural weapons, natural armor, and movement modes of its original form, its traits (such as an Undead transmogrifier's undead immunities), 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 transmogrifier can only choose a shape whose challenge rating is equal or lower than his class level.

The transmogrifier gains all other aspect of the new form it assumes, including traits (such as Construct immunities) and Intelligence score (even if of animal intellect or mindless it retains its own former motivations, though it may not be smart enough to figure things out if faced with new problems). They gain the supernatural and spell-like abilities of the new form. However, they must still may the material or XP component of any spell-like abilities. The transmogrifier does not acquire the ability to cast actual spells (such as the cleric casting of a solar).

If the transmogrifier assumes a form with an ability with limited uses per day, this limitation carries through any form he assumes. That is, if assuming the form of a creature which can cast harm 2/day and it is used twice, he cannot use harm a third time even if shifting into a new form that can cast harm 2/day. At will abilities count towards this limit; if using inflict light wounds at will as a beholder, and then transforming into a creature with inflict light wounds 3/day when you have used it three or more times as a beholder, you would not be able to use the spell-like ability until the ability is refreshed the next day. They can always turn back into a form with the spell-like ability at will and continue using it.

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 transmogrifier may lose the ability to speak in transformed form; most animals do not possess the vocal cords to make humanoid sounds. 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 either falls to the ground in its space, or is absorbed. Absorbed items have their abilities suppressed. 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.

This ability counts as wildshape for the purpose of pre-requisites.

The transmogrifier may only transform into creatures he is familiar with. It's important to have a strong knowledge base to know many different creatures one can transform into. Meeting a creature is usually enough to gain knowledge of how to transform into one.

 : A 8th level transmogrifier can transform into a large array of creatures. They may transform into tiny and large creatures, and creatures of the Aberration, Fey, Magical Beast, Monstrous Humanoid, and Vermin types.  : A 9th level transmogrifier can now transform as a move action.

 : A 11th level transmogrifier can use his Disguise ability on other creatures with a touch attack (DC 10 + 1/2 HD + Cha modifier negates). This uses up duration from his transmogrify ability divided amongst the disguised creatures.

 : A 12th level transmogrifier can transform into a even bigger array of creatures. They may transform into diminutive and huge creatures, and creatures of the Construct, Elemental, Giant, Plant, and Undead types.

 : A 13th level transmogrifier can use his Enlarge/Reduce ability on other creatures with a touch attack (DC 10 + 1/2 HD + Cha modifier negates). This uses up duration from his transmogrify ability divided amongst the size-altered creatures.

 : A 14th level transmogrifier can now transform as a swift action.

 : A 16th level transmogrifier can transform into nearly any creature. They may transform into fine and gargantuan creatures, and creatures of the Dragon and Outsider types.

 : A 19th level transmogrifier can now transform as a free action once per round.

 : A 20th level transmogrifier is a master of transformation. Transmogrify becomes an extraordinary ability with unlimited duration. They may change forms as often as they like.



Choose two saving throws to be your good save and one to be your poor save. Once the choice is made it is permenant.

 : At 2nd level, a transmogrifier can adjust their body to the environment in subtle but potent ways. They are effectively under the effects of endure elements at all times.

 : At 4th level, a transmogrifier is considered to have a masterwork body and masterwork natural weapons. Any natural weapons have a +1 enhancement bonus to hit (it does not stack with magical enhancements). Both the transmogrifier's body and natural weapons may be enhanced as if they were maneufactured weapons. His body is considered AC +0 armor (light or none, whichever is beneficial at the time). His natural weapons may be enhanced as well, but enhancements only apply to a single natural weapon type. For example, he could enhance (claws) with +1 flaming and all claws in any form will be +1 flaming. A bite attack would not be, however. He enhances his bites, tentacles, wing buffets, and so forth seperately.

Talents deal with the transmogrifier's shapeshifted form using transmogrify. Choose from the list below.  : Choose one natural attack (such as claws, or bites, or tentacles). That natural weapon always is under the effect of greater magic fang, and does not require the base +1 enhancement to add special enhancements. You can choose this ability multiple times, each time selecting a new natural weapon.  : Choose one creature you are capable of transmogrifying into. Whenever you assume that form you gain +4 Str and Con. Each time you level, you may choose a different favored form. You may choose this this ability multiple times, each time selecting an additional favored form you can have at one time.

 : Whenever you are transmogrified into a creature, you gain an additional +10 on your disguise check and +10 on bluff, diplomacy, and intimidation checks when made against a member of the same creature. For example, you can shift into an illithid gaining +20 disguise and +10 bluff/diplomacy/intimidate against other illithids, but not their human thralls or other creatures.

 : Weapons and armor you possess resize to fit you automatically (provided you can wear or wield it in your new form). The item reverts to normal size if dropped or thrown. Projectiles retain their adjusted size as long as the weapon firing them is of adjusted size.  : Choose one natural weapon of a creature you are capable of transmogrifying into. You may use this natural weapon regardless of what form you are in at the time, rapidly transforming briefly to do so. The natural weapon's damage is adjusted to fit your current size. Each time you level, you may re-select your chosen natural weapon. You may choose this this ability multiple times, each time selecting an additional natural weapon you can have at one time.

 : You can take a standard action to literally shed a layer of biomass off you and shake off any status condition with a duration you are currently under (such as poisoned, blinded, or even grappled), provided you can take a standard action (so no shedding off death). Doing so counts as a use of transmogrify, healing you as if you had rested and using up an hour of duration.

 : You can choose to gain either Powerful Build or Slight Build. This does not stack if you already possess Powerful Build or Slight build. You can select this ability twice, the second time choosing the build you hadn't before. You can possess both Powerful and Slight build at the same time, as it is a result of your body naturally shifting shape as you move.  : At 6th level, a transmogrifier can briefly change their form to give themselves reach (or 5 ft, whichever is more). As part of a single melee attack as a standard action, the attack gets reach. They do not threaten out with reach as it is only a single strike.

 : At 7th level, a transmogrifier is constantly transforming on a low-level, granting them improved healing abilities. All curative spells used on them are maximized. Using transmogrify heals their hp and ability damage as if they had gotten 8 hours of rest. When they get actual 8 hours of rest, they now heal double their HD in hp, and their Con modifier in ability damage each night (minimum +1). Finally, they automatically stabilize whenever dying, and are immune to "bleed" effects as their wounds scab almost instantly.

 : At 11th level, a transmogrifier's internal organs are always in flux, granting him 50% fortification in any form they are in. At 18th level, this becomes 100% fortification.

 : At 17th level, a transmogrifier's close wounds ability improves. They now heal all their hp and ability damage when taking an actual 8 hours of rest, and recover their Con modifier in ability drain each night (minimum +1). They effectively gain regeneration 0, bypassed by everything. While this does not help them regenerate hp, it does let them regenerate lost limbs in 3d6 rounds. In addition, this means they may live with the loss of their head (though they are blind, deaf, and mindless without their brain, they are NOT helpless and will continue to move about to the best of their mindless ability). In effect, an 17th level transmogrifist is immune to vorpal weapons and missing limbs.

Epic Transmogrifier
Transmogrify : The epic transmogrifiers gains the ability to assume colossal creatures at level 24th. Shifter Talent: Epic transmogrifiers continue to get shifter talents at 25th and every five levels beyond. If they run out, they may instead choose bonus feats (as below). : The epic transmogrifier gains a bonus feat (selected from the list of epic Transmogrifier bonus feats) every <-number of feats per level-> levels after 20th.

Epic Transmogrifier Bonus Feat List: Armor Skin-CE, Blinding Speed-CE, Damage Reduction-CE, Dire Charge-CE, Elder Brain's Will, Energy Resistance-CE, Epic Fortitude, Epic Prowess-CE, Epic Reflexes, Epic Speed-CE, Epic Will, Fast Healing-CE, Great Charisma-CE, Great Constitution-CE, Great Dexterity-CE, Great Intelligence-CE, Great Strength-CE, Great Wisdom-CE, Ignore Material Components-CE, LeShay's Reflexes-CE, Penetrate Damage Reduction-CE, Perfect Multiweapon Fighting, Tarrasque's Fortitude, and Upgrade.

Human Transmogrifier Starting Package
Weapons: Longspear. Skill Selection: Pick a number of skills equal to 5 + Int modifier. Feat: Improved Initiative Bonus Feats: Dodge. Gear: Chain Shirt. Gold: 20 gp.

Playing a Transmogrifier
Religion: A transmogrifier is not beholden to any particular religion, but those that worship typically take on gods of chaos and change to fit their ever-fluid forms. Other Classes: Other classes may think the transmogrifier an unusually sppecialized druid, or some kind of transmuter wizard. It is not a spellcaster at all in truth, and yet as versitile as any class.

Combat: The power of the transmogrifier is not in raw strength, but options. He has a form to fit any need and situation. As his power grows, spells become open to him via the power of spell-like abilities.

Advancement: Any class which advances wildshape is considered to advance the transmogrify ability of this class. Most choose not to multiclass since these options are scarce.

Transmogrifiers in the World
"But then I realized... my girlfriend was a bear."

Daily Life: A transmogrifier can look like anything and as a result many choose to blend into whatever company is available, be it a crowd of men or a swarm of giant bees. Being found out often causes mistrust and suspicion, so most are apt not to do so.

Notables: They say even warforged can pull off the tricks of a transmogrifier. Some say there's even an entire plane of transforming warforged run by a fellow named "Ultima Primal". Or was it "Magnustron"?

Organizations: A transmogrifier can sometimes be found in the company of druids or transmuters, though both tend to see the transmogrifier as too entirely focused on their one gimmick, however versitile.

NPC Reactions: If a transmogrifier is discovered as a transmogrifier by an NPC, he's doing it wrong. Many NPCs have a few troubles with transmogrifier, for suddenly the people they speak to may not be who they say they are. They are prized as spies and assassins for this very reason.

Transmogrifier Lore
Characters with ranks in Knowledge Arcana can research transmogrifiers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Transmogrifiers in the Game
Adaptation: This could easily be some sort of doppleganger-blood transformative class. Sample Encounter: The mysterious spy known only as "Dorblegorble" has boarded a boat in the middle of nowhere and murdered an important noble! Can the PCs solve the murder mystery when the killer could be anyone?

EL 10: PENDING