Difference between revisions of "User:Cedges/Polymorph (Legend Class)"

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([Metamorph] actions, assumed ability scales whether or not scaling was written in the same circle.)
(No more endure elements, added [Checked] to list of [Binding] effects.)
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|circle4= Sublimate
 
|circle4= Sublimate
 
|type4= SU
 
|type4= SU
|description4= You are immune to [Binding] effects, including [Entangled], [Pinned], [Grappled], and [Slowed]. Moving out of a square of difficult terrain does not cost you extra movement
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|description4= You are immune to [Binding] effects, including [Entangled], [Pinned], [Grappled], [Slowed], and [Checked]. Moving out of a square of difficult terrain does not cost you extra movement
  
 
|circle5= Put on Airs
 
|circle5= Put on Airs
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|type1= EX
 
|type1= EX
 
|description1= As a standard action, you may heal HP equal to your KDM + your level. This is a [Morph] action.
 
|description1= As a standard action, you may heal HP equal to your KDM + your level. This is a [Morph] action.
 
You permanently gain the benefits of the Endure Elements spell.
 
  
 
|circle2= Solid Senses
 
|circle2= Solid Senses

Revision as of 05:11, 27 August 2013

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Author: Cedges (talk)
Date Created: 2013-08-10
Status: just started
Editing: Clarity edits only please
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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. Polymorphs make excellent scouts and negotiators.

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 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. A Shapeshifter may be interested in acquiring the Polymorph's Liquid Talent track.

8
HP/LEVEL
6
SKILLS
CHA
KOM
VARIES
KDM

Table: The Polymorph

Level BAB Good Save Poor Save Will Tracks
Noble Gas Liquid Talent Solid State
1st +1 +2 +0 +2 Change Shape Assumed Ability 1
2nd +2 +3 +1 +3 Solid Stature
3rd +3 +4 +1 +4 Fume
4th +4 +4 +2 +4 2
5th +5 +5 +2 +5 Solid Senses
6th +6 +6 +3 +6 ?
7th +7 +6 +3 +6 3
8th +8 +7 +4 +7 Solid Stuff
9th +9 +8 +4 +8 Sublimate
10th +10 +8 +5 +8 4
11th +11 +9 +5 +9 ?
12th +12 +10 +6 +10 Put on Airs
13th +13 +10 +6 +10 5
14th +14 +11 +7 +11 Solid Skin
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 Solid Soul

Choose any physical ability (STR, CON, or DEX) to be your KDM. If you gain a track that would change your KDM, you may choose not to make the change. This choice is permanent.

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 - Change ShapeSU: You may change your shape as a swift action. You take the shape, visual appearance, smell, voice, feel, taste, and in every other way appear to be something other than what you were. This is a [Morph] action. Choose one of the following practices:

Practiced Form - You can change your shape to that of a different 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. Each time you change shape you appear as yourself, if you were a different race or species.
You gain a +2 bonus to Intimidate checks.
Practiced Body - You change your shape so that you appear as a different member of your species or race. You may appear as a child or someone of old age, add defects, have missing limbs, appear to be a member of a different sex, etc. as long as you don't change size category. 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 species or race.
You gain a +2 bonus to Bluff checks.
Practiced Face - You can change your appearance to match a specific individual. Your appearance is only as accurate as your knowledge of that individual. This doesn't give you the ability to change your gross appearance or race.
You may make minor these 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.
Practiced Thing - You can 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 gain an additional practice at 2nd, 3rd, and 4th circles of Noble Gas. The practices combine with each other, so that by 4th circle you can change into any specific or imagined individual of any race or species, or any specific or imagined item or structure, provided you don't change size category.

2nd Circle - FumeSU: Choose one of the following. Your choice is permanent:

Volatile Expansion - You can change your size to one of [Tiny], [Small], [Medium] or [Large] as a move action. Adjust your movement speed and bonus to Attack Rolls, Armor Class, Reach, [Concealed] condition, and Saving Throws accordingly. This is a [Morph] action.
Tiny - When you become [Tiny] you have a 20 ft base movement speed, +2 to Armor Class, +2 to attack rolls, -4 on saves against combat maneuvers, and your [Melee] range is reduced to half, rounding down. You may not take offensive actions against creatures that are [Small] or larger. You are also [Concealed] due to being [Tiny] and do not occupy your square.
Small - Due to being [Small] you have a 25 ft base movement speed, +1 to Armor Class, +1 to attack rolls, and -2 on saves against combat maneuvers.
Medium - Due to being [Average] you have a 30 ft base movement speed.
Large - Due to being [Large] you have a 35 ft base movement speed, -1 to Armor Class, -1 to attack rolls, +2 on saves against combat maneuvers. and +5 ft reach.
When you gain your 4th circle of Noble Gas, you can also choose to become [Huge]:
Huge - When you become [Huge] you have a 40 ft base movement speed, -2 to Armor Class, -2 to attack rolls, +4 on saves against combat maneuvers. You occupy a square 10 ft, 15 ft, 20 ft, or 25 ft each side, chosen when you change shape. You also have +10 ft reach due to being [Huge].
Vaporize - You can use Change Shape to vaporize into a cloud of mist. While you are vaporized:
You can move around the surface of obstacles, through occupied squares, and through tiny cracks.
You don't provoke attacks of opportunity while moving.
You may not take offensive actions.
If you have Practiced Thing you can change into multiple items. If you have Practiced Form you can change into a swarm of creatures.
Ideal Gas - You begin each social encounter with one token.
At 5th circle, you get a +1 bonus to checks made to Put on Airs.

3rd Circle - SU:

4th Circle - SublimateSU: You are immune to [Binding] effects, including [Entangled], [Pinned], [Grappled], [Slowed], and [Checked]. Moving out of a square of difficult terrain does not cost you extra movement

5th Circle - Put on AirsSU: You gain one of the following airs:

Terrifying Visage - Once per [Encounter], as a swift action while changing shape, you can attempt to intimidate a single opponent within [Close] range (as per the in-combat use of the Intimidate skill). If your intimidate attempt succeeds that opponent becomes [Shaken] until you change shape again or until the end of the [Encounter], whichever comes first. This is a [Metamorph] action.
Once per [Round], as a swift action while changing shape, you can attempt another intimidate against an opponent affected by your Terrifying Visage. If you are successful the level of the opponents fear increases from [Shaken] to [Frightened], from [Frightened] to [Panicked], or from [Panicked] to [Cowering]. If you are unsuccessful all of the fear caused by Terrifying Visage is removed. You may not use this ability during the round you initially used Terrifying Visage. This is a [Metamorph] action.
Misleading Smirk - Once per [Round], as a swift action while changing shape, you can attempt to mislead a single opponent within [Close] range (as per the in-combat use of the Bluff skill). If your bluff attempt succeeds that opponent becomes [Flat-footed] against your attacks for one [Round]. This is a [Metamorph] action.
Familiar Face - Once per [Encounter], as a swift action while changing shape, you can attempt to confuse a single opponent within [Close] (as per the in-combat use of the Diplomacy skill). If your diplomacy attempt succeeds that opponent becomes [Confused] until you change shape again or until the end of the [Encounter], whichever comes first. This is a [Metamorph] action.

You gain an additional air at 6th and 7th circles. You can only use one air each time you change shape.

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 - SU:


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 circle from a racial track or from one of the Elementalist and Elementals tracks; this is your assumed ability. You may only assume 1st circle abilities. You may change your assumed ability once at the beginning of each [Scene]. Changing your assumed ability is a [Morph] action. If the ability you assumed has charges, limited usages, points or a recovery period, you may not change your assumed ability until you recover all of the charges, usages, and points and any recovery periods have expired. 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 changing your assumed ability. Use your highest circle in Liquid Talent as your highest circle in the assumed ability's track's. You gain the benefit of any other abilities of your assumed ability's track that modify your assumed ability, provided they are granted by a circle less than or equal to your highest circle in Liquid Talent.

3rd Circle - 3SU: You may assume 3rd circle abilities when changing your 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 changing your 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 changing your 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 changing your 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 changing your assumed ability. You may change your assumed ability at will as a standard action.


Solid State

Solid State is about changing your body so you can do the basic extraordinary things of the shape you've changed into.

1st Circle - Solid StatureEX: As a standard action, you may heal HP equal to your KDM + your level. This is a [Morph] action.

2nd Circle - Solid SensesEX: You gain one of the following senses. You can change your chosen sense as a swift action. This is a [Morph] action.

Alert - You gain a +2 bonus to Perception and Initiative checks and to your Awareness defense.
Darkvision - You gain [Darkvision].
Ghostwise sight - Your gain [Ghostwise sight] out to 45 ft.

When you gain your 4th circle of Solid State, you can also choose the following senses:

Blindsight - You gain [Blindsight] out to [Close] range.
Tremorsense - You gain [Tremorsense] out to [Close] range.

3rd Circle - Solid StuffEX: You gain a +3 bonus to one save. You can change your chosen save as an immediate action. This is a [Morph] action.

4th Circle - EX:

5th Circle - Solid SkinEX: You have [Resistance] to either physical or magic and energy damage. You may change your chosen resistance as a move action. This is a [Morph] action.

6th Circle - EX:

7th Circle - Solid SoulEX: You can remove any 1 of the following conditions as an immediate action, even before the condition takes effect. [Battered], [Bleeding], [Blinded], [Burning], [Confused], [Dazed], [Dazzled], [Deafened], [Energy drained], [Exhausted], [Fatigued], [Nauseated], [Paralyzed], [Petrified], [Sickened], or [Stunned]. This is a [Morph] action.


[Morph] Actions

Multiple [Morph] actions and up to one [Metamorph] action can be combined into a single action, which takes as long as the longest of the combined actions.

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LegendClasses