Homebrew shifters for 4e - covers all traits from 3.5!

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#1

Siberys

Feb 26, 2009 18:11:54
Now, I'm fully aware of the fact that there will be Shifters in the PHB2. This was made a few months ago, when I decided breaking each shifter sub-type into a separate race would be unsatisfactory for me.

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Also, I was reluctant to give out natural weapons to begin with, due to how useful... or, rather, useLESS, it'd be at later level without enchanting available. So I made the Totems (as shown in the above PDF), which then evolved to their current form (as shown below). Also note that I allow natural weapons to be enchanted, if the player wants to.

Emblems - Braces, Crests, and Pendants
Emblems can be enchanted as magic weapons. However, instead of functioning as the magic weapon, they bestow their enchantment on whatever natural weapons the wearer has. However, the enchantment still only affects weapons of the appropriate group. For example, a character with a natural claw attack that counted as a light blade would not benefit from wearing a +3 Berserker Pendant, as the Berserker enhancement can only be applied to axes and heavy blades.

There are three types of Emblems. You can only wear one emblem at a time.

Braces occupy the arms slot. Braces can appear as leather bracers, a simple shirt, an jingling assortment of bracelets, a fabric wrist-wrap, an intricate tattoo on the forearms, or any other similar article worn on the forearm.

Crests occupy the Head slot. A crest could appear as a plumed helm, an elaborate feathered headdress, a totemic mask, a delicate tiara, an assortment of beads woven into the hair, or any similar item worn on the head.

Pendants occupy the Neck slot. A pendant could be a necklace of trophies, a brooch with a heraldic device adorning it, a tattered cloak, a cord choker, an iron collar, or any similar adornment worn around the neck.