I thought I'd try my hand at this, since there's some interest in the concept. My strategy was making shapeshifting a physical combat buff, rather than a true race-change like polymorph.
Comments/changes welcome, but also feel free to add your own class built around shapeshifting. To the extent talking about new classes has a point, it's to develop interesting ideas.
Class: Runemage
Concept: Uses primitive arcane magic, shapeshifts
Hitpoints: Medium
Armor: Cloth
Restrictions: No sprites, elves, deep-elves, or giants.
Skills//Spells:
Amateur: dagger, staff, mace, spear, scrolls, wands // armor, invest weapon*, detect magic, ventriloquate
Novice: dodge, self-defense // detect invis, detect hidden, create water, bolt of force*
Initiate: meditation, trip // invis, infravision, fly, magical vestment
Apprentice: carve rune*, silent casting* // curse, deflection*, shield, sleep
Journeyman: brawling, trance // transform*, water breathing, dispel magic, cancellation
Veteran: second attack, devour* // regeneration*, conjure familiar*, teleport, barrage of force*
Expert: maul*, rescue // enchant rune*, magic circle*
Mentor: third attack, enhanced damage // shadowmeld*
Master: // exploding rune*
Key abilities:
Transform: Change into a monsterous version of yourself. Self-buff with +2 size and usual bonus to strength, dex, and con. Hp and move increased by +100%, along with maximums. Cannot speak, order, hold/wield objects in hands, throw, or cast spells normally. Can use tells. Consumes a rune.
Carve rune: Creates a rune from wood available in forest. These charged items cannot be dropped, put in a container, or given away without being lost. Can only have level/10 runes in inventory. Cannot carve runes while transformed.
Other new skills:
Silent casting: Active skill allows casting of spells while shapeshifted, held, or deafened. Must make skill roll, or spell automatically fails with one round lag. Requires a rune in inventory, but does not consume it.
Devour: While transformed, use a corpse to fully sate hunger. Corpse is not consumed, but must be no more than one size smaller than transformed caster.
Maul: An on-command physical attack while transformed. Does extra damage if invisible or shadowmelded.
Other new spells:
Invest weapon: Similar to weapon malediction, but just does extra damage.
Bolt of force: More powerful magic missle, but chest/body armor helps deflect the essentially physical blow.
Deflection: Self-buff that significantly increases one's dodge rate. Consumes a rune.
Regeneration: Self-buff that greatly increases HP regeneration per tick. Consumes a rune.
Conjure familiar: Provides a bought pet of the imp/mephit type.
Barrage of force: Stronger group version of bolt of force, including full range. Not as fast to cast, though.
Enchant rune: Converts a rune into a hand-held enchanted item. The number of enchants is random but large, with all of the same type. The item cannot be further enchanted by any means.
Counterspell: The next spell cast on the target automatically fails.
Magic circle: Group buff that improves HP/mana/move regeneration, magic protection, and all saves. Individually broken by movement. Consumes a rune.
Shadowmeld: Grants invisibility while in combat for just a few rounds. Caster may still be being attacked, but others may find him hard to target. Also good for extra maul damage.
Exploding rune: Turns a rune into a powerful explosive group attack, possibly knocking people down and lagging them. Because the rune must be thrown at one's enemies, this spell cannot be used when transformed.
Notes: Capable of putting out a lot of damage, but has limited mitigation, and is quite vulnerable to dispel magic/holy word.
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