作者 主题: Skinchanger  (阅读 8751 次)

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Skinchanger
« 于: 2020-05-29, 周五 11:04:32 »
Introduction

Skinchangers have the uncanny ability to reshape theirown bodies as they choose. Even novice skinchangerscan change their physical appearance to match another's.The most powerful skinchangers radically modifythemselves—transforming into monsters, shrinking orenlarging themselves, or fashioning weapons and armorfrom their own bodies.

Skinchangers are notorious for their abilities asinfiltrators and assassins. Indeed, in some areasconspiracy theorists posit that leaders all over theworld have already long-since been assassinated andreplaced by skinchangers who are simply waiting forthe right moment to reveal themselves and assert globaldomination. Few take such theories seriously, but allmust admit that the most powerful skinchangers wouldhave little difficulty killing and replacing any givenleader, and it might be years before anyone noticed thedifference.

Skinchangers derive their shapechanging power froma variety of sources. Some gain their power much asdruids do, by attuning themselves to the magic of lifeand nature. Others modify themselves with ancient, alientechnology. Still others attain their abilities as the resultof strange alchemical experiments. A number are evenborn skinchangers, perhaps as the result of a mutationor inheriting the ability from an ancestor. Those who areborn skinchangers may have a few physical quirks whenthey are young (extreme joint flexibility, unusually widevocal range, and prehensile ears and toes are particularlycommon), but their full shapechanging abilities typicallydo not begin to manifest until adolescence, and oftencome as a surprise even to the skinchanger. Such a onemight find herself wishing again and again that shecould only look like someone else—and then one day,suddenly she does.

Role: Skinchangers are elusive infiltrators, scouts,spies, deadly assassins, and skilled warriors. Those whouse their abilities to transform into animals or createweapons from their own body are fully capable of directfrontal assaults, while those who focus their skills onmimicry and disguise generally prefer to remain hiddenuntil the last possible moment and then strike when theenemy least expects it. Many skinchangers even take onmultiple roles, shifting their tactics as often as they shifttheir bodies.
Alignment: Any.
Hit Die: d8.
Parent Classes:DruidandvigilanteUI.
Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth10 gp or less.

CLASSSKILLS
The skinchanger's class skills are Acrobatics (Dex), Bluff(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), DisableDevice (Dex), Disguise (Cha), Escape Artist (Dex), Fly
(Dex),Intimidate (Cha), Knowledge (local) (Int),
Knowledge (nature) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand(Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), andSwim (Str).
Skill Ranks per Level:6 + Int modifier.

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: Skinchanger
« 回帖 #1 于: 2020-05-29, 周五 11:11:27 »
Class Features
The following are class features of the skinchanger.

  Weapon and Armor Proficiency: Skinchangers are proficient with all simple weapons. They are also proficient with all natural weapons of attacks they gain from skinchange (see below). They are proficient with light armor, but not with shields.

  Adopted Persona (Ex): With 1 minute of mental and physical adjustments, a skinchanger can adopt an invented persona or copied persona. A copied persona must be an impersonation of an individual she has studied closely. This change cannot be accelerated except by any means that can accelerate the change between a vigilante's dual identities. To adopt a persona, she must first spend 1 week learning about an individual she wishes to impersonate (seeing and hearing the individual for at least 10 minutes from within 60 feet in each of two different settings, and learning habits and skills from afar or second-hand the rest of the time) or crafting an invented persona (quietly spreading rumors and making disguised appearances in areas the invented persona would frequent, requiring access to those places for at least 10 minutes on two different occasions).
  A skinchanger can maintain a number of personae equal to half her class level (minimum 1) and must spend 1 hour per week maintaining each persona or it is lost. While in an adopted persona, a skinchanger gains a bonus equal to half her class level (minimum +1) on Bluff checks made as part of maintaining the ruse. This bonus also applies to up to three Knowledge or Profession skills related to topics the skinchanger knows the persona is familiar with. The bonus does not apply when not accurately disguised as the appropriate persona (which requires appropriate clothing and possibly jewelry) or when acting out of character for that persona (such as pretending to be a king and ordering the arrest of someone the king has no legitimate interest in antagonizing). At 5th level, the skinchanger can attempt such checks even if she is untrained.

  Hidden Strike (Ex): A skinchanger deals an extra 1d8 points of precision damage on melee attacks (or ranged attacks against targets within 30 feet) against foes who are unaware of her presence or who consider her an ally. This extra damage increases by 1d8 at 5th level and every4 skinchanger levels thereafter. A skinchanger can also deal hidden strike damage to a target that she is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A skinchanger can deal hidden strike damage against targets with concealment (but not total concealment).
  Hidden strike damage from multiple sources, such as the vigilante class's stalker specialization, stack.

  Improved Unarmed Strike (Ex): The skinchanger gains Improved Unarmed Strike as a bonus feat. She can make attacks with a single hand or similar limb in combination with natural weapons (other than those that require the use of that limb, such as a slam or claw). When making a full attack with both natural attacks and unarmed strikes, she treats all her natural weapons as secondary.

  Skinchange (Su): A skinchanger can transform her body in one of several ways. The effect lasts for 1 hour per skinchanger level, or until she changes back. Changing form is a standard action and doesn't provoke attacks of opportunity. The save DC of any ability gained through skinchange is 10 + 1/2 the skinchanger’s class level + the skinchanger's Charisma modifier. Activating a skinchange while observed automatically spoils any disguise employed against those observers.
A skinchanger can use this ability once per day and an additional time per day at2nd level and every two levels thereafter, for a total of ten times at 18th level. At 20thlevel, a skinchanger can use skinchange at will.
  If the skinchanger has levels in the druid class, the skinchanger adds her druid level to her skinchanger level to determine the effects of skinchanges and the effects of wild shape (but not to determine which shapes she can take with wild shape).Skinchange counts as wild shape for the purpose of feats, items, spells, and abilities that add to wild shape (such as Aspect of theBeastAPG, Natural Spell, Planar Wild ShapeUC, Powerful ShapeUM, Shapeshifting HunterUC, Shaping FocusUM, orWild SpeechUM) but not for those that alter it (such as QuickWild ShapeUM). In circumstances where the skinchanger's skinchange counts as wildshape, she treats her skinchanger levels as druid levels.
  All skinchanges are either polymorph skinchanges or mutation skinchanges. A polymorph skinchange follows all the rules for the polymorph subchool of the transmutation school in the Pathfinder Roleplaying Game Core Rulebook. Like all polymorph effects, a polymorph skinchange replaces any other polymorph effects. Any previous polymorph skinchanges the skinchanger had active are ended.
  Whenever a skinchanger activates or dismisses a polymorph effect while she has any mutation skinchanges active, she can change any choices she made for one of those mutation skinchanges as a swift action. A skinchanger can have any number of mutation skinchanges active at the same time, but each one must otherwise be activated as its own standard action and each activation costs its own daily use of skinchange.
  Disguise (Mutation): At 1st level, the skinchanger can alter her appearance, including height (by up to 1 foot), weight (between double and half her true weight), skin color and texture, hair (by up to 1 foot), and sex. She can adjust her features to suit another species of her type(but cannot appear to be of another creature type). Her gear does not change except to resize in proportion with her body's changes. She gains a +5 bonus on any Disguise check incorporating this mutation, which doesn't stack with the bonus from polymorph effects. At 4th level, the bonus improves to +10.
  Humanoid Form (Polymorph): At 2nd level, the skinchanger gains the ability to turn herself into any Small or Medium humanoid and back again. This ability functions a salter self. If a form has natural weapons (such as a lizardfolk's bite and claws), she can fight with those weapons alone or in combination with manufactured weapons. Without manufactured weapons, primary natural weapons like bite and claw attacks apply the skinchanger's full base attack bonus and full Strength modifier on damage rolls. With manufactured weapons, all the skinchanger's natural weapon attacks are secondary (–5 penalty to attack rolls and damage applies only half her Strength modifier). The skinchanger can't use the same limb for natural weapon attacks and manufactured weapon attacks (for example, a dagger replaces that arm's claw attack). The chosen form must be that of a humanoid (or monstrous humanoid) with which the skinchanger is familiar. At 4th level, the skinchanger can also assume the form of a monstrous humanoid. Assuming both humanoid and monstrous humanoid forms uses the rules for monstrous physique IUM. At 6th level, the skinchanger can assume the form of a Tiny to Large humanoid or monstrous humanoid using the rules for monstrous physique IIUM.

  Social Talent: At 1st level and every four levels thereafter, a skinchanger gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the skinchanger to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum skinchanger level. Oncea talent has been chosen, it cannot be changed. If theskinchanger has levels in vigilante, she adds her levelsin vigilante to her levels in skinchanger to meet socialtalent prerequisites and to determine the effects of hersocial talents from both classes.

  Shapeshifter's Empathy (Ex): As part of mimicking others' physical forms and abilities, skinchangers study the body language and perspectives of other creatures with preternatural swiftness and understanding. At 2nd level, a skinchanger can communicate nonverbally with any creature whose form she can assume, potentially using sound, pantomime, and body language. The skinchanger can make Bluff, Diplomacy, and Intimidate checks that would normally demand simple words without sharing a language, even with creatures who cannot speak any language, although their responses and comprehension are limited by their Intelligence. The skinchanger and her conversation partner must be able to see each other clearly within 30 feet. Rather than using her skill modifier, she can choose to modify her roll by her skinchanger level + her Charisma modifier. This ability counts as wild empathy for the purposes of meeting prerequisites and adding to or improving wild empathy.

  Stalker Talent: At 3rd level and every four levels thereafter, a skinchanger gains a stalker talent. Unless otherwise noted, a talent can be selected only once. Some talents require the skinchanger to meet prerequisites before they can be chosen, such as possessing another stalker talent or attaining a minimum level. Once a talent has been selected, it can't be changed. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the skinchanger's level + the skinchanger's Charisma modifier, unless stated otherwise.
  After the skinchanger uses any of these talents while in disguise, she must succeed at a Disguise check opposed by the Perception checks of all onlookers or the onlookers will realize that she is more than she appears to be and perhaps discover her true identity. This risk does not apply to stalker talents that only function while in an adopted persona.
  A skinchanger can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the skinchanger's presence (or who considers her an ally), unless otherwise noted. If the skinchanger has levels in vigilante, she adds her levels in vigilante to her levels in skinchanger to meet stalker talent and vigilante talent prerequisites and to determine the effects of her stalker talents and vigilante talents.

  Trackless Step (Ex): Starting at 3rd level, a skinchanger leaves no trail and cannot be tracked. She may choose to leave a trail if she so desires.

  Spells: Beginning at 4th level, a skinchanger gains the ability to cast a small number of divine spells drawn from the skinchanger spell list. A skinchanger must choose and prepare her spells ahead of time.
  To learn or cast a spell, a skinchanger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a skinchanger's spell is 10 + the spell level + the skinchanger's Charisma modifier.
  A skinchanger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Skinchanger Table. In addition, she receives bonus spells per day if she has a high Charisma score (see Chapter 1 of the Pathfinder Roleplaying Game Core Rulebook).
  A skinchanger must spend 1 hour each day in quiet meditation to regain her daily allotment of spells. A skinchanger may prepare and cast any spell on the skinchanger spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
  Spontaneous Spells: Starting at 4th level, a skinchanger can channel stored spell energy into polymorph spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast one of the following spells of the same level or lower: alter self, any monstrous physiqueUM spell, or giant form I.

  Advanced Skinchange (Su): At 4th level and every even level thereafter, a skinchanger gains an additional skinchange of her choice from the list below. As a skinchanger gains levels, this ability allows her to assume other shapes or customize her existing options. Each form taken expends one daily use of this ability, regardless of the form taken. If the skinchanger has levels in the druid class, the skinchanger adds her druid level to her skinchanger level to meet the requirements of skinchanges. At 6th level and every even level thereafter, the skinchanger can replace a skinchange with another she qualifies for.

  Greater Skinchange (Su): At 10th level, a skinchanger can choose from the following skinchanges whenever she gains a new skinchange.

  Legendary Skinchange (Su): At 16th level, a skinchanger can choose from the following skinchanges whenever she gains a new skinchange.

  Shapechanger (Su): At 20th level, the skinchanger gains the shapechanger subtype and can use skinchange at will. She can always take 20 without increasing the action required on Disguise checks and on skill checks that apply the bonus from adopted persona.
« 上次编辑: 2020-05-29, 周五 20:31:25 由 犬良人 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: Skinchanger
« 回帖 #2 于: 2020-05-29, 周五 11:12:31 »
Social Talent

  Accelerated Impersonation (Ex): The skinchanger only needs to spend 3 days studying a target and needs to observe it closely only once for 10 minutes before copying its persona. At 9th level, the skinchanger needs only 8 hours including 5 minutes of close observation. At 13th level, the skinchanger needs only 1 hour including 1 minute of close observation. A skinchanger must be at least 5th level to select this talent.

  Anonymous Persona (Ex): In addition to invented and copied personae, the skinchanger has another option: she can become anonymous. The anonymous persona is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in an anonymous persona, the skinchanger's adopted persona bonuses only help her appear as a typical member of her apparent race, usually a common laborer, farmer, or peasant of any gender. While in this persona, she receives a +10 circumstance bonus on Disguise checks to appear like an ordinary member of her apparent race. Treat the anonymous persona's alignment as neutral for the purposes of divided personae (see below) and similar social talents and abilities. She must build the appearance for this persona using whatever clothing, tools, and skinchanges she has at her disposal. While she can use magic (such as a hat of disguise), her anonymous persona can never be anything other than an ordinary member of a society or large group (subject to GM discretion).

  Celebrity Lookalike (Ex): If the skinchanger's copied persona is a popular celebrity, the skinchanger can use this to her advantage, receiving discounts and favorable treatment in that celebrity's area of renown. Whenever she buys an item in the area of renown that costs 500 gp or less, she can buy it at 90% of the market price, rather than the full price. While within the area of renown, she can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If she wants a particular non-magical item worth 1 gp or less, she can spend 1d10 minutes interacting with people in the area of renown to receive the item from a fan (if she ever sells such a gift from a fan, she loses this social talent permanently). If she is at least 9th level, she can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. A skinchanger must be at least 5th level to select this talent.

  Defy Truth (Ex): The skinchanger's disparate personae allow her to defeat magic that detects lies. As long as what she says is true from the point of view of her current persona as distinct from all other personae, it detects as true to effects such as discern lies, and she can say it in effects such as zone of truth that force her to speak the truth. A skinchanger must have the divided personae social talent to select this talent.

  Divided Personae (Ex): Any divination attempting to find one of the skinchanger's invented personae while she is not in that persona has only a 50% chance of finding her. When the skinchanger changes into any adopted persona, she can choose to activate this talent's second benefit until she adopts another persona or returns to her true identity. If she does, divinations attempting to find her true identity have only a 50% chance of finding her and, if the persona's alignment is within one step of her own, her alignment temporarily changes to match that of the persona. A skinchanger must be at least 5th level to select this talent.

  Flexible Grace (Ex): For each adopted persona the skinchanger has, she selects any one skill other than Perception, Stealth, or Use Magic Device. Whenever the skinchanger is in that adopted persona, she receives a +4 circumstance bonus on checks with the selected skill. She can choose the same skill for multiple adopted personae. At 9th level and every 4 levels thereafter, she can select another skill (with the same restrictions) to gain this bonus. Each time the skinchanger gains a new persona, she chooses a new set of skills. A skinchanger must be at least 5th level to select this talent.

  Instant Disguise (Ex): The skinchanger can shift between her personae effortlessly. Instead of needing 1 minute to change her persona, she can now do so as a move action without compromising the quality of her disguise. She can activate up to one polymorph skinchange and one mutation skinchange as part of this move action, but must have enough uses of skinchange available and cannot use skinchange any more times that round. A skinchanger must be at least 13th level and have the quick disguise talent to select this talent.

  Natural Communicator (Ex): For each copied persona the skinchanger has, she chooses a language she has heard that individual speak and can speak, understand, read, and write that language while in that copied persona.
If the persona is an animal or other creature that does not use language, the skinchanger can communicate with creatures of that kind (such as cats, equines, or vine creatures), although their responses are still limited by their intellect and attitude toward the skinchanger.

  Quick Disguise (Ex): The skinchanger can shift between her personae with ease. Instead of needing 1 minute to change her persona, she can now do so as a full-round action. She can activate up to one polymorph skinchange and one mutation skinchange as part of this full-round action, but must have enough uses of skinchange available and cannot use skinchange any more times that round. If, after disguising herself quickly, she encounters any creature familiar with her previous persona, she must attempt a Disguise check to avoid the creature seeing through her hastily donned disguise and realizing that the personae are, in fact, the same individual. The skinchanger can spend 1 additional round adjusting and perfecting her appearance to negate the need for this check. A skinchanger must be at least 5th level to select this talent.

  Reality is Unrealistic (Ex): If the skinchanger is in a copied persona in the same place as the individual she is copying, she may need to convince others that she is the real person while the other is the impostor. With this social talent, the skinchanger gains a +5 bonus on Bluff checks to convince anyone that they have misremembered something. In addition, she is so skilled at adapting her appearance to the perceptions of others that she can make herself look more like what people expect than the real person does, gaining a +5 circumstance bonus on any checks involved in persuading others that she is the real one in contrast to another person who might also be the real one or an imposter. If an observer fails its Perception check to see through the disguise by at least 10, it is so convinced by the disguise that it considers any differences with the original to be evidence the original is a fake. If it guesses without better evidence, there is a 75% it picks the skinchanger as the real one. A skinchanger must be at least 13th level to select this talent.

  Stolen Identity (Su): The skinchanger's adopted persona is so convincing it fools divinations. While the skinchanger is in a copied persona, divinations to scry upon or locate that persona have a 50% chance of finding the skinchanger instead of the original. If the creature is dead or otherwise not a valid target, the divination always finds the skinchanger instead. Divinations used on the skinchanger while she is in a copied persona return results as if the skinchanger were the original. A skinchanger must be at least 13th level to select this talent.

  Touch Impersonation (Su): The skinchanger can touch a creature as a full-round action to copy that creature's persona (subject to her usual limit) with no need for further observation. A skinchanger must be at least 13th level and have the accelerated impersonation social talent to select this talent.

  Vigilante Social Talent: The skinchanger can choose one of the following vigilante social talents: companion to the lonelyISI, double time, entrepreneurSH, innuendoISI, intrigue featsSH, mockingbird. The skinchanger can choose this talent more than once, but can't choose the same vigilante social talent more than once unless it says she can. She treats her skinchanger levels as vigilante levels for the purpose of social talents.



Stalker Talent

  Adopted Combat Training (Ex): While in an adopted persona, the skinchanger gains any one combat feat appropriate to that persona. The skinchanger chooses the feat when inventing or copying the persona. The skinchanger can use her Charisma score in place of any other ability score required to meet the feat's prerequisites. The skinchanger can select this talent multiple times. She can choose a different feat for each talent, and can use one imitated combat feat to qualify for another.

  Adopted Item Insight (Su): The skinchanger can mimic the spell access of her copied personae. She can use her Bluff modifier in place of her Use Magic Device modifier on a check to activate a wand, staff, or scroll that she has identified with Spellcraft if her current persona has the spell on its class spell list. She can attempt such checks untrained. In addition, she can cast spells and activate wands and staves in such a manner that they appear to be her own spells or cast from an item when they weren't. Observers untrained in Spellcraft are automatically fooled. Observers can identify the spell with Spellcraft as normal, but are fooled as to the origin if the skinchanger succeeds at a Bluff check opposed by that Spellcraft check.

  Honed Strikes (Ex): The skinchanger has refined her natural weapons and unarmed strikes into perfect weapons. Her base damage with her unarmed strikes and natural weapons improves to that of a Medium monk of her skinchanger level, regardless of her shape or size (unless that weapon's base damage was already better).

  Measured Strike* (Ex): The skinchanger can slow down and sacrifice power to improve the precision of her hidden strikes. Before rolling a hidden strike attack, she can add one hidden strike die (either d4 or d8, as appropriate for the situation) to the attack roll. If she does, her hidden strike damage for that attack is reduced by two dice. Unlike other stalker talents that that affect hidden strikes, this talent applies in all cases when the opponent is denied its Dexterity bonus to AC. A skinchanger must be at least 7th level to select this talent.

  Polymorphic Palm (Ex): The skinchanger can draw a hidden weapon as a swift action. Also as a swift action, she can draw an item that had melded with her body as part of a polymorph or other transmutation effect. At 8th level, the skinchanger can cause an item she has successfully palmed with Sleight of Hand to meld into her body as a standard action if she is currently under a polymorph effect; the item reemerges when she retrieves it with this ability or the polymorph effect ends.

  Rogue Talent: The skinchanger can select any rogue talent for which she meets the prerequisites, treating her skinchanger levels as rogue levels. Rogue talents marked with an asterisk (*) apply to hidden strikes and count against the limit of one stalker talent that can be applied to any given hidden strike. She may choose two rogue talents instead of one if both are from the following list: camouflageAPG, deft palmUC, face in the crowdBotM, fast stealth, feint from shadowsBOS, hold breathUC, innocent facadeMTT, iron gutsUC, just a face in the crowdMTT, quick disguiseAPG, resiliency, the whole timeMTT, or without a traceRTT.

  Startling Transformation (Ex): The skinchanger's transformation is startling to unprepared observers. Whenever the skinchanger activates or dismisses a polymorph effect while being observed by any creatures within 10 feet who are completely unaware she is more than she appears, those creatures are startled until the end of her next turn. Each suffers a –2 penalty on attacks against the skinchanger and is treated as unaware of the skinchanger for the purpose of hidden strike damage. At 11th level, as a free action when activating or dismissing a polymorph effect, the skinchanger can additionally make an Intimidate check to demoralize, applying the result to each unprepared observer within 10 feet. Those who are demoralized are also denied their Dexterity bonus to AC until the end of the skinchanger's next turn. A skinchanger must be at least 7th level to select this talent.

  Stunning Transformation (Ex): The skinchanger's transformation stuns unprepared observers. Whenever the skinchanger activates or dismisses a polymorph effect while being observed by any creatures within 10 feet who are completely unaware she is more than she appears, those creatures must succeed at a Will saving throw or be stunned for 1 round. A skinchanger must be at least 19th level and have the startling transformation talent to select this talent. Their effects are cumulative.

  Transposing Strike* (Ex): The skinchanger can switch places with others to impersonate them even in combat.
When the skinchanger makes a successful hidden strike attack against a foe of the same size category, she can choose for the attack to deal nonlethal damage and leave no mark. If she does, she can attempt a bull rush, pull, or overrun combat maneuver against that opponent as a swift action. The skinchanger gains a bonus on her combat maneuver check equal to the number of hidden strike dice she has. If she succeeds on the maneuver, the skinchanger disorients her opponent and can choose to switch locations with it (or not) after applying the normal effects of the maneuver; the opponent's position in the initiative order changes to be after the skinchanger's next turn unless it succeeds on a Will save. If the skinchanger is disguised as the target, she can attempt a Sleight of Hand check to prevent observers from keeping track of which is which. The skinchanger makes a single check and applies it to the DC for each observer, which is that observers' Perception check result to see through her disguise.

  Vigilante Talent: The skinchanger can select any vigilante talent she meets the prerequisites for. She treats her skinchanger levels as vigilante levels for the purpose of this talent (including meeting its prerequisites). If a talent requires a specialization, the skinchanger counts as having the stalker specialization. The skinchanger can choose this talent more than once, but can't choose the same vigilante talent more than once unless it says she can.

  Violent Transformation (Ex): The skinchanger can activate or dismiss a polymorph skinchange and make an attack or combat maneuver check to grapple as a standard action during a surprise round or as a full-round action at any other time. At 8th level, the skinchanger gains a +2 bonus on the attack roll or combat maneuver check if it is against a foe unaware of her or who considers her an ally.



Advanced Skinchange

  Animal Focus (Mutation): The skinchanger gains an animal focus as the hunterACG class feature, treating her skinchanger level as her hunter level.

  Camouflage (Mutation): The skinchanger adjusts her coloration to match her surroundings. This grants her a +4 circumstance bonus on Stealth checks. At 8th level, the bonus increases to +8.

  Enhanced Might (Mutation): The skinchanger gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. At 14th level, the bonus improves to +4. At 20th level, the bonus improves to +6. The skinchanger must be at least 8th level to choose this skinchange.

  Extra Form (Polymorph): The skinchanger chooses a form from the list of skinchanger forms (page 15). This skinchange functions as one of the spells from the list for that form. The skinchanger must be of the minimum level indicated for that spell to choose it. The species the skinchanger becomes must be one with which she is familiar. Unless she uses the disguise skinchange or another mutation skinchange to alter her appearance further, she can become only a generic member of that species rather than exactly mimicking a specific individual (thus the Disguise bonus from this polymorph effect does not apply to impersonating a specific individual). This skinchange can be selected multiple times; each time, the skinchanger must choose a different form. The skinchanger must have the humanoid form skinchange and be at least the lowest minimum level for the chosen form to select this skinchange.

  Extra Limb (Mutation): The skinchanger can grow an additional limb. She cannot use it to make additional actions or attacks or to move farther in a round, but can use extra limbs to do anything she normally could with those limbs. (For example, she could use two-weapon fighting to make an unarmed strike with an extra arm and a dagger attack with an original arm while the other original arm holds a crossbow. On the next round, she could use two-weapon fighting to fire a bolt with the crossbow and throw the dagger with the other hand; if she has Rapid Reload, she can simultaneously use the free hand to reload the crossbow.) An extra leg grants her a cumulative +2 bonus to CMD against trip attempts. The skinchanger can take this skinchange a second time; if she does, she gains two extra limbs of the same type when she activates this skinchange.

  Impossible Agility (Mutation): The skinchanger's limbs can stretch and twist beyond conventional limits. Her reach increases by 5 feet. She can move through spaces at least one-quarter as wide as her normal space without squeezing. She can squeeze through any spaces larger than her head without an Escape Artist check. She gains a +4 bonus on Escape Artist checks. In addition, the skinchanger gains a +2 bonus on combat maneuver checks to perform the following combat maneuvers: dirty trickAPG, disarm, stealAPG, trip. She can apply her Dexterity modifier in place of her Strength modifier on these checks if it is better. The skinchanger must be at least 6th level to choose this skinchange.

  Improved Physique (Mutation): The skinchanger gains a +2 size bonus to Strength, Dexterity, and Constitution.
The skinchanger must be at least 6th level to choose this skinchange.

  Incredible Speed (Mutation): The skinchanger's base land speed becomes 40 feet regardless of her current form (unless her current form's speed is better). This speed increases by 10 feet at 7th level and every three level thereafter.

  Inert Shape (Polymorph): The skinchanger can take the form of a living tree or simple natural object (such as a stone) she has observed. The object must be the same size category as a form she can assume with any other skinchange. This skinchange otherwise functions as tree shape. If the skinchanger is at least 8th level, she can also assume the form of a simple manufactured object with a small number of features and no moving parts (such as a stool, table, or gazebo).

  Knit Flesh (Mutation): The skinchanger mends her own wounds. At 4th level, the this is equivalent to her choice of either cure moderate wounds or remove blindness/deafness cast at her caster level. At 7th level, she can choose cure serious wounds or lesser restoration. The skinchanger can heal herself no more than once per hour with this skinchange.

  Metamorphic Dodge (Mutation): The skinchanger can spend a use of skinchange to transform her body in a subtle fashion as an immediate action. Until the start of her next turn, she gains a +4 dodge bonus to her AC (and CMD) and DR 10/bludgeoning. She can also use this ability to raise her AC in response to a threatened critical hit to potentially prevent the critical hit from being confirmed (although if the attack already hit, this skinchange cannot turn it into a miss). The skinchanger must be at least 6th level to choose this skinchange.

  Polymorphic Equipment (Mutation): The skinchanger modifies the clothing and jewelry she wears, potentially changing its location or shape or causing it to meld undetectably into her body. Any magic item transformed this way cannot be activated (although passive benefits remain) and continues to occupy its magic item slot until it is removed. She can modify all or some of the clothing and jewelry she wears into the form of any mundane clothing or jewelry worth up to 400 gp. If the modified clothing or jewelry is separated from her body, it returns to its true form. The total original weight and total resulting weight of the affected items each cannot exceed the skinchanger's light load. The resulting weight counts against her carrying capacity.
  If she has the somatic tool skinchange, the skinchanger can meld together her clothing and any number of pieces of worn equipment to create a number of worn pieces of equipment equal to half her skinchanger level as described in somatic tool in addition to creating any mundane clothing or jewelry as described above.

  Size Alteration (Polymorph): The skinchanger can become up to one size category larger or smaller, as the spell enlarge person or reduce person, respectively (regardless of the skinchanger's type). If she is at least 6th level, she can choose to become two sizes larger or smaller, as mythic enlarge personMA or mythic reduce personMA.

  Somatic Tool (Mutation): The skinchanger temporarily transforms one limb to incorporate a tool, shield, or melee weapon which could normally be carried in that limb (for example, turning her arm into a quarterstaff or longsword). If she is in a form that could not carry the item in a limb, she cannot create it this way. This equipment cannot be removed or disarmed, must be simple to construct without complex moving parts, cannot be magical, and cannot be expendable. It otherwise functions normally. The weapon is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. She is automatically proficient with a natural weapon, but not a shield. It can appear to have moving parts or be an item that could be expended and she can make it appear to be gripped in that hand (a successful Disguise check is required to keep observers from realizing it is fake) or simply have it emerge from her limb. Testing automatically reveals the ruse. If the weapon is damaged, half the damage received is also dealt to the skinchanger. The equipment must be worth no more than 400 gp total, but it can be masterwork and made of wood, bone, iron, or living steelUE. The weight of anything created cannot exceed the skinchanger's light load but doesn't count against her carrying capacity.
  If the skinchanger also has the polymorphic equipment skinchange, she can use somatic tool to create up to two pieces of worn or held equipment and can stow or draw these items as long as they remain in contact with her skin or an item she created or modified with a skinchange. A pair of masterwork thieves' tools suitable for disabling one previously examined device counts as two pieces of equipment together worth 20 gp.

  Vocal Mastery (Mutation): The skinchanger can reproduce any sound she has heard or imitate a voice she has heard, to a maximum volume of twenty times what she could normally vocalize.



Greater Skinchange

  Diminution (Polymorph): The skinchanger assumes a smaller form. She can become a Diminutive version of herself. Her weight decreases by a factor of 8 per size category she shrinks. She gains a +6 size bonus to Dexterity, a –6 penalty to Strength, and a +4 size bonus on attack rolls and to AC. Her space becomes 1 foot and her natural reach becomes 0 feet. If she is at least 16th level, she can become a Fine version of herself, gaining a +8 size bonus to Dexterity, a –8 penalty to Strength, and a +8 size bonus on attack rolls and to AC. When Fine, her space is 1/2 feet and her natural reach is 0 feet.
If the skinchanger has the option of a Diminutive form with an extra form skinchange, she can become a Fine creature of that type if she exceeds the minimum level for the Diminutive form by 6. The Fine form's size bonus to Dexterity is 2 better than that for Diminutive.
The Fine form's penalty to Strength is 2 worse. The skinchanger must have the size alteration skinchange to select this skinchange.

  Elemental Essence (Polymorph): The skinchanger can turn her body to pure water as with fluid formAPG or solid ice as with ice bodyUM. At 14th level, she can turn her body into solid iron as with iron body. At 16th level, she can turn her body to solid flames as with fiery bodyAPG. She must be at least 12th level and have the extra form (beast) and extra form (elemental) skinchanges to select this skinchange.

  Gargantuan Form (Polymorph): The skinchanger assumes a Gargantuan form. She can become a Gargantuan version of herself. Her weight increases by a factor of 8 per size category she grows and she gains a +8 size bonus to Strength, a +3 size bonus to natural armor, a –6 penalty to Dexterity, and a –4 penalty on attack rolls and to AC for her size. If she is humanoid, her space becomes 20 feet with a natural reach of 20 feet.
  If the skinchanger has the option of a Huge form with an extra form skinchange, she can become a Gargantuan creature of that type if she exceeds the minimum level for the Huge form by 6. The Gargantuan form's size bonuses to Strength and natural armor are 4 better than that for Huge and the size bonus to Constitution is 2 better. The Gargantuan form's penalty to Dexterity is 2 worse. The skinchanger must have the size alteration skinchange and be at least 14th level to select this skinchange.

  Greater Polymorphic Equipment (Mutation): When she uses polymorphic equipment, the skinchanger can transform body parts and worn equipment into a total number of pieces of equipment equal to her skinchanger level. The equipment must be non-magical and non-expendable, but they can be made of any material, can cost up to 10,000 gp total, and can contain complex moving parts. She can create a bow or other non-firearm projectile weapon, but cannot fire ammunition created this way. She must use real ammunition. The total weight of all equipment created cannot exceed the skinchanger's medium load and counts against her carrying capacity. She cannot use created equipment if her current form would normally be unable to do so (most animals, dragons, elementals, magical beasts, plants, and vermin can't use most equipment, but horses can use barding and riding equipment). Armor still penalizes her if she is not proficient and it provides a natural armor bonus instead of an armor bonus to her AC (it does not stack with any other natural armor bonus). The skinchanger must have the polymorphic equipment and somatic weapon skinchanges to select this skinchange.

  Incredible Durability (Mutation): The skinchanger's body continues functioning long after it should not. She gains regeneration 5 suppressed by acid and fire. At 18th level, the regeneration improves to 10. The skinchanger must have the instant recuperation and knit flesh skinchanges and be at least 14th level to select this skinchange.

  Instant Recuperation (Mutation): The skinchanger can grow flesh to repair even grievous wounds. At 10th level, this is similar to cure critical wounds at her caster level. At 13th level, this is similar to regenerate. At 16th level, she may choose to instead gain the benefits of cleanseAPG. The skinchanger can heal herself no more than once per14 hour with this skinchange. The skinchanger must have the knit flesh skinchange to select this skinchange.

  Optimized Physique (Mutation): The skinchanger gains a +4 size bonus to Strength, Dexterity, and Constitution, although her size does not change. The skinchanger must have the improved physique skinchange to choose this skinchange.

  Supernatural Augmentation (Polymorph): The skinchanger can amplify her natural magic to become a magical being. This skinchange functions as frightful aspectUC. At 16th level, it can instead function as divine vesselAPG (she can only adopt a form matching her alignment). The skinchanger must be at least 14th level to choose this skinchange.

  Torpor (Mutation): The skinchanger's transformative powers can keep her body alive even when it seems dead. The skinchanger can feign death as if with catatoniaOA. Whenever the skinchanger is dealt at least 25 points of damage by a single attack, she can activate this skinchange as a free action even if it is not her turn. If the skinchanger is slain by hit point damage and she still has uses of skinchange remaining, she can activate this skinchange (even though she is dead) to revive herself as if with reincarnate if she is still dead 1 day later and any part of her body remains. The skinchanger can revive herself with this skinchange no more than once per week. Starting at 14th level, the skinchanger can revive herself with breath of life at the end of her next turn instead; if that fails and she still has uses of skinchange remaining, she still has the option of being revived as if with reincarnate. Starting at 18th level, she can revive herself even if she was slain by a death effect.

  Trap Form (Polymorph): The skinchanger can transform herself into a flat area of the surrounding terrain, covering four contiguous 5-foot squares (generally, a wall or floor) as thin as 1/2 inch thick. Any observer can succeed at a Perception check against DC 25 + 1/2 the skinchanger's ranks in Disguise to notice that the area is disconnected from the surrounding terrain, but this does not identify the skinchanger as a disguised creature unless the observer also exceeds the skinchanger's Disguise check (which has a +10 circumstance bonus, as normal for a polymorph effect). In trap form, the skinchanger cannot move or attack, has hardness 10, and is immune to poison, critical hits, and precision damage. If she is at least 14th level, she can incorporate a scything blade trap. She can activate the trap as a standard action or as a readied action even outside of combat. When she activates the trap, she makes an attack roll with a primary natural weapon attack against each creature in her area, dealing 2d6 points of slashing damage to each creature she hits. If the skinchanger is carrying poison, she can apply it to the blades as a part of transforming herself. The skinchanger must have the inert form skinchange to choose this skinchange.



Legendary Skinchange

  Colossal Form (Polymorph): The skinchanger assumes a Colossal form. She can become a Colossal version of herself. Her weight increases by a factor of 8 per size category she grows and she gains a +16 size bonus to Strength, a +8 size bonus to natural armor, a –8 penalty to Dexterity, and a –8 penalty on attack rolls and to AC for her size. If she is humanoid, her space becomes 30 feet with a natural reach of 30 feet.
  If the skinchanger has the option of a Huge form with an extra form skinchange, she can become a Colossal creature of that type if she exceeds the minimum level for the Huge form by 10. The Colossal form's bonus to Strength is 12 better than that for Huge, its natural armor bonus is 10 better, and its bonus to Constitution is 4 better. The Colossal form's penalty to Dexterity is 4 worse. The skinchanger must have the size alteration and gargantuan form skinchanges and be at least 18th level to select this skinchange.

  Density Mastery (Mutation): The skinchanger can make herself lighter or heavier. At the extreme of lightness, she transforms her body into sound without substance, as with sonic formACG except that it is not a polymorph effect. At the extreme of heaviness, her body is as dense and sturdy as iron, as the iron body spell. The skinchanger must be 20th level to select this skinchange.

  Effortless Change (Polymorph): The skinchanger can become any sort of creature as a free action once per round, as shapechange. At 18th level, this skinchange can emulate any polymorph spell on the skinchanger spell list. This does not allow her to use skinchange more times per round. The skinchanger must have two polymorph skinchanges to select this skinchange.

  Legendary Enhancement (Mutation): The skinchanger gains a +8 enhancement bonus to Strength, Dexterity, or Constitution. At 20th level, the bonus applies to two scores.

  Perfect Physique (Mutation): The skinchanger gains a +6 size bonus to Strength, Dexterity, and Constitution. The skinchanger must have the improved physique and optimized physique skinchanges to choose this skinchange.



SKINCHANGERFORMS
Whenever the skinchanger chooses the extra form skinchange, she selects one of the forms listed below. If a formlists other forms in parentheses, those forms are prerequisites for choosing that form.

Aberration (any other extra form): The skinchanger can become an aberration. 6th—monstrous physique IUM, 8th—monstrous physique IIUM, 10th—monstrous physique IIIUM, 12th—monstrous physique IVUM.

Advanced Humanoid: The skinchanger can become a more powerful humanoid or monstrous humanoid. 8th—monstrous physique IIIUM, 10th—monstrous physique IVUM, 12th—giant form I, 14th—giant form II.

Beast: The skinchanger can become an animal (or at 8th level, a magical beast). 4th—beast shape I, 6th—beast shapeII, 8th—beast shape III, 10th—beast shape IV.

Dragon (beast): The skinchanger can become a dragon. 10th—form of the dragon I, 12th—form of the dragon II, 14th—form of the dragon III.

Elemental (beast): The skinchanger can become an air, earth, fire, or water elemental (or, at 10th level, a genie).6th—elemental body I, 8th—elemental body II, 10th—elemental body IIIorgeniekindISM, 12th—elemental body IV.

Fey: The skinchanger can become a fey. 4th—faerie form IDD, 6th—faerie form IIDD, 8th—faerie form IIIDD, 12th—faerieform IVDD.

Plant (beast): The skinchanger can become a plant creature. 8th—plant shape I, 10th—plant shape II, 12th—plantshape III.

Undead: The skinchanger can become an undead creature. 4th—undead anatomy IUM, 8th—undead anatomy IIUM,10th—undead anatomy IIIUM, 14th—undead anatomy IVUM.

Vermin: The skinchanger can become a vermin. 4th—vermin shape IUM, 6th—vermin shape IIUM, 8th—Diminutiveto Huge vermin shape (otherwise asbeast shape IIIwith +8 resistance bonus on saves against mind-affecting effects).


« 上次编辑: 2020-05-29, 周五 12:04:55 由 犬良人 »

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Re: Skinchanger
« 回帖 #3 于: 2020-05-29, 周五 11:12:51 »
SKINCHANGERSPELLLIST
Skinchangers gain access to the following spells. Spells fromPathfinder Roleplaying Game Advanced Race Guide(ARG)andPathfinder Roleplaying Game Monster Codex(MC) are only available to skinchangers of the appropriate race (or atGM discretion).

1st-Level Skinchanger Spells: adhesive spittleACG, alter self, animal aspectUC, animal messenger, anticipate perilUM, aspectof the bearAPG, aspect of the falconAPG, assume appearanceHA, beast shape I, beastspeakACG, blendARG, bloodhoundAPG, borrowskillAPG, bouncy bodyARG, burst of adrenalineOA, calm animals, charm animal, cloak of shadeAPG, commune with birdsARG, compelhostilityUC, comprehend languages, cultural adaptationUI, cure light wounds, deadeye's loreUC, detect aberrationAPG, detect animalsor plants, detect magic, detect poison, detect radiationTG, detect the faithfulUI, detect undead, diagnose diseaseUM, discern next ofkinACG, faerie form IDD, frostbiteUM, glideAPG, graceAPG, heightened awarenessACG, hide from animals, innocenceAPG, ironbeardARG, jump, keen sensesAPG, know the enemyUM, linebreakerARG, lock gazeUC, long armACG, longstrider, magic fang, monkey fishACG, monstrous physique IUM, mudballARG, nauseating dartACG, negate aromaAPG, nereid'sgraceARG, obscurepoisonUI, obscuring mist, pass without trace, phantom bloodACG, polypurpose panaceaAPG, quick changeHA, read magic, recharge innate magicARG, residualtrackingAPG, savage mawARG, see alignmentUC, speak with animals, stone fistAPG, surmount afflictionUM, thought echoOA, tirelesspursuitAPG, touch injectionUC, touch of combustionARG, tree shape, undead anatomy IUM, unwitting allyAPG, urbangraceARG, verminshape IUM, wartrainmountUM, windy escapeARG.

2nd-Level Skinchanger Spells: adhesive bloodACG, absorbing touchAPG, adjustable polymorphACG, accelerate poisonAPG, ageresistance(lesser)UM, amplify stenchMC, anchored stepACG, animal aspect (greater)UC, animal purpose trainingACG, animal trance, aspect of the stagAPG, assume appearance (greater)HA, aversionOA, barkskin, beast shape II, bestow insightARG, bestow weaponproficiencyUC, blood armorACG, blood in the waterMC, bear's endurance, borrow corruptionHA, bull's strength, catatoniaOA, cat'sgrace, certain gripUC, chameleon strideAPG, cloud shapeARG, control verminMC, cure moderate wounds, darkvision, delay diseaseARG, delay painUM, delay poison, detect magic(greater)UI, eagle's splendor, effortless armorUC, elemental body I, elemental speechAPG, elemental touchAPG, enshroud thoughtsOA, enthrall, escaping wardARG, extreme flexibilityACG, faerie form IIDD, fins to feetARG, firebreathACG, fleshy facadeMC, focused scrutinyACG, forest friendUC, honeyed tongueAPG, hunter's eyeAPG, hunter's loreISM, investigativemindACG, ironskinMC, languid venomUI, locate weaknessUC, meld into stone, misdirection, monstrous physique IIUM, naturalrhythmAPG, paragon surgeARG, paranoiaOA, perceive cuesAPG, pernicious poisonUM, placebo effectOA, prehensile pilferARG, psychicreadingOA, restoration (lesser), scent trailAPG, see invisibility, sensefearHA, share gloryMA, share memoryUM, sickening strikesARG, sonic screamACG, speak with plants, spider climb, squeezeARG, undetectable alignment, vermin shape IIUM, versatile weaponAPG, voluminous vocabularyUI, web shelterUM.

3rd-Level Skinchanger Spells: absorb toxicityUC, age resistanceUM, air breathingMC, ancestral regressionARG, anthropomorphicanimalUM, arcane sight, aspect of the wolfAPG, battle tranceARG, beast shape IV, blood biographyAPG, bloody clawsAPG, burrowUM, burst of speedUC, command plants, contagion, countless eyesUM, cure serious wounds, darkvision (communal)UC, delay poison(communal)UC, detect anxietiesUI,  detect desiresUI, discern lies, dust formUC, elemental body III, eruptive pustulesUM, faerie formIIIDD, false futureUI, form of the dragon I, gaseous form, geniekindISM, hypercognitionOA, lily pad strideAPG, longstrider (greater)ACG, magic fang (greater), mantle of calmACG, meticulous matchUI, monstrous physique IVUM, nature's exileAPG, neutralize poison, nondetection, persistent vigorACG, pierce disguiseACG, plant shape II, poison, repel vermin, remove disease, resinous skinUC, rustinggrasp, shadow bodyOA, spider climb (communal)UC, spit venomUM, stench of preyACG, strangling hairUM, suggestion, temporarygraftHA, thorn bodyAPG, tongues, transfer regenerationMC, undead anatomy IIIUM, vomit twinARG, water breathing, vampirichungerFOC.

4th-Level Skinchanger Spells: absorbing inhalationARG, aerial tracksUI, age resistance (greater)UM, arcana theftUM, blessingof the salamanderAPG, cleanseAPG, cure critical wounds, dragon's breathAPG, earth glideARG, echolocationUM, elemental body IV, enchantment foilACG, eyes of the voidACG, faerie form IVDD, fluid formAPG, form of the dragon II, freedom of movement, giantformI, glibness, glimpse of truthUI, kiss of the first worldISM, lend pathMA, modify memory, moonstruckAPG, overwhelming griefUM, overwhelmingpoisonUI, plague carrierUM, planar adaptationAPG, plant shape III, repress memoryOA, remove radioactivityTG, ridethe wavesUM, sonic formACG, stoneskin, stone tell, strong jawAPG, swallowpoisonUI, swarm skinAPG, tongues (communal)UC, touch of slimeUM, true formAPG, truespeakARG, verminoustransformationHA.



SKINCHANGERFAVOREDCLASSOPTIONS

The following favored class rewards are availableto skinchangers of the listed race, and unlessotherwise stated, the bonus applies each time theskinchanger selects the favored class reward.
AndroidB5: +1/5 a skinchange that creates ordisguises equipment or that polymorphs theandroid into an object.
AuttaineLPPG: +1/4 build points. If the auttaine'sRP total increases, she may lose one racial trait toregain its RP and gain a new racial trait from thebuild point list (provided she has enough unspentRP to afford it).
ChlorvianLPPG: +1/6 a social talent.
Dwarf: +1/5 a skinchange that creates or disguisesequipment or that polymorphs the dwarf into anobject or elemental.
Elf: +1/2 bonus on Knowledge checks with adoptedpersona.
Gnome: +1/4 caster level, to a maximum increase of +3.
Half-elf: +1/2 bonus on Bluff and Profession checkswith adopted persona.
Half-orc: +1/3 bonus on damage rolls with hiddenstrikes against foes who are unaware or who consider thehalf-orc an ally, or +1/6 with other hidden strikes.
Halfling: +1/6 a social talent.
Human:+1/6 a social talent.
KitsuneARG: Add 1/4 an illusion spell from the sorcerer/wizard spell list to the skinchanger's spell list. Thekitsune adds +1/4 to that spell's save DC.
ReptoidB5: Add 1/4 an enchantment spell from themesmeristOAspell list to the skinchanger's spell list. Thereptoid adds +1/4 to that spell's save DC.
RougarouB6: +1/5 a polymorph skinchange.
SkinwalkerBOTM: Choose a hunterACGanimal focus.Whenever the skinwalker uses her racial ability tochange shape, she can gain that animal focus insteadof the usual benefits of change shape, adding all herskinchanger levels for which she took this favored classoption to her hunter levels. (Her change shape can alwaysbe combined with skinchanges.)
TretharriLPPG: +1/3 bonus on damage rolls with hiddenstrikes against foes who are unaware or who consider thehalf-orc an ally, or +1/6 with other hidden strikes.
ZvarrLPPG: +1/5 natural armor bonus in any form.
« 上次编辑: 2020-05-29, 周五 12:06:47 由 犬良人 »

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Re: Skinchanger
« 回帖 #4 于: 2020-05-29, 周五 11:13:33 »
SKINCHANGERFEATS
Many classes in the Pathfinder game have a definingmechanic with a limited number of uses per day. Mostof these features, such as the alchemist's bomb or thepaladin's mercy, gain additional uses or utility in theform of feats available to characters with access to theappropriate class feature. The following feats give theskinchanger additional uses of its class features orimprovements for them.

EXTRASKINCHANGE
You have learned the secrets of a new skinchange.
Prerequisite:Skinchange class feature with effectiveskinchanger level 5th.
Benefit:You gain one additional skinchange and canactivate skinchange one additional time per day. You mustmeet all the prerequisites for this skinchange (includingthe minimum level for its category of skinchange suchas advanced, greater, or legendary).
Special:You can gain Extra Skinchange multiple times.Its effects stack.

FASTSKINCHANGE
You can transform your body in the blink of an eye.
Prerequisite:Skinchange class feature with effectiveskinchanger level 7th.
Benefit:You can activate a skinchange as a move actionif you exceed the minimum skinchanger level to select itby at least 6. Reduce your skinchanger level by 6 for thepurpose of that skinchange's benefits. This can allow youto activate skinchange more times in a round.

FORMFINESSE
You can customize the effects of polymorph skinchangesbeyond the typical limits of polymorph effects.
Prerequisite:Any polymorph skinchange.
Benefit: If a polymorph skinchange you use grantsspecial abilities from a list (asalter selfdoes) and the formchosen grants fewer than two abilities, not countingdetrimental abilities, you can gain an additional abilityfrom the list physically possible with that form's anatomy(so a centaur form could grant pounce or trample butnot web; GM's discretion). If the polymorph skinchangegrants different ability score modifiers depending onthe size of the form chosen, you can exaggerate or reducethem without changing the form's size. If you becomeMedium or larger, you can use the modifiers of Mediumor any larger size you could choose instead of matchingthe form's size. If you become Small or smaller, you canuse the modifiers for Small or any smaller size you couldchoose instead of matching the form's size. (Thus, a 6th-level skinchanger who becomes a Medium hag couldgain the ability score modifiers for becoming a Largemonstrous humanoid.)

MEMORIZEDPERSONAE
You can memorize the mannerisms and distinguishingqualities of more adopted personae.
Prerequisite:Adopted persona class feature.
Benefit: Choose a number of your adopted personaeequal to your Intelligence bonus (minimum 1). Youcan keep those personae available indefinitely andthey doesn't count against any limit on the number ofadopted personae you can know.
Special:You can gain Memorized Personae multipletimes. Its effects stack.

While you live, shine
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Re: Skinchanger
« 回帖 #5 于: 2020-05-29, 周五 11:15:47 »
SKINCHANGERARCHETYPES
The following archetypes are unique to the skinchangerhybrid class and modify its class features in a variety ofways.

Chimerist (skinChanger arChetype)
Chimerists mix and match aspects of countless forms with effortless grace.

Chimeric Personae (Ex): A chimerist can adopt up to two personae simultaneously but gains only the bonus to Bluff checks from any persona (even if only adopting one at a time). When combining personae, her appearance is a mix of the two, but heavy clothing might allow her to pass as one or the other. If the chimerist has a social talent, stalker talent, or other ability that grants a benefit depending upon which persona she is in, she picks one of the two personae for each such ability and gains only that persona's benefit for that ability. This ability alters adopted persona.

Monstrous Chimerism (Ex): The chimerist adds half her skinchanger level as a bonus on Intimidate checks as long as she has any mutation skinchange active. This ability replaces the social talent gained at 1st level.

Minor Augmentation (Su): At 4th level, the skinchanger can choose to gain one ability from the list for alter self when she changes her appearance with the disguise skinchange. If she is using a polymorph effect that grants abilities based on her current form from a list, she loses one of that form's abilities other than detrimental abilities. She adds land speed 30 feet to the list. The chosen ability functions as it would for a humanoid with which the skinchanger is familiar and includes cosmetic changes to an appropriate part of her body to resemble a creature with that ability (potentially including multiple matching limbs if appropriate for the ability). If she changes her legs and the creature has a lower speed, her speed is reduced to that speed. For example, she might gain a swim speed of 30 feet by imitating a merfolk (replacing her legs with a merfolk's tail), but in doing so her land speed becomes the merfolk's 5 feet speed. This ability replaces the skinchange gained at 4th level.

Advanced Augmentation (Su): At 6th level, when the skinchanger uses minor augmentation, she can gain two abilities as described in minor augmentation from the list for monstrous physique IUM (instead of from the  alter self list) and can emulate a monstrous humanoid. Each chosen ability functions as it would for a monstrous humanoid with which the skinchanger is familiar; they need not be from the same species. If the skinchanger has the extra form skinchange, she can choose from the ability list for that form's spells as if her skinchanger level were 4th. If the skinchanger emulates an undead creature, she detects as undead and is treated as undead for the purposes of positive and negative energy. This ability replaces the hidden strike damage gained at 5th level and the stalker talent gained at 7th level.

Greater Augmentation (Su): At 10th level, when the skinchanger uses minor augmentation, she gains three abilities from the list for monstrous physique IIUM (each functioning as it would for a humanoid or monstrous humanoid with which she is familiar) and adds land speed 60 feet to the list. If the skinchanger has the extra form skinchange, she can choose from the ability list for that form's spells as if her skinchanger level were 6th. If the skinchanger emulates an undead creature, she detects as undead and is treated as undead for the purposes of positive and negative energy. This ability replaces the hidden strike damage gained at 9th level.

Legendary Augmentation (Su): At 14th level, when the skinchanger uses minor augmentation, she can gain up to four abilities from the list for monstrous physique IIIUM (each functioning as it would for a humanoid or monstrous humanoid with which she is familiar) and adds land speed 90 feet to the list. If the skinchanger has the extra form skinchange, she can choose from the ability list for that extra form's spells as if her skinchanger level were 8th. If the skinchanger emulates an undead creature, she detects as undead and is treated as undead for the purposes of positive and negative energy. This ability replaces the stalker talent gained at 15th level.

Supreme Augmentation (Su): At 18th level, when the skinchanger uses minor augmentation, she can choose from the list formonstrous physique IVUMorgiant form I(each functioning as it would for a humanoid or monstrous  humanoid with which she is familiar) and she adds land speed 120 feet to the list. If the skinchanger has the extra form skinchange, she can choose from the ability list for that extra form's spells as if her skinchanger level were 12th. If the skinchanger emulates an undead creature, she detects as undead and is treated as undead for the purposes of positive and negative energy. This ability replaces the hidden strike damage gained at 17th level.

Social Talents: The following social talents complement the chimerist archetype: flexible grace, instant disguise, natural communicator, quick disguise, touch impersonation.
Stalker Talents: The following stalker talents complement the chimerist archetype: adopted combat training, frightening transformation, polymorphic palm, startling transformation.
Advanced Skinchanges: The following advanced skinchanges complement the chimerist archetype:  enhanced might, extra form (aberration, advanced humanoid, beast, fey).
Greater Skinchanges: The following greater skinchanges complement the chimerist archetype: diminution, extra form (dragon), gargantuan form.
Legendary Skinchanges: The following legendary skinchanges complement the chimerist archetype: colossal form, density mastery, effortless change, legendary enhancement.



LYCANTHROPE ASPIRANT
(SKINCHANGERARCHETYPE)
Some skinchangers, most often skinwalkers, emulate lycanthropes to focus their transformative powers.

Beast Persona (Ex): The lycanthrope aspirant chooses one animal to be her adopted persona. While in the form of that animal, emulating that animal with the skinwalker's change shape, or in the form of a humanoid with the features of that animal, the skinchanger can spend 1 minute getting accustomed to the animal's body and senses to gain a +4 racial bonus on checks with one skill that that animal has a racial bonus on (or, if that animal has none, one skill that animal has ranks in) while she remains in that form. The bonus increases by 1 at 5th level and every four levels thereafter. The lycanthrope aspirant can choose an additional animal for every three levels she has. At 9th level, the lycanthrope aspirant can choose a magical beast or an animal. This ability alters adopted persona.

Skinchange (Su): The lycanthrope aspirant gains the following skinchanges.
Animal Focus: The lycanthrope aspirant gains the animal focus skinchange at 1st level. This replaces disguise.
Limited Beast Form: The lycanthrope aspirant gains the extra form (beast) skinchange at 2nd level, but can only take the form of a Small animal of the same kind as her animal persona. At 4th level, she can use the full range of options for the extra form (beast) skinchange. This skinchange replaces the skinchange gained at 4th level.
Humanoid Form: The lycanthrope aspirant gains this skinchange at 4th level.
Hybrid Form (Polymorph): At 6th level, the lycanthrope aspirant can assume a hybrid form between her natural form and that of any beast form that she can assume with her skinchange. She retains her size, the ability to speak, and the use of her arms and hands, as well as the special abilities of her natural form. Her gear does not meld into her form. She gains the ability score modifiers, natural weapons (adjusted to her natural size), natural armor, and abilities for her beast form. She can use the better of her natural form's speed and the beast form's speed, but but she must have her hands free to use its speed if the beast is normally quadrupedal. This skinchange replaces the skinchange gained at 6th level.
Versatile Hybrid Form (Su): At 8th level, the lycanthrope aspirant can assume a hybrid form between any humanoid form that she can assume with her skinchange (using it in place of her natural form as described in the hybrid form skinchange) and any beast form that she can assume with her skinchange. She can use either form's size. This skinchange replaces the skinchange gained at 8th level.

Form Finesse (Su): At 7th level, the lycanthrope aspirant gains Form Finesse as a bonus feat is she does not already have it. If she already has it, she instead gains any feat she qualifies for. This ability replaces the stalker talent gained at 7th level.

Supernatural Hide (Su): At 7th level, the skinchanger gains damage reduction 1/silver while in animal or hybrid form. At 10th level and every three levels thereafter, the damage reduction improves by 1. This ability replaces the stalker talent gained at 12th level.

Social Talents: The lycanthrope aspirant cannot gain social talents that let her acquire or invent adopted personae. The following social talents complement the lycanthrope aspirant archetype: flexible grace, instant disguise, natural communicator, quick disguise, wild empathy.
Stalker Talents: The following stalker talents complement the lycanthrope aspirant archetype: adopted combat training, startling transformation, vigilante talent (sure-footed), violent transformation.
Advanced Skinchanges: The lycanthrope aspirant can gain disguise as an advanced skinchange. The following advanced skinchanges complement the lycanthrope aspirant archetype: extra form (advanced humanoid), improved physique, incredible speed, knit flesh.
Greater Skinchanges: The following greater skinchanges complement the lycanthrope aspirant archetype: incredible durability, instant recuperation, optimized physique, torpor.
Legendary Skinchanges: The following legendary skinchanges complement the lycanthrope aspirant archetype: effortless change, legendary enhancement, perfect physique.



SHAPETHIEF(SKINCHANGERARCHETYPE)
Some skinchangers refine their disguises by studyingthose they wish to impersonate with physical touch,eventually learning not only their shapes but also theirvery identities and abilities.
Shape Stealing Touch (Su):A shape thief can refinea disguise by touching an individual she wishes tocopy. She must touch the individual for at least 1 round(generally requiring a willing, helpless, or grappledtarget). She gains a +5 insight bonus on Disguise checksto impersonate that individual by any means, includingpolymorph effects. At 4th level, the bonus improves to+10. There is no limit on the number of individualswhose shapes she can gain this way. This ability replacesdisguise.
Skinchange (Su): The shape thief can only use
polymorph skinchanges to assume the forms of
individuals she has used shape stealing touch on.
Humanoid Form (Su): The shape thief gains this
skinchange at 1st level.
Persona Theft (Su): At 5th level, the shape thief can
add a touched target's persona to her available adopted
personae as a free action after using shape stealing
touch on it (requiring no further observation). She still
requires further time to get into character to assume the
newly copied persona. This ability replaces the social
talent gained at 5th level.
Rapid Shape Theft (Su): At 7th level, the shape thief
can spend a use of skinchange as a swift action to assume
the form of an individual during the round after she
learns its form. At 12th level, she can also assume that
creature's persona as a free action if she copied it that
round. If she has the transposing strike or violent
transformation stalker talents, she can transform
as a free action immediately before attempting
the grapple combat maneuver granted by either
talent. This ability replaces the stalker talent
gained at 7th level.
Memory Theft (Su): Starting at 12th
level, a shape thief learns to copy the brain
structure of a target so well that she can
copy memories along with that persona.
A copied memory is an answer to a single
question, acquired instantly, telepathically,
and with certainty. The target can negate
memory theft with a successful Will saving
throw against DC 10 + 1/2 skinchanger
level + skinchanger's Charisma modifier. The
skinchanger can't target the same creature twice
in one day. At 12th level, the shape thief can copy one
memory; every even level thereafter, the shape thief can
copy one additional memory. This ability replaces the
skinchange gained at 12th level.
Shape Swap (Su): At 13th level, the shape thief can steal
another creature's form and replace it with her current
form. If the shape thief is under a polymorph spell, she
can impart it to another creature as a swift action if she is
touching that creature while she assumes that creature's
shape. The target gains the ongoing polymorph effect
for its remaining duration. The spell must be of a
lower spell level than the shape thief 's maximum. The
target can negate being transformed by succeeding at a
Fortitude save against DC 10 + 1/2 skinchanger level +
skinchanger's Charisma modifier. This ability replaces
the social talent gained at 13th level.
Spell Theft (Su): At 16th level, the shape thief can study
and mimic another creature's magic while copying
that creature's persona. When the shape thief copies
the persona of a creature under a targeted spell or that
has spells known or spells prepared, she can steal one
of those spells by spending a use of skinchange as a
swift action. The spell's level must be no higher 6th. If
it is an ongoing spell, its remaining duration applies to
the shape thief instead of the target as if she were the
original target. If it is a spell known or spell prepared,
the shape thief gains it as a spell prepared of the same
level, even if she could not otherwise cast that spell or
cast spells of that level. The shape thief can attempt to
steal a specific spell; if she does not or if she tries to steal
a spell the target does not have, she gets one at random.
Even harmful spells can be stolen this way, but the shape
thief gets no saving throw against them. This ability
replaces the skinchange gained at 16th level.
Social Talents: The following social talents complement
the shape thief archetype: defy truth, divided personae,
instant disguise, quick disguise, stolen identity.
Stalker Talents: The following stalker talents
complement the shape thief archetype: adopted combat
training, adopted item insight, transposing strike,
violent transformation.
Advanced Skinchanges: The following advanced
skinchanges complement the shape thief archetype:
extra form (advanced humanoid), extra form (beast), inert
form, knit flesh, polymorphic equipment, somatic tool.
Greater Skinchanges: The following greater
skinchanges complement the shape thief archetype:
greater polymorphic equipment, instant recuperation,
trap form.
Legendary Skinchanges: The following legendary
skinchanges complement the shape thief archetype:
instant change, legendary enhancement, perfect
physique.
« 上次编辑: 2020-05-29, 周五 16:08:19 由 犬良人 »

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: Skinchanger
« 回帖 #6 于: 2021-02-06, 周六 21:23:50 »
Legendary Hybrids: Skinchanger
An Ehn’s Gaming Foundry review

This week we’re looking over Legendary Hybrids: Skinchanger by David N. Ross and Patrick N. R. Julius, a hybrid class between the vigilante and druid.  Gotta admit, these are two totally separate ideas, and the fact that they’re so different is why I wanted to check it out. We start off with a small little preview of the concept before giving us the introduction to the class, which is nice and informative.

To begin, we have a d8 class with a healthy skill list and 6 skill points per level along with a good reflex and will save and 4th level casting. We get proficiency in simple weapons, light armor, and weapons made through the abilities of the class.  The first class feature we end up with is adopted persona, which after a week of study lets us take on a persona from someone else; you get half your level to bluff checks to maintain the persona, but not to disguise checks, which I thought was odd. We also pick up a slower sudden strike progression at every 4 levels, starting at 1st (I don’t love sudden strike, but I see the value in it).

Next we get improved unarmed strike, which is a nice addition.  Now we get to the big part of the class, skin change. You get it often enough, once at 1st, and then an additional time per 2 levels you possess. I do wish it could be spent in increments rather than a single use at a time, but it’d basically be all day then.  The save is reasonable, although I am amused that it stacks with druid levels for its advancement, nice little touch there. There’s a lot of thought put in here as to how it interacts with wildshape and polymorph abilities, which I appreciate.

For skin changes, we start with disguise, which is basically a physical disguise person.  Next humanoid form gives us a more limited alter person which evolves into monstrous physique. Now we snag social talents at 1st and every 4 levels afterwards, also stacking with vigilante levels for which social talents they can take.  We get a few unique social talents, like faster studying, having ‘no’ persona, and a lot of other fun ones which I think add a lot to the class.  They are limited on which normal social talents they can take, but that’s fine to me.

Shapeshifter’s empathy is a neat ability that lets them nonverbally communicate with other creatures which forms they can take, and a neat little flavor ability.  At 3rd and every 4 levels thereafter we get stalker talents which are nice, as well as a few unique ones for the class. Honed strikes is one of note, making your natural weapons and unarmed strike equal to a medium monk, and measured strike is useful for dealing damage more accurately at the cost of damage. Transposing strike is another one I like, as it’s a nice battlefield control ability (although not great against things that negate nonlethal damage). At 3rd we also get trackless step, and at 4th we get divine spellcasting, which shocked me. It does have its own unique and robust spell list with a few spells reduced in level to keep them reasonable.

At 4th level we get advance skinchange, which is an interesting set of abilities which provides unique powers as well as some class features from other classes.  Extra form is almost certainly going to be a strong pick here, as it lets you really embrace the theme more, to the point where I would have liked to see this be a base ability rather than an option. Inert shape is a huge winner here, and the ability to go full gazebo is very much appreciate. The best thing I can say here is that I could see taking almost every option here, which is a great sign of a well balanced talent roster.

The same can be said for the latter options, greater skinchange and legendary skinchange, although I don’t really think they needed to be broken up into different class features, considering that they also have level restrictions. Trap form might be one of the most inventive abilities from the entire class though, allowing you to become a hazard yourself with considerably clear rules as to how it is adjudicated.

The list of skinchanger forms is given at the end of the class with quite a lot of care given to making sure that it works well, followed by the spell list. We also get a very customized FCB section with quite a few nonstandard races. The feats are short but useful, helping you to better utilize your abilities, with the standard ‘extra X’ feat for more skinchanging and other things like this.

For archetypes, we start with the chimerist, which specializes in fusing personas. The big boon of it is letting you make better use out of the disguise skin change, helping to make you far more of a beast while in it at the expense of some damage. Next is lycanthrope aspirant, which has a pretty obvious focus. As a whole, it’s more of a direct build path into being a better lycanthrope, but does its job well, even if it’s a bit constrained.  Finally, we have the shape thief. It basically lets you take someone’s entire persona, and it does it quite well with some very interesting mechanics.

Mechanics: 4.5/5

I like a lot of what I see in this class, it’s very originative while still using a lot of the old framework that we’ve seen before.  The only issues I have are that it feels a touch too complex, and there was some parts while reading this that kind of got me a little ‘rules dizzy’ as I was going through it.  But when it works, it works beautifully.

Thematics: 5/5

For me, the thematics were spot on.  The way the class combined mechanics with concept was really amazing, and for the slight issues that it may have had on my end, everything came together to make a really fluid shape shifting experience that I think a lot of people are going to enjoy.  There was a lot of creativity that went into this that I deeply appreciate.

Final Thoughts: 4.5/5

David N. Ross and Patrick N. R. Julius’s skinchanger is one hell of a hybrid, and a hybrid done right.  While it incorporated a bit more vigilante than druid, the end result was awesome, and I really enjoyed it.  While the slight mechanical issues I had were enough to keep me from giving this a 5/5, it does easily get rounded up for probably one of the best shapeshifting concepts I’ve ever seen.

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due