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Polymorph
A Polymorph changes appearance to meet the expectations of others, abilities to fit the situation, and themselves to fit their needs.
Making a Polymorph
Polymorphs have a dizzing array of options outsize of combat, and access to game-changing options in combat. They can prepare for virtually any situation, but are slow to react to changing needs.
Party role: Polymorphs fill a similar support role to Shamans and Tacticians, but have fewer options for enhancing their allies and hindering their enemies.
Polymorphs in your game: Polymorphs, like other changelings, are usually regarded with suspicion and distrust. They are usually able to avoid the shadow of distrust by concealing their abilities.
Multiclassing tips: Polymorphs lack offensive and defensive options, and may benefit from tracks dedicated to providing these. A polymorph who wishes to eschew material possessions may be interested in the Plasma Scion track.
8 HP/LEVEL |
6 SKILLS |
CHA KOM |
VARIES KDM |
Level | BAB | Good Save | Poor Save | Will | Tracks | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Noble Gas | Liquid Talent | Solid Form | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Borrowed Shape | Assumed Ability 1 | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +1 | +3 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +4 | +1 | +4 | Like a Rock | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +2 | +4 | 2 | ||||||||||||||||||||||||||||||||||||
5th | +5 | +5 | +2 | +5 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
6th | +6 | +6 | +3 | +6 | Borrowed Body | ||||||||||||||||||||||||||||||||||||
7th | +7 | +6 | +3 | +6 | 3 | ||||||||||||||||||||||||||||||||||||
8th | +8 | +7 | +4 | +7 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
9th | +9 | +8 | +4 | +8 | Fleeting Visibility | ||||||||||||||||||||||||||||||||||||
10th | +10 | +8 | +5 | +8 | 4 | ||||||||||||||||||||||||||||||||||||
11th | +11 | +9 | +5 | +9 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
12th | +12 | +10 | +6 | +10 | Borrowed Face | ||||||||||||||||||||||||||||||||||||
13th | +13 | +10 | +6 | +10 | 5 | ||||||||||||||||||||||||||||||||||||
14th | +14 | +11 | +7 | +11 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
15th | +15 | +12 | +7 | +12 | <First track ability> | ||||||||||||||||||||||||||||||||||||
16th | +16 | +12 | +8 | +12 | 6 | ||||||||||||||||||||||||||||||||||||
17th | +17 | +13 | +8 | +13 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
18th | +18 | +14 | +9 | +14 | <First track ability> | ||||||||||||||||||||||||||||||||||||
19th | +19 | +14 | +9 | +14 | 7 | ||||||||||||||||||||||||||||||||||||
20th | +20 | +15 | +10 | +15 | <Third track ability> | ||||||||||||||||||||||||||||||||||||
Choose any physical ability (STR, CON, or DEX) to be your KDM.
Choose one of Fortitude or Reflex to be a Good save. The other will be your Poor save.
Tracks
- Noble Gas
Noble Gas is all about changing what you look like, impersonating people, diplomacy, etc.
1st Circle - Borrowed ShapeSU: You may change your appearance as a swift action. You take the shape, visual appearance, smell, voice, feel, taste, and in every other way appear to be a member of your new species or race. Your appearance is only as accurate as your knowledge of the race or species you are changing into. Your new shape must be in the same size category as your current body. You cannot control your specific appearance; each time you change shape you appear as the same average member of your new species or race. This is a [Morph] action.
You gain a +2 bonus to Intimidate checks.
2nd Circle - Like a RockSU: You may change your appearance to that of any single item or structure as a swift action. The item or structure must be of the same size category as yourself. It may including moving, but not detachable, parts. Your appearance is only as accurate as your imagination of what you are changing into. You cannot assume the appearance of a specific item or structure. This is a [Morph] action.
3rd Circle - Borrowed BodySU: When you change your appearance, you no longer always appear as the same member of your new species or race. You may appear as a child or someone of old age, add defects, have missing limbs, etc. Your appearance is only as accurate as your imagination of what you are changing into. You cannot assume the appearance of a specific member of your new species or race.
You gain a +2 bonus to Bluff checks.
4th Circle - Fleeting VisibilitySU: You can become [Invisible] or become visible as a standard action.
5th Circle - Borrowed FaceSU: When you change your appearance, you may change it to match a specific individual, item, or structure. Your appearance is only as accurate as your knowledge of that individual, item or structure.
You may make minor changes to your appearance as an immediate action. These changes go unnoticed with a successful Larceny (Slight of Hand) check. This is a [Morph] action.
You gain a +2 bonus to Diplomacy checks.
6th Circle - <span id="<Ability name>"><Ability name></span><One of EX, SU, SLA, or other superscript ability type, if necessary.>: <Ability description. If these abilities have their own type, they may be designated such with EX, SU, or SLA>
7th Circle - <span id="<Ability name>"><Ability name></span><One of EX, SU, SLA, or other superscript ability type, if necessary.>: <Ability description. If these abilities have their own type, they may be designated such with EX, SU, or SLA>
- Liquid Talent
Liquid Talent is about grabbing a single iconic ability (like a dragon's breath weapon) to really be what you have changed into.
1st Circle - Assumed Ability 1SU: You gain any one 1st circle ability from a racial track or from the Elementals track. You may change your assumed ability once at the beginning of each [Scene]. Changing your assumed ability is a [Morph] action. You may not change your assumed ability if you cannot currently use it (for example, if the ability you assumed is recharging). When you change your assumed ability, all ongoing effects of the previous ability end immediately.
2nd Circle - 2SU: You may assume 2nd circle abilities when using Assumed Ability. Use your highest circle in Liquid Talent in place of the assumed ability's track's.
3rd Circle - 3SU: You may assume 3rd circle abilities when using Assumed Ability. You may change your assumed ability once per [Scene] as a standard action in addition to changing it at the beginning of each scene.
4th Circle - 4SU: You may assume 4th circle abilities when using Assumed Ability. You may change your assumed ability twice per [Scene] as a standard action in addition to changing it at the beginning of each scene.
5th Circle - 5SU: You may assume 5th circle abilities when using Assumed Ability. You may change your assumed ability once per [Encounter] as a standard action, in addition to the changes allowed per scene. You may change your assumed ability at will between encounters.
6th Circle - 6SU: You may assume 6th circle abilities when using Assumed Ability. You may change your assumed ability twice per [Encounter] as a standard action, in addition to the changes allowed per scene. You may change your assumed ability at will between encounters.
7th Circle - 7SU: You may assume 7th circle abilities when using Assumed Ability. You may change your assumed ability at will as a standard action.
- Solid Form
Solid Form is about changing your actual size, strength, etc so you can do the basic extraordinary things of the shape you've changed into.
1st Circle - Natural WeaponEX: You gain a melee natural weapon with any 3 weapon properties other than [Barbed]. You may change your weapon's type and properties as a swift action or as part of a move action. If you change your weapon as a swift action, it is a [Morph] action. You natural weapon gains an additional weapon property at 3rd, 5th, and 7th circles.
2nd Circle - <span id="<Ability name>"><Ability name></span>EX: You can change your size to one of [Small], [Medium], or [Large] as a move action. Adjust your movement speed and bonus to Attack Rolls, Armor Class, and Saving Throws accordingly. This is a [Morph] action.
3rd Circle - <span id="<Ability name>"><Ability name></span>EX: You gain one of the following movement modes:
- Swimming - You gain the [Swim] movement mode.
- Burrowing - You gain the [Burrow] movement mode.
- Flying - You gain the [Fly] and [Soar] movement modes. It takes 5 minutes of effort to ascend to or descend from [Soaring].
- Speed - Your base movement speed increases by 5 ft. per circle.
You may change your chosen movement mode as a move action. This is a [Morph] action.
4th Circle - <span id="<Ability name>"><Ability name></span><One of EX, SU, SLA, or other superscript ability type, if necessary.>: <Ability description. If these abilities have their own type, they may be designated such with EX, SU, or SLA>
5th Circle - <span id="<Ability name>"><Ability name></span><One of EX, SU, SLA, or other superscript ability type, if necessary.>: <Ability description. If these abilities have their own type, they may be designated such with EX, SU, or SLA>
6th Circle - <span id="<Ability name>"><Ability name></span><One of EX, SU, SLA, or other superscript ability type, if necessary.>: <Ability description. If these abilities have their own type, they may be designated such with EX, SU, or SLA>
7th Circle - <span id="<Ability name>"><Ability name></span><One of EX, SU, SLA, or other superscript ability type, if necessary.>: <Ability description. If these abilities have their own type, they may be designated such with EX, SU, or SLA>
[Morph] Actions
Multiple [Morph] actions can be combined into a single action, which takes as long as the longest of the combined actions.
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