New Core Class: The Shifter

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First Post
Shifter

Those who revere nature become druids. Those who destroy nature become evil barbarians. Those who accept nature at what it is become Shifters. The shifter is an everchanging enigma, a person who is there one minute and gone the next, a fly on the wall, literally. Capable of changing their form in ways the most powerful wizard can only dream of, shifters are in complete control of the power of shaping.


Adventures: A shifter may adventure to gain knowledge of nature, or for any of a number of more mundane reasons, such as fame or wealth.

Characteristics: A shifter is wary of others, extremely good with animals and beasts, and attached to few. They can survive almost anywhere, infiltrate almost any place, and do almost anything.

Alignment: Any

Religion: Generally none. Some worship Obad-Hai, or other gods and goddesses of nature.

Background: Shifters are born, not made. Many discover their burgeoning powers in their mid-teens, and are quickly ostracized from most communities. Alone and desperate, they do what they can to get by. Many do not take their abilities any farther than what they discovered as a teen. The ones who do become Shifters.

Races: All races may be shifters, but of them, humans and elves are especially likely.

Classes: Shifters get along well with druids and rangers, and poorly with barbarians, evil wizards, and the like. They accept clerics at face value, nothing more.

Role: The shifters role varies greatly. Some shifters are expert spies, sneaking into forbidden areas with their skills. Others act as primary fighters, changing into massively powerful behemoths.

GAME RULE INFORMATION:

Abilities: Dexterity is important to a shifter due to the AC bonus it provides, as shifters are wont to wear armor. Constitution is vital for the extra hit points, and is the shifters key ability that regulates the forms a shifter may take.

Alignment: Any.
Hit Die: d4
Multiclassing: A shifter may not multiclass. Characters with levels in other classes may not become shifters.

Class Skills: The shifters class skills are Concentration(Con), Craft(Int), Handle Animal(Cha), Heal(Wis), Hide(Dex), Knowledge(nature)(Int), Move Silently(Dex), Profession(Wis), Ride(Dex), Search(Int), Spot(Wis), and Survival(Wis).
Skill points at 1st level: (4+Int modifier)x4
Skill points at each additional level: 4+Int modifier

Class Features:

Weapons and Armor Proficiency: A shifter is proficient with all simple weapons, and one martial weapon of his choice. Shifters have no armor proficiencies.

Study Creature(Ex): A shifter may study any creature that it can see. Studying a creature takes three rounds of uninterrupted concentration on the creature, similar to the study for an assassians death attack. When the three rounds are complete, the shifter must make a ranged touch attack on the target creature. If it hits, the shifter may now change into that creature provided it is within the hit dice requirements for the shifters level. This may be used on a dead creature.

Wild Empathy (Ex): A shifter can use body language, vocalizations, and demeanor to improve the attitude of an animal, magical beast, or any creature with an intelligence score of 4 or below. This ability functions as a Diplomacy check. The shifter rolls 1d20 and adds his Constitution modifier and shifter level to determine the check result.

Shift(Su): NOTE: ALL DC'S FOR SHIFT ARE DOUBLED IF ATTEMPTING TO SHIFT INTO AN EPIC MONSTER (CR 20 OR ABOVE). A shifter may change his form into that of an animal or magical beast once per day per class level. The desired form must have been seen and studied by the shifter (via the Study Creature ability), and may be of any size. The maximum Hit Dice of the desired form is the shifters class level. A shifter may change into three times his class level plus twice his constitution modifier Hit Die of creatures per day. The shifter may never shift into the form of an undead. A shift lasts for 10 minutes per shifter level, and may be dismissed at will by the shifter. The shifter keeps his mental ability scores. The physical ability scores used are those of the creature. The shifted shifter has hit points equal to that of the creature. If the creature dies, the Shifter must make a Will saving throw (DC equal to twice the number of hit dice of the target creature), or die. If the shifter shifts back from a form that is wounded to his normal state, then the damage is carried over. If the damage is enough to kill the shifter, then the shifter must make a Will save with DC equal to 1.5 times the HD of the creature or die. The shifter gains all extraordinary and supernatural abilities of the creature that it shifts to (but not spell-like or psi-like abilities). It is a full round action to shift into a creature. To shift, make a concentration check, DC equal to the target forms HD. Shifters are not allowed to take 10 or 20 on this check. If the check succeeds, you shift into the creature. If it fails,you keep your original form and lose a shift attempt for that day. When shifting, all effects are lost, be it poison, disease, cat's grace, or any adjustment, buff, or condition at all. This excludes the conditions of death and unconciusness, as the shifter may not shift when dead or knocked out. The shifter does not grow back body parts that he has lost via the use of shift. All equipment melds with the shifter and becomes inoberable (some items allow pieces of magic equipment to be used). Shifters may not shift when wearing armor of any type.

Additional Shift(Ex): This ability is acquired at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level. When a shifter acquires this ability, he gains one ability as shown on the Shifter table.

Shift(Body) allows the Shifter to modify his body with a shift, adding a trait, such as wings. The added trait is fully functional.

The other shift abilities allow the shifter to change into that type of creature by shifting.

Enhanced Shift Type(Ex): This ability is gained at 2nd, 6th, 10th, 14th, and 18th level. The shifter picks a shift type that he already is able to shift into. The duration of a shift into that type of creature is extended to 30 minutes per shifter level, and the shifter gets +1 to all rolls for the duration of the shift into the selected creature type.

Perfect Shift(Ex): At 20th level, a shifter may burn 5 shifts for the day to instantly shift into a creature. This creature is treated as though shifted with the Maximize Shift feat, and the prolong shift feat, without the use burn or hit dice restrictions. In addition, the shifters type changes to Abberation(shapechanger).

Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Study Creature, Wild Empathy, Shift, Bonus Feat, Additional Shift(dire template)
2nd +1 +3 +0 +3 1st Enhanced Shift Type
3rd +2 +3 +1 +3 Additional Shift(Plant Creature), Bonus Feat
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Additional Shift(Vermin)
6th +4 +5 +2 +5 2nd Enhanced Shift Type, Bonus Feat
7th +5 +5 +2 +5 Additional Shift(Monsterous Humanoid)
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6 Additional Shift(Fey), Bonus Feat
10th +7/+2 +7 +3 +7 3rd Enhanced Shift Type
11th +8/+3 +7 +3 +7 Additional Shift(Abberation)
12th +9/+4 +8 +4 +8 Bonus Feat
13th +9/+4 +8 +4 +8 Additional Shift(ooze)
14th +10/+5 +9 +4 +9 4th Enhanced Shift Type
15th +11/+6/+1 +9 +5 +9 Additional Shift(body), Bonus Feat
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Additional Shift(dragon)
18th +13/+8/+3 +11 +6 +11 5th Enhanced Shift Type
19th +14/+9/+4 +11 +6 +11 Additional Shift(outsider), Bonus Feat
20th +15/+10/+5 +12 +6 +12 Perfect Shifter


METASHIFT FEATS:

Maximize Shift (Metashift)

You are the most powerful you can be in the shifted form.
Prerequisites: Shift class ability.
Benefit: The form you shift to when using this feat has the maximum hit points for its hit dice, not just the average.
Special: You burn 5 additional shifts when using this feat. Such a creature is treated as having 5 more hit dice for the purposes of determining if you can become the creature.

Empower Shift (Metashift)

The form you shift to is more powerful than normal.
Prerequisites: Shift class ability.
Benefit: The form you shift to when using this feat has 50% more hit points, and does 50% more damage.
Special: You burn 3 additional shift attempts when using this feat.


Heighten Shift (Metashift)

The form you shift to has more hit dice than normal.
Prerequisites:Shift class ability.
Benefit: The form you shift to when using this feat has X additional hit dice, chosen at the time of the shifting.
Special: You burn 2 additional shift attempts when using this feat. The creature you are shifting into is treated as having X-2 more hit dice than normal for the purposes of determining if you can become the creature.

Quicken Shift (Metashift)

You can quickly shift forms.
Prerequisites: Shift class ability.
Benefit: The form you shift to when using this feat is shifted to as a move-equivalent action instead of a full-round action.
Special: You burn 2 additional shift attempts when using this feat.

Prolong Shift (Metashift)

Your shifted form stays longer than normal.
Prerequisites: Shift class ability.
Benefit: The form you shift to when using this feat lasts for 1 hour per shifter level.
Special: You burn 4 shift attempts when using this feat.

SHIFTER FEATS:

Extra Shift (Shifter)

Prerequisites: Shift class ability.
Benefit: You may make one extra shift attempt per day.
Special: This feat may be taken more than once. Its effects stack.

Enhanced Form (Shifter)

Prerequisites: Shift class ability.
Benefit: You may shift into a form with 1 more hit dice than you normally could.

Improved Enhanced Form (Shifter)

Prerequisites: Shift class ability, Enhanced Form
Benefit: You may shift into a form with 1 more hit dice than you normally could.
Special: This stacks with Enhanced Form

Greater Enhanced Form (Shifter)

Prerequisites: Shift class ability, Improved Enhanced Form
Benefit: You may shift into a form with 1 more hit dice than you normally could.
Special: This stacks with Enhanced Form and Improved Enhanced Form

Excellent Form (Shifter)

Prerequisites: Shift class ability, Enhanced Form
Benefit: You may give +1 on attack and damage rolls to a form that you shift into. This ability may be used once per day.
Special: You may take this feat multiple times. Each additional time, you gain one use per day.

Perfect Form (Shifter)

Prerequisites: Shift class ability, Enhanced Form, Excellent Form
Benefit: You may give +1 on attack and damage rolls to a form that you shift into. This ability may be used once per day.
Special: You may take this feat multiple times. Each additional time, you gain one use per day. This feat stacks with Excellent Form.

Springy Sinew (Shifter)

Prerequisites: Shift class ability.
Benefit: Once per day, you may burn a use of your shift class ability to get a +10 on your next jump check.




SHIFTER ITEMS:

Weapons:

Rapier of Form-Stealing: This dark red rapier appears to be partially melted along the blade. When the killing blow is dealt with the Rapier of Form-Stealing, the wielder gains that form as one he may transform into if he is a Shifter, provided it is within his hit dice limit. Cost: 6,000gp. CL7, arcane mark, rary's mnemonic enhancer.

Wonderous Items

Stone of Eldritch Magic: Floats around the head of its owner as an Ioun stone. Allows the effects of one magical item per stone to still function while the owner is transformed (other than the stone, these function normally, always). Cost: 10,000gp. CL13, arcane mark, drawmij's instant summons.

Major Artifacts:

Shifters Growth: This bumpy, dark green growth emerges from the back of the Shifter, and appears on the back of whatever form he transforms into. It may only be removed by the casting of a Disjunction by a wizard of 25th level or higher. While on the owner, all magic items continue to function while the owner is transformed. All forms used by the owner are treated as having been the subject of the metashift feats Maximize Shift and Empower Shift, without the shift burn or hit dice adjustment. If the owner is not a shifter, the artifact attaches itself to him and eats him alive, requiring a DC 45 fortitude saving throw every day to avoid death. The artifact has no function for a non-shifter.
 
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I like it. I play a Shaman (from OA) along with the Shifter Class (also from OA).

Basically you are substituting the spell casting ability to shift.


Points:
Abilities: Dexterity is important to a shifter ...
I would make CON and WIS the primary abilities. All the wildshape abilities are based on WIS, but if you wanted to change that I would make it CON not DEX. CON is how much stress the creature can handle and changing shape would be very stressful since its natural and not a spell.

.. The shifted shifter has hit points equal to that of the creature.
This should be such that the shifter retains their hit points modified by the new forms CON. This would be similar to the polymorph/wildshape rules. Otherwise I would lower the HD of the Shifter class to something like a d4.

If the creature dies, the Shifter must make a Will saving throw (DC equal to the number of hit dice of the target creature), or become comatose for 30 minutes per HD of the creature.
Not sure what this is. If the creature dies, the character should die as well. Otherwise its a natural Contingency heal. This would be related to Hitpoints above anyways.

If you want to, normally a player heals a number of points (as per resting) when they take on a new shape. If you changed it such they heal when they change out of shape (back to older rulings) you could add the WILL DC check that when they change, if they heal enough to keep them alive they make the WILL DC check. Otherwise they are still dead.


Additional Shift(Ex): This ability ...
This is a very powerful ability. Who would not take Dragon or Abberation on their first few shifts? No one, thus it is probably too powerful. In normal wildshape rules you cannot change into a dragon until level 27 (disregarding the overpowered ToB class). And since you allow them to change into a creature twice their levels, is also very powerful. Added together, at level 10 I could change into a 20HD dragon for 10 hours. Most will say that is TOO powerful. What fool would not take that path? Yes you do limit the total HD a character can change into a day, but as a shifter during adventuring, why would I change out of a dragon. Especially one that can shape change.

I would give them level requirements or skill requirements(Nature or Spirit) similar to the current Wildshape Feats. I would also base them closely to what the Wildshape feats requirements are. I currently play a 28th level Epic Skin changer(custom PrC) and just got Dragon. And even now it is very powerful. If I got it any earlier, I would rule the game.

Below is a table of all the different types of Feats I would make as a GM for the different Types. I have added Templates because I like them. I also have listed sizes. They are listed in order of power(I feel is about right).

Code:
Listed in order of power:
Dire(Template)
Feral(Template)
Plant Shape
Vermin Shape
Monsterous Humanoid
Magical Beast
Fey
Winged(Template)
Elemental(Template)
Half Golem(Template)
Insectile Shape(Template)
Fiendish(Template)
Celestial(Template)
Ooze
Partial (Your Body Feat)
Giant
Dragon Shape
Outsider 
Monster of Legend(Template)
Aberration

Sizes:
 Large
         Huge
              Gargantuan
                    Colossal
 Diminutive
         Fine

Other Changes:
I would add Knowledge(Spirits) as a skill as well. Though you could keep Nature in place of it.

I would make the shift STAT based on CON as stated above, and change the Shifting ability such that the HD is based on Level + CON modifier. This again relates the CON to the changing ability also limits your 10th level shifter from changing into a 20th level creature.

Also you never state what abilities are gained during shift? (Ex)traordinary, (Su)pernatural, (Sp)ell-like? As a shifter (Ex) are nice, (Su) are great, (Sp) would be too great. As a player I would love them, as a GM, no.


Input on the first pass.
 

It's been modified to add many of those changes,and a few of mine. You will notice it now takes a concentration check to successfully shift.
 

Hmmmm....

You, know, its an interesting class, but it seems too much like a druid varient that focuses on wild shape, and not on spell casting. But, overall, its pretty good and well thought out.
 

Well, I haven't gone over it all yet, but your Shifter class gives an aweful lot of power to a 1st-level character. They can single-handedly do all the party's fighting for the first several encounters each day as long as they're not far apart time-wise (i.e. when dungeon-crawling the party is likely to run into encounters fairly rapidly), and still be able to contribute as a secondary warrior for the rest of the day. A 1st-level Shifter turning into something with 5 hit dice or something, 3 times per day, for 10 minutes each time, and also turning into something of 4 hit dice once per day in addition? Yeesh! That'll definately need serious tweaking. Also, it seems to me that the shifter essentially gets those extra hit dice in bonus hit points per day essentially, as each form shifted into has its own HP tracked separately from those of the Shifter him- or herself....meaning the 1st-level Shifter essentially has around 19 extra hit dice worth of hit points each day....and that's just assuming a human Shifter with 18 Constitution, not even considering a dwarven Shifter or some other race with Constitution bonuses.

And the Concentration check DC for shifting (aside from maybe the adjustments incurred by metashift feats) is laughably easy; skill checks normally aren't subject to the natural-1 and natural-20 rules, so a shifter can easily make the required Concentration check without any need to bother rolling, as long as they put 1 rank per Shifter level into Concentration, and have a good Constitution (which is as likely as a Wizard PC choosing to start with a high Intelligence, as in, it's practically assured). You also don't mention whether or not the Shifter can take 10 on the check (they obviously can't take 20, because you can't take 20 with a skill check that has penalties for failure; in this case, losing one of their uses of Shift for the day), which would make it even more ridiculously easy. Lessee, a 20th-level Shifter can expect to have a total Concentration check bonus of around +30, so by taking 10 they could easily Shift into an 'epic creature' of 20 hit dice, and even if it wasn't possible to take 10, they would still have a 50% chance of succeeding; and really, with 20 attempts per day at that point, do they really have to worry about a mere 50% rate of failure when any single success will last them 200 minutes (or 40 hours with Enhanced Shift Type)?

Also, an important note, basing the Shifter's limits on creatures available for Shifting purely on hit dice alone will lead to some ridiculous Shifts that give Spell-Like or Supernatural abilities far beyond what any Wizard of similar level could do with even their mightiest spells at that level. At least they don't gain the capacity to Shift into Fey or Dragons at any level where it would be totally ludicrous (Faeries have powerful magical abilities for their meager hit dice, recall, and they're not the only creatures like that). A creature's Effective Character Level or Challenge Rating might be a more appropriate measure for determining Shift limits. Remember that many monsters have Spell-Like or Supernatural abilities that are useable at will, and some of them are rather powerful abilities (like some creatures' ability to Teleport or Plane Shift at will).

I don't suppose a Shifter can be interrupted when trying to Shift, just like a spellcaster can be interrupted when casting? Can the Shifter in that case attempt to Shift defensively by making a separate Concentration check? What sort of action does it take to perform a Shift, and does it provoke attacks of opportunity? As an Extraordinary ability, I don't think there's any default for these parameters, so you'd have to specify. And how can a mere Extraordinary ability shapeshift the character into something else entirely, even granting them Supernatural and Spell-Like abilities as a result? Seems more like the purvue (sp?) of a Supernatural or Spell-Like ability itself. You also don't mention what, if any, effects of Alter Self, Polymorph, or Shapechange are included in the effects of Shift (Do they heal HP when Shifting? Does equipment meld with the new form, and what equipment melds? Do parts of the new form revert to their original form when separated, like severed limbs or poison? Does the Shifter revert to normal upon death? Can the Shifter use their ability to Shift into the likeness of a specific creature and thus be effectively disguised as them, like with Polymorph? Etc.).

Not meaning to criticize, just pointing out some glaring wholes I noticed when first reading through the class. You'll need to edit the description to include the necessary details on this stuff. Also, why are Shifters required to be Chaotic in alignment in order to take the class, but are then allowed to switch to any alignment without penalty or whatever? That is, why do they even need to be Chaotic in the first place if it's obviously not a required state of mind for the use of their quasi-mystical shapeshifting powers? I don't really find the class pointless or horrible or anything, just not anywhere remotely close to being balanced as-of-yet for actual use in play. :D I wouldn't have even noticed all this except that I'm a compulsive perfectionist and also a homebrew-obsessed DM that tinkers with everything. {:^)
 

Thanks for the input! Looked it over, you're right. I have changed it so that the shifter does not get its con mod as a bonus to hit dice, and the concentration check dc's have been doubled. Also added a statement that the shifter is not allowed to take 10 or 20 on the check. The reason the concentration checks were so low is because I forgot to change them when I powered it down a while back. In addition, the enhanced shift type has been changed to 30 minutes, so as not to be game-breaking. I am thinking of regulating it by CR, but CR is such a seriously broken system I'm not sure. Also changed it from an extraordinary to a supernatural ability, and added a clause about at will abilities. In addition, the shift ability has been clarified. Thanks!


As an example, under the old rules, a 3rd level character with 18 con could shift to a mind flayer. Under the new rules, it takes a 15th level character - exactly what the level of a player mind flayer would be.

Will be adding more shifter items soon.
 
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To me there are several problems with this idea.

1. Is the way the this class gets the Hp of the creature they turn in to. Thats a mechanic completely differerent from the way Polymorph, Wildshape and Shapechange works. Though those spells and abilities are the closests comparisons. Why not let it work like them, the Shifter keeps its own Hp, modified by its new Constitution. That seems far more fair than getting new Hp. By the way what happens with HP when a wounded Shifter changes back into his normal form. Not really clear to me.

2. The actual worth of an individual Shifter is completely determined by the DM. It is the Dm who chooses what creatures the Shifter encounters and the shifters power is closely tied to the qunatity and quality of forms it can take. For instance in one of my games a hypotetical 8 lvl shifter in the party would know the forms of Humans, Dwarfs, Elves, Gnolls, Goblins, Hobgoblins, Bugbears, Ogres, Hill Giants, Stirges, Troglodytes, Kobolds and most normal temperate animals. My take is that such a character would be screwed.

3. Attractive constitution. Why ?. It seems very contrived to me and enforces the (not so great fact) that constitution is the only important ability for this class.

4. 6 skillpoints per level. Thats a lot, only one class in the game gets more. The only other nonspellcasting semimagical class the Monk gets 4 per level. That would seem more reasonable for the shifter too.

5. Natural weapons. Again why?. It feels like an add-on. If the shifter turns into a say a giant, why should its fists suddenly gain the ability to bypass damage reduction of various kinds. A normal giant certainly don't have that ability. The shifter will be able to change into creatures of incredible strength, let him deal with damage reduction by high damage or actually using weapons, plenty of his forms will be able to.

7. Can the Enchanced shift type be taken more than once for a type ?

IMO opinion the shifter is a neat idea, but it is very difficult to make good balanced rules for such an ability. The flexibility combined with the ability to get hands on many powerful exceptional abilities, supernatural abilities, spell like abilitites, huge size and great strength just gets out of hand.

At high levels you will at worst have a character that can impersonate people and be a good spy and perhaps a reasonable secondary combatant (that would apply in my game for instance) due to few forms to choose from. At best you would have a character that can adapt to any possible scenario, always be usefull, outfight fighters and outmagic spellcasters.
 
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In response:

1: Yes, it is. It's meant to be that way. The reason its not the other way is that they have D4 hit dice. That sucks. The most hit dice they can have this way is their class level, although it may be different hit dice.

2. Yep, in that case they would be. Its the responsibility of the player to know his or her DM before deciding to play this class. In a D&D environment, there is NO REASON why a party or an individual could not go out searching for a creature. None at all.

3. You're right - it used to be attractive wisdom, which made a lot more sense, but when I changed the key ability to con, I should have removed it.

4. Changed.

5. Removed - you're right. Seems too much like a monk.

7. No.


And thats right. Its a character that starts out slow, and ends up powerful. One of its main functions is to fill a slot in the party that the party doesn't have. Ie; no one wants to play a fighter, they all want wizards, druids, clerics, etc. You are, however, right about the spell like abilities. They've been removed now.

Overall, I feel that the limited number of shifts combined with the harsh HD restrictions and low hit dice serve to balance the class.
 
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I will accept the fact that games are different and the Shifter class may fit yours though it would not fit mine.

From that perspective I have some more comments and questions.

First the Bonus Feats. What feats can be chosen with these. Theres ususally a sort of theme to bonus feats. The most obvious would be that they should be related to shifting, but then theres not enough feats. I think there are more shapeshifting related feats in the Eberron sourcebook, so you might be able to get inspiration and ideas from that. That is if you have it.

Another take would be to include the shifter feats you created and a limited number of feats that has to do with outdoor living. Like Track, Alertness and so on. Other possible metashifting feats could include Extra Shifting (more shifts per day), Increased capacity (Increases maximum HD with +1 or +2) and Feats that allow you to shift only parts of your body (like shifting your hands to claws but otherwise retaining your form).

You still need some kind of system for what happens when a shifter in another form has been wounded and changes back to his own or even another form. Lets say a 10 lvl shifter has changed into an Behir (just to show one of the really really nasty forms possible at this level). He has been in combat and lost 53 of the 94 hp his Behir form has. Leaving him with 41 hp. In his own human form he has 67 hp. What happens when he shifts to that form. Does it leave him with 41 hp or 67 hp ? And what if instead changes into a hippogrif (25 hp) to flee.

BEHIR
Huge Magical Beast Hit Dice: 9d10+45 (94 hp) Initiative: +1 Speed: 40 ft. (8 squares), climb 15 ft. Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 Base Attack/Grapple: +7/+23 Attack: Bite +14 melee (2d4+12) Full Attack: Bite +14 melee (2d4+12) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent Saves: Fort +11, Ref +7, Will +5 Abilities: Str 26, Dex 13, Con 21

Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Constrict (Ex): A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab (Ex): To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex): Six claws, attack bonus +14 melee, damage 1d4+5.

Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

In response to the hunting for forms. Well, peoples worlds are different and may or may not include certain monsters. In my world a character would be unlikely to ever encounter stranger things than humanoids, giants and the occasional magical beast (griffon and the likes).

All that said I still belive, even with the restrictions you have outlined, that the shifter is too powerfull. My take is that from around level 5-6 a shifter will be able to beat any fighter type character and any type of spellcaster. With the condition being that he has studied the right forms. In addition he will be able to deal with any kind of natural obstacles, many magic ones, have good skills, is totally unlimited by difficult terrains (can fly, swim, dimension door, enter ethereal plane etc.), can heal himself to some extent based on your take on hp and shifting forms and is in general far more versataile than any other class. For real nastyness the shifter takes one level of fighter and slaps on a Wild Fullplate, adding +9 or more to his already impressive AC in shifted form. Leaving the above mentioned Behirform with AC 29.

Here is a non-inclusive list of MM1 creatures a 10 lvl shifter could use.

Blink Dog (Dimension door)
Cockatrice (Turn to stone touch attack)
Digester (Cone of acid)
Displacer beast (Displaced)
Ethereal marauder (Ehtereal Jaunt)
Gargoyle (DR 10/magic)
Gorgon (Turn to stone breath attack)
Harpy (Captivating song)
Hydra (Eight-headed cryo or pyro, good combat ability and breath weapons, Fast healing)
Manticore (Good missile ability)
Medusa (Turn to stone gaze attack)
Phase spider (Ethereal Jaunt and Poison)
Shambing mound (Good combat ability, immunity to electricity, criticals and sneak attacks)
Spider eater (Freedom of movement, poison)
Treant (good combat ability, Animate trees)
Huge spider (Poison, web)
Nymph (Blinding beauty, stunning gaze)
Dire lion (Good combat ability)
Megaraptor (Good combat ability)
Behir (Good combat ability, Swallow whole, Breath weapon)
Annis hag (Good combat ability)
Remorhaz (Good combat ability, Swallow whole)
Girallion (Good combat ability)
 

Aaaand here's the 'Yes, but...':

Bonus feats - Yeah, I will have to get the eberron setting - I was planning to expand the lists of feats and items later. As for being wounded in another form, I have just added that to the Shift ability description.

All that said I still belive, even with the restrictions you have outlined, that the shifter is too powerfull.

I must disagree. Its meant to be an extremely versitile class.

And you're right about the armor. I need to add in a statement about shift failure, armor, and multiclassing. Adding it in now.
 

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