Post by streamofthesky on Mar 28, 2015 11:21:09 GMT -5
Note: This Ranger does not gain an animal companion, favored enemy, or spellcasting. A Master of Many Forms never gains a caster level and thus cannot activate spell-trigger or spell-completion magic items of Ranger spells. This 3.5 version is an adaptation of the PF archetype I made.
Master of Many Forms (MoMF) Ranger
HD: d10
BAB: Full
Saves: Good Fort and Reflex
Skill Points: 6 + Int per level, x4 at level 1
(all of the above are as the PF Ranger chassis)
Skills
The Master of Many Form's class skills are Climb (Str), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency
In addition to the Ranger's proficiencies, a Master of Many Forms is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.
Wild Shape (Su)
At 1st level, a MoMF gains the ability to turn herself into any Small or Medium animal and back again once per day. She may use Wild Shape an additional time per day for each Ranger level she advances. At 20th level, a MoMF can use Wild Shape at will. Her options for new forms include all creatures with the animal type. The new form's hit dice cannot exceed the Ranger's level. This ability functions as follows:
• You cannot take the form of a unique creature or specific individual, nor may you take the form of any templated creature.
• You retain your original type and subtype. Your size changes to match the new form. If the new form has the aquatic subtype, you gain it as well.
• You lose the natural weapons, natural armor, and movement modes of your original form, as well as any extraordinary special attacks of your original form not derived from class levels. You gain the natural weapons, natural armor, movement modes, and extraordinary special attacks of the new form.
• You retain your original form's special qualities and supernatural and spell-like abilities. You do not gain the new form's special qualities or supernatural or spell-like abilities.
• You gain the physical ability scores (Str, Dex, Con) of the new form but retain your own mental ability scores (Int, Wis, Cha). Changed physical scores affect all modifiers, however, your maximum hit points remain unchanged even if the new form has a different Constitution score.
• Unless specifically mentioned otherwise, you retain all other game statistics, including HD, BAB, skill ranks, feats, and base save bonuses.
• You are effectively camouflaged as a creature of the type you wild shape into, and gain a +10 bonus on disguise checks.
The effect lasts for 1 hour per Ranger level, or until she changes back. Changing form (to animal or back, or from one animal to another) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. The form chosen must be one the MoMF is familiar with (either encountered, studied, or can succeed at a knowledge check as if identifying the creature).
Any gear worn or carried by the Ranger melds into the new form if it is of any creature type other than humanoid, monstrous humanoid, or giant. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while melded. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic components if the form you choose has the capability to make such movements, such as a dragon (or you have the Natural Spell feat). If your new form is humanoid, monstrous humanoid, or giant, your equipment remains and re-sizes to match your new size.
When the Ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied. Any new items worn in the assumed form fall off and land at the Ranger's feet.
Shifter's Speech (Ex)
The Master of Many Forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
Wild Empathy (Ex)
As the 3.5 Ranger class feature.
Track
A MoMF gains Track as a bonus feat at 1st level.
Combat Style (Ex)
A MoMF must select the Natural Weapon combat style and gains bonus feats she need not meet the requirements for at levels 2, 6, 10, 14, and 18. The options for feats include Improved Flight, Improved Natural Attack, Multiattack, and Weapon Focus. At level 6, she may also select Improved Multiattack and Multigrab. At level 10, she may also select Flyby Attack, Rapidstrike, and Improved Rapidstrike (must have Rapidstrike first).
Improved Wild Shape (Su)
A MoMF knows how to use her wild shape to assume a wider variety of forms. At 2nd level, she can assume the form of a humanoid with wild shape. She later gains the ability to assume the form of monstrous humanoids and giants (at 4th level), a fey (at 6th level), a vermin (at 8th level), an elemental (at 10th level), an aberration (at 12th level), a plant (at 14th level), an ooze (at 16th level), a dragon (at 18th level), and an outsider (at 20th level).
The size limit of the shapes she can assume also increases as she gains levels. At 5th level, she can assume the form of a Large creature; at 7th level, a Tiny creature; at 9th level, a Huge creature; at 11th level, a Diminutive creature; at 13th level, a Gargantuan creature; at 15th level, a Fine creature; and at 17th level, a Colossal creature.
Endurance
A MoMF gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
At 3rd level, a MoMF may select a type of terrain. The MoMF gains a +2 bonus on initiative checks and Hide, Knowledge (geography), Listen, Move Silently, Spot, and Survival skill checks when she is in this terrain. A MoMF traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the MoMF may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the MoMF's bonuses do not stack; she simply uses whichever bonus is higher.
Terrain options: Cold (ice, glaciers, snow, and tundra); Desert (sand and wastelands); Forest (coniferous and deciduous); Jungle; Mountain (including hills); Plains; Planes (pick one, other than Material Plane); Swamp; Underground (caves and dungeons); Urban (buildings, streets, and sewers); Water (above and below the surface)
Woodland Stride (Ex)
Gained at level 7, as the 3.5 Ranger class feature.
Swift Tracker (Ex)
Gained at level 8, as the 3.5 Ranger class feature.
Fast Wild Shape (Ex)
Starting at 8th level, a MoMF can wild shape as a move action.
Evasion (Ex)
Gained at level 9, as the 3.5 Ranger class feature.
Extraordinary Wild Shape (Ex)
At 11th level, a MoMF gains the extraordinary special qualities of any form she assumes, including any traits inherent to the creature type and subtype that is not supernatural or spell-like, when using wild shape.
Camouflage (Ex)
Gained at level 13, as the 3.5 Ranger class feature.
Improved Evasion (Ex)
At 16th level, the MoMF's evasion improves. This ability works like evasion, except that while the MoMF still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless MoMF does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex)
Gained at level 17, as the 3.5 Ranger class feature.
Shifter's Form (Ex)
At 19th level, a MoMF is immune to all transmutation effects unless she willingly accepts them. In addition, she may now wild shape into a new form as a free action, up to once per round.
Spontaneous Mutation (Su)
At 20th level, you have mastered adapting to biology alien to your own. Each time you wild shape, you may choose one ability from the following list: [burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web] and gain it in your new form. If you select breath weapon, roar, spikes, trample, or web, the form you have assumed must have that ability normally. Otherwise, you gain use of the ability even if the assumed form does not normally possess it. Each time you wild shape into a different form, you can select a different ability to mutate.
New Feat
Practiced Shaper
Prequisites: Wild Shape class feature
Benefit: Levels in any classes that gain shapeshifting abilities or require them for entry stack with your MoMF levels for the purposes of advancing your MoMF Wild Shape class features (Wild Shape, Improved Wild Shape, Fast Wild Shape, Extraordinary Wild Shape, Shifter's Form, Spontaneous Mutation), to a maximum effective level of your total Hit Dice. You do not advance any other MoMF class features from these levels.
Master of Many Forms (MoMF) Ranger
HD: d10
BAB: Full
Saves: Good Fort and Reflex
Skill Points: 6 + Int per level, x4 at level 1
(all of the above are as the PF Ranger chassis)
Skills
The Master of Many Form's class skills are Climb (Str), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency
In addition to the Ranger's proficiencies, a Master of Many Forms is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape.
Wild Shape (Su)
At 1st level, a MoMF gains the ability to turn herself into any Small or Medium animal and back again once per day. She may use Wild Shape an additional time per day for each Ranger level she advances. At 20th level, a MoMF can use Wild Shape at will. Her options for new forms include all creatures with the animal type. The new form's hit dice cannot exceed the Ranger's level. This ability functions as follows:
• You cannot take the form of a unique creature or specific individual, nor may you take the form of any templated creature.
• You retain your original type and subtype. Your size changes to match the new form. If the new form has the aquatic subtype, you gain it as well.
• You lose the natural weapons, natural armor, and movement modes of your original form, as well as any extraordinary special attacks of your original form not derived from class levels. You gain the natural weapons, natural armor, movement modes, and extraordinary special attacks of the new form.
• You retain your original form's special qualities and supernatural and spell-like abilities. You do not gain the new form's special qualities or supernatural or spell-like abilities.
• You gain the physical ability scores (Str, Dex, Con) of the new form but retain your own mental ability scores (Int, Wis, Cha). Changed physical scores affect all modifiers, however, your maximum hit points remain unchanged even if the new form has a different Constitution score.
• Unless specifically mentioned otherwise, you retain all other game statistics, including HD, BAB, skill ranks, feats, and base save bonuses.
• You are effectively camouflaged as a creature of the type you wild shape into, and gain a +10 bonus on disguise checks.
The effect lasts for 1 hour per Ranger level, or until she changes back. Changing form (to animal or back, or from one animal to another) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night. The form chosen must be one the MoMF is familiar with (either encountered, studied, or can succeed at a knowledge check as if identifying the creature).
Any gear worn or carried by the Ranger melds into the new form if it is of any creature type other than humanoid, monstrous humanoid, or giant. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while melded. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic components if the form you choose has the capability to make such movements, such as a dragon (or you have the Natural Spell feat). If your new form is humanoid, monstrous humanoid, or giant, your equipment remains and re-sizes to match your new size.
When the Ranger reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied. Any new items worn in the assumed form fall off and land at the Ranger's feet.
Shifter's Speech (Ex)
The Master of Many Forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
Wild Empathy (Ex)
As the 3.5 Ranger class feature.
Track
A MoMF gains Track as a bonus feat at 1st level.
Combat Style (Ex)
A MoMF must select the Natural Weapon combat style and gains bonus feats she need not meet the requirements for at levels 2, 6, 10, 14, and 18. The options for feats include Improved Flight, Improved Natural Attack, Multiattack, and Weapon Focus. At level 6, she may also select Improved Multiattack and Multigrab. At level 10, she may also select Flyby Attack, Rapidstrike, and Improved Rapidstrike (must have Rapidstrike first).
Improved Wild Shape (Su)
A MoMF knows how to use her wild shape to assume a wider variety of forms. At 2nd level, she can assume the form of a humanoid with wild shape. She later gains the ability to assume the form of monstrous humanoids and giants (at 4th level), a fey (at 6th level), a vermin (at 8th level), an elemental (at 10th level), an aberration (at 12th level), a plant (at 14th level), an ooze (at 16th level), a dragon (at 18th level), and an outsider (at 20th level).
The size limit of the shapes she can assume also increases as she gains levels. At 5th level, she can assume the form of a Large creature; at 7th level, a Tiny creature; at 9th level, a Huge creature; at 11th level, a Diminutive creature; at 13th level, a Gargantuan creature; at 15th level, a Fine creature; and at 17th level, a Colossal creature.
Endurance
A MoMF gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
At 3rd level, a MoMF may select a type of terrain. The MoMF gains a +2 bonus on initiative checks and Hide, Knowledge (geography), Listen, Move Silently, Spot, and Survival skill checks when she is in this terrain. A MoMF traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the MoMF may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the MoMF's bonuses do not stack; she simply uses whichever bonus is higher.
Terrain options: Cold (ice, glaciers, snow, and tundra); Desert (sand and wastelands); Forest (coniferous and deciduous); Jungle; Mountain (including hills); Plains; Planes (pick one, other than Material Plane); Swamp; Underground (caves and dungeons); Urban (buildings, streets, and sewers); Water (above and below the surface)
Woodland Stride (Ex)
Gained at level 7, as the 3.5 Ranger class feature.
Swift Tracker (Ex)
Gained at level 8, as the 3.5 Ranger class feature.
Fast Wild Shape (Ex)
Starting at 8th level, a MoMF can wild shape as a move action.
Evasion (Ex)
Gained at level 9, as the 3.5 Ranger class feature.
Extraordinary Wild Shape (Ex)
At 11th level, a MoMF gains the extraordinary special qualities of any form she assumes, including any traits inherent to the creature type and subtype that is not supernatural or spell-like, when using wild shape.
Camouflage (Ex)
Gained at level 13, as the 3.5 Ranger class feature.
Improved Evasion (Ex)
At 16th level, the MoMF's evasion improves. This ability works like evasion, except that while the MoMF still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless MoMF does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex)
Gained at level 17, as the 3.5 Ranger class feature.
Shifter's Form (Ex)
At 19th level, a MoMF is immune to all transmutation effects unless she willingly accepts them. In addition, she may now wild shape into a new form as a free action, up to once per round.
Spontaneous Mutation (Su)
At 20th level, you have mastered adapting to biology alien to your own. Each time you wild shape, you may choose one ability from the following list: [burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web] and gain it in your new form. If you select breath weapon, roar, spikes, trample, or web, the form you have assumed must have that ability normally. Otherwise, you gain use of the ability even if the assumed form does not normally possess it. Each time you wild shape into a different form, you can select a different ability to mutate.
New Feat
Practiced Shaper
Prequisites: Wild Shape class feature
Benefit: Levels in any classes that gain shapeshifting abilities or require them for entry stack with your MoMF levels for the purposes of advancing your MoMF Wild Shape class features (Wild Shape, Improved Wild Shape, Fast Wild Shape, Extraordinary Wild Shape, Shifter's Form, Spontaneous Mutation), to a maximum effective level of your total Hit Dice. You do not advance any other MoMF class features from these levels.