Help needed: addtional factors for metamorphosis


#1

I am creating my own version of the metamorphosis factors from Legends of Athas. I need some help with additional factors. Don’t worry about the numbers right now. Just give me ideas for factors. This is what I have so far.

Change Type DC Increase
Ageless +10
Self-sustaining +10
Improved senses +10
Movement mode (except flight)* +20
Special breathing +20
Change type (except dragon or avangion) +25
Natural attack +30
Natural armor bonus +30
Venomous attack* [dragon only] +40
Untyped bonus to physical ability +30
Untyped bonus to mental ability +45
Blindsense +50
Polyglot +25
Change type to dragon or avangion +20
Change type to Advanced Being [target must be able to cast epic spells and manifest epic powers] [must be ageless and self-sustaining] [must add or already have dragon or avangion type, or other eligible type (elemental or shadow, perhaps) when using this factor] +30 or +500DC if target cannot cast epic spells and manifest epic powers
Fast healing +50
Breath weapon* [dragon only] +60
Extra limbs* +60
Flight movement mode +60
Frightful presence* [dragon only] +70
Size alteration* +95
Regeneration +75
Grant Feat (if eligible)* +30
Grant Epic Feat (if eligible)* +60
Divine ability score array bonus ( +20, +16, +14, +14, +12, +12) [must be an advanced being] [only once] +350
Create and attach elemental energy vortex (channel magic to templars) [must be combined with Life Seed 27DC and Conjure Seed 21DC] [must be an advanced being] **** +400 (with life seed and conjure seed +120 = +520 total)
Apply a template (if the template changes type or size, the factor for changing type or size must be applied separately) [cannot apply more than one template to an advanced being Advanced Being, must not exceed +1 CR. Any additional templates or templates exceeding CR 1 are removed upon becoming an advanced being] [no undead or extraplanar templates] +50 for first +1 CR and +30 for each additional CR
Immunities: disease, poison, sleep, stunning, paralysis +25 each
Immunities: death effects, disintegration, energy drain, ability drain/ability damage +30 each
Immunities: polymorphing/petrification/any other attack that alters its form +75
Genocidal Focus (Su) ability (from Champion of Rajaat template) [must be an advanced being] +50
Signature Spells (Sp) (from Champion of Rajaat template) [must be an advanced being] +90
Maxmimum Hitpoints +100
Additional 12 hitpoins per level [must be an advanced being] [only once] +180
Sun Casting (Su) [must be combined with Transport seed DC27 to transport sun’s energy to caster] [must be cast in the steeple of crystals within the Pristine Tower] +300 (with transport seed +67.5 = +367 total)
Cerebral Expansion (rank I, II, III, IV, V)
Change Shape (Su)
Telepathy (Su) and Blindsight (Ex) [must be an advanced being]
Gaze Attack (Su) [must be an advanced being]
Learned Spell Immunity (Su)

Sun Casting (Su):

During the daylight hours, the sun-touched creature can choose whether to utilize plant energy or energy from the sun when casting spells. If using sun energy, the terrain is considered abundant. Sun energy has no impact on the environment. If the sun-touched creature spends a move action during his casting (or increases her casting time by a move action for those spells that last longer than a round), he may use the Still Spell, Silent Spell, Empower Spell, or Widen spell feats without an increased to the level of the spell slot. If he extends his casting to a full round (or increases the casting time by a round for spells that take longer than a round), he may use the Maximize Spell or Extend Spell feats without an increase to the level of the spell slot.

Elemental Energy Vortex (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. You grant access to these domains as if you were a deity. In granting spells to your templar followers you may give them access or deny them access, but have no special way of knowing which spells your templars are casting nor are you able to deny them specific spells.

Genocidal Focus (Su): Each Champion of Rajaat is created to slay all members of a designated race. Spells and powers that deal damage do +4d6 bonus damage against members of the designated race. Any weapon that a Champion of Rajaat wields in combat is considered a dread weapon against members of that designated race.
The weapon loses this dread ability if the Champion of Rajaat ceases to wield it. Against members of the Champion of Rajaat’s designated‖ race, the weapon’s effective enhancement bonus is +4 better than its normal enhancement bonus and it deals +4d6 points of bonus damage.

Signature Spells (Sp): A Champion of Rajaat chooses one spell of each level 1st through 9th. These chosen spells become that Champion of Rajaat’s signature spells. A Champion of Rajaat can channel stored spell energy into signature spells that he did not prepare ahead of time. A Champion of Rajaat can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spell of the same level or lower.)

Self-Sustaining: A self-sustaining creature has no need to eat, drink, breathe, or sleep.

Cerebral Expansion : Cerebral Expansion rank I increases the creatures daily power points by 43 points, Cerebral Expansion rank II grants 63 power points, Cerebral Expansion rank III grants 87 power points, Cerebral Expansion rank IV grants 115 points, Cerebral Expansion rank V grants 147 power points. Power point increases overlap and are not cumulative.

Change Shape (Su): the creature can assume the form of any Small or Medium humanoid.

Telepathy (Su) and Blindsight (Ex): Telepathy (Su) at 50 feet per character level. The possessor of this ability can communicate telepathically with any creature that has an Intelligence score. Blindsight (Ex) at equal distance to telepathy. This blindsight is a function of the telepathy, and thus can be suppressed if the telepathy is suppressed (e.g, in an anti-magic field), even though it is an extraordinary ability.

Gaze Attack (Su): One of the following gaze attacks. Each creature may only have one type of gaze attack. The save DC equals 10 + ½ the gazing creature’s HD + its Cha modifier for all gaze attacks. All gaze attacks are active gaze attacks using a standard action, not passive gaze attacks. These gaze attacks do not affect other creatures with the advanced being type.

Death fear gaze: As a standard action, the gazing creature may a slay creature of 5 or less HD, range 60 feet, Will save negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Creatures with more than 5 HD, must succeed on a Will save or suffer the fear effect.

Corrupting Gaze: As a standard action the character can blast living beings with a glance, at a range of up to 60 feet. Creatures that meet the character’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Petrifying Gaze: As a standard action, turn a creature to stone permanently, 60 feet. Fortitude save negates.

Cursing Gaze: As a standard action a cursing gaze, 60 feet, as Greater Bestow Curse. Will save negates.

Dominating Gaze: As a standard action a dominating gaze at 60 feet, as Dominate Monster . Will save negates.

Paralyzing Gaze: As a standard action the character’s eyes can paralyze victims within 60 feet who fail a Fortitude save. If it fails, the victim is paralyzed for 2d6 rounds

Learned Spell Immunity (Su): If an advanced being is affected by a spell cast by a particular spellcaster, the advanced being thereafter becomes immune to that spell when cast by that spellcaster for the next 24 hours.