Any pure shapechanger classes?

cgraph

First Post
I know the druids can do wild shape, but I'm looking for hte more flexible style (think lunars if you're into exalted) that can change on the fly, either to animal shapes, or give their own body aspects of other shapes-- wings for flying, etc.

Is their any class like that right now?
 

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Well there are several prcs and spells for shape shifting, there are several druid variants even more focused on shape shifting, but a pure shifting class? not to my knowledge.

I might have A few ideas on how to make one.
 


Ask if your DM will let you play as a Summoner's Eidolon (assuming you are a player here). To compensate for essentially being a class feature, ask for hit dice at every level, not 15/20, and for full BAB and standard saving throw progression. Throw in, say, 1 extra Evolution point per level, plus the ability to change your Evolution Pool investments each day.

Since the Eidolon is sort of a race in itself, I'd start with the standard Human racial benefits (+2 to an attribute, extra feat, extra skill points), plus the Eidolon's darkvision etc. Also, you should be an Outsider (Native), so that a Dismissal spell doesn't ruin your whole day.

You might also want to talk about having a Humanoid form you can pretend to look like when you're not in your "battle form". Being a flying snake creature with six arms might make shopkeeps and quest givers a little freaked out. Make it as strong as the Alter Self spell, only it can make you a Humanoid even though you're an Outsider, but you always assume the same appearance.

So, is that close to something you'd want to play?
 


Not quite. The Synthesist is still pretty strong, with the Summoner's spells at their command as well as their class features (like their ridiculously powerful summon monster ability). This would strip the character of those abilities, instead gaining the Eidolon's fairly substantial attribute bonuses, natural armor, and a vastly increased reserve of Evolution Points.

Id's be less of a mage who turns into an outsider and more a creature that IS an outsider.

For added versatility, I suppose the character could have the ability to rearrange their evolution points, perhaps 1 point per 3 class levels each round, rounded down? Maybe once or twice a day they could quickly change all of their abilities. They could also potentially use some of their abilities while in humanoid form, I don't see anything wrong with them sprouting their natural wings spontaneously without having to go full Eidolon.
 

Eh, Feels wrong to me, i can see that getting out of hand fast.

I'm thinking something a little less over the top.

Start out with changeling shifting from 3.5 eberron, take a -2 to all physical stats with the ability to take that missing 6 points and redistribute them, then allow them to learn a couple of minor aspect type transformations (natural weapons, nat armor, lowlight vision, some skill boosters) they can keep them on all the time, but only one or two at a time at first level. As the level increases they learn more and more powerful aspects sort of like rogue tricks, but also gain improved disguise shapeshifting such as the ability to fake clothes, or even alter their gear, plus a few ooze tricks like squeezing through cracks or becoming immune to crits.

It's a little bit more controlled i think.
 
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If you don't mind non-Paizo sources, there's a "Bestial Druid" alt class in KQ 15, that swaps out spellcasting for an accelerated Wild Shape progression and Monster Abilities like scent or rake. There's also a Wolf Shifter class in Wayfinder 5: basically a barbarian that turns into either a wolf or man-wolf instead of raging, plus DR silver and a few other flavorful powers. The latter is free, by the way.
 

Grimoire Viperian Shapeshifter base class

There's a very cool new shapechanging base class called the Shapeshifter introduced in the "Grimoire Viperian" Pathfinder compatible PDF book by Magic Skull Games.

The class is not just limited to animals but also lets you use alter self and change into mythical beasts of legend like the hellhound, winter wolf, centaur, nightmare, unicorn, sphinx and eventually giants and dragons!

You not only get some of the their standard abilities as you would from a beast shape spell, but you also get some of their special or spell-like abilities that normally aren't available with beast shape or polymorph spells. For example, when assuming hell hound form, you get its fire breathing ability. When assuming lamia form, you get some of its spell-like or supernatural magical abilities. The forms available to the shapeshifter are dependent on the character's class level.

The Grimoire Viperian Shapeshifter is also highly customizable, letting you choose favored forms and special form abilities so no two shapeshifters are exactly alike! In some ways these are very similar to the barbarian rage powers and/or rogue talents. The Grimoire Viperian Shapeshifter doesn't rage, but you get to pick special powers that can be used when in certain forms.

Sample Shapeshifter: "Maulgron"


Shapeshifter 7; Medium Human; HD (7d8+14); hp 51; Init +7; Spd 30 ft.; AC 19 (+3 Dex, +5 armor, +1 buckler), touch 13, flatfooted 16, BAB +5; CMB +9, CMD 22; Atk: +11 melee (1d8+6 plus 1d6 cold, heavy frost mace +2); +9 ranged (1d8+1, heavy crossbow);
SA: Alter Self 1/day, Shapechange (tiny, small, medium or large Animal) 3/day; Form of the Mythical Beast (centaur, hellhound, or winter wolf) 1/day; Supernatural Attack (alternate form only) 3/day; Monstrous Aspect (human form only) 1/day; Favored Forms (winter wolf, dire tiger -- favored form bonuses: +2 Dex [winter wolf, dire tiger], +2 Acrobatics [winter wolf, dire tiger], favored terrains); Form Powers: Knockback; Bonus Feat (Improved Natural Attack [animals, bite]); AL: CG; SV Fort +7, Ref +8, Will +4; STR 19, DEX 16, CON 14, INT 12, WIS 12, CHA 12.


Skills: Acrobatics +8 (+12 in alternate forms, +13 in winter wolf and dire tiger form), Climb +6 (+10 in alternate form), Fly +7, Intimidate +4, Knowledge (nature) +8, Perception +5, Ride +7, Stealth +7 (+11 in alternate form), Survival +5, Swim +6 (+10 in alternate form), Use Magic Device +5.

Feats: Armor Proficiency (Light), Buckler Proficiency, Cleave, Improved Initiative, Improved Natural Attack (animals, bite - alternate forms only), Power Attack, Vital Strike, Weapon Focus (heavy mace), Weapon Proficiency (Simple Weapons).
Possessions: studded leather +2, buckler, heavy frost mace +2, heavy crossbow


Below are stats for just a few of the many possible forms this shapeshifter could assume:


Favored form (Dire Tiger): Spd 40 ft.; 2 claws +17; AC 17 (+3 Dex, +4 natural armor), touch 13, flat-footed 14, BAB +5; CMB +11, CMD 24; Space 10ft./Reach 5ft., Atk: +11 melee (2d4+6 plus grab, 2 claws), melee +11 (2d8+6/19–20 plus grab, bite); SA: Low-light vision, Scent, Pounce; Supernatural Attack (alternate form only) 3/day, Favored Dire Tiger Form Bonuses: +2 Dex, +2 Acrobatics, plains favored terrain; Form Powers: Knockback; SV Fort +7, Ref +8, Will +4; STR 23, DEX 16, CON 16, INT 12, WIS 12, CHA 10.


Form of the Mythical Beast (Winter Wolf - this form is also a favored form): Spd 30 ft.; AC 17 (+3 Dex, +4 natural armor), touch 13, flat-footed 14, BAB +5; CMB +11, CMD 24; Atk: +11 melee (1d8+9 plus 1d6 cold and trip); SA: Darkvision 60 ft., Scent, Trip, When assumed using Form of the Mythical Beast: breath weapon (usable once, 15-ft. cone, 6d6 cold damage, Reflex half DC 17), immune to cold, vulnerable to fire; Supernatural Attack (alternate form only) 3/day, Favored Winter Wolf Form Bonuses: +2 Dex, +2 Acrobatics, forest favored terrain; Form Powers: Knockback; SV Fort +7, Ref +9, Will +4; STR 23, DEX 16, CON 14, INT 12, WIS 12, CHA 10.


Form of the Mythical Beast (Centaur, non-favored form): Large Monstrous Humanoid; HD (6d8+12); hp 50; Init +3; Spd 55 ft. (35 ft. in armor); AC 19 (+2 Dex, +4 natural armor, +2 buckler, +1 ring), touch 12, flat-footed 16, BAB +4; CMB +11, CMD 24; Atk: +13 melee (1d8+8 heavy mace +1), +8 melee (1d6+6, two hooves), +5 ranged (1d8, heavy crossbow); SA: darkvision; SV Fort +7, Ref +7, Will +4; STR 23, DEX 14, CON 16, INT 12, WIS 12, CHA 10. Feats: as natural form, plus Run.


You can download a partial free sample preview at DriveThruRPG or at the Paizo store. Both sites offer the full PDF with all the Shapeshifter rules (and 160+ pages of other great content) for a very reasonable price!
 
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Rite Publishing's Kaidan: a Japanese Ghost Story which currently has a Kaidan Campaign Kickstarter in progress (Sept 16 ends), has a Hengeyokai race with it's own supplement In the Company of Henge.

The race of Henge, are shapechangers of Japanese folklore, essentially humanoids whose natural form is a human body/animal head, that can shapechange into a full human (only 1 person's form, your human self), as a full animal form, and their normal hybrid form. Henge come as inu (dog), mujina (badger), neko (cat), nezumi (rat), saru (monkey), tankuki (raccoon dog), and usagi (hare) forms.

There is a 20 level racial paragon class called the Mushakemono. This class has a roguish quality to it that somewhat mixes with ranger qualities with Henge Tricks (wilderness and stealth abilities) and Advanced Tricks, limited Sneak Attack progression, Woodland Stride, Favored Terrain, Evasion, Hide in Plain Sight, while it's Shapechanging ability occurs at 1st, 10th, 15th and 20th levels.

With the race's own natural shapechanging ability (described in paragraph 1 of this post) there are also several class archetypes built exclusively for it: Ranger (henge matagi) - with forest as only Favored Terrain, though it has special connections with the Kami spirits of the forest and learn what is going on throughout the entire forest area; henge druid and henge barbarian.

Japanese weird monster races might not be what you're going for, but especially the Mushakemono class is a shapechanger who doesn't have to be a druid.
 

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