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'''Description''': ([[prestige class|PRESTIGE CLASS]])
A shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.
A shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.


'''[[Hit die]]:''' d8
==Requirements ==


'''Proficiencies:''' No additional proficiencies are gained.
'''Feats''': Practiced Shapechanger


'''[[Skill point]]s:''' 4 + [[int]] modifier
'''Skills''': Wilderness Lore 9 ranks


'''Skills:''' [[animal empathy]], [[concentration]], [[craft armor]], [[craft trap]], [[craft weapon]], [[heal (skill)|heal]], [[hide]], [[listen]], [[lore]], [[persuade]], [[spot]]


'''Unavailable feats:'''
[[curse song]], [[divine might]], [[divine shield]], [[extra music]], [[extra turning]], [[lingering song]], [[quicken spell]], [[spell focus]], [[two-weapon fighting]], [[weapon proficiency (exotic)]], [[weapon proficiency (martial)]], [[weapon proficiency (simple)]], [[weapon specialization]]
<br />These [[general feat]]s cannot be selected when taking a level of shifter.


'''[[Saving throw|Primary saving throw(s)]]:''' [[fortitude]], [[reflex]]
'''Hit Die''': d8


'''[[Base attack bonus]]:''' +3/4 levels
'''Proficiencies''': Shifters gain no additional proficiencies


==Requirements==
'''Skill Points''': 4 + INT
To qualify as a shifter, a character must fulfill all of the following criteria:


'''Feats''': [[alertness]], [[wild shape]]
'''Class Skills''': Animal Empathy, Concentration, Craft, Disguise, Heal, Hide, Knowledge (all), Listen, Lore, Persuade, Profession, Spot, Wilderness Lore
 
'''Spellcasting''': level 3 or higher


==Level progression==
==Level progression==
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
{| class="wikitable" style="text-align: center; background-color:#d3d3d2;" width="60%"
|- style="background:#c0c0c0"
!Lvl
!Lvl
!BAB
!BAB
!Fort
!colspan=3|Saves
!Ref
!Feats
!Will
!HP range
!Class Features
!rowspan=12 style="background:#ffffff"|&nbsp;
!Available Forms
!Forms becoming available
!Caster Progression
|- style="background:#c0c0c0"
|-
!colspan=2|
| 1st
!Fort
| +0
!Ref
| +2
!Will
| +2
!colspan=2|
| +0
! &nbsp;
| Shapechange I
|- align=center
|Hippogriff, Wolf, Bear
|1st || +0 || +2 || +2 || +0 ||align=left|[[greater wildshape I]] ||4-8 ||align=left| wyrmling
| +1 level of existing divine spellcasting class
|- align=center
|-
|2nd || +1 || +3 || +3 || +0 ||align=left| ||8-16 ||align=left|
| 2nd
|- align=center
| +1
|3rd || +2 || +3 || +3 || +1 ||align=left|[[greater wildshape II]] ||12-24 ||align=left| harpy, gargoyle, minotaur
| +3
|- align=center
| +3
|4th || +3 || +4 || +4 || +1 ||align=left|[[infinite greater wildshape]] I ||16-32 ||align=left|
| +0
|- align=center
|  
|5th || +3 || +4 || +4 || +1 ||align=left|[[greater wildshape III]] ||20-40 ||align=left| basilisk, drider, manticore
|
|- align=center
|
|6th || +4 || +5 || +5 || +2 ||align=left| ||24-48 ||align=left|
|-
|- align=center
| 3rd
|7th || +5 || +5 || +5 || +2 ||align=left|[[humanoid shape]], infinite greater wildshape II ||28-56 ||align=left|drow warrior, lizardfolk whipmaster, kobold commando &nbsp;
| +2
|- align=center
| +3
|8th || +6 || +6 || +6 || +2 ||align=left| ||32-64 ||align=left|
| +3
|- align=center
| +1
|9th || +6 || +6 || +6 || +3 ||align=left| ||36-72 ||align=left|
|
|- align=center
|
|10th || +7 || +7 || +7 || +3 ||align=left|[[greater wildshape IV]], infinite greater wildshape III&nbsp; ||40-80 ||align=left|dire tiger, medusa, mindflayer
| +1 level of existing divine spellcasting class
|-
| 4th
| +3
| +4
| +4
| +1
| Shapechange II
| Minotaur, Gargoyle, Kenku, Yeti
|
|-
| 5th
| +3
| +4
| +4
| +1
| Greater Shapes
|
| +1 level of existing divine spellcasting class
|-
| 6th
| +4
| +5
| +5
| +2
|
|
|  
|-
| 7th
| +5
| +5
| +5
| +2
| Shapechange III
| Troll, Roc, Bouldershell, Storm Drake
| +1 level of existing divine spellcasting class
|-
| 8th
| +6/+1
| +6
| +6
| +2
|
|
|  
|-
| 9th
| +6/+1
| +6
| +6
| +3
| Augmented Shapes
|
| +1 level of existing divine spellcasting class
|-
| 10th
| +7/+2
| +7
| +7
| +3
| Spirit Forms
| Tortoise, Monkey, Tiger, Phoenix, Owl
|
|}
|}


==Tip: Becoming a shifter==
Practiced Shapechanger is automatically granted to Druid and Shaman at level 5. Barbarians and Rangers may take it as a general feat. Shifters may change forms infinitely with only a 3 round cooldown between uses. A polymorph effect is not used, allowing all item properties to merge. The ability bonuses are not subject to the 12 cap. The Shifter may use items and drink potions normally while transformed, but casters will require the Natural Spell feat in order to cast spells while transformed. Level 10 Shifters may take the Outsider Shape feat to access additional forms. All shapechanging is a free action and persists through rest.
* Only [[druid]]s can become shifters in Neverwinter Nights.
 
 
== Shapechange I ==
 
<b>Hippogriff:</b> +4 dexterity, +30% movement speed, +5 hide, move silently, spot, and listen. Grants flight.
 
<b>Wolf:</b> +2 strength, +2 dexterity, +30% movement speed, +5 hide, move silently, spot, and listen.
 
<b>Bear:</b> +4 strength, +2 constitution, +20% movement speed, +5 discipline, spot, and listen.
 
 
'''Greater Shapes:'''
 
<b>Hippogriff:</b> +2 strength, +4 dexterity, +40% movement speed, +10 hide, move silently, spot, and listen. Grants flight.
 
<b>Wolf:</b> +2 strength, +4 dexterity, +40% movement speed, +10 hide, move silently, spot, and listen.
 
<b>Bear:</b> +6 strength, +2 constitution, +25% movement speed, +10 discipline, spot, and listen.
 
 
'''Augmented Shapes:'''
 
<b>Hippogriff:</b> +2 strength, +8 dexterity, +50% movement speed, +15 hide, move silently, spot, and listen. Grants flight.
 
<b>Wolf:</b> +4 strength, +4 dexterity, +2 constitution, +50% movement speed, +15 hide, move silently, spot, and listen.
 
<b>Bear:</b> +8 strength, +4 constitution, +30% movement speed, +15 discipline, spot, and listen.
 
 
== Shapechange II ==
 
<b>Minotaur:</b> +4 strength, +2 consitution, +5 discipline.
 
<b>Gargoyle:</b> +2 strength, +4 constitution, 10/+3 DR, Grants flight.
 
<b>Kenku:</b> +4 dexterity, +1d6 piercing damage, +5 hide, move silently, spot, listen, search, disable trap, open lock, set trap.
 
<b>Yeti:</b> +4 strength, +4 constitution, +5 discipline, 100% cold immunity, 50% fire vulnerability.
 
 
'''Greater Shapes:'''
 
<b>Minotaur:</b> +6 strength, +2 consitution, +10 discipline.
 
<b>Gargoyle:</b> +2 strength, +2 dexterity, +4 constitution, 10/+5 DR, Grants flight.
 
<b>Kenku:</b> +6 dexterity, +1d6 piercing damage, +10 hide, move silently, spot, listen, search, disable trap, open lock, set trap.
 
<b>Yeti:</b> +4 strength, +6 constitution, +10 discipline, 100% cold immunity, 50% fire vulnerability.
 
 
'''Augmented Shapes:'''
 
<b>Minotaur:</b> +8 strength, +4 consitution, +15 discipline.
 
<b>Gargoyle:</b> +2 strength, +2 dexterity, +8 constitution, 10/+20 DR. Grants flight.
 
<b>Kenku:</b> +8 dexterity, +1d10 piercing damage, +15 hide, move silently, spot, listen, search, disable trap, open lock, set trap.
 
<b>Yeti:</b> +6 strength, +8 constitution, +15 discipline, 100% cold immunity, 50% fire vulnerability.
 
 
== Shapechange III ==
 
<b>Troll:</b> +6 strength, +2 dexterity, +4 consitution, +3 regeneration, +10 discipline.
 
<b>Roc:</b> +8 dexterity, +40% movement speed, +10 spot. Grants flight.
 
<b>Bouldershell:</b> +4 strength, +8 constitution, +20% movement speed, +10 spot, listen, discipline, 100% acid immunity. 10/+5 DR.
 
<b>Storm Drake:</b> +4 strength, +4 dexterity, +15% movement speed, +10 spot, 100% electrical immunity, See invisibility, Ultravision.
 
 
'''Augmented Shapes:'''
 
<b>Troll:</b> +8 strength, +2 dexterity, +4 constitution, +4 regeneration, +15 discipline.


[[Image:ife x2epshiftr.gif|right|Epic shifter]]
<b>Roc:</b> +2 strength, +8 dexterity, +50% movement speed, +15 spot. Grants flight.


==Epic shifter==
<b>Bouldershell:</b> +4 strength, +12 constitution, +15 spot, listen, discipline, 100% acid immunity, 15/+20 DR.
The epic shifter is a true master of shapeshifting and is able to become virtually any creature imaginable by choosing epic bonus feats.


'''Hit die:''' d8
<b>Storm Drake:</b> +6 strength, +6 dexterity, +25% movement speed, +15 spot, 100% electrical immunity, See invisibility, Ultravision.


'''Skill points:''' 4 + int modifier


'''Bonus feats:''' The epic shifter gains a bonus feat every three levels. In other words, at levels 13, 16, 19, 22, 25, and 28.
== Spirit Forms ==


'''Epic bonus feats:''' [[automatic quicken spell]], [[automatic silent spell]], [[automatic still spell]], [[construct shape]], [[dragon shape]], [[epic energy resistance]], [[epic spell focus]], [[epic spell penetration]], [[great wisdom]], [[improved combat casting]], [[outsider shape]], [[undead shape]]
Spirit forms are unique in that they are shapes with temporary boons. Each form is granted various powers for the first 6 rounds after taking a new spirit form. Since shapechanging is on a 3 round cooldown, this means that there can be a brief overlap of powers on top of other shapes and spirit forms that can yield complementary combinations. Ability bonuses from these forms do not overlap like the temporary boons. Spirit forms are undispellable and will not stack with themselves if used twice in a row, but the temporary powers will refresh.


'''Unavailable epic feats:'''
[[bane of enemies]],
[[epic spell: dragon knight]], [[epic spell: epic mage armor]], [[epic spell: epic warding]], [[epic spell: greater ruin]], [[epic spell: hellball]], [[epic spell: mummy dust]],
[[epic weapon specialization]], [[great smiting]],
[[improved ki strike 4]], [[improved ki strike 5]], [[improved sneak attack]],
[[improved spell resistance]], [[improved stunning fist]],
[[lasting inspiration]], [[mighty rage]],
[[planar turning]], [[terrifying rage]], [[thundering rage]]
<br />These general [[epic feat]]s cannot be selected when taking a level of shifter.


===Epic shifter level progression===
<b>Spirit of the Tortoise:</b> +12 constitution
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
 
|- style="background:#c0c0c0"
When entering this form, the shifter manifests the defensive powers of the great tortoise. They gain a shield of temporary hit points equal to 25% of their missing HP plus double their constitution modifier. While this shield holds, they have +5 AC, 20 DR, and immunity to knockdown. The shifter's attack is also subject to a -5 roll. If the shield breaks, these properties end.
!&nbsp;Lvl&nbsp;
 
!Feats
 
!HP range
<b>Spirit of the Monkey:</b> +2 strength. +6 dexterity. +2 wisdom.
!rowspan=21 style="background:#ffffff"|&nbsp;
 
!Forms becoming available
When entering this form, the shifter becomes as agile and elusive as the monkey. They remove any paralysis, entanglement, slow, and movement speed decreases, and become temporarily immune to them. They also gain +1 additional attacks per round, +50% movement speed, 60% concealment, and +20 hide and move silently.
|- align=center
 
|11th ||align=left| ||44-88 ||align=left|epic harpy, epic gargoyle, epic minotaur
 
|- align=center
<b>Spirit of the Tiger:</b> +8 strength. +2 dexterity.
|12th ||align=left| ||48-96 ||align=left|
 
|- align=center
When entering this form, the shifter manifests the raw power and ferocity of the tiger. They gain +4 to their attack roll, 1d10 bonus slashing damage, +20 discipline, and immunity to fear.
|13th ||align=left|bonus feat, [[infinite humanoid shape]] ||52-104 ||align=left|
 
|- align=center
 
|14th ||align=left| ||56-112 ||align=left|
<b>Spirit of the Phoenix:</b> +2 to all abilities.
|- align=center
 
|15th ||align=left| ||60-120 ||align=left|epic basilisk, epic drider, epic manticore
When entering this form, the shifter manifests the power of the phoenix and is wreathed in a ring of intense magical flame. Enemies striking the shifter are dealt a mixture of fire and magical damage equal to 10 + 4d6 + double the shifter's charisma modifier. The shifter also becomes immune to fire damage, gains regeneration equal to 10% of their missing HP, and may fly.
|- align=center
 
|16th ||align=left|bonus feat, [[infinite greater wildshape]] IV ||64-128 ||align=left|
 
|- align=center
<b>Spirit of the Owl:</b> +4 dexterity. +8 wisdom.
|17th ||align=left| ||68-136 ||align=left|epic drow warrior, epic lizardfolk whipmaster, epic kobold commando &nbsp;
 
|- align=center
When entering this form, the shifter manifests the aspects of the great owl. They gain 30 spell resistance, +6 to saves, +15 to spot, see invisibility, ultravision, and flight.
|18th ||align=left| ||72-144 ||align=left|
 
|- align=center
 
|19th ||align=left|bonus feat ||76-152 ||align=left|
== Outsider Shapes ==
|- align=center
 
|20th ||align=left| ||80-160 ||align=left|
<b>Couatl:</b> +2 strength, +8 dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, +50% movement speed, 50% concealment, +15 spot and spellcraft, See Invisibility, Ultravision, grants flight.
|- align=center
|21th ||align=left| ||84-168 ||align=left|
|- align=center
|22th ||align=left|bonus feat ||88-176 ||align=left|
|- align=center
|23th ||align=left| ||92-184 ||align=left|
|- align=center
|24th ||align=left| ||96-192 ||align=left|
|- align=center
|25th ||align=left|bonus feat ||100-200 ||align=left|
|- align=center
|26th ||align=left| ||104-208 ||align=left|
|- align=center
|27th ||align=left| ||108-216 ||align=left|
|- align=center
|28th ||align=left|bonus feat &nbsp; ||112-224||align=left|
|- align=center
|29th ||align=left| ||116-232 ||align=left|
|- align=center
|30th ||align=left| ||120-240 ||align=left|
|}


==Shifter forms==
<b>Formian:</b> +4 strength, +4 dexterity, +2 constitution, 28 spell resistance, 100% cold immunity, 10/- damage resistance to fire, electrical, and sonic. +15 discipline, hide, and move silently.
When [[polymorph|in another form]], some of the benefits of the shifter's weapons, armor and other items ''may'' still apply, '''merging''' with the new form.
The below table lists the shifter shapes, which item properties merge, and which feat provides the shape.
{|
|
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
!Shape
!Weapon
!Items
!Armor
|- style="background:#ffffff"
|colspan=4|
|- style="background:#c0c0c0"
!colspan=4|greater wildshape I
|- align=center
|align=left|wyrmling (any)||&nbsp;||Y||Y
|- style="background:#c0c0c0"
!colspan=4|greater wildshape II
|- align=center
|align=left|harpy||&nbsp;||Y||Y
|- align=center
|align=left|gargoyle||&nbsp;||Y||Y
|- align=center
|align=left|minotaur||Y||Y||Y
|- style="background:#c0c0c0"
!colspan=4|greater wildshape III
|- align=center
|align=left|basilisk||&nbsp;||&nbsp;||Y
|- align=center
|align=left|drider||Y||Y||Y
|- align=center
|align=left|manticore||&nbsp;||&nbsp;||Y
|- style="background:#c0c0c0"
!colspan=4|humanoid shape
|- align=center
|align=left|drow warrior||Y||Y||Y
|- align=center
|align=left|lizardfolk whipmaster &nbsp;||Y||Y||Y
|- align=center
|align=left|kobold commando||Y||Y||Y
|- style="background:#c0c0c0"
!colspan=4|greater wildshape IV
|- align=center
|align=left|dire tiger||&nbsp;||&nbsp;||Y
|- align=center
|align=left|medusa||&nbsp;||Y||Y
|- align=center
|align=left|mindflayer||&nbsp;||Y||Y
|- style="background:#c0c0c0"
!colspan=4|greater wildshape II (lvl 11)
|- align=center
|align=left|epic harpy||&nbsp;||Y||Y
|- align=center
|align=left|epic gargoyle||&nbsp;||Y||Y
|- align=center
|align=left|epic minotaur||Y||Y||Y
|}
|
|
{| border=2 style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
!Shape
!Weapon
!Items
!Armor
|- style="background:#ffffff"
|colspan=4|
|- style="background:#c0c0c0"
!colspan=4|greater wildshape III (lvl 15)
|- align=center
|align=left|epic basilisk||&nbsp;||&nbsp;||Y
|- align=center
|align=left|epic drider||Y||Y||Y
|- align=center
|align=left|epic manticore||&nbsp;||Y||Y
|- style="background:#c0c0c0"
!colspan=4|humanoid shape (lvl 17)
|- align=center
|align=left|epic drow warrior||Y||Y||Y
|- align=center
|align=left|epic lizardfolk whipmaster &nbsp;||Y||Y||Y
|- align=center
|align=left|epic kobold commando||Y||Y||Y
|- style="background:#c0c0c0"
!colspan=4|undead shape
|- align=center
|align=left|risen lord||Y||Y||Y
|- align=center
|align=left|vampire||&nbsp;||Y||Y
|- align=center
|align=left|spectre||&nbsp;||&nbsp;||Y
|- style="background:#c0c0c0"
!colspan=4|outsider shape
|- align=center
|align=left|azer chieftain||Y||Y||Y
|- align=center
|align=left|rakshasa||Y||Y||Y
|- align=center
|align=left|death slaad lord||&nbsp;||&nbsp;||Y
|- style="background:#c0c0c0"
!colspan=4|construct shape
|- align=center
|align=left|stone golem||&nbsp;||&nbsp;||Y
|- align=center
|align=left|demonflesh golem||&nbsp;||&nbsp;||Y
|- align=center
|align=left|Iron golem||&nbsp;||Y||Y
|- style="background:#c0c0c0"
!colspan=4|dragon shape
|- align=center
|align=left|dragon (any)||&nbsp;||&nbsp;||Y
|}
|}


===Item merge===
<b>Rakshasa:</b> +2 strength, +2 dexterity, +4 constitution, +2 intelligence, +2 wisdom, +4 charisma, 35 spell resistance, 15/+4 DR, +15 spot and listen.
*'''Weapon''' is any melee weapon in the [[main hand slot]].
*'''Items''' are those in the [[first ring slot|ring]] [[second ring slot|slots]], [[amulet slot]], [[cloak slot]], [[boots slot]], or [[belt slot]].
* '''Armor''' is the item in the [[armor slot]], plus a [[shield]] if in the [[off-hand slot]] and anything in the [[helmet slot]].
*The [[gloves or bracers slot]] and the ammunition slots never merge.
*Rules of thumb:
**Has a weapon? Merges all.
**Unarmed, stands on two legs? Merges items & armor.
**Unarmed, four or more legs? Merges armor only.
**Exceptions to the rule are epic manticore, spectre, death slaad lord, stone golem, and demonflesh golem.
*Because only the properties of the items are taken, and the item is "removed" and unavailable in the shifted form, any penalties from armor, such as penalties on skills, do not apply when shifted. This also means that a druid/shifter/[[monk]] who had been wearing armor or using a shield prior to shifting will have their special abilities reinstated because they will no longer be wearing armor or using a shield.
*All AC bonuses become [[deflection bonus]]es, and only the highest applies.
*If there are multiple bonuses to an [[ability]] score, only the highest applies. For example, if the shifter was wearing elven boots (+2 [[dexterity]]), a belt of agility +2 (+2 dexterity), and bracers of agility +3 (+3 dexterity), the final dexterity bonus on the shifted form is +2: the elven boots and belt of agility do not stack, and the bracers in the glove slot do not merge at all.
*It is possible to save a game while in shifted form, but on reloading, any item merges are not applied (and some items that cannot be used while shifted are removed from the [[quickbar]]). To reinstate them, re-shift.


==Notes==
<b>Red Slaad:</b> +8 strength, +4 dexterity, +2 constitution, +4 regeneration, 5/- damage resistance to acid, fire, cold, electrical, and sonic.
*Requires [[Hordes of the Underdark]].
*Shifting will retain each of a character's racial bonuses/penalties to ability scores (e.g. elven +2 Dex, -2Cons) for all its applications from saving throws to DC determination (with the exception of a few that directly get the ability score instead of the modifier, e.g. shifted half-orcs do not apply their racial bonus to strength against [[balagarn's iron horn]]) unless the ability corresponding to that particular bonus/penalty is changed either as a result of the shift (including item merge and stat overriding) or following the shift. Some hardcoded aspects where this does not apply include the weight associated without being encumbered (e.g. a shifted half-orc in kobold form has a reduced ability to carry items) and in skill points on level up (e.g. a shifted half-orc gets an additional skill point causing the build to no longer be legal).
*Spells cannot be cast while shifted, so self-buffs must be cast before shifting.
*The shifter and druid shapeshifting feats cannot be [[dispel]]led.
*[[Spell resistance]] from the shapes does not [[stack]] with the [[monk]]'s [[diamond soul]] feat.
*[[Damage reduction]] from the shapes does not stack with other forms of damage reduction.
*All of the shapes which require an epic shifter actually require [[greater wildshape IV]]. Hence, they can be taken with 10 levels of shifter as opposed to 11.
*Characters cannot take the [[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]], or [[weapon proficiency (exotic)|exotic]] weapon proficiency feats on a shifter (or druid) level. An [[elf|elven]] shifter will receive [[weapon proficiency (elf)|racial bonus proficiencies]] in [[longsword]], [[rapier]], [[longbow]], and [[shortbow]]. In order to gain additional proficiencies, a level of a third class can be taken.


==External links==
<b>Azer:</b> +2 strength, +2 dexterity, +8 constitution, +2 intelligence, +2 wisdom, 100% immunity to fire, 50% vulnerability to cold, 30 spell resistance, +1d8 fire damage.
* [http://nwnecbguild.44.forumer.com/zelle-s-shifter-guide-version-v-revisited-t2209096.html Zelle's Shifter Details, Version V]
* [http://www.gamefaqs.com/computer/doswin/file/563552/27914 Douglas Crews' Shifter FAQ] (v1.15, based on game version 1.64)

Latest revision as of 08:06, 4 March 2022

A shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.

Requirements

Feats: Practiced Shapechanger

Skills: Wilderness Lore 9 ranks


Hit Die: d8

Proficiencies: Shifters gain no additional proficiencies

Skill Points: 4 + INT

Class Skills: Animal Empathy, Concentration, Craft, Disguise, Heal, Hide, Knowledge (all), Listen, Lore, Persuade, Profession, Spot, Wilderness Lore

Level progression

Lvl BAB Fort Ref Will Class Features Available Forms Caster Progression
1st +0 +2 +2 +0 Shapechange I Hippogriff, Wolf, Bear +1 level of existing divine spellcasting class
2nd +1 +3 +3 +0
3rd +2 +3 +3 +1 +1 level of existing divine spellcasting class
4th +3 +4 +4 +1 Shapechange II Minotaur, Gargoyle, Kenku, Yeti
5th +3 +4 +4 +1 Greater Shapes +1 level of existing divine spellcasting class
6th +4 +5 +5 +2
7th +5 +5 +5 +2 Shapechange III Troll, Roc, Bouldershell, Storm Drake +1 level of existing divine spellcasting class
8th +6/+1 +6 +6 +2
9th +6/+1 +6 +6 +3 Augmented Shapes +1 level of existing divine spellcasting class
10th +7/+2 +7 +7 +3 Spirit Forms Tortoise, Monkey, Tiger, Phoenix, Owl

Practiced Shapechanger is automatically granted to Druid and Shaman at level 5. Barbarians and Rangers may take it as a general feat. Shifters may change forms infinitely with only a 3 round cooldown between uses. A polymorph effect is not used, allowing all item properties to merge. The ability bonuses are not subject to the 12 cap. The Shifter may use items and drink potions normally while transformed, but casters will require the Natural Spell feat in order to cast spells while transformed. Level 10 Shifters may take the Outsider Shape feat to access additional forms. All shapechanging is a free action and persists through rest.


Shapechange I

Hippogriff: +4 dexterity, +30% movement speed, +5 hide, move silently, spot, and listen. Grants flight.

Wolf: +2 strength, +2 dexterity, +30% movement speed, +5 hide, move silently, spot, and listen.

Bear: +4 strength, +2 constitution, +20% movement speed, +5 discipline, spot, and listen.


Greater Shapes:

Hippogriff: +2 strength, +4 dexterity, +40% movement speed, +10 hide, move silently, spot, and listen. Grants flight.

Wolf: +2 strength, +4 dexterity, +40% movement speed, +10 hide, move silently, spot, and listen.

Bear: +6 strength, +2 constitution, +25% movement speed, +10 discipline, spot, and listen.


Augmented Shapes:

Hippogriff: +2 strength, +8 dexterity, +50% movement speed, +15 hide, move silently, spot, and listen. Grants flight.

Wolf: +4 strength, +4 dexterity, +2 constitution, +50% movement speed, +15 hide, move silently, spot, and listen.

Bear: +8 strength, +4 constitution, +30% movement speed, +15 discipline, spot, and listen.


Shapechange II

Minotaur: +4 strength, +2 consitution, +5 discipline.

Gargoyle: +2 strength, +4 constitution, 10/+3 DR, Grants flight.

Kenku: +4 dexterity, +1d6 piercing damage, +5 hide, move silently, spot, listen, search, disable trap, open lock, set trap.

Yeti: +4 strength, +4 constitution, +5 discipline, 100% cold immunity, 50% fire vulnerability.


Greater Shapes:

Minotaur: +6 strength, +2 consitution, +10 discipline.

Gargoyle: +2 strength, +2 dexterity, +4 constitution, 10/+5 DR, Grants flight.

Kenku: +6 dexterity, +1d6 piercing damage, +10 hide, move silently, spot, listen, search, disable trap, open lock, set trap.

Yeti: +4 strength, +6 constitution, +10 discipline, 100% cold immunity, 50% fire vulnerability.


Augmented Shapes:

Minotaur: +8 strength, +4 consitution, +15 discipline.

Gargoyle: +2 strength, +2 dexterity, +8 constitution, 10/+20 DR. Grants flight.

Kenku: +8 dexterity, +1d10 piercing damage, +15 hide, move silently, spot, listen, search, disable trap, open lock, set trap.

Yeti: +6 strength, +8 constitution, +15 discipline, 100% cold immunity, 50% fire vulnerability.


Shapechange III

Troll: +6 strength, +2 dexterity, +4 consitution, +3 regeneration, +10 discipline.

Roc: +8 dexterity, +40% movement speed, +10 spot. Grants flight.

Bouldershell: +4 strength, +8 constitution, +20% movement speed, +10 spot, listen, discipline, 100% acid immunity. 10/+5 DR.

Storm Drake: +4 strength, +4 dexterity, +15% movement speed, +10 spot, 100% electrical immunity, See invisibility, Ultravision.


Augmented Shapes:

Troll: +8 strength, +2 dexterity, +4 constitution, +4 regeneration, +15 discipline.

Roc: +2 strength, +8 dexterity, +50% movement speed, +15 spot. Grants flight.

Bouldershell: +4 strength, +12 constitution, +15 spot, listen, discipline, 100% acid immunity, 15/+20 DR.

Storm Drake: +6 strength, +6 dexterity, +25% movement speed, +15 spot, 100% electrical immunity, See invisibility, Ultravision.


Spirit Forms

Spirit forms are unique in that they are shapes with temporary boons. Each form is granted various powers for the first 6 rounds after taking a new spirit form. Since shapechanging is on a 3 round cooldown, this means that there can be a brief overlap of powers on top of other shapes and spirit forms that can yield complementary combinations. Ability bonuses from these forms do not overlap like the temporary boons. Spirit forms are undispellable and will not stack with themselves if used twice in a row, but the temporary powers will refresh.


Spirit of the Tortoise: +12 constitution

When entering this form, the shifter manifests the defensive powers of the great tortoise. They gain a shield of temporary hit points equal to 25% of their missing HP plus double their constitution modifier. While this shield holds, they have +5 AC, 20 DR, and immunity to knockdown. The shifter's attack is also subject to a -5 roll. If the shield breaks, these properties end.


Spirit of the Monkey: +2 strength. +6 dexterity. +2 wisdom.

When entering this form, the shifter becomes as agile and elusive as the monkey. They remove any paralysis, entanglement, slow, and movement speed decreases, and become temporarily immune to them. They also gain +1 additional attacks per round, +50% movement speed, 60% concealment, and +20 hide and move silently.


Spirit of the Tiger: +8 strength. +2 dexterity.

When entering this form, the shifter manifests the raw power and ferocity of the tiger. They gain +4 to their attack roll, 1d10 bonus slashing damage, +20 discipline, and immunity to fear.


Spirit of the Phoenix: +2 to all abilities.

When entering this form, the shifter manifests the power of the phoenix and is wreathed in a ring of intense magical flame. Enemies striking the shifter are dealt a mixture of fire and magical damage equal to 10 + 4d6 + double the shifter's charisma modifier. The shifter also becomes immune to fire damage, gains regeneration equal to 10% of their missing HP, and may fly.


Spirit of the Owl: +4 dexterity. +8 wisdom.

When entering this form, the shifter manifests the aspects of the great owl. They gain 30 spell resistance, +6 to saves, +15 to spot, see invisibility, ultravision, and flight.


Outsider Shapes

Couatl: +2 strength, +8 dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, +50% movement speed, 50% concealment, +15 spot and spellcraft, See Invisibility, Ultravision, grants flight.

Formian: +4 strength, +4 dexterity, +2 constitution, 28 spell resistance, 100% cold immunity, 10/- damage resistance to fire, electrical, and sonic. +15 discipline, hide, and move silently.

Rakshasa: +2 strength, +2 dexterity, +4 constitution, +2 intelligence, +2 wisdom, +4 charisma, 35 spell resistance, 15/+4 DR, +15 spot and listen.

Red Slaad: +8 strength, +4 dexterity, +2 constitution, +4 regeneration, 5/- damage resistance to acid, fire, cold, electrical, and sonic.

Azer: +2 strength, +2 dexterity, +8 constitution, +2 intelligence, +2 wisdom, 100% immunity to fire, 50% vulnerability to cold, 30 spell resistance, +1d8 fire damage.