Post by Vaynor on Feb 21, 2008 20:16:57 GMT -5
Shifter
“But I was drawn into the pack and before long
They allowed me to join in and sing their song
So from the cliffs and highest hill, yeah
We would gladly get our fill
Howling endlessly and shrilly at the dawn
And I lost the taste for judging right from wrong
For my flesh had turned to fur”
~Blitzen Trapper~
[/font] [/center]“But I was drawn into the pack and before long
They allowed me to join in and sing their song
So from the cliffs and highest hill, yeah
We would gladly get our fill
Howling endlessly and shrilly at the dawn
And I lost the taste for judging right from wrong
For my flesh had turned to fur”
~Blitzen Trapper~
An escape into nature, a true convergence of human life with the natural world, a shifter has mastered his animal instincts and used them to his advantage. A shifter has the unique ability to transform into a being of their creation. This alternate form looks like no other in existence, it is a creation of the shifter's imagination. As the shifter's power grows, so does his alternate form's. And with his increase in power, his alternate form improves and changes into a new, more powerful creature. A shifter’s power is gained from at least one of his parents having the gift of shifting, a gift which must be nurtured when the shifter is young or the ability to access that power is difficult to attain once more.
Alignment: Any Chaotic
Hit Die: d8 (Dex), d10 (Str), d12 (Con)
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features[/size]
Weapon and Armor Proficiency
Shifters are proficient with all simple weapons and light armor.
Archetype
At first level, a shifter chooses a certain path to follow. These paths are known as archetypes. There are three archetypes: Strength, Dexterity, and Constitution. Those of an archetype must choose aspects from that archetypes list (however, a shifter may choose aspects from the Miscellaneous Aspect list regardless of his archetype(s)). At level 10, a shifter gains an additional archetype. Aspects from this new archetype, though chosen from a different list, do not grant the Shifter a new alternate form, but merely add a different kind of ability to the pre-existing form.
Strength
Strength archetypes are brutish and strong. Those of this archetype use a full base attack bonus and a good Fortitude save. In addition, a strength archetype gains an inherent +2 bonus to his alternate form's Strength score by selecting this archetype.
Dexterity
Dexterity archetypes are sly and swift. Those of this archetype use a 3/4 base attack bonus and receive a good Reflex save, and a bad Fortitude and Will save. In addition, a dexterity archetype gains an inherent +2 bonus to his alternate form's Dexterity score by selecting this archetype.
Constitution
Constitution archetypes are hardy and vigilant. Those of this archetype use a 3/4 base attack bonus and receive a good Fortitude and Reflex save, and a bad Will save. In addition, a constitution archetype gains an inherent +2 bonus to his alternate form's Constitution score by selecting this archetype.
The shifter's base attack bonus, hit die, and saves never change, even if he gains a new archetype that would improve them. The shifter does, however, gain the +2 inherent bonus from his second archetype.
The shifter's alternate form's ability scores continue to improve with level. At level 4, and every 4 levels after that until level 16 (4, 8, 12, 16) the shifter gains an additional +2 points to his chosen archetype's ability score. If the shifter has two archetypes, he gains a bonus to both scores, but only +1 for his secondary archetype. These additional bonuses differ from the base bonus in that they are only counted when the shifter is in his alternate form.
Shifting (Ex)
Shifters gain the ability to shift at level one. The form they shift into is one of their creation, their visualization of their chosen archetype. For example, a constitution archetype might choose something akin to a bear. The shifters alternate form is always the same (except when its form enhances through use of the Shifter class). Additionally, a shifter may change his alternate form whenever he gains a level. Once able to shift, the shifter gains the Shapechanger subtype.
At level 4, and every 4 levels thereafter, the shifter may replace an aspect with a new one. The shifter may not replace an aspect that would cause him to no longer meet the requirements of another. The replacement aspect need not be of the same archetype.
When shifted, the shifter is treated as a Magical Beast, and gains all traits associated with Magical Beasts. All armor and items meld into the shifter's new form, and are negated completely. The shifter is unable to use items in his alternate form unless his alternate form is able to use them as well. Items that are not worn on the shifter's body, such as ioun stones, may continue to be in effect after shifting if the shifter chooses. A shifter is unable to shift in anything higher than light armor (regardless of any proficiency feats he takes), and wearing armor that is made of mostly metal interferes with the shifting process.
A shifter’s alternate form is considered an alternate form for all effects and purposes except as noted here. A shifter in his alternate form is not able to use any supernatural abilities not granted by class features.
A shifter may become his alternate form at will, using a standard action to switch between his natural and alternate forms. A shifter may only shift once per round. The alternate form does not have to be an existing monster, nor can it have any special movements or abilities, unless gained from the Shifter class Aspects. However, it does gain a natural attack. This attack may be of any kind (bite, claw or talon, gore, slap or slam, sting, or tentacle, etc.), and can be reassigned any time the shifter gains a level. The shifter may have multiple natural attacks, but each additional natural attack deals damage 2 steps less than that of the last additional natural attack the shifter gained (steps referring to the table below). A shifter may not gain a natural attack if the last natural attack he added dealt 1d4 damage (i.e., the lowest damage dice available). For example, a level 9 shifter’s natural attacks would deal decreasing damage as follows: 1d10, 1d6, 1d4. The shifter may never have more than 3 different types of natural attack. The shifter’s additional natural attacks act as secondary natural attacks for all intents and purposes.
The shifter's alternate form gains natural armor equal to shifter level/3 (this number is always at least 1, rounded down).
The natural attack does damage according to the table below, and has a x2 crit multiplier. This is an supernatural ability. At level 4, the shifter's natural attacks gain in power, and are counted as +1 weapons for the purposes of bypassing damage reduction. This increases by 1 every 4 levels after level 4 (+2 at 8, +3 at 12, +4 at 16, +5 at 20). At level 8, the shifter's weapons are counted as being aligned with his current alignment for the purposes of bypassing damage reduction.
The shifter's alternate form becomes more versatile at level 10, allowing him access to one size larger than the shifter, or one size smaller.
Aspects (Ex)
As a shifter grows in level, its alternate form “evolves.” It gains aspects, or abilities, that are added on to the alternate forms base abilities. When a shifter gains a new archetype, it begins to accumulate abilities from the new archetype’s list as well. Aspects may only be taken once unless specified otherwise. A shifter gains a new aspect on every class level where it does not otherwise gain a special ability (however, on a level where the shifter gains a first, or second archetype, he must take an aspect from his newly learned archetype), including size increase or special abilities outside of aspects (such as Archetype Mastery). When selecting an aspect, be sure to meet all requirements. All aspect's effects are only active in the shifter's alternate form.
When the shifter gains a new aspect, he may apply it to an aspect of that level or one of a lower level. For example, when the shifter gains a Moderate Aspect, he may use it to instead gain a Lesser Aspect if he chooses to do so. The level of the aspect taken must always be less than or equal to the aspect type awarded from shifter levels. All aspects are extraordinary abilities unless noted otherwise.
Wild Empathy
As the druid ability of the same name.
Archetype Mastery
At level 20, a shifter becomes the master of his first archetype. The initial ability bonus from his first archetype (+2 Str, +2 Dex, etc.) improves and increases by +4 (to a total of +6). Also, the shifter’s shift ability is faster and decreases to a move action (or a swift action if the shifter has the feat Fast Shifting, and an immediate action if the shifter has taken the Fast Shifting feat twice).
Shifting Savant
The shifter’s knowledge of shapeshifting allows him to gain additional benefits while in his alternate form. At level 20, whenever the shifter shifts to his alternate form, he may select any Improved Aspect from any archetype (selecting lower level aspects if needed, as usual) and gain its benefit as long as he remains in his alternate form. The shifter need not adhere to any requirements for this aspect (but still must meet all other requirements for his other aspects). The shifter may choose which aspect this ability grants every time he shifts.
Strength Archetypes
Dexterity Archetypes
Constitution Archetypes
Miscellaneous Archetypes
New Feats and Items