Shifter
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 Shapeshifter
Skills: Wilderness Lore 13 ranks
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 | 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 |
The Practiced Shapeshifter feat is free for druids and shamans at level 9, and may be taken by barbarians and rangers at the same level. 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 Shapechanger feat in order to cast spells while transformed. Shifters may take the Outsider Shape feat at their 10th Shifter level 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. 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. +1d6 piercing damage. +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. +2 AC. +1d6 piercing damage. +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. +4 AC. +15 discipline.
Gargoyle: +2 strength. +2 dexterity. +8 constitution. +4 AC. +20/10 DR. Flight.
Kenku: +8 dexterity. +3 AC. +2d6 piercing damage. +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.
Bouldershell: +4 strength. +8 constitution. +20% movement speed. +10 spot, listen, discipline. 100% acid immunity. +5/10 DR.
Storm Drake: +6 strength. +4 dexterity. +2 AC. +15% movement speed. +10 spot. 100% electrical immunity. See invisibility. Ultravision.
Augmented Shapes:
Troll: +8 strength. +2 dexterity. +4 constitution. +4 AC. +4 regeneration. +15 discipline.
Roc: +2 strength. +8 dexterity. +3 AC. +50% movement speed. +15 spot. Flight.
Bouldershell: +4 strength. +12 constitution. +15 spot, listen, discipline. 100% acid immunity. +20/15 DR.
Storm Drake: +6 strength. +6 dexterity. +4 AC. +25% movement speed. +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 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. 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 manifests the defensive powers of the great tortoise. They gain a shield of temporary hit points equal to 40% of their missing HP plus double their constitution modifier. 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.
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 +4 AC, +2 attacks per round, +50% movement speed, +50% 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 +6 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 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 deals 2d6 unmitigable fire damage with each hit, becomes immune to fire damage, gains regeneration equal to 15% 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 40 spell resistance, +6 to saves, +25 to spot, see invisibility, ultravision, and flight.
Outsider Shapes
Couatl: +2 strength. +8 dexterity. +2 Intelligence. +2 Wisdom. +2 Charisma. +5 AC. +50% movement speed. +50% concealment. +15 spot and spellcraft. See Invisibility. Ultravision. Flight.
Fomorian: +12 strength. +4 constitution. +5 AC. +15 discipline, spot, and listen.
Rakshasa: +2 strength. +2 dexterity. +4 constitution. +2 intelligence. +2 wisdom. +4 charisma. +4 AC. 40 spell resistance. +4/15 DR. +15 spot and listen.
Red Slaad: +8 strength. +4 dexterity. +2 constitution. +4 AC. +4 regeneration. 5/- damage resistance to acid, fire, cold, electrical, and sonic.
Azer: +2 strength. +2 dexterity. +2 constitution. +2 intelligence. +2 wisdom. +6 AC. 100% immunity to fire. 50% vulnerability to cold. 33 spell resistance. +1d6 fire damage.