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| tonkounakaki10-22-03, 12:14 PM | SHIFTER The Shifter has no form that she calls her own. Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identites largely on their external forms, the shifter actually comes closer to her true self through all her tranformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within. At first, the shifter can risk only humanoid forms and familiar animal shapes. As she frows more confortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape of a completely different creature type as she does in her own. At that point, her past and race becomes irrelevant, since external form no longer matters to her. The Shifter’s path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape or another, never realizing that the actually face a single, formless enemy. Hit Dice: d8 Requirements To qualify to become a Shifter (Shf), a character must fulfill all the following criteria. Feats: Alertness, Endurance Spells: Ability to cast 3rd level spells Special: Wild shape ability. Class skills Climb (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Survival (Wis). See chapter 4: Skills in the Player’s Handbook for all skill descriptions Skill points each level: 4 + Int modifier BAB Fort Ref Will Abilities 1. +0 +2 +2 +0 Greater Wild Shape, Ability Call 2. +1 +3 +3 +0 3. +2 +3 +3 +1 4. +2 +4 +4 +1 5. +3 +4 +4 +1 6. +4 +5 +5 +2 7. +5 +5 +5 +2 8. +6 +6 +6 +2 9. +6 +6 +6 +3 10.+7 +7 +7 +3 Evershifting Form Size 1. Medium 2. Small 3. Large 4. Tiny 5. Diminuative 6. Huge 7. Fine 8. Gargantuan 9. Colossal 10. --- Types 1. Humanoid, Animal 2. Monstrous Humanoid 3. Plant, Vermin 4. Magical Beast 5. Giant, Fey 6. Ooze 7. Abberation, Dragon 8. Undead 9. Elemantal, Construct 10. Outsider Weapon and Armor Proficiency: Shifters gain no proficiency in any weapon or armor. They do gain automatic proficiency with all natural weapons of the form they assume, as well as the ability to use the full attack routine of that form. The do gain the natural armor bonuses from the form the assume. Greater Wild Shape (Su): You can assume the form of a creature of a size and type given in the shifter's class description table above and change back into your previous form once per day, as a supernatural ability. The number of uses per day increases by 1 every level. The maximum HD of an assumed form is equal to your character level. You can change into a member of your own kind or even into yourself. This is a permanent effect, which remains active until you either use the ability again, turn back to your previous form, or die, in which case you revert to your original (but dead) form. Your form only has the scores and abilities of an average member of the race. That means your form will have the average stats and abilities given in the creature's entry in the monster manual. It can neither give you character level benefits nor abilities from additional Hit Dice given in its advancement entry. Exceptions are creatures with separate entries for different age groups like dragons. In their case, each age category is considered a separate creature and can be chosen. Forms with the swarm subtype cannot be taken, nor other forms consisting of more than one creature. If a form's ability would allow you to split, duplicate etc. into more parts, you can control each part. When changing into a size more than one step removed from your own, it takes longer to switch. For a size 1 step away from your current size, or the same size, it takes a Standard action. Every 2 steps above this takes an additional round of changing, during which you are denied your dexterity bonus to AC, and are unable to defend yourself. A change to size 2 steps away from your own takes a full round action. Should you attempt to change to a form that does not have sufficient space to grow, the change does not happen. You keep your class and level, hit points, alignment, base attack bonus, skill ranks, character or class feats, class abilities and base save bonuses. You retain all supernatural and spell-like abilities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary abilities derived from class levels, but you lose any from your normal form that are not derived from class levels. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. The changed constitution modifier does change your hit points. You gain all mundane racial benefits possessed by the form. You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for non flying movement), natural armor bonus, natural weapons (such as claws, bite, and so on) and natural attack routines, racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). Your type and subtype (if any) changes to match the new form, but this does not give you additional hit points or change your racial Hit Dice, your skill ranks or BAB. If the new form is capable of speech, you can communicate normally. You can communicate in the racial language or other mundane communication form of the race whose form you take. Upon changing, you regains lost hit points as if you had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal you further. You retain any spell casting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. You do not gain any supernatural, extraordinary or spell-like abilities of the new form, nor do you get the creatures BAB, Hit Dice, hit points, base saves, skill ranks, class skills, spells or psionics. You do however gain the feats common for an average creature of the type you shift into. You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. If the form features regular mutations like a yuan-ti half blood or a slaad, you can choose which mutations you take, within the creature's limits. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +20 bonus on your Disguise check. You have to be familiar with a form to be able to take it. Familiarity means you have to have personally seen and interacted with a creature of that race, be it via combat, diplomacy or other means. Remote viewing like scrying is not sufficient, nor is reading about the creature or hearing tales about it. You can take the form of a creature with a template, but have to be familiar with the exact race/template combination you want to take. When the change occurs, you can choose which of your equipment changes it's forms to fit the new body (provided the form has the necessary appendage to wear it), the rest melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body that is separated from the whole keeps it's acquired form until you die, change back, or shift into another form. Pieces of equipment separated from you revert to their original size after one minute. If you have the ability to wildshape, those uses convert to uses of Greater Wild Shape. You can't combine features of both abilities like types or sizes. If you have a familiar, companion or otherwise gain the share spells ability, you cannot share shifting. Ability Call (Su): While in a form, the Shifter may gain access to an extraordinary, or supernatural ability of the current form as a free action, once per round. This ability works exactly the same as if used by a native of that form. The access to the ability lasts until the Shifter changes form, or until voluntarily released. The Shifter may not have more supernatural abilities accessible at one time then she has daily uses of this ability. This ability can be used 1/day for every level gained in the Shifter class. It requires 2 uses to assume a Supernatural ability, and one to assume an Extraordinary ability. Evershifting form: You can use Greater Wild Shape as often as you want, as a free action once per round. You gain the shapechanger subtype, and you no-longer have an “original” form, so you can’t be forced back into it by anti-shape change spells. You gain 60 ft. darkvision regardless of form. You no longer get penalties for aging, but still get bonusses for it, and still die when exceeding you original race's natural life span. |