HagunemnonHD:d6
Level Bab Fort Ref Will Feature
1 +0 +0 +0 +2 Changing Body, Alter Shape, Shape I, Evolve, Unstability
2 +1 +0 +0 +3 Detect Toughts, Knock
3 +2 +1 +1 +3 Shape II
4 +3 +1 +1 +4 Suggestion, Nondetection
5 +3 +1 +1 +4 Shape III
6 +4 +2 +2 +5 Dimension Door
7 +5 +2 +2 +5 Shape IV
8 +6 +2 +2 +6 Lesser Unstability
9 +6 +3 +3 +6 Shape V
10 +7 +3 +3 +7 Fast Healing, Plane Shift
11 +8 +3 +3 +7 Shape VI
12 +9 +4 +4 +8 Ethereal Jaunt
13 +9 +4 +4 +8 Shape VII
14 +10 +4 +4 +9 Reactive Unstability
15 +11 +5 +5 +9 Shape VIII
16 +12 +5 +5 +10 Regeneration, Minor Instability
17 +12 +5 +5 +10 Shape IX
18 +13 +6 +6 +11 Destabilize Form
19 +14 +6 +6 +11 Instant Evolution
20 +15 +6 +6 +12 Protean
21 +15 +6 +6 +12 Potential
22 +16 +7 +7 +13 Devastating Evolution
23 +16 +7 +7 +13 Null Instability
24 +17 +8 +8 +14 Overwhelming Evolution
25 +17 +8 +8 +14 Gift of Change
26 +18 +9 +9 +15 Blinding Evolution
27 +18 +9 +9 +15 Survival of the Fittest
28 +19 +10 +10 +16 Pinnacle of Evolution
29 +19 +10 +10 +16 Lord of Change
Skills:2+int modifier per level, quadruple at first level, Class skills are: balance, concentration, disguise, spot, listen, search, move silently, hide, climb, swim, bluff, diplomacy, intimidate.
Proficiencies:Its own natural weapons.
Features:Changing Body: The Hagunemnon loses all other racial traits and becomes a medium sized aberration with all the related traits (basically darkvision 60 feet). Its a medium sized creature with base speed of 30 feet. It also gains the Shapechanger Subtype. An Hagunemnon has a natural attack dealing 1d8+Str damage, like a claw, bite or slam. He can change between them as a free action. An Hagunemnon has no limbs capable of fine manipulation by default.
In addition, the Hagunemnon gains a bonus to Nat armor equal to it's Con modifier.
Alter Shape: The Hagunemnon is the ultimate shapeshifter, its body a constant flux of possibility, not limiting itself to copying a single creature, but rather combining aspects from difrerent ones. He starts with 4 lv1 Shapes, and learns a new ones every level, and an extra one whenever it unlocks a new level of Shapes. At 3rd level of this class, and every 2 levels thereafter, it can pick Shapes of the next level, up to 9th level Shapes at 17th level.
All Shapes are Extraordinary abilities, as well as Alter Shape itself. The Hagunemnon is the ultimate expression of natural evolution, it's body and organs adapting to new needs in the blink of an eye. Shapes never stack with themselves.
1st-level Shapes
Replicate I: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod.
Climb: You gain a climb speed equal to your base speed.
Superior eyes: Your darkvision increases by 60 feet, and you gain a bonus on Spot checks equal to 1/2 your HD.
Extra Limb: You gain an additional limb which can be used as a natural weapon dealing 1d8+Str damage, shaped like you want, just like the basic Hagunemnon natural weapon. You take no penalty for attacking with natural weapons of the same type in a full attack. For every 6 HD you have, you gain an extra limb like this.
Scent: You gain the scent ability as per the SRD, and the track feat.
Speed: All your movement speeds increase by +5ft for every 2 HD you have (minimum +5 feet).
Spell Resistance You gain Spell Resistance 11+HD.
Animal: You gain Low Light vision, and you count as an animal whenever it would be beneficial for you. You also gain a bonus on Survival checks equal to half your HD, and can use Wild Empathy as a druid of your HD.
Humanoid:You are treated as a Humanoid whenever it would be beneficial for you, and you gain proficiency with Simple Weapons. You also can turn any of your natural weapons into an hand-like apendage capable of fine manipulation as a free action. You also gain a bonus on Diplomacy equal to half your HD.
Skillfull: Select two physical skills. You gain a bonus on it equal to half your HD. This choice can be changed every time you activate this Shape.
Resistance:Select acid, fire, cold, electrecity or sonic. You gain resistance to that element equal to your HD.
Tougher: You gain +1 HP per HD.
Harder: You gain an extra bonus to Nat armor equal to half your HD.
Quadruped: You become a long creature, with all the bonus and penalties, like extra carrying capacity, stability, but smaller reach. You cannot have limbs capable of fine manipulation in this form. Your land speed also increases by 50%.
Aquatic: You gain a swim speed equal to your base speed, and the Aquatic subtype. You also gain a bonus on Bluff checks equal to half your HD.
Spit: The Hagunemnon is capable of firing a globe of spit dealing 1d4 cold/fire/electricity or acid damage per HD (choose whenever this Shape is selected), with a range of 20 feet per HD.
Fake Skin:You keep your exterior relatively stable, while your interiors keep shifting. You gain a bonus on disguise checks equal to 10+HD.
2nd-level Shapes
Replicate II: You gain an Extraordinary ability from a creature with up to 4 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate I to learn this one.
Extend limbs: Your reach increases by +5ft for every 3 HD you have.
Rend: If you hit with both two natural attacks of the same type, they latch onto the opponent’s body and tears the flesh. This attack automatically deals an additional 1d8+1,5 Str damage. The base damage changes accordingly with size.
Magical Beast: You are treated as a Magical Beast whenever it would be beneficial for you. Your natural weapons deal damage as if they were one size category bigger, and half your Nat armor now counts as a deflection bonus.
Monstrous Humanoid: You are treated as a Monstrous Humanoid whenever it would be beneficial for you. You gain a bonus on Intimidate and Strength checks equal to half your HD.
Pounce: You gain the Pounce ability.
Breath weapon (Su): You gain a breath weapon usable once every 1d4 rounds, dealing 1d6 damage per HD, Reflex Save with DC 10+1/2HD+Con mod for half damage. Every time you activate this Shape, you can choose from fire, cold, acid or electricity damage, and a line with 10 feet per HD or cone with 5 feet per HD. You cannot willingly lose this Shape while the breath weapon recharges.
Graceful Frame: You become one size category smaller. At 6 HD, you may reduce yourself another size category. For every 3 extra HD from here, you can reduce yourself another size category, untill Fine size at 12 HD. At 15 HD and every 3 HD after you can further reduce your size, gaining an extra +4 to Hide checks, +1 to Attacks and AC, your carrying capacity being reduced by half, and -4 on combat maneuvers like grapple and trip.
Poison:Select one of your natural weapons. It now inflict a poison dealing 1d4 damage to a stat of your choice (half damage if the chosen type is Con) as secondary and initiary damage, Fort save with DC 10+1/2HD+Con mod for dying. You can change this choice every time you activate this Shape. This damage increases one die size for every 5 extra HD from here. At 10 HD, against opponents immune to poison and/or ability damage this ability makes your natural attacks deal the same amount of acid damage to such targets in a successful attack.
Damage Reduction: You gain DR equal to half your HD, bypassed by a material type of your choice. You may change this material every time you activate this Shape, and your own natural weapons count as made of that material for bypassing DR.
Aligned: You gain DR/alignment of your opposite alignment equal to 1/2 your HD. You gain the alignment subtype equal to your own alignment, and your natural weapons count as your own alignment for purposes of bypassing DR.
Improved Trip: Whenever you hit an opponent with your natural weapons, you may begin a trip as a free action without provoking attacks of opportunity. Against flying opponents, this prevents them from moving for 1 round.
Fey:You are treated as a Fey whenever it would be beneficial for you. You gain a bonus on Bluff checks equal to half your HD and become immune to sleep effects, no longer needing to sleep yourself (you must still rest to recover spells). If you multiclass into a casting class, you can choose to count the levels from this class for purposes of CL and learning new spells and gaining new spell slots. Hagunemnon levels don't count for any other class ability.
So for example an Hagunemnon 6/Wizard 1 could choose to gain one 4th level spell slot and one 1st level spell slot instead of one 1st level spell slots and three zero level slots, receiving 2 spell knowns up to 4th level instead of 2+Int modifier 1st level spells and all cantrips known.
The spellcasting stacking isn't dependant on you staying on actual Fey form, you just need to know it.
3rd-level Shapes
Replicate III: You gain an Extraordinary ability from a creature with up to 6 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate II to learn this one.
Improved Grab: You gain the Improved Grab special attack in all your natural weapons. At 10 HD this ignores Freedom of Movement effects.
Burrow: You gain a burrow speed equal to half your base speed.
Wings: You gain a fly speed equal to twice your base speed with good maneuverability.
Large: You grow to Large size.
BlindSight: You gain Blindsight with a range of 10 feet per HD.
Specter Eyes: You benefit from a permanent See Invisibility effect. At 15 HD it also works as True Seeing.
Evade: If an effect requiring a Reflex save would still cause an effect if you succeeded, you ignore that effect if you pass the save. You also gain a bonus on Reflex Saves equal to 1/5 your HD and don't fail Reflex saves on a natural 1.
Endure:If an effect requiring a Fortitude save would still cause an effect if you succeeded, you ignore that effect if you pass the save. You also gain a bonus on Fortitude Saves equal to 1/5 your HD and don't fail Fortitude saves on a natural 1.
Belief:If an effect requiring a Will save would still cause an effect if you succeeded, you ignore that effect if you pass the save. You also gain a bonus on Will Saves equal to 1/5 your HD and don't fail Will saves on a natural 1.
Frightful Presence:This special quality makes your presence unsettling to foes. It takes effect automatically when you perform some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 10 feet per HD who witness the action become Shaken for 1 round/HD unless they succeed on a Will save with DC 10+1/2HD+Cha mod. Foes who succeed on their saves can't be affected again for 24 hours.
At 10 HD this ignores immunity to Fear effects, but opponents with that immunity gain +5 bonus on their save.
At 15 HD opponents failing the save become Frightened instead.
4th-level Shapes
Replicate IV: You gain an Extraordinary ability from a creature with up to 8 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate III to learn this one.
Sonic: When using any of your abilities that allows you to do energy damage, you may choose sonic damage instead of your other options.
Vermin: You are treated as a Vermin whenever it would be beneficial for you. You become immune to mind-affecting effects.
Roar: You may let a mighty roar as a standard action. All enemies within 5 feet per HD must make a Fort Save with DC 10+1/2HD+Cha mod or become stunned for 1 round. At 10 HD you may Roar as a move action. At 13 HD this ignores immunity to stunning, but such opponents gain a +5 bonus on their saves. At 16 HD you may Roar as a swift action. At 19 HD as a free action, but still only 1/round.
Spell Immunity: You become too tough for petty magics. You ignore all harmful spell effects of a level less than (half your HD)-1. This include SR:No spells.
Elemental: You gain immunity to an element of your choice (cold, fire, electricity or acid), +2 to Cha, and your natural attacks deal an extra +1d6 from the chosen element. This extra damage increases one die size for every 5 extra HD from here. You may choose a different element every time you activate this Shape.
Giant:You count as a Giant whenever it would be beneficial for you. You gain the Powerful Build ability, +2 to Str and can hurl rocks two size categories smaller than yourself (2d6 for small rocks, 2d8 for medium rocks, and so on) with a range increment of 20 feet per HD.
Ooze:You count as an Ooze whenever it would be beneficial for you, and you become immune to critical hits. You also gain a +4 bonus on grapple checks and you may engulf a grappled opponent at least one size category smaller than yourself inside your body with a successful grapple check. Engulfed opponents still count as grappling, except that you no longer take penalties for it (besides counting the engulfed opponent on your carrying load) and only you have line of effect and vision to it.
Outsider:You count as an outsider whenever it would be beneficial for you. You no longer need to eat and gain immunity to poison and diseases, and gain DR/magic equal to half your HD. If you had DR/material, they're combined to form DR/material and magic equal to the highest of the two.
5th-level Shapes
Replicate V: You gain an Extraordinary ability from a creature with up to 10 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate IV to learn this one.
Force: When using any of your Shapes that would allow you to choose an energy type, you may choose Force instead. Your Natural weapons benefit from a permanent Ghost Touch ability.
Huge: You become Huge size. You must know the Large shape to learn this.
Green: You count as a plant whenever it would be beneficial for you. You also gain immunity to critical hits and mind-affecting effects.
Tough Hide: You gain DR/- equal to half your HD. Any other DR you had is doubled. You also gain resistance to all elements equal to half your HD.
Augmented critical: Your natural weapons now threaten a critical on a 18-20, and their crit modifier is x3.
Gaze: Your eyes stare deeply into your opponents, making them slow down. This gaze attack has a range of 5 feet per 2 HD, and any affected creatures that fail a Will save with DC 10+1/2HD+Cha mod are left only able to take one standard or move action during their next round.
Cloud: You act as under the effect of a permanent Gaseous Form spell, except that you retain your natural attacks and can freely manipulate objects normally.
6th-level Shapes
Replicate VI: You gain an Extraordinary ability from a creature with up to 12 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate V to learn this one.
Absorb: Your natural attacks inflict a negative level on your opponents with each Hit, unless they succeed on a Fort save with DC 10+1/2HD+CHa mod. This affects even opponents immune to energy drain, but they gain a +5 bonus on their saves. You heal the same amount of damage you dealt whenever you inflict a negative level this way.
Spawn Shot:As swift action you can spit forth a globe of writhing flesh as a ranged attack dealing 1d6 damage per HD, with a range increment of 20 feet per HD. The projectile then starts moving on it's own and fights for you, with the stats of an Hagunemnon with ten less levels than you and the elite array of base stats. It has all the feats and Shape choices you had ten levels ago. It lasts for a number of rounds equal to your Cha mod.
Change:Your body constantly changes chaotically, making it impossible for a clear hit. All attacks with a single target against you suffer a 50% miss chance, that can't be overcome by any means, but don't stack with any other miss chances. You can also pass trough any opening at least 1 inch wide without slowing down.
Synthetic: You count as a construct whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
# Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
Unliving:You count as an undead whenever it would be beneficial for you. You no longer need to eat or sleep and gain
#Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
# Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
# Your regeneration becomes fast-healing of the same amount.
# You're healed by negative energy and damaged by positive energy.
7th-level Shapes
Replicate VII: You gain an Extraordinary ability from a creature with up to 2 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate VI to learn this one.
Dragon: You count as a dragon whenever it would be beneficial for you. You have immunity to sleep, paralysis, immunity to one element of your choice and gain +2 to all ability scores, saves and Natural armor.
Incorporeal:you gain the incorporeal Subtype. If you use ethereal jaunt while in this, you can count yourself as either incorporeal or corporeal whenever it would be beneficial for you.
Living Weapon: One of your natural weapons is turned in any simple or martial non-thrown manufactured weapon. You count as being proficient with it, can make iterative attacks, can't be disarmed, and has an enchantment bonus equal to half your HD. It can't have an enchantment bonus to attack and damage rolls bigger than 5, but you can spend the extra bonus on special abilities like Speed and Holy. If it's an two-handed weapon, you must use another of your natural weapons to help wield it. You may perform iterative attacks with it if you have enough Bab.
Gargantuan: You grow to gargantuan size. You must know the Huge shape to learn this one.
8th-level Shapes
Replicate VIII: You gain an Extraordinary ability from a creature with up to 16 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate VII to learn this one.
Evolve Immunity: When you activate this shape, select one spell, condition or effect currently affecting you (besides death). You now can ignore it.
Evolve slaying: When you activate this ability, choose one opponent you hit with one of your natural weapons last turn. That natural weapon now ignores any DR and miss chances of that opponent, and bypasses its regeneration.
Crushing Limb:Select one of your natural weapons. Whenever it hits anything, the target is subjected to an Disintegrate effect as the spell, with CL equal to HD and save DC 10+1/2HD+Cha mod.
9th-level Shapes
Replicate IX: You gain an Extraordinary ability from a creature with up to 18 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate VIII to learn this one.
Constant Evolution:While in this shape, whenever an opponent saves against one of your abilities, it takes a -2 penalty on it's next save against the same ability from you until they fail a save against said ability, cumulative.
Multi: You must know the Poison and/or Living weapon shapes to learn this. You might apply them to half your natural weapons now.
Colossal: You become colossal size. You must know the Gargantuan Shape to learn this one.
Revive:You can activate this shape when you're dead. You come back to life with full HP, stats and all harmful effects you had removed from you. After used, you need to wait 24 hours before assuming this Shape again.
Replicate X: You gain an Extraordinary ability from a creature with up to 20 HD you observed on the last round. You can "remember" a total number of replications you assumed equal to your Cha mod. You need to know Replicate IX and have at least 18 HD to learn this one.
Evolve: The Hagunemnon gains +1 to one of it's Physical Ability Score of it's choice for every level on this monster class. At the beginning of his turn, he may re-distribute this bonus among his stats as he sees fit.
Unstability: The Hagunemnon's biggest strength it's also his biggest weakness, as his body refuses to stay too long on a single form.
The Hagunemnon can only have 2+1/2 HD shapes at any time (can't pick same Shape more than once), being able to change which ones he has active as a standard action, and at the beginning of every turn he has to change at least half his shapes for other ones as a free action, unless he spends a move action keeping himself stable. The Hagunemnon may change less than half his shapes if he used the move action to keep himself stable. Due to this, the Hagunemnon never gains a bonus to Disguise checks for his basic Alter Shape ability, as his body is constantly changing.
The exception it's when an Hagunemnon doesn't have enough extra shapes to swap due to having multiclassed. Straying from it's natural path helps it to learn stabilization.
Hagunemnon SLAs: At the following levels, the Hagunemnon can use the following SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Cha mod.
2nd level- Detect Toughts, Knock 1/day per HD each.
4th level- Sugestion, Nondetection 1/day per 2 HD each.
6th level- Dimension Door 1/day per 3 HD.
10th level-Plane Shift 1/day per 6 HD.
12th level-Ethereal Jaunt 1/day per 7 HD.
Lesser Unstability: At 8th level, the Hagunemnon may keep stability of his body as a swift action instead of move action, a total number of rounds per hour equal to his Cha mod, divided as the Hagunemnon chooses.
Fast Healing: At 10th level the Hagunemnon gains fast healing equal to half it's HD.
Reactive Unstability: At 14th level, the Hagunemnon may swap one of it's shapes for another one as an immediate action.
Regeneration: at 16th level the Hagunemnon's Fast Healing upgrades to Regeneration with the same amount. It's bypassed by an element of the Hagunemnon's choice between Acid, Fire, Cold and electricity, and can be changed every 24 hours, but if the Hagunemnon becomes immune to the chosen element, the regeneration reverts back to Fast Healing.
Minor Unstability: At 16th level, the Hagunemnon may use Lesser Unstability as a free action.
Destabilize Form: At 18th level, if an Hagunemnon hits with two or more natural attacks in the same round, it partly destabilizes its foe’s physical form, dealing an additional 4d6+1,5 Str mod points of damage as well as 2 points of temporary Constitution damage. This affects even creatures immune to Con damage. Creatures without Con take Cha damage instead. If the If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.
Instant Evolution: At 19th level, 1/hour the Hagunemnon may change a number of Shapes equal to his Cha mod as an Immediate action.
Protean:At 20th level any DR the Hagunemnon has can now only be bypassed by Epic weapons, its natural weapons count as Epic for bypassing DR, and it's own regeneration cannot be bypassed by opponents with less HD than the Hagunemnon.
In adition 1/day it may change any number of it's shapes as a free action at any time even if it isn't his turns.
Potential:At 21st level the Hagunemnon can now use all of its SLAs at will. The HD limits for all (if any) of it's Replicate Shapes are now equal to its own HD.
Devastating Evolution:At 22nd level whenever the Hagunemnon scores a sucessful critical hit with a natural weapon, it inflicts a Baleful Polymorph effect on the target, with save DC 10+1/2HD+Cha mod. This works even against opponents immune to Criticals and Polymorph effects, but they gain a +5 bonus on their saves.
Null Unstability:At 23th level the Hagunemnon doesn't need to spend any action to keep it's shapes, and it's Fast Healing/Regeneration doubles.
Overwhelming Evolution: At 24th level every hit from the Hagunemnon's natural weapons now inflicts a Baleful Polymorph effect if it so desires. Successful critical hits utterly destroy the target, body and soul without any change of recovery, unless they succeed on the save, even if they had a way out of polymorph.
Gift of Change:At 25th level the Hagunemnon may bestow any of it's Shapes in a willing touched creature. The effect is permanent, but the Hagunemnon cannot bestow more Shapes than it's Cha mod at any time. It can revogate bestowed Gifts as a free action regardless of distance.
Blinding Evolution:At 26th level the Hagunemnon can take an extra standard or move action during it's turn. He can also change its shapes as a free action once per round besides changing at the beginning of his turn.
Survival of the Fittest:At 27th level the Hagunemnon may change all his shapes as a free action once per round even if it isn't his turn (this stacks with Blinding Evolution).
Pinnacle of Evolution:At 28th level the total bonus granted by Evolve is doubled.
Lord of Change:At 29th level the Hagunemnon may use Gift of Change on a number of creatures equal to its HD, each one gaining a number of shapes equal to its Cha mod.
Comments
Well this one was tough.
First thanks to Prime32 for the basis of the Alter Shape ability, with custom options.
Now the first problem with the Hagunemnon was redudancy. There was already the Phasm, doppelganger, mindstealer drone, and at least a couple other monster classes with an heavy changing component. So how to make the Hagunemnon special? Well, the fact, that it just keeps changing of course! While other shapechangers specialist stick in each form for some time, the Hagunemnon has to constantly change, whetever he wants it or not. Their biggest strenght it also their main weakness, as they can't simply pick an usefull combination and stick with it.
The Hagunemnon offers excellent versatility, offering a wide array of abilities at the cost of stability. I included everything I remember
Besides that there's the classic ability of copying other monsters Extraordinary abilities, capped at HD for safety purposes, some SLAs, fast healing, regeneration and some custom abilities that make it easier to adapt as it grows.
Epic levels let the crazyness ensue, with changing all your shapes multiple times per turn, extra actions, more SLA uses, and transforming others for good and ill.
Probably could use some extra shapes. Suggestions of any kind are welcome.
So if you want to play an ever-changing monster, the Hagunemnon's for you!