d20 Modern

Classes / Undead Morphing

Vampires of legend are renowned for their ability to assume the form of an animal, or a monster. These legends are rooted in this class.

Prerequisite: Either a Cainite from one of Clan Gangrel, Lasombra, Setite, or Tzimisce, or a Cainite or Ghoul trained by someone with at least three levels of Undead Morphing.

Hit Die: 1d8 (but remember that Undead always have 1d12)

Class Skills: The Undead Morphing class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

Level Base attack Fort Ref Will Class Feature Def Rep
1 +0 +1 +0 +1 Minor Morph, Red Eyes +1 +0
2 +1 +2 +0 +2 Feat +2 +0
3 +2 +2 +1 +2 Talent +2 +0
4 +3 +2 +1 +2 Medium Morph +2 +0
5 +3 +3 +1 +3 Feat +3 +1
6 +4 +3 +2 +3 Talent +3 +1
7 +5 +4 +2 +4 Major Morph +4 +1
8 +6/+1 +4 +2 +4 Feat +4 +1
9 +6/+1 +4 +3 +4 Talent +4 +2
10 +7/+2 +5 +3 +5 Great Morph +5 +2

Disciplines

All abilities and talents are grouped by discipline. There are four such morphing disciplines, one each for the Clans Gangrel (Protean), Lasombra (Obtenebration), Setite (Serpentis), or Tzimisce (Vicissitude). A member of one of these clans always start with knowledge of his clan discipline. Others that manage to gain this class must pick a discipline known by his teacher.

It is possible to learn additional disciplines, if one has access to a teacher. Learning an additional discipline requires one Talent pick devoted to it. Having done so, you get the morphs for that discipline, and can pick further talents from that discipline.

Class Features

All of the following are class features for the Undead Morphing class.

Red Eyes (Su): You get 60' darkvision. While you are using it, your eyes glow red.

Morphs

At 1st level, and again at 4th, 7th, and 10 level, you gain a morph. This is a transformation of your body, the particulars of which depend on you discipline. If you have access to multiple disciplines, you can use the morphs for all of them, limited only by your level.

Morph Obtenebration Protean Serpentis Vicissitude
Minor Shadow Claw Dread Claws Asp's Tongue Malleable Visage
Medium Shadow Tentacles Bestial Form Cobra Form Zulo Form
Major Shadow Form Mist Form Asp Swarm Liquid Form
Great Dark Hunter Bestial Master Apep's Semblance Chiropteran Marauder

Obtenebration

Shadow Claw: You can create claws made of dark shadow. Your claws are not physical and do no extra damage, but you drain 1d3 Strength with each touch.

Shadow Tentacles: You are one with the shadows, and can turn them into a weapon. You can attack from your shadow, or from any other patch of deep darkness in your vicinity that your shadow touches. The attack is exactly the same as if you yourself make an unarmed strike, including the benefit of using shadow claw. These attacks never provoke attacks of opportunity. One additional effect of shadow tentacles is that you always flank a close combat opponent, unless the lighting prevents shadows.

Shadow Form (Su): As a standard action, you can turn yourself into an inhuman shadow. The exact form of this shadow depends mostly upon your inner nature. While in shadow form you are incorporeal. As such, you lack a Strength attribute, you lose all physical attacks, but you become almost invulnerable. You can use talents such as Shadow Tentacles to attack, and many other disciplines can still be used. You can remain transformed for as long as you wish. However, you cannot sleep in shadow form. Like all incorporeal beings you can move through walls and obstructions, but you can only do so if you can emerge from a shadow on the other side.

Dark Hunter (Su): As a standard action, you can create a duplicate of yourself. It is incorporeal and made out of shadow, with your skills and attributes, but it cannot cast spells or use equipment that does not have ghost touch. Likewise, attacks against it suffer a 50% miss chance unless made by a ghost touch weapon or a force-based spell. You can order it to perform actions independently, or control it directly, using its senses instead of your own. You can never have more than one dark hunter at a time, and you can only dismiss it if it is close to you.

Protean

Dread Claws: You can create claws on your hands. You get a claw attack for 1d4 AggravatedDamage.

Bestial Form: You can assume the form of a bat or wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that you do not regain hit points for changing form and must choose from among the forms mentioned here. While in your alternate form, you gain the natural weapons and extraordinary special attacks of your new form, and lose any abilities that depend on your normal form. You can remain in that form until you assume another or until the next sunrise.

The two forms you can assume are actually dependent on culture. Gangrel in India will usually transform into leopards, for example. In all cases you will have one small/stealth/movement form, and one medium/combat form. You can learn an additional forms by spending a feat.

Mist Form: As a standard action, you (and all your gear) become Incorporeal, misty, and translucent. While incorporeal, you lose your Strength attribute, and cannot perform any physical actions. You are immune to physical attacks unless the weapon has ghost touch, you get +10 energy resistance that stacks with any other energy resistance, and you take one less die of damage from sunlight. Your armor (including natural armor) ceases to modify your Defense, though other modifiers (such as from Dexterity and size) still apply.

While in this form you can remain gaseous indefinitely and have a fly speed of 20 feet with perfect maneuverability. You can pass through small holes or narrow openings, even mere cracks. Your gaseous form is subject to wind and cannot enter water or other liquid.

Bestial Master: You can assume additional bestial forms. These are dire wolf, dire bat, and animal-man hybrids based on the forms you have. A hybrid based on a dire wolf would be large, and very much like a werewolf in Crinos form. Not that you know what that means...

If your normal animal forms are different from wolf and bat, these forms are also different. So an Indian Gangrel that normally transforms into a leopard would become a dire leopard and a leopard-man.

Serpentis

Asp Tongue: You can extend your tongue and grow barbs on its tip. You can extend it enough to attack as if using your fangs, but you do not need to grapple in order to attack with your tongue. You can also use your tongue to drain Constitution (blood) just like with your fangs. You do not have to pin your victim when using your tongue, a simple grapple is enough.

Cobra Form (Su): As a standard action, you can transform yourself into a cobra that is a full 8 feet long. You cannot speak in cobra form, but you can communicate with others in cobra form, including real cobras. You gain a poisoned bite attack for 1d6 AggravatedDamage. The poison has initial and secondary damage of 2d4 temporary Constitution (DC 10 + 1/2 your level + your Charisma modifier). You gain the Dodge, Improved Initiative, and Scent feats, and a 20ft swimming move.

Asp Swarm: As a standard action, you can transform youself into a swarm of asps. As long as a single one of these asps escape, you can recreate your body, though you might be very hungry afterwards. swarm stats?

Apep's Semblance (Sp): As a standard action, you can transform into a large man-snake hybrid. You can remain in this form as long as you wish. You have a large tail instead of legs.

Large Monstrous Undead Humanoid Template
Speed: Gain 20ft climbing and 20ft swimming move.
Attacks: Poisoned bite attack for 1d8 AggravatedDamage, in addition to your normal attacks. You do not need to grapple in order to bite. The poison has initial and secondary damage of 2d4 temporary Constitution (DC 10 + 1/2 your level + your Charisma modifier).
Special Attacks: Once you have started a grapple, you can use your tail to continue the grapple, leaving your hands free for other actions. The tail can constrict for 1d6 + Strength modifier damage.
Special Qualities: +8 Natural Armor. Tail instead of legs. Your Damage Resistance increases to 10/magic.
Abilities: +8 Str, +4 Dex.
Feats: Blind-Fight, Maw, Scent, ThickHide.

Vicissitude

Malleable Visage: You can sculpt your flesh, molding it like clay. Doing so is an extended action, requiring Craft (sculpting) for optimal results. The effects are permanent, but you can re-sculpt yourself at any time. You get +10 to all Disguise checks, and are effectively free to choose your appearance.

Zulo Form (Su): As a standard action, you can transform into a horrific combat form, an 8 feet tall greenish-gray scaled and spined monstrosity. Note that the Zulo gains several abilities, such as increased Constitution, that are useless for the Undead. These are still useful to a Ghoul, however.

Large Monstrous Undead or Humanoid (Template)
Size/Reach: 5x5ft; 10ft.
Special Attacks: Bash for 1d8 damage.
Special Qualities: +3 Natural Armor.
Abilities: +8 Str, +4 Dex, +4 Con.
Feats: Improved Damage Threshold.

You can get some feats that require Monstrous, and they will take effect in your Zulo form. These feats are Maw, Patagia, and ThickHide.

Liquid Form: As a standard action, you can transform part or all of yourself into sentient blood, like a blood elemental. stats?

Chiropteran Marauder: As a standard action, you can transform yourself into a terrifying bipedal bat. This is a more evolved version of the Zulo shape.

Large Monstrous Undead Humanoid (Template)
Move: Gain a 60ft flying move.
Size/Reach: 5x5ft; 10ft.
Special Attacks: Claw for 1d10 AggravatedDamage.
Special Qualities: +3 Natural Armor.
Abilities: +8 Str, +6 Dex.
Feats: Alertness, Blind-Fight, Frightening Presence.

Feats

You can pick any one feat, as long as you fulfill the prerequisites. The feats you may choose from are:

Additional Form

Talents

You may pick any one talent for which you fulfill all prerequisites. You may pick another talent at 4th, 6th, 8th, and 10th level.

Obtenebration

Obtenebration is the shadow manipulation practiced by the Lasombra. This discipline evokes a form of "living darkness", from an unknown source.

Black Tentactles (Sp): Once per night, you can cast black tentactles as the spell. All parameters are as if you are a caster of half your total level. The tentacles must burst forth from a patch of shadow or darkness.
Requirements: Shadow Tentacles.

Nocturne (Sp): As a standard action once per night, you can expand the shadows to create a cloud of inky darkness that completely obscures light and even muffles sound and draws the vitality out of those inside. All creatures in the area gain total concealment (50% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have a 20% miss chance inside the area. All inside the Nocturne suffer a -4 morale penalty to Strength and to all actions. You are immune to all these effects.

The base area of Nocturne is a 5 feet radius emanation per level. It lasts 1 minute / level. The cloud can be created up to 50 feet away per level. It is normally stationary, but can be moved a distance equal to its radius by making a DC 15 Concentration check.

Shadow Walk (Su): As a free action, you can walk from shadow to shadow, and can even bring others with you if they are willing or pinned. Both the entrance and the exit shadow must be large enough to admit you, and may be up to 10 feet per level apart. You can Shadow Walk once / level / night, and a passenger counts as one additional use.
Requirements: Shadow Form.

Summon Shadow (Sp): Once per night, you can summon actual beings from the shadow realm as a standard action. After 2d6 rounds 1d3 Shadows (the monster) will form in the shadows surrounding you. The shadows obey you for one hour or until destroyed.

Protean

Protean is mainly practiced by Gangrel, but it is the only morphing discipline that is widely spread outside of its parent clan.

Earth Meld (Su): As a standard action you can merge with the earth (but not with stone, asphalt, wood, etc). While merged, you are essentially invulnerable, but can take no physical actions and cannot move. You will know if it is day or night, but is otherwise unable to perceive the surface.

Earth Mastery (Su): Your Earth Meld improves, so that you can actually move while merged with the earth. You move only 5 feet per round, and gain no special navigational ability.
Requirements: Earth Meld, Mist Form.

Loki's Gift (Su): At your option, you can assume the form of the first thing you feed from during a night, be it human, Cainite, or animal. You do not get any special abilities of the form assumed, but otherwise you become a perfect imitation. The transformation lasts until the next night.

Force of Will (Ex): You can move slightly while staked or otherwise paralyzed. By making a Will save you can make either a move or attack action. The DC is 20 for a stake, or the normal DC for the spell or effect keeping you paralyzed. bad effect of failure?

Vicissitude

Vicissitude is the flesh-warping powers of Tzimisce.

Mold Other (Su): You can mold the flesh of others as that of yourself. A Cainite can undo your changes by spending blood points, but for most mortals they are permanent. As with Malleable Visage, it is easy to make something ugly, but the beautiful and the truly horrendous requires skill and practice.

Rend Bone (Su): You can manipulate bone in the same manner as flesh. This power enables you to warp the victim beyond recognition. A Cainite who wants to undo the changes made with Rend Bone must heal them as if AggravatedDamage. Really twisted Tzimisce has used this power to build houses out of living people, and even more horrifying things are possible.
Requirements: Mold Other.

Graft (Su): You can join different living beings into a single unified monstrous whole, with multiple gibbering mouths, and many flailing limbs. The mighty Tzimisce war-ghouls are made in this manner.
Requirements: Rend Bone, Mold Other.

Liquefy the Mortal Coil (Sp): You can turn your opponent's flesh and bone into pools of blood that you can lick off the sidewalk at your leisure. If you hit with a touch attack, the target must make a Fortitude save (DC 10 + half your level + your Charisma modifier) or turn to nourishing goo. A vampire gets an additional save, and if successful only a single limb is liquefied. Furthermore, vampires can reform lost body parts by spending blood points. If the victim makes the (first) save, he is immune to your further use of this power, until you have gained an additional level.
Requirements: Liquid Form, Mold Other.

Serpentis

Serpentis is the powers practiced by Setite.

Adder Skin (Su): As a standard action, you can partially transform yourself into a large snake. While you wear the adder skin, you are scaly, mottled, and clearly Monstrous. You gain the Maw, Scent, and ThickHide racial feats. You can also dislocate your limbs without damage, so you can fit through any opening large enough to fit your head.

Breathe the Sandstorm (Su): Once per night, you have a breath weapon consisting of hot desert sand. It is a cone 5ft long per level of Undead Morphing, and it does 1d8 damage per per level of Undead Morphing, with a Reflex save (DC 10 + 1/2 your level + your Dexterity modifier) for half damage. The damage is half fire and half physical. You can take this talent more than once, gaining additional uses each time. is this too wimpy?

Ophidian Infestation (Su): You can transform your blood into asps while inside someone elses body. You must cut yourself, spending at least 1 blood point, and hit with a touch attack. At any time within 1 hour per level after that, you can cause those blood points to transform into about a dozen small asps each. They will immediately claw their way out of the victim's body, with gruesome damage as the result. What kind of damage (orig: 1 health level/BP)? Should there be a save? Ref. Quivering Palm

If the victim is one of your Ghoul or for some other reason has your blood in his body already, you can activate this ability with just a touch attack, using that amount of blood to decide the effect.

Requirements: Asp Swarm.
Cost: At least 1 blood point.

Set's Curse (Sp): Once per night, you can twist your victim's physical form into that of a large python. If you hit with a touch attack and the target fails a Fortitude save (DC 10 + 1/2 your level + your Charisma modifier), he transforms in body and mind. The python can still understand speech, but is otherwise of animal intellect. It is loyal, and does your bidding. The transformation lasts 1 day per level.
Requirements: Cobra Form.