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New Core Class: The Shifter
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<blockquote data-quote="Interested2" data-source="post: 1711293" data-attributes="member: 20930"><p><strong><span style="font-size: 15px">Shifter</span></strong></p><p></p><p>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.</p><p></p><p></p><p><strong>Adventures:</strong> A shifter may adventure to gain knowledge of nature, or for any of a number of more mundane reasons, such as fame or wealth.</p><p></p><p><strong>Characteristics:</strong> 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. </p><p></p><p><strong>Alignment:</strong> Any</p><p></p><p><strong>Religion:</strong> Generally none. Some worship Obad-Hai, or other gods and goddesses of nature.</p><p></p><p><strong>Background: </strong>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. </p><p></p><p><strong>Races: </strong>All races may be shifters, but of them, humans and elves are especially likely.</p><p></p><p><strong>Classes: </strong>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.</p><p></p><p><strong>Role:</strong> 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. </p><p></p><p><strong><u>GAME RULE INFORMATION:</u></strong></p><p></p><p><strong>Abilities: </strong>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.</p><p></p><p><strong>Alignment:</strong> Any. </p><p><strong>Hit Die:</strong> d4</p><p><strong>Multiclassing:</strong> A shifter may not multiclass. Characters with levels in other classes may not become shifters.</p><p></p><p><strong>Class Skills: </strong> 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).</p><p><strong>Skill points at 1st level: </strong>(4+Int modifier)x4</p><p><strong>Skill points at each additional level:</strong> 4+Int modifier</p><p></p><p><strong><u>Class Features:</u></strong></p><p></p><p><strong>Weapons and Armor Proficiency:</strong> A shifter is proficient with all simple weapons, and one martial weapon of his choice. Shifters have no armor proficiencies.</p><p></p><p><strong>Study Creature(Ex):</strong> 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.</p><p></p><p><strong>Wild Empathy (Ex):</strong> 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.</p><p></p><p><strong>Shift(Su):</strong> 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.</p><p></p><p><strong>Additional Shift(Ex):</strong> 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.</p><p></p><p>Shift(Body) allows the Shifter to modify his body with a shift, adding a trait, such as wings. The added trait is fully functional.</p><p></p><p>The other shift abilities allow the shifter to change into that type of creature by shifting.</p><p></p><p><strong>Enhanced Shift Type(Ex):</strong> 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.</p><p></p><p><strong>Perfect Shift(Ex):</strong> 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).</p><p></p><p>Level BAB Fort Save Ref Save Will Save Special</p><p>1st +0 +2 +0 +2 Study Creature, Wild Empathy, Shift, Bonus Feat, Additional Shift(dire template)</p><p>2nd +1 +3 +0 +3 1st Enhanced Shift Type</p><p>3rd +2 +3 +1 +3 Additional Shift(Plant Creature), Bonus Feat</p><p>4th +3 +4 +1 +4 </p><p>5th +3 +4 +1 +4 Additional Shift(Vermin)</p><p>6th +4 +5 +2 +5 2nd Enhanced Shift Type, Bonus Feat</p><p>7th +5 +5 +2 +5 Additional Shift(Monsterous Humanoid)</p><p>8th +6/+1 +6 +2 +6 </p><p>9th +6/+1 +6 +3 +6 Additional Shift(Fey), Bonus Feat</p><p>10th +7/+2 +7 +3 +7 3rd Enhanced Shift Type</p><p>11th +8/+3 +7 +3 +7 Additional Shift(Abberation)</p><p>12th +9/+4 +8 +4 +8 Bonus Feat</p><p>13th +9/+4 +8 +4 +8 Additional Shift(ooze)</p><p>14th +10/+5 +9 +4 +9 4th Enhanced Shift Type</p><p>15th +11/+6/+1 +9 +5 +9 Additional Shift(body), Bonus Feat</p><p>16th +12/+7/+2 +10 +5 +10 </p><p>17th +12/+7/+2 +10 +5 +10 Additional Shift(dragon)</p><p>18th +13/+8/+3 +11 +6 +11 5th Enhanced Shift Type</p><p>19th +14/+9/+4 +11 +6 +11 Additional Shift(outsider), Bonus Feat</p><p>20th +15/+10/+5 +12 +6 +12 Perfect Shifter</p><p></p><p></p><p><strong><u>METASHIFT FEATS:</u></strong></p><p></p><p><strong>Maximize Shift (Metashift)</strong></p><p></p><p>You are the most powerful you can be in the shifted form.</p><p><strong>Prerequisites:</strong> Shift class ability.</p><p><strong>Benefit:</strong> The form you shift to when using this feat has the maximum hit points for its hit dice, not just the average.</p><p><strong>Special:</strong> 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. </p><p></p><p><strong>Empower Shift (Metashift)</strong></p><p></p><p>The form you shift to is more powerful than normal.</p><p><strong>Prerequisites: </strong>Shift class ability.</p><p><strong>Benefit:</strong> The form you shift to when using this feat has 50% more hit points, and does 50% more damage.</p><p><strong>Special:</strong> You burn 3 additional shift attempts when using this feat.</p><p></p><p></p><p><strong>Heighten Shift (Metashift)</strong></p><p></p><p>The form you shift to has more hit dice than normal.</p><p><strong>Prerequisites:</strong>Shift class ability.</p><p><strong>Benefit: </strong>The form you shift to when using this feat has X additional hit dice, chosen at the time of the shifting. </p><p><strong>Special:</strong> 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. </p><p></p><p><strong>Quicken Shift (Metashift)</strong></p><p></p><p>You can quickly shift forms.</p><p><strong>Prerequisites: </strong>Shift class ability.</p><p><strong>Benefit: </strong>The form you shift to when using this feat is shifted to as a move-equivalent action instead of a full-round action.</p><p><strong>Special:</strong> You burn 2 additional shift attempts when using this feat.</p><p></p><p><strong>Prolong Shift (Metashift)</strong></p><p></p><p>Your shifted form stays longer than normal.</p><p><strong>Prerequisites: </strong>Shift class ability.</p><p><strong>Benefit: </strong>The form you shift to when using this feat lasts for 1 hour per shifter level.</p><p><strong>Special:</strong> You burn 4 shift attempts when using this feat. </p><p></p><p><strong><u>SHIFTER FEATS:</u></strong></p><p></p><p><strong>Extra Shift (Shifter)</strong></p><p></p><p><strong>Prerequisites: </strong>Shift class ability.</p><p><strong>Benefit: </strong>You may make one extra shift attempt per day.</p><p><strong>Special: </strong>This feat may be taken more than once. Its effects stack.</p><p></p><p><strong>Enhanced Form (Shifter)</strong></p><p></p><p><strong>Prerequisites: </strong>Shift class ability.</p><p><strong>Benefit: </strong>You may shift into a form with 1 more hit dice than you normally could.</p><p></p><p><strong>Improved Enhanced Form (Shifter)</strong></p><p></p><p><strong>Prerequisites:</strong> Shift class ability, Enhanced Form</p><p><strong>Benefit:</strong> You may shift into a form with 1 more hit dice than you normally could.</p><p>Special: This stacks with Enhanced Form</p><p></p><p><strong>Greater Enhanced Form (Shifter)</strong></p><p></p><p><strong>Prerequisites: </strong>Shift class ability, Improved Enhanced Form</p><p><strong>Benefit:</strong> You may shift into a form with 1 more hit dice than you normally could.</p><p><strong>Special: </strong>This stacks with Enhanced Form and Improved Enhanced Form</p><p></p><p><strong>Excellent Form (Shifter)</strong></p><p></p><p><strong>Prerequisites:</strong> Shift class ability, Enhanced Form</p><p><strong>Benefit:</strong> You may give +1 on attack and damage rolls to a form that you shift into. This ability may be used once per day.</p><p><strong>Special:</strong> You may take this feat multiple times. Each additional time, you gain one use per day.</p><p></p><p><strong>Perfect Form (Shifter)</strong></p><p></p><p><strong>Prerequisites:</strong> Shift class ability, Enhanced Form, Excellent Form</p><p><strong>Benefit: </strong>You may give +1 on attack and damage rolls to a form that you shift into. This ability may be used once per day.</p><p><strong>Special: </strong>You may take this feat multiple times. Each additional time, you gain one use per day. This feat stacks with Excellent Form.</p><p></p><p><strong>Springy Sinew (Shifter)</strong></p><p></p><p><strong>Prerequisites:</strong> Shift class ability.</p><p><strong>Benefit:</strong> Once per day, you may burn a use of your shift class ability to get a +10 on your next jump check.</p><p></p><p></p><p></p><p></p><p><strong><u><span style="font-size: 15px">SHIFTER ITEMS:</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Weapons:</span></strong></p><p></p><p><strong>Rapier of Form-Stealing:</strong> 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.</p><p></p><p><strong><span style="font-size: 12px">Wonderous Items</span></strong></p><p></p><p><strong>Stone of Eldritch Magic:</strong> 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.</p><p></p><p><strong><span style="font-size: 12px">Major Artifacts:</span></strong></p><p></p><p><strong>Shifters Growth:</strong> 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.</p></blockquote><p></p>
[QUOTE="Interested2, post: 1711293, member: 20930"] [B][SIZE=4]Shifter[/SIZE][/B] 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. [B]Adventures:[/B] A shifter may adventure to gain knowledge of nature, or for any of a number of more mundane reasons, such as fame or wealth. [B]Characteristics:[/B] 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. [B]Alignment:[/B] Any [B]Religion:[/B] Generally none. Some worship Obad-Hai, or other gods and goddesses of nature. [B]Background: [/B]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. [B]Races: [/B]All races may be shifters, but of them, humans and elves are especially likely. [B]Classes: [/B]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. [B]Role:[/B] 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. [B][U]GAME RULE INFORMATION:[/U][/B] [B]Abilities: [/B]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. [B]Alignment:[/B] Any. [B]Hit Die:[/B] d4 [B]Multiclassing:[/B] A shifter may not multiclass. Characters with levels in other classes may not become shifters. [B]Class Skills: [/B] 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). [B]Skill points at 1st level: [/B](4+Int modifier)x4 [B]Skill points at each additional level:[/B] 4+Int modifier [B][U]Class Features:[/U][/B] [B]Weapons and Armor Proficiency:[/B] A shifter is proficient with all simple weapons, and one martial weapon of his choice. Shifters have no armor proficiencies. [B]Study Creature(Ex):[/B] 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. [B]Wild Empathy (Ex):[/B] 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. [B]Shift(Su):[/B] 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. [B]Additional Shift(Ex):[/B] 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. [B]Enhanced Shift Type(Ex):[/B] 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. [B]Perfect Shift(Ex):[/B] 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 [B][U]METASHIFT FEATS:[/U][/B] [B]Maximize Shift (Metashift)[/B] You are the most powerful you can be in the shifted form. [B]Prerequisites:[/B] Shift class ability. [B]Benefit:[/B] The form you shift to when using this feat has the maximum hit points for its hit dice, not just the average. [B]Special:[/B] 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. [B]Empower Shift (Metashift)[/B] The form you shift to is more powerful than normal. [B]Prerequisites: [/B]Shift class ability. [B]Benefit:[/B] The form you shift to when using this feat has 50% more hit points, and does 50% more damage. [B]Special:[/B] You burn 3 additional shift attempts when using this feat. [B]Heighten Shift (Metashift)[/B] The form you shift to has more hit dice than normal. [B]Prerequisites:[/B]Shift class ability. [B]Benefit: [/B]The form you shift to when using this feat has X additional hit dice, chosen at the time of the shifting. [B]Special:[/B] 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. [B]Quicken Shift (Metashift)[/B] You can quickly shift forms. [B]Prerequisites: [/B]Shift class ability. [B]Benefit: [/B]The form you shift to when using this feat is shifted to as a move-equivalent action instead of a full-round action. [B]Special:[/B] You burn 2 additional shift attempts when using this feat. [B]Prolong Shift (Metashift)[/B] Your shifted form stays longer than normal. [B]Prerequisites: [/B]Shift class ability. [B]Benefit: [/B]The form you shift to when using this feat lasts for 1 hour per shifter level. [B]Special:[/B] You burn 4 shift attempts when using this feat. [B][U]SHIFTER FEATS:[/U][/B] [B]Extra Shift (Shifter)[/B] [B]Prerequisites: [/B]Shift class ability. [B]Benefit: [/B]You may make one extra shift attempt per day. [B]Special: [/B]This feat may be taken more than once. Its effects stack. [B]Enhanced Form (Shifter)[/B] [B]Prerequisites: [/B]Shift class ability. [B]Benefit: [/B]You may shift into a form with 1 more hit dice than you normally could. [B]Improved Enhanced Form (Shifter)[/B] [B]Prerequisites:[/B] Shift class ability, Enhanced Form [B]Benefit:[/B] You may shift into a form with 1 more hit dice than you normally could. Special: This stacks with Enhanced Form [B]Greater Enhanced Form (Shifter)[/B] [B]Prerequisites: [/B]Shift class ability, Improved Enhanced Form [B]Benefit:[/B] You may shift into a form with 1 more hit dice than you normally could. [B]Special: [/B]This stacks with Enhanced Form and Improved Enhanced Form [B]Excellent Form (Shifter)[/B] [B]Prerequisites:[/B] Shift class ability, Enhanced Form [B]Benefit:[/B] You may give +1 on attack and damage rolls to a form that you shift into. This ability may be used once per day. [B]Special:[/B] You may take this feat multiple times. Each additional time, you gain one use per day. [B]Perfect Form (Shifter)[/B] [B]Prerequisites:[/B] Shift class ability, Enhanced Form, Excellent Form [B]Benefit: [/B]You may give +1 on attack and damage rolls to a form that you shift into. This ability may be used once per day. [B]Special: [/B]You may take this feat multiple times. Each additional time, you gain one use per day. This feat stacks with Excellent Form. [B]Springy Sinew (Shifter)[/B] [B]Prerequisites:[/B] Shift class ability. [B]Benefit:[/B] Once per day, you may burn a use of your shift class ability to get a +10 on your next jump check. [B][U][SIZE=4]SHIFTER ITEMS:[/SIZE][/U][/B] [B][SIZE=3]Weapons:[/SIZE][/B] [B]Rapier of Form-Stealing:[/B] 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. [B][SIZE=3]Wonderous Items[/SIZE][/B] [B]Stone of Eldritch Magic:[/B] 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. [B][SIZE=3]Major Artifacts:[/SIZE][/B] [B]Shifters Growth:[/B] 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. [/QUOTE]
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New Core Class: The Shifter
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