~*SHAPESHIFTER*~ base class [Archive] - Wizards Community

Post/Author/DateTimePost
Jayr

12-15-05, 08:39 PM
Shapeshifter

Shapeshifters have honed their innate powers of flexibility to the extreme. They use their unique brand of magical ability to transform into entirely different creatures.

Adventures: Often seen as outcasts or unnatural beings in their home communities, shapeshifters adventure to hone their transformation skills, to gain wealth or power, or simply as a way to liven up their lives.

Characteristics: Shapeshifters have the ability to transform into mystical creatures. At low levels, the shapeshifter can only transform into less powerful monsters, but at high levels, he can transform into angels, demons, and even more powerful monsters. In his natural form, he is a capable fighter, but it is in his alternate forms that his power truly shines.

Aligmnent: Shapeshifters eschew the traditional categorizations of race, appearence, and sometimes gender, and thus are more likely to be chaotic than lawful. Shifters have no particular tendency towards good or evil.

Religion: Shapeshifters don't have strong links to a specific deity. Some turn to Olidammara, admiring his command over entropy. Others worship Elhonna, since her portfolio includes the beasts of the forests, or the deity of a monster which they have the ability to transform into.

Races: Thanks to their innate flexibility, humans and half-elves are most likely to take up the mantle of shapeshifter. Gnomes and halflings often take up the shapeshifter class as a way to compensate for their small stature in battle. Dwarves are usually too traditionalistic to discard their fixed physical forms and shift shapes, and half-orcs tend to find it pointless to abandon their already powerful bodies to take the form of another.

Game Rule Information
Shapeshifters have the following game statistics.
Abilities: Constitution raises the shapeshifter's hit points, important for battle. Charisma also powers many of the special attacks that the shapeshifter can use while in alternate form.
Alignment: Any.
Hit Die: d8

Class Skills
A shapeshifter's class skills (and the key ability for each skill) are: Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int Modifier) x4
Skill Points at Each Additional Level: 2 + Int Modifier

Base Fort Ref Will Alternate
Attack Save Save Save Special Forms
1. +0 +2 +0 +0 Alternate form 1
2. +1 +3 +0 +0 ----- 1
3. +2 +3 +1 +1 ----- 2
4. +3 +4 +1 +1 ----- 2
5. +3 +4 +1 +1 Large form 3
6. +4 +5 +2 +2 Form qualities 3
7. +5 +5 +2 +2 Tiny form 4
8. +6/+1 +6 +2 +2 Faster alternate form 4
9. +6/+1 +6 +3 +3 ----- 5
10. +7/+2 +7 +3 +3 Form magic attacks 5
11. +8/+3 +7 +3 +3 Diminutive form 6
12. +9/+4 +8 +4 +4 ----- 6
13. +9/+4 +8 +4 +4 Huge/unliving form 7
14. +10/+5 +9 +4 +4 Form magic qualities 7
15. +11/+6/+1 +9 +5 +5 Incorporeal form 8
16. +12/+7/+2 +10 +5 +5 ----- 8
17. +12/+7/+2 +10 +5 +5 Extraplanar form 9
18. +13/+8/+3 +11 +6 +6 Form spells 9
19. +14/+9/+4 +11 +6 +6 Gargantuan form 10
20. +15/+10/+5 +12 +6 +6 Evershifting form 10Weapon and Armor Proficiency: Shapeshifters are proficient with all simple and martial weapons and with light armor.

Alternate Form (Su): A shapeshifter can assume an alternate form as a standard action. This ability works much like the polymorph spell, except that the shapeshifter is limited to his chosen alternate forms, and does not regain any hit points for changing his form. Assuming an alternate form results in the following changes to the shapeshifter:

The shapeshifter gains the size of his new form.
The shapeshifter loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of his original form, and gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of his new form.
The shapeshifter gains the physical ability scores (Str, Dex, Con) of his new form.
The shapeshifter retains his hit points and save bonuses, although his save modifiers may change due to a change in ability scores.
The shapeshifter retains any spellcasting ability he had in its original form, although he must be able to speak intelligibly to cast spells with verbal components and he must have humanlike hands to cast spells with somatic components.
The shapeshifter is effectively camouflaged as a creature of his new form, and he gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
At 1st level, the shapeshifter chooses one alternate form. A shapeshifter's first alternate form must be a corporeal living creature, of Medium or Small size, with 2 HD or less, and can be of his own type or of any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.

At 3rd level and every odd-numbered level thereafter, the shapeshifter gains another alternate form. The new alternate form must have hit dice equal to or less than the shapeshifter's level. At 3rd level, the new form may be of Small size; at 5th level, it may be of Large size; at 7th level, it may be of Tiny size; at 11th level, it may be of Diminutive size; at 13th level, it may be of Huge size; and at 19th level, it may be of Gargantuan size. In addition, at 13th level the shapeshifter may choose construct or undead forms, at 15th level he may choose incorporeal forms, and at 17th level he may choose elemental or outsider forms.

Form Qualities (Su): A shapeshifter of 6th level or higher gains the extraordinary special qualities of the creature whose form he assumes when using his alternate form ability.

Faster Alternate Form (Su): At 8th level, a shapeshifter gains the ability to shift shapes with enough speed to make attacks the same turn. He can use his alternate form ability as a move action.

Form Magic Attacks (Su): A shapeshifter of 10th level or higher gains the supernatural special attacks of the creature whose form he assumes when using his alternate form ability.

Form Magic Qualities (Su): A shapeshifter of 14th level or higher gains the supernatural special qualities of the creature whose form he assumes when using his alternate form ability.

Form Spells (Su): A shapeshifter of 18th level or higher gains the spell-like abilities of the creature whose form he assumes when using his alternate form ability. In addition, when he assumes an alternate form with spellcasting capability (such as a naga or some dragons) he gains the ability to cast spells as that creature. The shapeshifter chooses the creature's spells known when he first chooses it as an alternate form, and must spend the appropriate time meditating, studying, or praying for each form to use that form's spells. For instance, a shapeshifter who can take the form of a planetar (casts spells as a cleric) and a naga (casts spells as a sorcerer) must spend one hour praying to cast spells in planetar form, as well as 15 minutes of meditation to cast spells in naga form. This power cannot be used to cast wizard spells or other Intelligence-keyed spells, because these spells come from the knowledge of the creature into which the shapeshifter transforms instead of from its innate power.

Because the shapeshifter has not had the careful study or experience that other spellcasters have had, he requires greater inborn talent than other spellcasters to cast spells, and gets less benefits from his efforts. In the primary spellcasting ability of the class he is emulating (Charisma for sorcerers and bards, Wisdom for clerics and druids, and so forth), he must have a modifier at least equal to the level of spell that he is casting; for instance, at least 12 Wisdom to cast 1st-level cleric spells. Also, the shapeshifter recieves no bonus spells for high ability scores.

Evershifting Form (Su): At 20th level, the shapeshifter has perfected the art of transformation, shifting forms with supernatural ease. He can now switch forms as a free action, and gains the shapechanger subtype. In addition, during battle he can constantly shift the location of his internal organs and vulnerable parts. He is no longer subject to extra damage from critical hits, sneak attacks, and flanking.


So, what do you think? Is the class maybe a bit weak? Do you like it or not? Please reply :D
rampant

12-15-05, 11:10 PM
why by anything that eps would a shapeshifter need the ride skill?

next consider dropping hd to d8s and expanding the skill list to include heal, and all knowledge skills associated with a creature type, they should be able to know about what they turn into and d10 really doesn't feel right for a class that relies primariy on its special abilities
Oninotaki

12-21-05, 12:10 PM
looks sweet to me