One of alchemy’s greatest dreams is to perfect the art of shapechanging, allowing one to flow from form to form like quicksilver. Through alchemical experimentation, the master metamorph has finally achieved this. Master metamorphs have given up their study of bombs for an expanded knowledge of polymorph magic that allows them to confuse their enemies and assume any shape they please. It is through their brewing of potent metamorphic mutagens to assume a specific form for extended periods of time, or shift between multiple forms at higher levels. (Original Concept by Bardess)
Primary Class: Alchemist.
Secondary Class: Wizard.
Hit Dice: d8.
Bonus Skills and Ranks: The master metamorph may select three wizard skills to add to his class skills in addition to the normal alchemist class skills. The master metamorph gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The master metamorph is proficient with all simple weapons, with light armor, but not with shields.
Extracts: A master metamorph adds the following spells to his formulae list at the indicated formulae levels: 1st level–aspect of the falcon, aspect of the nightingale, borrow skill, bristle, comprehend languages, face of the devourer, ironbeard, pass without trace, strong wings, windy escape; 2nd level–agathion appearance (lesser), angelic aspect (lesser), animal aspect, ape walk, aspect of the bear, buoyancy, devilish demeanor (lesser), dwarven veil, lockjaw, object shape I, tree shape; 3rd level–aspect of the stag, blessing of the mole, glibness, greater animal aspect, monstrous extremities, spit venom, strong jaw; 4th level–aspect of the wolf, blessing of the salamander, cloud shape, hellmouth lash, mighty strength, object shape II, threefold aspect; 5th level–agathion appearance, angelic aspect, devilish demeanor, geniekind, object shape III; 6th level–divine vessel, ethereal jaunt, frightful aspect, greater polymorph, ice body, object shape IV, swarm skin.
Deceptive Alchemy: This functions exactly like the alchemist’s alchemy ability. In addition, the master metamorph adds Bluff and Disguise to his list of class skills. He also gains a competence bonus equal to 1/2 his level on all Disguise checks and on Bluff checks made to maintain his role when using metamutagen. This ability modifies alchemy.
Metamutagen (Su): This is similar to the alchemists mutagen ability, but with the following changes. When a master metamorph brews a metamutagen, it grants him special metamorphic abilities. It’s a standard action to drink a metamutagen. Upon being imbibed, the master metamorph can transform himself in a variety of ways, granting him the effects of a enlarge person or reduce person spell for 10 minutes per master metamorph level.
As the master metamorph gains levels, his metamutagen can duplicate the effects of more powerful transmutation spells. Whenever a master metamorph brews a metamutagen, he gains the effect of one of these transmutation spells instead of the enlarge person or reduce person spell. At 3rd level and every two levels thereafter, the master metamorph can choose one of the following transmutation spells at the indicated levels.
3rd level–alter self, object shape I, tree shape; 5th level–agathion appearance (lesser), angelic aspect (lesser), beast shape I, devilish demeanor (lesser), monstrous physique I, undead anatomy I; 7th level–beast shape II, elemental body I, monstrous physique II, object shape II, vermin shape I; 9th level–agathion appearance, angelic aspect, beast shape III, devilish demeanor, elemental body II, geniekind, monstrous physique III, object shape III, plant shape I, undead anatomy II, vermin shape III; 11th level–beast shape IV, elemental body III, form of the dragon I, monstrous physique IV, object shape IV, undead anatomy III; 13th level–elemental body IV, form of the dragon II, giant form I, plant shape III, statue; 15th level–agathion appearance (greater), angelic aspect (greater), devilish demeanor (greater), form of the dragon III, giant form II, undead anatomy III; 17th level– shapechange.
Upon reaching 5th level, and every four levels thereafter (9th, 13th, and so on), a master metamorph can choose a new metamutagen spell in place of a spell he has already chosen. In effect, the master metamorph loses the spell in exchange for the new one. The new metamutagen spell must be chosen from the same list of spells as the old one. A master metamorph can only change one metamutagen spell at any given level and must choose whether or not to swap the transmutation spell at the time he gains a new metamutagen spell for the level.
This ability otherwise functions as mutagen and replaces mutagen and bombs.
Trained Metamorph: At 1st level, a master metamorph learns to use transmutation magic with great effect and gains the following transmutation school and shapechanger subschool powers. The master metamorph gains no additional benefits from the wizard’s arcane school ability, nor does he select any opposition schools. This ability replaces brew potion, throw anything, and poison resistance.
Battleshaping (Su): At 1st level, as a swift action, the master metamorph grows a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four master metamorph levels he possesses. The master metamorph can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of his size (see Beastiary). At 11th level, the master metamorph can shape two natural weapons. He may not grow additional limbs or a tail with this ability. The master metamorph can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Physical Enhancement (Su): At 1st level, a master metamorph gains a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five master metamorph levels he possesses to a maximum of +5 at 20th level. The master metamorph can change this bonus to a new ability score when he prepares his extracts. At 20th level, this bonus applies to two physical ability scores of his choice.
Change Shape (Sp): At 8th level, a master metamorph can change his shape for a number of rounds per day equal to his master metamorph level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Discoveries: This is exactly like the alchemist ability of the same name, except that master metamorph cannot select bomb discoveries. In addition, whenever the master metamorph could choose a discovery, he can select one of the following arcane discoveries instead: alchemical affinity, beyond morality, feral speech, idealize, multimorph, werewolf shape. The master metamorph treats his level as his wizard level for the purpose of qualifying for arcane discoveries.
If the master metamorph chooses the multimorph or werewolf shape discovery, they affect his metamutagen as if it were a spell or extract. If using multimorph, the master metamorph must expend 10 minutes of the metamutagen’s duration as a standard action to assume another form allowed by the metamutagen.
Precise Metamorphosis (Su): At 3rd level, a master metamorph gains unique control over his shapechanging abilities and can use his metamutagens, transmutation extracts, or the a thousand faces ability to assume the form of specific individuals. This ability replaces poison use.
Spontaneous Extracts: At 6th level, a master metamorph can channel stored arcane energy into transmutation extracts that he hasn't prepared ahead of time. He can “lose” a prepared extract in order to create any transmutation extract of the same level or lower. This ability replaces swift poisoning.
A Thousand Faces (Su): At 13th level, a master metamorph gains the ability to change his appearance at will, as if using the alter self spell, but only while in his normal form. This ability and true shapechanger replace grand discovery.
True Shapechanger (Su): At 20th level, a master metamorph becomes a true master of shapechanging. He gains the shapechanger subtype and becomes proficient with any natural weapon or manufactured weapon that his current assumed form can use. Also, when the master metamorph uses his metamutagen, he radiates an aura identical to the alignment of the assumed creature. His actual alignment is not changed, but spells like detect evil or detect good detect only the aura, not his actual alignment. For the duration of the metamutagen, effects influenced by his alignment function according to the imposed aura, not his actual aura. When the metamutagen ends, the master metamorph’s aura returns to normal, and alignment-affecting magic affects him according to its actual alignment. For example, if he takes the form of a glabrezu, he would be detected as having a chaotic evil alignment.
In addition, when the master metamorph imbibes a metamutagen, he gains all the extraordinary and supernatural abilities of the form he chooses, as described in the monster’s description. These abilities last as long as the metamutagen remains in effect.
Discoveries: The following discoveries complement the Master Metamorph multiclass archetype: chameleon, eternal potion, extend potion, infuse mutagen, feral mutagen, rag doll mutagen, tentacle, vestigial arm, wings.
The following new discoveries are restricted to the Master Metamorph multiclass archetype.
You can use transmutations of an opposed alignment.
Prerequisites: Master Metamorph 8.
Benefits: You can use any transmutation extract with an alignment descriptor that opposed your own.
Normal: You cannot use extracs that have an alignment descriptor that is opposite to yours.
You can change forms quickly during battle.
Prerequisites: Metamutagen class feature, Multimorph arcane discovery.
Benefits: When your metamutagen is in effect, you can change forms as a swift action instead of a standard action. The duration cost of this form change remains the same.
Normal: You can change between forms as a standard action.
Table: Master Metamorph