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== Spirit Forms ==
== Spirit Forms ==


Spirit forms are unique in that they are shapes with temporary bonuses. Each form is granted various powers for the first 6 rounds after use. This means that there is a brief overlap of powers between spirit forms that can yield complementary combinations. Spirit forms will not stack with themselves if used twice in a row.
Spirit forms are unique in that they are shapes with temporary bonuses. Each form is granted various powers for the first 6 rounds after use. This means that there is a brief overlap of powers between other shapes and spirit forms that can yield complementary combinations. Spirit forms will not stack with themselves if used twice in a row.





Revision as of 02:11, 6 October 2021

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: Alertness

Special: The Shifter must possess an alternate form. This may be through a spell like Polymorph self, or they may have a natural alternate form, alter self, polymorph self, shapechange, or wild shape racial or class ability.

DM Unlock: This Prestige Class is locked by default. DMs can unlock it for characters who meet all of the requirements. A DM may ask you a few questions before granting this PrC to you.


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 Saves Feats HP range   Available Forms
Fort Ref Will  
1st +0 +2 +2 +0 Shapechange I 4-8 Hippogriff, Wolf, Bear
2nd +1 +3 +3 +0 8-16
3rd +2 +3 +3 +1 12-24
4th +3 +4 +4 +1 Shapechange II 16-32 Minotaur, Gargoyle, Kenku, Yeti
5th +3 +4 +4 +1 Greater Shapes 20-40
6th +4 +5 +5 +2 24-48
7th +5 +5 +5 +2 Shapechange III 28-56 Troll, Roc, Rockshell Dinosaur, Lightning Drake
8th +6 +6 +6 +2 32-64
9th +6 +6 +6 +3 Augmented Shapes 36-72
10th +7 +7 +7 +3 Spirit Forms 40-80 Tortoise, Monkey, Tiger, Phoenix, Owl


Unlike in vanilla, 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 act normally while shapeshifted, not restricted from using activatable items, drinking potions, or casting spells while transformed.


Shapechange I

Hippogriff: +4 dexterity. +30% movement speed. +5 hide, move silently, spot, and listen. 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. 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. 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. +2 AC. +5 discipline.

Gargoyle: +2 strength. +4 constitution. +1 AC. +3/10 DR. Flight.

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

Yeti: +4 strength. +4 constitution. +1 AC. +5 discipline. 100% cold immunity. 50% fire vulnerability.


Greater Shapes:

Minotaur: +6 strength. +2 consitution. +3 AC. +10 discipline.

Gargoyle: +2 strength. +2 dexterity. +4 constitution. +2 AC. +5/10 DR. Flight.

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

Yeti: +4 strength. +6 constitution. +2 AC. +10 discipline. 100% cold immunity. 50% fire vulnerability.


Augmented Shapes:

Minotaur: +8 strength. +4 consitution. +5 AC. +15 discipline.

Gargoyle: +2 strength. +2 dexterity. +8 constitution. +4 AC. +20/10 DR. Flight.

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

Yeti: +6 strength. +8 constitution. +3 AC. +15 discipline. 100% cold immunity. 50% fire vulnerability.


Shapechange III

Troll: +6 strength. +2 dexterity. +4 consitution. +3 AC. +5 regeneration. +10 discipline.

Roc: +8 dexterity. +2 AC. +40% movement speed. +10 spot. Flight.

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

Lightning Drake: +6 strength. +4 dexterity. +2 AC. +10 spot. 100% electrical immunity. See invisibility. Ultravision.


Augmented Shapes:

Troll: +8 strength. +2 dexterity. +6 consitution. +5 AC. +5 regeneration. +15 discipline.

Roc: +2 strength. +8 dexterity. +3 AC. +50% movement speed. +15 spot. Flight.

Rockshell Dinosaur: +4 strength. +12 constitution. +30% movement speed. +15 spot, listen, discipline. 100% acid immunity. +20/15 DR.

Lightning Drake: +8 strength. +6 dexterity. +4 AC. +15 spot. 100% electrical immunity. See invisibility. Ultravision.


Spirit Forms

Spirit forms are unique in that they are shapes with temporary bonuses. Each form is granted various powers for the first 6 rounds after use. This means that there is a brief overlap of powers between other shapes and spirit forms that can yield complementary combinations. Spirit forms will not stack with themselves if used twice in a row.


Spirit of the Tortoise: +12 constitution

When entering this form, the shifter gains a shield of temporary hit points equal to 30% of their missing HP. While this shield holds, they have +6 AC. +20/20 DR, and immunity to knockdown. The shifter's attack is also subject to a -5 roll. If the shield breaks, these properties end. Shields do not stack.


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

When entering this form, the shifter removes any paralysis, entanglement, slow, and movement speed decreases and becomes immune to them while in the form. They also gain +4 AC, +2 attacks per round, +50% movement speed, +50% concealment, and +20 hide and move silently.


Spirit of the Tiger: +6 strength. +4 dexterity.

When entering this form, the shifter gains +5 to their attack roll, 2d6 bonus slashing damage, +20 discipline, and immunity to fear.


Spirit of the Phoenix: +2 to all abilities.

When entering this form, the shifter 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 deals 2d6 unmitigable fire damage with each hit, becomes immune to fire damage, regenerates health equal to 20% of their missing HP, and may fly.


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

When entering this form, the shifter gains 30 SR, +5 to saves, +25 to spot, see invisibility, ultravision, and flight.