| 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.
 
 
 |