Zaydos
2014-05-21, 12:09 AM
Balance Point: The original intent was a class capable of comparing to full casters in power, but getting it anywhere tier 1 to tier 3 would be acceptable to me (usually I aim for Tier 3 or 4 but for this concept I want to go big).
Intent: The intent is for a shape-shifting base class. A class that can take many forms, and take on aspects of those forms while in their natural form. In combat they use these forms to wade into melee although some forms are more useful for stealth and skirmishing. Out of combat their forms can give them various stealth based abilities, as well as maneuverability.
Fluff (spoilered due to length, and to make ignoring it easier for those who prefer to do so)
Form Shifters are students of form magic, whether they call it by that name or not, masters of how to bend their own form to their will. They come from various walks of life, from barbarians taught by shamanic masters the art of taking on the forms of their totem spirits and fighting in the shape of birds and beasts, to tower dwellers every bit as likely to pour over arcane tomes as a wizard. Some are born with a special gift, some hint of the blood of chaos perhaps, others find it only after careful study. Whether it is inborn talent, study, or divine gift, all Form Shifters share an ability to take the forms of the various creatures of their world and an innate ability to change and twist their own incorporating that of other beings into themselves.
Adventures: Some Form Shifters believe themselves guided by their totem spirits and quest in their service. Others pledge themselves to a god. Still others seek only to improve their skills.
Regardless Form Shifters are apt to adventure to see new creatures. There are few better ways to learn of, and master, the forms of other creatures than to see them pushed to their utmost. It also allows them to train their own bodies; the pounding adrenaline surging through them allowing them to push their created forms to their final limits and sometimes, just sometimes, surge beyond those. It is also one of the places their talents find the best employ, as they are ultimately highly talented warriors.
Characteristics: Form Shifters have an understanding of the nature of their physical form unrivaled by other creatures. They grow to understand every inch of it, and develop the ability to weaponize all of it. They focus on the ability to transform their body into that of various other creatures allowing them to fight in the front lines. In addition to gaining a general ability to physically replicate various creatures’ forms, they also gain the ability to perform a more total transformation into a limited number of forms in which they gain even the supernatural powers of that creature. There other powers allow them to take aspects of these forms and mix them together to create more powerful battle forms. Due to their focus on transformation they only have limited skill with weapons and armor and rely more on brute force than skill in melee combat.
Alignment: Form Shifters are most common on the fringes of civilization, in barbaric tribes or driven out as demonic, and many see themselves as descended from Chaos beings. Due to this they tend, as a whole, towards Chaos over Law, although some of the more academic see themselves as simply attempting to better determine the place of all beings in the Cosmic Order.
Many gain their first steps towards power from dark pacts with fiendish entities, and many of their strongest forms are only available to those whose hearts are evil. As such many fall to the darker path, and they have a slightly greater tendency towards Evil than Good or Neutrality. Even so it is not impossible for them to have shining paragons amidst their number, as the various celestial forms prove.
Religion: Form Shifters can be of many, and varied, religions. Some see gods as just the ultimate form they can strive to obtain. Others strive to serve gods, becoming holy avengers who take the form of angels to do combat against evil. Most, though, fall between the two extremes and as a whole Form Shifters are neither more nor less religious than most other adventurers.
Of the default pantheon Ollidamra is amongst the most commonly revered deity, as god of trickery and chaos. Many also worship Obad-Hai, the god of the nature from which animals and beasts spring. Vecna is another common god, and many Form Shifters who study it as an academic form magic serve the god of secrets.
Background: Many Form Shifters have a common background with barbarians, living outside of civilized lands and in-tune with natural spirits. Others gain their abilities with Form Magic through diabolic pacts; these may be the most common for this is the easiest path but ultimately the most costly. Others study, spending years searching for knowledge of the shifting art, pouring over ancient tombs written by those who came before, both human and inhuman. The rarest group are gain such power from celestials, or even in some cases deities, serving such powers out of loyalty.
While Form Shifters cannot be assured to come from the same background, they do tend to share a special bond. Ultimately they all practice the same rare art, and therefore they share certain traits in common.
Races: Like most classes humans often take to Form Shifting, their ambitious soul (and the fact that most DMs ignore that their bonus feat and skill points are Extraordinary racial abilities and therefore lost with polymorph, Wild Shape, and other such effects) make them naturally talented in the art. Gnomes are also common Form Shifters, their natural connection to animals burrowing and otherwise, natural talent for magic, and general hardiness all make them talented and skilled Form Shifters. Elves may have been the first humanoids to master the art, even though the number of elven Form Shifters is dwindling. Many half-orcs, focused on physical prowess and close to the primal spirits of beasts, take to the art. It is rare in dwarves, even though their physically hale bodies aid them in excelling at it. Halflings also rarely become Form Shifters.
Other Classes: As many Form Shifters show a strong regard for nature, and respect for those who can endure its dangers, they normally get along well with druids, rangers, and barbarians. Form Shifters respect those who are willing to face enemies in close combat in their own, natural forms, but at the same time see them as basically foolish. Their relation with wizards, and other arcanists, varies with their backgrounds, many hold them in superstitious awe or fear, or while others respect them as fellow scholars. When dealing with priests they range from close friends in faith, to a sneering rivalry between pitiful folk spirits, and braggart gods.
Role: Most of a Form Shifter’s abilities lend themselves directly to increasing melee capability. As such their main role in a party is as a melee combatant, using their high Str and AC to wade into combat. Various forms also give additional abilities in the form of debuffs, maneuverability that further enhance combat abilities. Outside of combat their forms can grant them stealth related skills, as well as various immunities, and even incorporealness which can be used for scouting capabilities.
Abilities: Constitution determines the absolute limit on how many Augment Forms you can have active, as well as how long you can remain in melee. Charisma determines how hard many of your forms' powers are to resist (the others are determined by that form’s Constitution), as well as your skill at disguise, making it their other main priority. Intelligence is useful for knowledge about the various creatures you turn into and encounter, and as such is often a high stat. Wisdom determines your resistance to mental effects and is important to protect your mind. Dexterity determines your reaction time in your natural form, and Strength determines your combat ability if you remain in your natural form; as few Form Shifters do so these are often unappreciated stats for them, although some show that even Strength and Dexterity can be useful (PrC to come).
Form Shifter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Forms
1st
+0
+2
+0
+2
Assume Form, Lesser Beast Form, Specialized Form I
1
2nd
+1
+3
+0
+3
Augmented Form, Beast’s Tongue
3
3rd
+2
+3
+1
+3
Specialized Form II, Change Self
4
4th
+3
+4
+1
+4
Beast Form, Uncanny Dodge, Lesser Augmented Form
6
5th
+3
+4
+1
+4
Specialized Form III, Humanoid Form, Expediated Natural Healing, Improved Beast’s Tongue
7
6th
+4
+5
+2
+5
Augmented Form, Magical Beast Form, Improved Uncanny Dodge, Catalouge of Beasts
9
7th
+5
+5
+2
+5
Specialized Form IV, Giant Form, Large Form, Quick Change
10
8th
+6
+6
+2
+6
Vermin Form, Partial Fortification, Lesser Augmented Form
12
9th
+6
+6
+3
+6
Specialized Form V, Disguise Mastery, Monstrous Humanoid Form, Tiny Form
13
10th
+7
+7
+3
+7
Aberration or Fey Form, Shapechanger subtype, Augmented Form
15
11th
+8
+7
+3
+7
Specialized Form VI, Enhanced Assume Form
16
12th
+9
+8
+4
+8
Plant or Ooze Form, Huge Form, Effortless Change, Lesser Augmented Form
18
13th
+9
+8
+4
+8
Specialized Form VII, Fast Natural Healing, Improved Fortification
19
14th
+10
+9
+4
+9
Augment Form, Shifter's Mettle, Dragon Form
21
15th
+11
+9
+5
+9
Specialized Form VIII, Elemental or Outsider Form
22
16th
+12
+10
+5
+10
Templated Form, Lesser Augmented Form
24
17th
+12
+10
+5
+10
Construct or Undead Form, Specialized Form IX
25
18th
+13
+11
+6
+11
Augment Form
27
19th
+14
+11
+6
+11
Specialized Form X, Amorphous
28
20th
+15
+12
+6
+12
Shifter’s Vitality, Instant Change, Lesser Augmented Form
30
HD: d8.
Skills: 4 + Int
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapons and Armor Proficiency: A form shifter is proficient in simple weapons, light and medium armor, and shields (except tower shields).
Assume Form: 3 times per day +1/3 Form Shifter level you may assume the form of another creature (using specialized form does not count for this ability). This functions like Wild Shape except as noted here. To change shape with Assume Form is a standard action, and you may remain in the assumed form for a duration of 10 minutes per class level. At 1st level you only have access to Least Beast Forms, but as you gain in levels you gain access to more forms and shapes. You may never assume a form that has more hit dice than you do, or than you have class levels. When using assumed form all items are integrated into body. You may have one natural weapon gain all the magical bonuses of one melee weapon which merged into their form, and all natural weapons gain an enhancement bonus equal to the highest bonus of that weapon. Beginning at 13th level all your form's natural weapons gain the full benefits of one melee weapon you carried instead. Armor becomes non-functional but other non-use activated items continue to function and, as a swift action, a form shifter may eject any magical item within them. Items merged into their form due not count against their weight limit, but a form shifter may not merge more objects into their form than their maximum load in their natural form. You may end Assume Form prematurely as a move action to return to your natural form or whatever Specialized Form you were in last.
Lesser Beast Form: At 1st level you gain access to medium and small sized animals with hit dice no greater than your form shifter level or your own hit dice but are unable to use any fly or burrow speed they may possess.
Specialized Form: In addition to the forms you have available due to Assume Form you have a select list of unique forms. You gain access to Specialized Forms as indicated on the class table, selecting them from any tier available to you. At every odd level you gain access to a new tier of forms; these tiers range from I to X. At 4th level, and every even level thereafter, you may exchange 1 specialized form you possess for another of the same tier, if you no longer qualify for an augmented form due to this change you may not use that augmented form until you once more fulfill it's prerequisites. The appearance of each of these forms is set when you first obtain it, and once you have selected a form it cannot be changed. You gain Ex and Su abilities of the forms assumed through this ability, but lose your own racial Ex and Su abilities when doing so. Assuming a specialized form is a full round action but you may remain in one for as long as desired, using this ability at-will, and returning to your natural form is a move action. Like with Assume Form items merge into your form giving you their benefits. When you assume a form with Specialized Form your hit point do not change and are still based upon your original Constitution.
When assuming a Specialized Form of any tier less than the highest you have access to it gains +2 Str and Dex per tier weaker than your highest and an additional +1 to Natural Armor for per 2 tiers weaker (for example if you had Tier 6 forms and assumed a Tier 2 form you would gain an additional +8 to Str and Dex and +2 to natural armor).
Limitations:
If assuming the form of a mindless creature, or a creature immune to mind-affecting effects by virtue of its type, you gain neither mindless nor immunity to mind-affecting effects.
If assuming the form of an undead creature you become vulnerable to turn/rebuke undead, and do not gain any create spawn ability.
Only Evil characters can select undead forms as a Specialized Form. To select a true dragon, or outsider with an alignment subtype as a Specialized Form you must be within 1 step of its alignment unless noted otherwise.
You never gain the form's equipment and gear.
You never gain any spellcasting, or spell-like abilities of the creature.
Should the creature have Spell Resistance greater than your class level +15 its spell resistance is reduced accordingly (this includes the magic immunity of golems which simply becomes SR 15 + character level).
Damage Reduction granted by a form is limited to your character level/X or 5/X whichever is higher.
Available forms will be listed in the following post.
Augmented Form: At every even level you gain an Augmentation which you may apply to a form you are in. At 2nd, 6th, 10th, 14th, and 18th level you may select any Augmented Form (Lesser or Greater) ability from those listed below, assuming you have one of the required Specialized Forms and fulfill any other prerequisites. At 4th, 8th, 12th, 16th, and 20th These abilities come in two types, greater and lesser. You may use any number of Greater Augmented Form abilities at will in your natural form. When in a Specialized Form you may use 1 Greater Augmented Form +1 per 8 class levels you possess and +1 per tier below maximum tier of specialized form you may assume. When in an Assumed Form you may use 1 Greater Augmented Form +1 per 8 class levels or 2 hit dice below the maximum you can assume. Lesser Augmented Form abilities can be freely used regardless of form. You may activate an Augmented Form ability as a standard action, or suppress it as a standard action, and once activated they remain active continuously (note some have additional abilities you may activate a limited number of times per day). While an Augmented Form ability is active there are certain physical signs.
At 4th, 8th, 12th, 16th, and 20th level you may select any Lesser Augmented Form ability that you qualify for.
Augmented Forms will be listed in the following posts, below specialized forms.
Beast’s Tongue (Ex): Beginning at 2nd level, you may talk while within any Specialized Form you assume, even if the creature could not normally speak or vocalize.
Change Self (Ex): You’ve gained a mastery over your physical form such that, starting at 3rd level, you can alter your appearance to mimic the effects of a Disguise Self spell. This is not an illusion effect, and while the changes are limited to cosmetic changes (like with Disguise Self) they are physically made. Using this ability is a full-round action to make any changes and is usable at-will. These changes are permanent until you change your form (with Assume Form, Specialized Form, or a polymorph spell), you use this ability again, or you go to sleep.
Beast Form: At 4th level your Assume Form improves and you may assume the form of any Small or Medium animal with no more hit dice than your class level or your own hit dice and you may gain any flight or burrow speeds they possess.
Uncanny Dodge: At 4th level your reflexes develop to such an extent that you gain uncanny dodge as the barbarian ability.
Expediated Natural Healing: At 5th level a Form Shifer's shapeshifting abilities have developed such that their body heals faster than a normal person's; their natural healing rate doubles (for hit point and ability damage).
Humanoid Form: At 5th level your Assume Form improves and you may assume the form of humanoids of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Improved Beast’s Tongue: At 5th level your ability to speak while in forms not designed for it improves. In addition to the effects of Beast's Tongue you may also speak while using Assume Form even if you are taking the form of a creature normally incapable of speaking;.
Magical Beast Form: At 6th level your Assume Form improves and you may assume the form of magical beasts of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Improved Uncanny Dodge: At 6th level you gain Improved Uncanny Dodge as the barbarian ability.
Catalog of Beasts (Ex): A Form Shifter's knowledge of the various monsters that make up their world is amongst the finest found throughout it. At 6th level you gain a +5 to all Knowledge checks made to identify a creature, but not knowledge checks made for another purpose, and may make Knowledge checks to identify a creature untrained.
Large Form: At 7th level your Assume Form improves and you may now assume the form of Large creatures as well as Small or Medium ones.
Giant Form: At 7th level your Assume Form improves and you may assume the form of giants of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Quick Change: Beginning at 7th level you may use Assume Form and enter your Specialized Forms more quickly. It is now a Swift Action to use Assume Form and a Standard action to change into or out of one of your Specialized Forms. You may not use either ability more than once per turn each.
Vermin Form: At 8th level your Assume Form improves and you may assume the form of vermin of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Partial Fortification (Ex): At 8th level your internal organs and weak spots have a tendency to shift away from attacks on their own. When aware of an attack (not caught flat-footed or attacked by an invisible opponent) there is a 20% chance that any precision damage or critical hit will be negated.
Disguise Mastery (Ex): Beginning at 9th level you gain a +2 on disguise checks when using any of your abilities as part of a disguise (this stacks with the +10 from Change Self, or other shape-changing magic) and can take 10 on disguise checks.
Monstrous Humanoid Form: At 9th level your Assume Form improves and you may assume the form of monstrous humanoid of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Tiny Form: At 9th level your Assume Form improves and you may now assume the form of Tiny creatures as well as those sizes already available to you.
Aberration or Fey Form: At 10th level you must choose to either gain aberration or fey forms; whichever you decide the choice is permanent.
Shapechanger Subtype: At 10th level you gain the shapechanger subtype.
Enhanced Assume Form (Ex): At 11th level your mastery of shapeshifting extends to the point where you now gain the Ex special qualities of creatures you transform into (instead of just Ex special attacks).
Plant or Ooze Form: At 12th level you must choose to either gain plant or ooze forms; whichever you decide the choice is permanent.
Huge Form: At 12th level your Assume Form improves and you may now assume the form of Huge creatures as well as those sizes already available to you.
Effortless Change: At 12th level you may use Assume Form as a free action, and may use a Specialized Form as a Swift Action, although you may only use both a total of once per turn.
Fast Natural Healing (Ex): At 13th level your body's ability to restructure itself rises to new heights. You heal as much per hour as a normal person does during a day (1 hp/level and 1 ability damage to each score), and double this if you spend the hour asleep, trancing, or otherwise in deep rest. In addition you can heal damage that normally cannot be healed short of magical healing (such as vile damage, and ability drain) at the same rate a normal person would heal regular damage and ability damage.
Improved Fortification: At 13th level your anatomy has become such that organs simply blend together, and shift to relieve major strain such that should you be stabbed in the heart a portion of your liver might transform into a temporary heart. Even if caught unawares there is a 50% chance that any precision damage or critical hit is negated. In addition you gain a +8 on saving throws against death from coup de graces.
Shifter's Mettle: At 14th level you've obtained a greater mastery of your body so that you can more easily resist baleful magic that targets it. Whenever you make a Fortitude save to mitigate an effect (Fortitude Partial or Fortitude Half) you negate the effect entirely on a successful saving throw.
Dragon Form: At 14th level you may now use Assume Form to take dragon forms.
Elemental or Outsider Form: At 15th level you must choose to either gain elemental or outsider forms; whichever you decide the choice is permanent. You may not assume the form of an outsider with whom you don't share at least one alignment on one of the alignment axes with, or with whom you have an opposing alignment on either alignment axis.
Templated Form: At 16th level you may apply various templates to your Assumed Forms, although doing so reduces the maximum HD you may assume.
The following templates are available, and you must be able to take on a form of the resulting type:
Template
HD loss
Half-Dragon
3
Half-Celestial
2
Half-Fiend
2
Celestial
1
Fiendish
1
Vampire (no coffin)
2
Lich (does not grant a phylactery)
1
Construct or Undead Form: At 17th level you must choose to either gain construct or undead forms; whichever you decide the choice is permanent. You may assume the form of incorporeal undead if you select this ability but doing so makes them considered to be double the normal hit dice for determining whether you can assume that form.
Amorphous (Ex): Beginning at 19th level your body has become such that, regardless of what form you are in, you can instantly shift its features and organs about so that you are effectively amorphous gaining total immunity to critical hits, precision damage, and flanking, as well as poison, sleep, paralysis, petrification, and polymorph effects.
Shifter's Vitality (Ex): At level 20 your body can knit itself back together at phenomenal speeds. You gain Fast Healing 5, and heal 1 point of ability damage to each ability score per round, and 1 point of ability burn to each ability score per half hour. Even normally unhealable damage, such as vile damage, heals at a rate of 5 hp per minute, and you heal ability drain at a rate of 1 per ten minutes. You also recover quickly from life draining effects and recover one negative level per hour and you get a save to resist receiving negative levels (same DC as to remove them normally). This also gives you total immunity to poison and disease, and you may make two saving throws and take whichever is better when confronted by any Death effect.
Instant Change: At 20th level you may use Assume Form as an immediate action or as a free action, and may change between specialized forms as a free action. You may now use Assume Form and Specialized Form any number of times per turn each.
---
Form Shifter Epic Progression
Level
Special
21st
-
22nd
Augmented Form
23rd
-
24th
Lesser Augmented Form, Bonus Feat
25th
-
26th
Augmented Form
27th
-
28th
Lesser Augmented Form, Bonus Feat
29th
-
30th
Augmented Form
Epic Bonus Feats: Armor Skin, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Extended Life Span, Fast Healing, Penetrate Damage Reduction, Perfect Health, Polyglot, Superior Initiative.
Intent: The intent is for a shape-shifting base class. A class that can take many forms, and take on aspects of those forms while in their natural form. In combat they use these forms to wade into melee although some forms are more useful for stealth and skirmishing. Out of combat their forms can give them various stealth based abilities, as well as maneuverability.
Fluff (spoilered due to length, and to make ignoring it easier for those who prefer to do so)
Form Shifters are students of form magic, whether they call it by that name or not, masters of how to bend their own form to their will. They come from various walks of life, from barbarians taught by shamanic masters the art of taking on the forms of their totem spirits and fighting in the shape of birds and beasts, to tower dwellers every bit as likely to pour over arcane tomes as a wizard. Some are born with a special gift, some hint of the blood of chaos perhaps, others find it only after careful study. Whether it is inborn talent, study, or divine gift, all Form Shifters share an ability to take the forms of the various creatures of their world and an innate ability to change and twist their own incorporating that of other beings into themselves.
Adventures: Some Form Shifters believe themselves guided by their totem spirits and quest in their service. Others pledge themselves to a god. Still others seek only to improve their skills.
Regardless Form Shifters are apt to adventure to see new creatures. There are few better ways to learn of, and master, the forms of other creatures than to see them pushed to their utmost. It also allows them to train their own bodies; the pounding adrenaline surging through them allowing them to push their created forms to their final limits and sometimes, just sometimes, surge beyond those. It is also one of the places their talents find the best employ, as they are ultimately highly talented warriors.
Characteristics: Form Shifters have an understanding of the nature of their physical form unrivaled by other creatures. They grow to understand every inch of it, and develop the ability to weaponize all of it. They focus on the ability to transform their body into that of various other creatures allowing them to fight in the front lines. In addition to gaining a general ability to physically replicate various creatures’ forms, they also gain the ability to perform a more total transformation into a limited number of forms in which they gain even the supernatural powers of that creature. There other powers allow them to take aspects of these forms and mix them together to create more powerful battle forms. Due to their focus on transformation they only have limited skill with weapons and armor and rely more on brute force than skill in melee combat.
Alignment: Form Shifters are most common on the fringes of civilization, in barbaric tribes or driven out as demonic, and many see themselves as descended from Chaos beings. Due to this they tend, as a whole, towards Chaos over Law, although some of the more academic see themselves as simply attempting to better determine the place of all beings in the Cosmic Order.
Many gain their first steps towards power from dark pacts with fiendish entities, and many of their strongest forms are only available to those whose hearts are evil. As such many fall to the darker path, and they have a slightly greater tendency towards Evil than Good or Neutrality. Even so it is not impossible for them to have shining paragons amidst their number, as the various celestial forms prove.
Religion: Form Shifters can be of many, and varied, religions. Some see gods as just the ultimate form they can strive to obtain. Others strive to serve gods, becoming holy avengers who take the form of angels to do combat against evil. Most, though, fall between the two extremes and as a whole Form Shifters are neither more nor less religious than most other adventurers.
Of the default pantheon Ollidamra is amongst the most commonly revered deity, as god of trickery and chaos. Many also worship Obad-Hai, the god of the nature from which animals and beasts spring. Vecna is another common god, and many Form Shifters who study it as an academic form magic serve the god of secrets.
Background: Many Form Shifters have a common background with barbarians, living outside of civilized lands and in-tune with natural spirits. Others gain their abilities with Form Magic through diabolic pacts; these may be the most common for this is the easiest path but ultimately the most costly. Others study, spending years searching for knowledge of the shifting art, pouring over ancient tombs written by those who came before, both human and inhuman. The rarest group are gain such power from celestials, or even in some cases deities, serving such powers out of loyalty.
While Form Shifters cannot be assured to come from the same background, they do tend to share a special bond. Ultimately they all practice the same rare art, and therefore they share certain traits in common.
Races: Like most classes humans often take to Form Shifting, their ambitious soul (and the fact that most DMs ignore that their bonus feat and skill points are Extraordinary racial abilities and therefore lost with polymorph, Wild Shape, and other such effects) make them naturally talented in the art. Gnomes are also common Form Shifters, their natural connection to animals burrowing and otherwise, natural talent for magic, and general hardiness all make them talented and skilled Form Shifters. Elves may have been the first humanoids to master the art, even though the number of elven Form Shifters is dwindling. Many half-orcs, focused on physical prowess and close to the primal spirits of beasts, take to the art. It is rare in dwarves, even though their physically hale bodies aid them in excelling at it. Halflings also rarely become Form Shifters.
Other Classes: As many Form Shifters show a strong regard for nature, and respect for those who can endure its dangers, they normally get along well with druids, rangers, and barbarians. Form Shifters respect those who are willing to face enemies in close combat in their own, natural forms, but at the same time see them as basically foolish. Their relation with wizards, and other arcanists, varies with their backgrounds, many hold them in superstitious awe or fear, or while others respect them as fellow scholars. When dealing with priests they range from close friends in faith, to a sneering rivalry between pitiful folk spirits, and braggart gods.
Role: Most of a Form Shifter’s abilities lend themselves directly to increasing melee capability. As such their main role in a party is as a melee combatant, using their high Str and AC to wade into combat. Various forms also give additional abilities in the form of debuffs, maneuverability that further enhance combat abilities. Outside of combat their forms can grant them stealth related skills, as well as various immunities, and even incorporealness which can be used for scouting capabilities.
Abilities: Constitution determines the absolute limit on how many Augment Forms you can have active, as well as how long you can remain in melee. Charisma determines how hard many of your forms' powers are to resist (the others are determined by that form’s Constitution), as well as your skill at disguise, making it their other main priority. Intelligence is useful for knowledge about the various creatures you turn into and encounter, and as such is often a high stat. Wisdom determines your resistance to mental effects and is important to protect your mind. Dexterity determines your reaction time in your natural form, and Strength determines your combat ability if you remain in your natural form; as few Form Shifters do so these are often unappreciated stats for them, although some show that even Strength and Dexterity can be useful (PrC to come).
Form Shifter
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Forms
1st
+0
+2
+0
+2
Assume Form, Lesser Beast Form, Specialized Form I
1
2nd
+1
+3
+0
+3
Augmented Form, Beast’s Tongue
3
3rd
+2
+3
+1
+3
Specialized Form II, Change Self
4
4th
+3
+4
+1
+4
Beast Form, Uncanny Dodge, Lesser Augmented Form
6
5th
+3
+4
+1
+4
Specialized Form III, Humanoid Form, Expediated Natural Healing, Improved Beast’s Tongue
7
6th
+4
+5
+2
+5
Augmented Form, Magical Beast Form, Improved Uncanny Dodge, Catalouge of Beasts
9
7th
+5
+5
+2
+5
Specialized Form IV, Giant Form, Large Form, Quick Change
10
8th
+6
+6
+2
+6
Vermin Form, Partial Fortification, Lesser Augmented Form
12
9th
+6
+6
+3
+6
Specialized Form V, Disguise Mastery, Monstrous Humanoid Form, Tiny Form
13
10th
+7
+7
+3
+7
Aberration or Fey Form, Shapechanger subtype, Augmented Form
15
11th
+8
+7
+3
+7
Specialized Form VI, Enhanced Assume Form
16
12th
+9
+8
+4
+8
Plant or Ooze Form, Huge Form, Effortless Change, Lesser Augmented Form
18
13th
+9
+8
+4
+8
Specialized Form VII, Fast Natural Healing, Improved Fortification
19
14th
+10
+9
+4
+9
Augment Form, Shifter's Mettle, Dragon Form
21
15th
+11
+9
+5
+9
Specialized Form VIII, Elemental or Outsider Form
22
16th
+12
+10
+5
+10
Templated Form, Lesser Augmented Form
24
17th
+12
+10
+5
+10
Construct or Undead Form, Specialized Form IX
25
18th
+13
+11
+6
+11
Augment Form
27
19th
+14
+11
+6
+11
Specialized Form X, Amorphous
28
20th
+15
+12
+6
+12
Shifter’s Vitality, Instant Change, Lesser Augmented Form
30
HD: d8.
Skills: 4 + Int
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapons and Armor Proficiency: A form shifter is proficient in simple weapons, light and medium armor, and shields (except tower shields).
Assume Form: 3 times per day +1/3 Form Shifter level you may assume the form of another creature (using specialized form does not count for this ability). This functions like Wild Shape except as noted here. To change shape with Assume Form is a standard action, and you may remain in the assumed form for a duration of 10 minutes per class level. At 1st level you only have access to Least Beast Forms, but as you gain in levels you gain access to more forms and shapes. You may never assume a form that has more hit dice than you do, or than you have class levels. When using assumed form all items are integrated into body. You may have one natural weapon gain all the magical bonuses of one melee weapon which merged into their form, and all natural weapons gain an enhancement bonus equal to the highest bonus of that weapon. Beginning at 13th level all your form's natural weapons gain the full benefits of one melee weapon you carried instead. Armor becomes non-functional but other non-use activated items continue to function and, as a swift action, a form shifter may eject any magical item within them. Items merged into their form due not count against their weight limit, but a form shifter may not merge more objects into their form than their maximum load in their natural form. You may end Assume Form prematurely as a move action to return to your natural form or whatever Specialized Form you were in last.
Lesser Beast Form: At 1st level you gain access to medium and small sized animals with hit dice no greater than your form shifter level or your own hit dice but are unable to use any fly or burrow speed they may possess.
Specialized Form: In addition to the forms you have available due to Assume Form you have a select list of unique forms. You gain access to Specialized Forms as indicated on the class table, selecting them from any tier available to you. At every odd level you gain access to a new tier of forms; these tiers range from I to X. At 4th level, and every even level thereafter, you may exchange 1 specialized form you possess for another of the same tier, if you no longer qualify for an augmented form due to this change you may not use that augmented form until you once more fulfill it's prerequisites. The appearance of each of these forms is set when you first obtain it, and once you have selected a form it cannot be changed. You gain Ex and Su abilities of the forms assumed through this ability, but lose your own racial Ex and Su abilities when doing so. Assuming a specialized form is a full round action but you may remain in one for as long as desired, using this ability at-will, and returning to your natural form is a move action. Like with Assume Form items merge into your form giving you their benefits. When you assume a form with Specialized Form your hit point do not change and are still based upon your original Constitution.
When assuming a Specialized Form of any tier less than the highest you have access to it gains +2 Str and Dex per tier weaker than your highest and an additional +1 to Natural Armor for per 2 tiers weaker (for example if you had Tier 6 forms and assumed a Tier 2 form you would gain an additional +8 to Str and Dex and +2 to natural armor).
Limitations:
If assuming the form of a mindless creature, or a creature immune to mind-affecting effects by virtue of its type, you gain neither mindless nor immunity to mind-affecting effects.
If assuming the form of an undead creature you become vulnerable to turn/rebuke undead, and do not gain any create spawn ability.
Only Evil characters can select undead forms as a Specialized Form. To select a true dragon, or outsider with an alignment subtype as a Specialized Form you must be within 1 step of its alignment unless noted otherwise.
You never gain the form's equipment and gear.
You never gain any spellcasting, or spell-like abilities of the creature.
Should the creature have Spell Resistance greater than your class level +15 its spell resistance is reduced accordingly (this includes the magic immunity of golems which simply becomes SR 15 + character level).
Damage Reduction granted by a form is limited to your character level/X or 5/X whichever is higher.
Available forms will be listed in the following post.
Augmented Form: At every even level you gain an Augmentation which you may apply to a form you are in. At 2nd, 6th, 10th, 14th, and 18th level you may select any Augmented Form (Lesser or Greater) ability from those listed below, assuming you have one of the required Specialized Forms and fulfill any other prerequisites. At 4th, 8th, 12th, 16th, and 20th These abilities come in two types, greater and lesser. You may use any number of Greater Augmented Form abilities at will in your natural form. When in a Specialized Form you may use 1 Greater Augmented Form +1 per 8 class levels you possess and +1 per tier below maximum tier of specialized form you may assume. When in an Assumed Form you may use 1 Greater Augmented Form +1 per 8 class levels or 2 hit dice below the maximum you can assume. Lesser Augmented Form abilities can be freely used regardless of form. You may activate an Augmented Form ability as a standard action, or suppress it as a standard action, and once activated they remain active continuously (note some have additional abilities you may activate a limited number of times per day). While an Augmented Form ability is active there are certain physical signs.
At 4th, 8th, 12th, 16th, and 20th level you may select any Lesser Augmented Form ability that you qualify for.
Augmented Forms will be listed in the following posts, below specialized forms.
Beast’s Tongue (Ex): Beginning at 2nd level, you may talk while within any Specialized Form you assume, even if the creature could not normally speak or vocalize.
Change Self (Ex): You’ve gained a mastery over your physical form such that, starting at 3rd level, you can alter your appearance to mimic the effects of a Disguise Self spell. This is not an illusion effect, and while the changes are limited to cosmetic changes (like with Disguise Self) they are physically made. Using this ability is a full-round action to make any changes and is usable at-will. These changes are permanent until you change your form (with Assume Form, Specialized Form, or a polymorph spell), you use this ability again, or you go to sleep.
Beast Form: At 4th level your Assume Form improves and you may assume the form of any Small or Medium animal with no more hit dice than your class level or your own hit dice and you may gain any flight or burrow speeds they possess.
Uncanny Dodge: At 4th level your reflexes develop to such an extent that you gain uncanny dodge as the barbarian ability.
Expediated Natural Healing: At 5th level a Form Shifer's shapeshifting abilities have developed such that their body heals faster than a normal person's; their natural healing rate doubles (for hit point and ability damage).
Humanoid Form: At 5th level your Assume Form improves and you may assume the form of humanoids of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Improved Beast’s Tongue: At 5th level your ability to speak while in forms not designed for it improves. In addition to the effects of Beast's Tongue you may also speak while using Assume Form even if you are taking the form of a creature normally incapable of speaking;.
Magical Beast Form: At 6th level your Assume Form improves and you may assume the form of magical beasts of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Improved Uncanny Dodge: At 6th level you gain Improved Uncanny Dodge as the barbarian ability.
Catalog of Beasts (Ex): A Form Shifter's knowledge of the various monsters that make up their world is amongst the finest found throughout it. At 6th level you gain a +5 to all Knowledge checks made to identify a creature, but not knowledge checks made for another purpose, and may make Knowledge checks to identify a creature untrained.
Large Form: At 7th level your Assume Form improves and you may now assume the form of Large creatures as well as Small or Medium ones.
Giant Form: At 7th level your Assume Form improves and you may assume the form of giants of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Quick Change: Beginning at 7th level you may use Assume Form and enter your Specialized Forms more quickly. It is now a Swift Action to use Assume Form and a Standard action to change into or out of one of your Specialized Forms. You may not use either ability more than once per turn each.
Vermin Form: At 8th level your Assume Form improves and you may assume the form of vermin of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Partial Fortification (Ex): At 8th level your internal organs and weak spots have a tendency to shift away from attacks on their own. When aware of an attack (not caught flat-footed or attacked by an invisible opponent) there is a 20% chance that any precision damage or critical hit will be negated.
Disguise Mastery (Ex): Beginning at 9th level you gain a +2 on disguise checks when using any of your abilities as part of a disguise (this stacks with the +10 from Change Self, or other shape-changing magic) and can take 10 on disguise checks.
Monstrous Humanoid Form: At 9th level your Assume Form improves and you may assume the form of monstrous humanoid of the appropriate sizes as well as animals. You still do not gain any supernatural abilities from these creatures.
Tiny Form: At 9th level your Assume Form improves and you may now assume the form of Tiny creatures as well as those sizes already available to you.
Aberration or Fey Form: At 10th level you must choose to either gain aberration or fey forms; whichever you decide the choice is permanent.
Shapechanger Subtype: At 10th level you gain the shapechanger subtype.
Enhanced Assume Form (Ex): At 11th level your mastery of shapeshifting extends to the point where you now gain the Ex special qualities of creatures you transform into (instead of just Ex special attacks).
Plant or Ooze Form: At 12th level you must choose to either gain plant or ooze forms; whichever you decide the choice is permanent.
Huge Form: At 12th level your Assume Form improves and you may now assume the form of Huge creatures as well as those sizes already available to you.
Effortless Change: At 12th level you may use Assume Form as a free action, and may use a Specialized Form as a Swift Action, although you may only use both a total of once per turn.
Fast Natural Healing (Ex): At 13th level your body's ability to restructure itself rises to new heights. You heal as much per hour as a normal person does during a day (1 hp/level and 1 ability damage to each score), and double this if you spend the hour asleep, trancing, or otherwise in deep rest. In addition you can heal damage that normally cannot be healed short of magical healing (such as vile damage, and ability drain) at the same rate a normal person would heal regular damage and ability damage.
Improved Fortification: At 13th level your anatomy has become such that organs simply blend together, and shift to relieve major strain such that should you be stabbed in the heart a portion of your liver might transform into a temporary heart. Even if caught unawares there is a 50% chance that any precision damage or critical hit is negated. In addition you gain a +8 on saving throws against death from coup de graces.
Shifter's Mettle: At 14th level you've obtained a greater mastery of your body so that you can more easily resist baleful magic that targets it. Whenever you make a Fortitude save to mitigate an effect (Fortitude Partial or Fortitude Half) you negate the effect entirely on a successful saving throw.
Dragon Form: At 14th level you may now use Assume Form to take dragon forms.
Elemental or Outsider Form: At 15th level you must choose to either gain elemental or outsider forms; whichever you decide the choice is permanent. You may not assume the form of an outsider with whom you don't share at least one alignment on one of the alignment axes with, or with whom you have an opposing alignment on either alignment axis.
Templated Form: At 16th level you may apply various templates to your Assumed Forms, although doing so reduces the maximum HD you may assume.
The following templates are available, and you must be able to take on a form of the resulting type:
Template
HD loss
Half-Dragon
3
Half-Celestial
2
Half-Fiend
2
Celestial
1
Fiendish
1
Vampire (no coffin)
2
Lich (does not grant a phylactery)
1
Construct or Undead Form: At 17th level you must choose to either gain construct or undead forms; whichever you decide the choice is permanent. You may assume the form of incorporeal undead if you select this ability but doing so makes them considered to be double the normal hit dice for determining whether you can assume that form.
Amorphous (Ex): Beginning at 19th level your body has become such that, regardless of what form you are in, you can instantly shift its features and organs about so that you are effectively amorphous gaining total immunity to critical hits, precision damage, and flanking, as well as poison, sleep, paralysis, petrification, and polymorph effects.
Shifter's Vitality (Ex): At level 20 your body can knit itself back together at phenomenal speeds. You gain Fast Healing 5, and heal 1 point of ability damage to each ability score per round, and 1 point of ability burn to each ability score per half hour. Even normally unhealable damage, such as vile damage, heals at a rate of 5 hp per minute, and you heal ability drain at a rate of 1 per ten minutes. You also recover quickly from life draining effects and recover one negative level per hour and you get a save to resist receiving negative levels (same DC as to remove them normally). This also gives you total immunity to poison and disease, and you may make two saving throws and take whichever is better when confronted by any Death effect.
Instant Change: At 20th level you may use Assume Form as an immediate action or as a free action, and may change between specialized forms as a free action. You may now use Assume Form and Specialized Form any number of times per turn each.
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Form Shifter Epic Progression
Level
Special
21st
-
22nd
Augmented Form
23rd
-
24th
Lesser Augmented Form, Bonus Feat
25th
-
26th
Augmented Form
27th
-
28th
Lesser Augmented Form, Bonus Feat
29th
-
30th
Augmented Form
Epic Bonus Feats: Armor Skin, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Fortitude, Extended Life Span, Fast Healing, Penetrate Damage Reduction, Perfect Health, Polyglot, Superior Initiative.