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Kilbourne
2010-12-04, 10:50 PM
Credit and creation focus: Credit where credit is due: Portions of this class were created by a Mr. Joshua Roberts, for the Pathfinder Database, here (http://www.pathfinderdb.com/character-options/classes/1072-wild-shifter). I altered it for my own purposes. Any changes from his original version are mine. I thought that the original class was too weak, and could have been something more than presented. This is that class. More discussion at the bottom.




http://fc09.deviantart.net/fs70/f/2009/344/3/5/World_Speaker_by_kerembeyit.jpg
Image Credit:This image created by kerembeyit, of deviantart

Wild Shifter
Fluff:
The children of the wild are so in tune with nature that they can take its very form, feeling the touch of the wild within them at all times. Mostly born within druidic circles, a Wild Shifter is an unusual being born with the power to alter its form to that of predatory beasts. Many embrace the druidic religion of their parents and become Druids. But some are more drawn to the wild than even their Druid parents and leave the safe confines of the circles to learn from nature itself. These primeval people are known as Wild Shifters.

Adventurers: Wild shifters are a breed apart from members of even their own race and family. The power of the wild flows strongly within them, and may cause them to grow restless in a single location. Many wild shifters adventure out of a compulsion to expand natural territories, hunt exotic preys, or even to escape a terrible predator of their own. Other wild shifters may elect to protect their own space, keeping the lands they live in safe from outsiders, much like some of their druid brethren. There are even wild shifters whom are searching for a home, ranging far across the world for the perfect lands.

Characteristics: A wild shifter is a swift and savage combatant, possessing the ability to transform themselves into ruthless predators. They excel at remaining in wait in their normal form, or perhaps stalking their prey in the night, before suddenly shifting into a terrible predator to take their quarry. The wild shifter is effective in almost any environment, but is most comfortable and at home with in a natural setting, where he can move across the land at his whim. With swift reflexes, supernatural perception, and deadly natural attacks, Wild Shifters are a force “of nature” to be reckoned with.

Alignment: Any non-lawful. A wild shifter is a primal soul, and chafes under the weight of laws and societal restrictions. However, this does not mean that wild shifters as a whole consider society to be evil; in fact, many have ties to the Druidic cults of the deeper wilds, and understand the importance of both natural and artificial laws. Wild shifters of a good alignment will protect those they respect and care for, and those of an evil alignment hunt all creatures with a terrible impunity.

Religion: A wild shifter gains his power directly from the natural forces, much like a Druid or Ranger. A wild shifter will very rarely take on the god of an organized religion, as the touch of the wild is felt by wild shifters most strongly, and it is unlikely that a wild shifter would have met a convincing emissary of any of the more aloof and distant gods.

Races: Elves are the most likely of races to be a wild shifter, living traditionally in the forests of the world, but wild shifters may be of any race. Humans and half-elves are the most adaptable of wild shifters, ready for any situation, and half-orcs and dwarves make the fiercest and staunchest of predators. Halflings, gnomes and elves are sly hunters, tricking their prey into trapping themselves or harrying them to exhaustion.

Abilities: Charisma is the most important ability to a Wild Shifter, as the force of their self is what propels their transformations and the powers they game while shifted. Wisdom allows them to grow more deeply in touch with the natural land, and Intelligence favors every predator. Wild Shifters rely on Strength to propel their attacks, and ruthlessly hunt down their prey, and Dexterity to nimbly move as their instincts command. Constitution is as important for Wild Shifters as it is for any character, as it can mean the difference between life and death.

Note: Charisma controls the wild shifter's shift powers, Strength is the to-hit stat, and others for utility. I believe that classes should be a limited MAD; more than the Wizard (SAD) and less that the Monk(super-MAD)

Hit Die: d12
Class Skills:
Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), Swim (Str).

Skill Ranks Per Level: 4 + Int modifier
Wild Shifter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Fast Movement, Wild Shift, Power of the Predator, Nature Sense

2nd|
+2|
+3|
+3|
+0|Shift Power, Natural Armor +1

3rd|
+3|
+3|
+3|
+1|Bonus Feat, Trackless Step

4th|
+4|
+4|
+4|
+1|Shift Power, Magic Fang

5th|
+5|
+4|
+4|
+1|Natural Armor +2

6th|
+6/+1|
+5|
+5|
+2|Shift Power, Bonus Feat

7th|
+7/+2|
+5|
+5|
+2|Damage Reduction 1/-

8th|
+8/+3|
+6|
+6|
+2|Shift Power, Power of the Predator (Improved)

9th|
+9/+4|
+6|
+6|
+3|Bonus Feat, Venom Immunity

10th|
+10/+5|
+7|
+7|
+3|Damage Reduction 2/-, Shift Power, Magic Fang (Mithral)

11th|
+11/+6/+1|
+7|
+7|
+3|Natural Armor +3

12th|
+12/+7/+2|
+8|
+8|
+4|Shift Power, Bonus Feat

13th|
+13/+8/+3|
+8|
+8|
+4|Damage Reduction 3/-

14th|
+14/+9/+4|
+9|
+9|
+4|Bonus Feat, Shift Power

15th|
+15/+10/+5|
+9|
+9|
+5|Natural Armor +4, Power of the Predator (Greater), Magic Fang (Adamantine)

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Damage Reduction 4/-, Shift Power

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Natural Armor +5, Hide in Plain Sight

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Shift Power, Bonus Feat

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Damage Reduction 5/-

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Leader of the Primal Hunt, Shift Power[/table]

Note: Full BAB and two good saves, much like the Paladin. Damage reduction and other class features make up for the lack of heavy armor

Class Features

Weapon and Armor Proficiency: A Wild Shifter is proficient with the following weapons: simple weapons, and the scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Wild Shift.

Wild shifters are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A wild shifter may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.

A wild shifter who wears prohibited armor or carries a prohibited shield is unable to use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Fast Movement (Ex): A wild shifter’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor and not carrying a heavy load. Apply this bonus before modifying the wild shifter’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the wild shifter's land speed.

Nature Sense (Ex): A wild shifter gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Shift (Ex): A wild shifter’s commune with nature, the druidic blood running through his veins, and years of focus and material sacrifice grants him the ability to change his form at will. As a Wild Shifter progresses in power he learns to take on many forms from the predators of the wild.

Starting at 1st level, a Wild Shifter can retain his wild shift for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can shift for 2 additional rounds. Temporary increases to Charisma, such as from Eagles Splendor, do not increase the total number of rounds that a wild shifter can shift per day. A wild shifter can shift as a free action, and is fatigued afterward for a number of rounds equal to 2 times the number of rounds spent shifted. A wild shifter cannot shift himself while fatigued or exhausted. The total number of rounds of shifting per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in his shifted form, the wild shifter gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus to all saves. While shifted, a shifter cannot cast spells, use Intelligence-based skills, or communicate above a simple, animalistic level.

At 11th level, when the wild shifter enters his shifted form, the morale bonus to his Dexterity and Wisdom increases to +6 and the morale bonus to his saves increases to +4.

At 20th level, the morale bonus to Dexterity and Wisdom when shifted increases to +8, and the morale bonus to saves increases to +6.

Power of the Predator (Ex): At first level Wild Shifter gains claws on each hand. These claws can be retracted or exposed at the wild shifter's will, as a free action. When attacking he may make one additional attack using any combination of natural attacks as if using the Two-Weapon Fighting feat (even if the Wild Shifter does not meet the prerequisites for the feat) For medium size claws do 1d6 points of slashing damage. Small creatures do 1d4.

At 8th level, the Wild Shifter can attack as if using Improved Two-Weapon Fighting (even if the Wild Shifter does not meet the prerequisites for the feat).

At 15th level, the Wild Shifter can attack as if using Greater Two-Weapon Fighting (even if the Wild Shifter does not meet the prerequisites for the feat).

Natural Armor (Ex): A Wild Shifter receives a cumulative +1 bonus to Natural Armor at 2nd, 5th, 11th, 15th, and 17th levels.

Trackless Step (Ex): Starting at 3rd level, a wild shifter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Damage Reduction (Ex): A Wild Shifter receives damage reduction 1/- at 7th level. The damage reduction rises by 1 at 10th, 13th, and 19th level.

Bonus Feats: At 3rd, 6th, 9th, 12th, 14th, and 18th levels, a Wild Shifter is granted a bonus feat from the list below if the prerequisites of the feat are fulfilled.

Improved Natural Armor, Improved Natural Attack (a Wild Shifter can take this feat multiple times but for a different attack each time), Multiattack, Hover, Flyby Attack, Ability Focus, and Wing Over.

Magic Fang (Su): Starting at 4th level, the natural weapons gained from shifting gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and they are treated as magic weapons for the purpose of overcoming damage reduction. At 10th level they may be treated as mithral, and at 15th, adamantine.

Venom Immunity (Ex): At 9th level, a wild shifted is immune to all poisons.

Hide in Plain Sight (Ex): While in any natural environment, within 10 feet of an area of dim light, a wild shifter can hide himself from view in the open without anything to actually hide behind, using the Stealth skill.

Leader of the Primal Hunt (Ex): At 20th level a Wild Shifter can maintain his wild shift indefinitely, becoming the ultimate predator. Their body becomes timeless, and they no longer suffer the effects of aging and cannot be magically aged. Even if the wild shifter comes to a violent end, he spontaneously reincarnates (as per the spell) 24 hours later in a place of his choosing within 20 miles of his place of death. They have become a primal force of nature, and gain the elemental subtype.

Shift Powers (Ex): At 1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th levels a Wild Shifter receives one of the following shift powers. All shift powers apply simultaneously when wild shift is activated. Unless stated otherwise, all shift powers may only be taken once.

Aspect of the Cat (Ex): The wild shifter's muscles become lean and defined, and his gait more deliberate. While shifted, the wild shifter increases his base speed by 10 feet, and he gains a +4 bonus on Acrobatics and Climb checks. A shifter must not be wearing medium or heavy armor, or more than a moderate load.

Aspect of the Raptor (Ex): When a Wild Shifter uses his wild shift he grows wings (fly speed 40 ft with poor maneuver ability) and a +5 to Perception. The appearance is decided by the shifter at the time of choosing this power, and may not be altered afterwards. His eyes grow large, and his nose hooked. A Wild Shifter must be at least 8th level before selecting this shift power.

Beastly Assault (Ex): When a Wild Shifter uses his wild shift he gains the pounce and rake special abilities. At 10th level the damage from the wild shifter's claws increases by a die level (1d6 become 1d8, etc., as per the weapon size chart). This increase in damage die stacks with all feats and other shift abilities.

Reptilian Fury (Ex): When a Wild Shifter uses his wild shift his skin become rough, and teeth long and sharp. He gains a natural armor bonus equal to half his charisma bonus, rounded down, and a bite attack. This bite may be used as part of a full attack action at the shifter's full base attack bonus –5. The shifter may also deal their bite damage automatically after any successful grapple check (either to maintain or escape a grapple). The bite deals 1d4 points of damage (assuming the shifter is Medium; 1d3 points of damage if Small) plus half the shifter's Strength modifier.

The Dire Beast (Su): When a Wild Shifter uses his wild shift he grows one category larger as the Enlarge Person spell. A Wild Shifter must be 6th level before selecting this shift power.

The Ancestor (Su): When a Wild Shifter uses his wild shift he gains a size category larger as the Enlarge Person spell. A Wild Shifter must be 15th level before selecting this shift power and must have the Power of the Dire Beast shift power. This power stacks with the Power of the Dire Beast shift power. A medium creature would effectively become huge.

Scorpion's Sting (Ex): When a Wild Shifter uses his wild shift he gains a poisonous tail that does 1d6 damage plus a poison special attack. Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus. A Wild Shifter must be 6th level before selecting this shift power.

Stalker's Grace (Ex): When a Wild Shifter uses his wild shift ability he gains his charisma modifier to stealth, low-light vision, a +4 bonus to perception, and the scent special ability. He retains low-light vision when not shifted. If of a race that has low-light vision or better, this ability improves that natural ability by one step, i.e. low-light vision becomes dark-vision.

Venomous Maw (Ex): When a Wild Shifter with the Reptilian Fury ability uses his bite attack, it gains a poison special attack. (Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus) and a climbing speed of 30 feet. A Wild Shifter must be 6th level before selecting this shift power.

Power of the Amphibian (Ex): When a Wild Shifter uses his wild shift ability he gains a swim speed of 30 feet and a tongue attack as a giant frog (Primary attack with a reach equal to three times the shifters normal reach. The tongue does no damage on an attack, but can be used to grab. The shifter does not gain the grappled condition when using a tongue in this manner.). A Wild Shifter must be 4th level before selecting this shift power.

Thorny Devil (Ex): When a Wild Shifter uses his wild shift ability he grows thorns over the extent of his body. The thorns do 1d4 damage to anyone who attacks or touches the Wild Shifter (this includes allies). The Wild Shifter must be 4th level before selecting this shift power.

Naturally Attuned (Su): A wild shifter with this power may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Any growth that has been magically manipulated to impede, motion, however, still affect him. He also gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey.

Power of the Vine (Su): When a Wild Shifter uses his wild shift ability he gains the ability to use Entangle Spell as a supernatural ability as many times per day as his Charisma modifier. The Wild Shifter must be 14th level before selecting this shift power.

Fearless Beast (Ex): While shifted, the shifter is immune to the shaken and frightened conditions. A shifter must be at least 12th level before selecting this shift power.

Focus (Ex): While shifted, the wild shifter adds her level as an enhancement bonus on all Climb and Swim skill checks as well as Acrobatics skill checks made to jump. When making a jump in this way, the shifter is always considered to have a running start.

Frenzied Beast (Ex): The shifter gains a +1 morale bonus to all melee attack and damage rolls for one round. This bonus increases by +1 for every 4 levels the shifter has attained. This power is used as a swift action and can only be used once per shifting.

Internal Fortitude (Ex): While shifted, the wild shifter is immune to the sickened and nauseated conditions. A shifter must be at least 8th level before selecting this shifted power.

Eyes of the Beast (Ex): After scoring a critical hit or dealing lethal damage to a foe, the wild shifter may make an Intimidate check against one adjacent foe as an immediate action. If the shifter successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the shifter's check exceeds the DC.

Ragged Claws (Ex): The shifter can make a grapple attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian’s Strength modifier and is grappled by the wild shifter. Using this ability does not provoke an attack of opportunity. At the end of the wild shifter's turn he also gains the grappled condition.

Sudden Chase (Ex): As an immediate action, the wild shifter can move up to double his normal speed when an adjacent foe moves away from her. He must end her movement adjacent to that enemy. The wild shifter provokes attacks of opportunity as normal during this movement. This power can only be used once per shift.

Savage Vigor (Su): As a move action, the wild shifter heals 2 points of damage per shifter level, and gains fast healing 2 for a number of rounds equal to the shifter's current Charisma modifier (minimum 1). A wild shifter must be at least 4th level before selecting this power. This power can be used only once per day and only while shifted.

Indomitable(Ex): The wild shifter may shift even if fatigued. While shifted after using this ability, the wild shifter is immune to the fatigued condition. Once this shift ends, the wild shifter is exhausted for 10 minutes per round spent shifted.

Terrifying Howl (Ex): The wild shifter unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the wild shifter's level + the shifter's Charisma modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A wild shifter must have the Eyes of the Beast to select this rage power. A wild shifter must be at least 8th level before selecting this power.

Supernatural Reflexes (Ex): While shifted, the wild shifter can make two additional attacks of opportunity per round and receives a +2 bonus to Reflex saves.

Fight or Flight (Ex): The wild shifter gains a +1 dodge bonus to her Armor Class for a number of rounds equal to the shifter's current Charisma modifier (minimum 1). This bonus increases by +1 for every 6 levels the wild shifter has attained. Activating this ability is a move action that does not provoke an attack of opportunity. This power can only be used once per shift.

Elemental Beast, Lesser (Su): As a swift action, the wild shifter can cause his melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A wild shifter must be at least 4th level to select this shift power. This power can only be used once per shift.

Elemental Beast (Su): While shifted, all of the wild shifter's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the wild shifted begins her shift. A wild shifter must have the lesser elemental shift power to select this shift power. A wild shifter must be at least 8th level to select this shift power. Note that the wild shifter can still use her lesser elemental shift power while using this shift power, but he must select a different energy type.

Elemental Beast, Greater (Su): While shifted, all of the wild shifter's critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 on a critical hit). The type of this damage is the same as the type chosen for the elemental shift power. A wild shifter must have the elemental shift power to select this shift power. A wild shifter must be at least 12th level to select this shift power.

Primal Endurance(Ex): Once per shift, the wild shifter can try to avoid serious harm from an attack. The wild shifter must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The wild shifter's armor check penalty applies on this saving throw. If the save succeeds, the wild shifter takes half damage from the attack and the damage is non-lethal. The wild shifter must elect to use this ability after the attack roll is made, but before the damage is rolled. A wild shifter must be at least 10th level to select this shift power.

Cackling Killer (Ex): While shifter, the wild shifter can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Touch of the Fey (Ex): While shifted, the wild shifter can use a move action to impart his Cackling Killer modifier to all willing allies within 30 feet for a number of rounds equal to his Charisma modifier (minimum 1). A wild shifter must have the cackling killer shift power to select this shift power.

Spirit Soul, Lesser (Su): While shifted, the wild shifter is surrounded by spirit wisps that harass his foes. These spirits make one slam attack each round against a living foe that is adjacent to the wild shifter. This slam attack is made using the wild shifter's full base attack bonus, plus the wild shifter's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the wild shifter's Charisma modifier.

Spirit Soul (Su): While shifted, the spirits that surround the wild shifter make it difficult for his enemies to see him. The spirits grant the wild shifter a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the wild shifter (typically due to reach). A wild shifter must have the lesser spirit soul shift power to select this shift power. A wild shifter must be at least 6th level to select this shift power.

Spirit Soul, Greater (Su): While shifted, the spirits that surround the wild shifter become dangerous to any enemy adjacent to the wild shifter. Living enemies adjacent to the wild shifter at the start of his turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the wild shifter and the slam attack deals 1d6 points of negative energy damage. A wild shifter must have the spirit soul shift power and be at least 10th level to select this shift power.




Note: This class was built using Joshua Roberts' "Wild Shifter", but the powers I picked were mostly from the Ranger, Druid and Barbarian class features. Passive features were mostly Druid and Ranger, and the 'shift power' and the benefits of it were pulled from a Barbarian's rage powers and bonuses, mostly from the Advanced Players Guide. The stat bonuses from the shift are pulled from the 'Serene Barbarians' alternate class, author unknown.

This class is intended to be an answer to the Paladin, from the natural aspect. I hope that it is balanced; lack of heavy armor gave me the idea for a high hit-die and damage reduction, like the barbarian -- but I wanted the flavor of light armor only, and so gave a natural armor boost at the scaling prescribed by Wealth By Level tables and the Big Five. The shift powers should match up with the level by which the abilities can be generated by spells (wings at the time that casters can use Fly, etc.) I front-loaded the powers slightly, as my friends and I mostly play in low-level games, and as such wanted to gain use of this class' features without having to play into higher levels. Pounce and Rake were a tough choice, but this class is hard for AC in early levels, and is meant to be on par, in some ways, with such classes as the Barbarian and Rogue at that point. Later the Wild Shifter catches up in terms of AC and damage reduction, and should be on par in terms of damage across the melee board. And suggestions and criticisms appreciated.

Again: I take no ownership of the Wild Shifter by Joshua Roberts. This is merely a change to that class. I claim creation of any changes between this class and that, and acknowledge ownership of all borrowed class features from the Pathfinder Roleplaying Game by Paizo.

Kilbourne
2010-12-05, 12:59 AM
I suppose I have a couple of questions for the Playground:

- is this balanced versus the other Pathfinder classes, in your opinion?

- would you play this class?

- what "tier" do you believe in sits upon? (Obviously not T1 or T2)

- is there any way you can see to improve it?

- are there features occurring to you that you feel would improve this class, or features that strike you as odd? Perhaps replacements for them?

Klode
2010-12-08, 12:36 PM
Neat work, it looks really nice. Love the concept, very agile barbarian-like ;) And funny thing that he can't communicate while shifting, he gets wiser but can't exactly share the wisdom in an intelligent way, reminds me of Tarzan somehow :P

Well, one thing I found a bit off though:



Leader of the Primal Hunt (Ex): At 20th level a Wild Shifter can maintain his wild shift indefinitely, becoming the ultimate predator. Their body becomes timeless, and they no longer suffer the effects of aging and cannot be magically aged. Even if the wild shifter comes to a violent end, he spontaneously reincarnates (as per the spell) 24 hours later in a place of his choosing within 20 miles of his place of death. They have become a primal force of nature, and gain the elemental subtype.

I'm just thinkin, seriously, no limit, you can just go bananas and use all your aspects at all time if you deem so ;)?

Talking of aspects:


Spirit Soul, Greater (Su): While shifted, the spirits that surround the wild shifter become dangerous to any enemy adjacent to the wild shifter. Living enemies adjacent to the wild shifter at the start of his turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the wild shifter and the slam attack deals 1d6 points of negative energy damage. A wild shifter must have the spirit soul shift power and be at least 10th level to select this shift power.


It's still only one slam attack per round to any foe within 15 ft. of the wild shifter, and the charisma is still added to the damage, right :)? But one extra negatively charged attack a round, and even at a decent range, nice one for a combatant who's best suited with ... bows and claws, if he takes the weapon finess feat :P?

But do i sense a bit MADness about the class: Strength, dexterity, charisma, and sorta also wisdom. Thought of changing the Charisma to wisdom some of the places, I get the whole force of personality idea, and due to wild shift it's alright, but the spirits might as well pull on the characters wisdom instead of his charisma. Look at them as a sorta primal natural instinct manifest, instead of an attracted horde to a very strong personality, need to think about this one, both sounds neat ;)

Cheers
Klode

Kilbourne
2010-12-08, 08:04 PM
Neat work, it looks really nice. Love the concept, very agile barbarian-like ;) And funny thing that he can't communicate while shifting, he gets wiser but can't exactly share the wisdom in an intelligent way, reminds me of Tarzan somehow :P

Thanks, that was the flavour I was hoping for!


Well, one thing I found a bit off though: --final power--
I'm just thinkin, seriously, no limit, you can just go bananas and use all your aspects at all time if you deem so ;)?

If you've noticed, there is a strong precedent for 'capstone' abilities in Pathfinder classes, and I was hoping to make something of comparable power to the Druid being able to Wild Shape at will. Do you think that is too much, or perhaps I should pull it back to a rounds/day limit?



Talking of aspects: --greater spirit soul--
It's still only one slam attack per round to any foe within 15 ft. of the wild shifter, and the charisma is still added to the damage, right :)? But one extra negatively charged attack a round, and even at a decent range, nice one for a combatant who's best suited with ... bows and claws, if he takes the weapon finess feat :P?

Are you saying this is an overpowered ability perhaps? Perhaps needs to be increased? I'm sorry to be misunderstanding you. I will say that I lifted this directly from one of the rage powers of the APG.


But do i sense a bit MADness about the class: Strength, dexterity, charisma, and sorta also wisdom. Thought of changing the Charisma to wisdom some of the places, I get the whole force of personality idea, and due to wild shift it's alright, but the spirits might as well pull on the characters wisdom instead of his charisma. Look at them as a sorta primal natural instinct manifest, instead of an attracted horde to a very strong personality, need to think about this one, both sounds neat ;)

Cheers
Klode


I agree with the MADness; it was essentially intentional, for the most part, and I wanted the wild shift bonuses to shore up any weaknesses that the character might have when unshifted. However, I am considering allowing the Wild Shifter to be able to attack using natural weapons using Dex or Str, as per the character's choice. (But if using Dex, no Str bonus to damage, of course). Do you think that I should change the Wild Shift bonuses to Str and Cha rather than Dex and Wis? I really enjoy the Wisdom boost, as I mentioned before, but I am also worried about boosting the abilities of the shifter even higher than before, if I do allow a bonus to Charisma.

There is already a Wisdom based nature class, as the Druid, and I wanted to create a Charisma based class to create the dichotomy that the Cleric and Paladin have. Where the Cleric and Druid commune with nature for their spell-power, I feel that the Paladin and Wild Shifter can pull their power from sheer force of self, one from the gods and one from primal predatory power.

And thank you for your thoughts!

Klode
2010-12-09, 02:37 AM
If you've noticed, there is a strong precedent for 'capstone' abilities in Pathfinder classes, and I was hoping to make something of comparable power to the Druid being able to Wild Shape at will. Do you think that is too much, or perhaps I should pull it back to a rounds/day limit?

Hm, well, the dilemma is that, while the druid can shift indefinitely and the Paladin even gets his cha. modifier as a bonus on saves, these abilities differ in a great way from this class, and that is, they are supernatural, not something a person just is, dependent on some sort of magical source.
Therefore also negateable(is this even a word, sorry, I am not exactly speaking my native tongue here, as you might have noticed :)) through the use of antimagic fields, which is a huge plus side, extraordinary abilities have NOTHING to fear whatsoever ;)!

And besides, automatic Reincarnation and agelessness, well, doesn't that seem like quite the fair deal for going through 20 levels in a class, only a few others have this, and that's even only on an optional level: Oracle(and that's even limited, since it take 7 whole days for him to mature afterwards), and others seem to evade me at the current time of writing, sorcerers got some bloodlines that do it too :S?

EDIT: I recall which classes also had this feature as an optional choice, Alchemist and Witch :P



I agree with the MADness; it was essentially intentional, for the most part, and I wanted the wild shift bonuses to shore up any weaknesses that the character might have when unshifted. However, I am considering allowing the Wild Shifter to be able to attack using natural weapons using Dex or Str, as per the character's choice. (But if using Dex, no Str bonus to damage, of course). Do you think that I should change the Wild Shift bonuses to Str and Cha rather than Dex and Wis? I really enjoy the Wisdom boost, as I mentioned before, but I am also worried about boosting the abilities of the shifter even higher than before, if I do allow a bonus to Charisma.

There is already a Wisdom based nature class, as the Druid, and I wanted to create a Charisma based class to create the dichotomy that the Cleric and Paladin have. Where the Cleric and Druid commune with nature for their spell-power, I feel that the Paladin and Wild Shifter can pull their power from sheer force of self, one from the gods and one from primal predatory power.


Generelly, I don't think that the Greater spirit soul is overpowered, and I think that you should keep it as it is (just, in all formality, remember to say that it works as in the lesser and normal version still, except for the whole slam damage increase and range, and that cha. is added to the damage), because your reasoning for sticking with cha. makes a lot of sense :D

One thing though, maybe not dexterity to damage as an optional, maybe allow wisdom to damage through claw and other natural aspect, I see wisdom as the sheer instinct of any being, and thus, either allow wisdom to attack or damage, and dex. to the other one, while in a Wild shift, showing his overwhelming instinctual nature ;) but don't make it indefinitely, since it is an extraordinary ability :)

The class is still MAD, but it's not entirely without reasoning as with a monk xD

Cheers
Klode

Kilbourne
2010-12-09, 04:17 AM
Do you think I should change the stat increases from the shift to different stats than Wis and Dex? Maybe Wis and Str?

Lix Lorn
2010-12-09, 06:42 AM
Metal armour negates your Su and Sp abilities... Almost the entire class is Ex abilities. XD Problem?

Klode
2010-12-09, 04:09 PM
well, as a matter of fact, this is just a wild thought I'm having, so bear with me :)

Wild shift increase your wisdom only, and it grants you a bonus to saves :P then make the aspect of the cat an at least 8th level shift power, and allow say that it grants you a dexterity bonus equal to wisdom bonus from wild shift and allow the dex. to damage due any natural weaponry xD

Alright, that's the gist of chaos and utter unreasonable complexity :P

No, you don't need a str. boost, remember, there are shift powers that can enlarge the character, seems like a fair enough deal to me ;) what this needs is a catch, you don't suffer anything from entering a wild shift, like a barbarian who's fatigued afterwards. Hm, how to say this, maybe make them weak to compulsive spells and even able to be targeted by "offensive" spells which is normally only capable of affecting animals. Even a handle animal and wild empathy can work as a diplomacy check on them, making them into real beast in mind ?

Cheers
Klode

Kilbourne
2010-12-09, 05:23 PM
Metal armour negates your Su and Sp abilities... Almost the entire class is Ex abilities. XD Problem?

Not overly; that inclusion of armor restriction was intended to be more fluffy than crunchy, but because some of the more 'powerful' features, such as Dire Beast and The Ancestor are Supernatural, and would be lost in metal armors, I think that an optimized Wild Shifter would be silly to wear the metal.

It was a trade-off I considered. A wild shifter in metal armor would keep many of his powers, but trade of his most powerful abilities.

Thank you for your thoughts! I'm glad you caught that. Do you think that I should change some of the features to a Supernatural or Spell-like ability, or keep them as Extraordinary? Or maybe get rid of the metal restriction?

Lix Lorn
2010-12-09, 05:28 PM
Not completely sure; I just skimmed and noticed. ^_^''

Kilbourne
2010-12-09, 05:37 PM
well, as a matter of fact, this is just a wild thought I'm having, so bear with me :)

Wild shift increase your wisdom only, and it grants you a bonus to saves :P then make the aspect of the cat an at least 8th level shift power, and allow say that it grants you a dexterity bonus equal to wisdom bonus from wild shift and allow the dex. to damage due any natural weaponry xD

I agree that would be good, and allow for a more feline feel (Dex to atk, and Wis from wild shift), but upping it to 8th level would make for builds that had to decide, "Do I drop Str for Dex and wait until 8th level? Or do I ignore aspect of the cat and just go Str based, losing a big defense and damage bump, a 2-for-1, when I get it at 8th?"

Perhaps at creation, a character picks his build out of two archetypes: a Str based Wild Shift, or a Dex based one. The Bear and the Cat? One would give a strong brawler-synergy, based on getting big and getting into battle, and then other would be more rogue-like, defensive, and be stronger with ranged weapons at times.

So that's what I'm struggling with at this point for this class. You've been really helpful, btw.


No, you don't need a str. boost, remember, there are shift powers that can enlarge the character, seems like a fair enough deal to me ;) what this needs is a catch, you don't suffer anything from entering a wild shift, like a barbarian who's fatigued afterwards. Hm, how to say this, maybe make them weak to compulsive spells and even able to be targeted by "offensive" spells which is normally only capable of affecting animals. Even a handle animal and wild empathy can work as a diplomacy check on them, making them into real beast in mind ?

Right now the shift functions much like rage, as the character is fatigued after use of the shift, which I feel is a balanced "buy now, pay later" sort of deal. However, I have also been considering something like your suggestion of being more susceptible to animal-target spells while shifted -- sort of a "am I a man today, or a beast?" question for the character.

What sort of impact would that make on play? Would it stunt the character's ability to be a person and relate to his comrades, or give a strong pay-off of weakness and power? I'm worried that because many of the animal-target spells are so low level, it would make the wild shifter very susceptible to being knocked off by a Charm Monster in the beginning of the fight.

Klode
2010-12-10, 10:26 AM
Glad to have been of helpfulness ;)

But I get your point, and a thing I'm thinking is, keep the ability as it is, but since the person is fatigued afterwards and I don't see any form for tireless wild shift ability at later levels, I'm thinking, as a general, maybe grant the class the wild empathy ability and a animal companion like the ranger ;)

Well, and remember to change the final ability, they shouldn't be able to wild shift indefinitely, due to wild shift being an EX ability, and thus nigh negatable

The aspect chosen at first level is a neat idea. But I'm still thinking, while in a wild shift, you hone your instincts, adding wisdom modifier to attack instead of the normal ability, and, according to the aspect you chose, you get the ability to add either str. or dex. modifier to damage, this is to reflect speed above power or vice versa ;)

I'm trying to revolutionize the old system, thinking that it's too bleak and straight forward, without much versatility and out of the box thinking incorporated in much of the execution in the class builds per see. why only str. to attack as is, how are you as a character, giving it your all must at least allow for the use of either cha. modifier or thinking cleverly allow for intelligence, one of the quirks I like about the 4th. edition over the 3.5th. BUT that's also the only thing that's considerably good, too much of a board/online game IMO.

Cheers
Klode

Thugorp
2010-12-10, 01:44 PM
Cool calss I think you might not know what morale means though.

Kilbourne
2010-12-10, 09:44 PM
Cool calss I think you might not know what morale means though.

It's a type of modifier bonus available in the d20 system of games. Bonuses and penalties of the same modifier do not stack with one another.


Morale Modifier

A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.

I believe you are speaking of the Wild Shift morale bonuses to Wisdom and Dexterity. That feature is based upon the Barbarian's rage class feature, which is also a morale bonus.

Do you think it should be a different type of bonus? I was considering an Insight bonus, or perhaps a Divine bonus.