MAGICHANGE FEATS

**Greater Magichange Focus**

You've raised your power level beyond the usual norms and have become the weapon of champions. Like some kind of Mjolnir, you are known through history as the object that gets shit done. When Magichanged, you grant your wielder a bonus to all of their other ability scores equal to 1/2 of your ability modifiers. This does not grant them any bonus or penalty to ability scores with negative modifiers.

**Improved Magichange Focus**

You grant those who wield you with the power of a God. Men bow before your glory, women revere your pure, raw, strength. And all who stand against you recognize you as an artifact of champions. When magichanged, you grant your ally a bonus to your relevant ability score equal to your ability modifier instead of 1/2 of your ability modifier.

**Intelligent Item**

When I said book smarts, this isn’t what I meant in the slightest. Whenever you magichange, you are treated as an intelligent item. Your ego is determined normally as per Intelligent item rules. You can now expend the time and money from enchanting magic items to have Intelligent item abilities added to yourself while in magichange. If you already possess the following abilities as a creature, you grant them to the wielder whenever they are using you as a magichanged creature.

Empathy, Speech, Telepathy, Senses, Darkvision, Blindsense, Read Languages, or Read Magic.

**Intricate Magichange**

You like to transform yourself subtly. You’re one of those people who spends 4 hours in the character creator aren’t you? Upon selecting this feat, select one of the following weapon qualities. This quality applies to you in your magichange form. At levels 5 and 10 you can select another. These features are Blocking, Brace, Deadly, Disarm, Distracting, Double, Fragile, Grapple, Nonlethal, Performance, Reach, Strength, Sunder, and Trip.

**Magichange Focus**

You may not be the best at fighting, man you're great at being the thing other people fight with. When magichanged, you grant your wielder an additional +1 bonus to attack and damage as well as a +1 bonus to armor class and saving throws.

**Magichange Relic of Ancestors**

Maybe the real treasure was the magichange we found along the way. Your Magichange form becomes a Relic of Ancestors. This works as the Relic of Ancestors feat, however it applies to you in your magichange form instead of a normal item. If you possess a Relic of Ancestors already, you can alternatively choose to become that relic instead whenever you magichange, however this decision must be selected whenever this feat is gained. This feat qualifies you to select the improved Relic of Ancestors feat, with it’s effects applying to your magichange form instead.

**Paragon Magichange Focus**

The greatest of the great. You're so strong that entire nations bow to your glory. And one time someone got you stuck in a rock for like, 100 years or some shit. When Magichanged, you can grant any of the following abilities you possess to your wielder, using any daily uses or rounds per day that you may possess when they utilize it. Using these abilities costs three times their usual amount, and so they must have more than two uses to be utilized. You can grant one ability to your wielder for every 5 levels you possess. You cannot grant the same ability twice, and you must select the abilities from the list below, and they must be abilities you also possess. This can only be used once a day and lasts until your magichange ends. If your magichange does not end through use of items or evilities or some other way, it lasts for a number of rounds equal to your magichange. These rounds must not all be used at once and it's a free action to activate them.

Domain Powers, Domain spells, Rage, Greater Rage, Rage powers, Cybertech Core, Challenge, Usatako Adaptation, Ferocity, Conversion, Resurgence, Usatako Split, Cosmic Horror, Elemental Affinity, Elemental Fang, Bursting Fang, Smite Evil, Righteous Affinity, Oceanic Affinity, Water Breathing, Scent, Blood Frenzy, Spores, Poison, Pheromones, Photosynthesis, Internal Poison, Pollen, Freeze, Magic Resistance, Versatile attack, Spell immunity, Torch, Stomach of Holding, Limp Body, Fake Body, Sneak attack, Shielded Wing, Travel Unscathed, Poison Powder, Telepathy, Faux Life, Cunning Linguist, Swift Concealment, Mystic Horn, Wind Wall, Wind Walk, Licking your Wounds, Prinny Juice, Double Jump, Poison Bite, Doodle Doo, Shiver, Satellite Aura, Incorporeality, Death's Grace, Death's Protection, Judgment, Ethereal Jaunt, Frightful Moan, Malevolence, Telekinesis, Malleable, Athletic, Ooze trail, Acidic Healing, Spider Climb, Chameleon,  Travel Underfoot, Acute Senses, Rolling Combat, Heightened Senses, Heritage Power, profane protection, profane Grace, Vampiric Bite, Children of the Night, Change Shape, Energy Drain, Dominate, Spell Like Ability, Green Empathy, Good Berries, Destructive, Woodland Stride, Animate Trees, Treestride, Channel Energy, Bleeding Touch, Death's Kiss, Killing blow, Toxicraft, Acidic Touch, and Diseased bite.