Zaydos
2016-01-20, 05:07 PM
FORM SHIFTER
“The river flows and the river changes.” – Michel Han, Form Shifter
Belief shapes the Planes. This is perhaps the most fundamental rule of the Outer Planes. Form Shifters were born of a sect based out of Limbo who believed the only fundamental truth of reality was that things change. That nothing is ever constant. Through this idolization of change, of shifting, and research into both the Spawning Stone of the Slaad and the very nature of form and the soul they learned to divorce their physical form from that they were born with, to shift and become anything. Though the sect never became as large or as influential as one of the Factions of Sigil, it did still spread its art and it even made its way to certain Prime Materials.
Adventures: A form shifter adventures for all the reasons of any other hero, personal vendettas, greed, desire to protect and save their loved ones, etc. Many form shifters adventure simply because Life is Change. Nothing remains static and the full potential of life only blossoms in a state of clashing flux. Where better then for life to blossom than in adventure where no two days are the same and the cream of one's spirit is brought to the top.
Characteristics: A form shifter is a being of change and flux. Able to wear a dozen skins in a single day, to change from man to beast to ooze to elemental to eventually undead and constructs. A form shifter learns to divorce their form from their nature, and to alter the forms of others as well as eventually objects.
Alignment: While some form shifters have drifted from the philosophy which spawned the art, most still retain a Chaotic alignment. While form shifters of all alignments are possible, the embrace of change required of their art means most are Chaotic and Lawful form shifters are very rare. Form shifters are slightly more likely to turn to evil or neutrality than good; they embrace change and change often means bad things for others. Good form shifters often set forth on altruistic quests to change the lives of the unfortunate, where as evil form shifters only seek to change their own lives for the better.
Religion: In their original incarnation form shifters were a planar sect and like most planar organizations was not particularly impressed by the gods. As such any worship was a personal decision and the teaching makes little reference to the gods one way or another. Those form shifters who turn to devotion are prone to worship gods of change and chaos, or those which match their personal path towards either battle, magic, or trickery.
Background: Form shifters typically learn their skills through a lengthy apprenticeship, much like a wizard. The easiest route begins with learning, and embracing, the philosophy that had once led to their original development. Living and believing earnestly in that philosophy can lead to one awakening as a form shifter with no more training other than a little personal practice in some cases. However it typically requires a certain amount of training and teaching as well. A more desperate measure, or one for those who do not hold with the sect that formed the first form shifters, is a certain spiritual surgery (requires a 6th+ level form shifter to perform). This surgery takes at least a week and on rare occasion kills the subject and even when it does not has a high chance of failure, but can awaken the art within the subject making their form malleable to their will.
Races: Form shifters were born on the planes. They count humans, genasi, tieflings, aasimar and their kindred as their most common practitioners. Moving to the Prime gnomes have shown particular talent, and many nomadic halflings have found their philosophy an easy one to embrace. Dwarven form shifters are very rare as they have difficulty accepting the basic philosophy, and their very essence seems to resist change to itself.
Other Classes: WiP
Role: Form shifters' role is partially determined by the path they choose. Warrior pushes them towards combat with greater hit points, and various abilities to aid in wading into melee as a bear/troll/fiend. Thief grants them increased skills, stealth and disguise capabilities, and limited sneak attack allowing them to fill the role of a thief and secondary melee combatant and encourages forms with many natural weapons over singular powerful ones. Mage grants them certain abilities to deal with pure magic and a scattered number of additional invocations from the list of Warlocks and Dragonfire Adepts allowing them to pick up the role of a battlefield controller at least in part.
Adaptation: WiP
GAME RULE INFORMATION
Form Shifters have the following game statistics.
Abilities: A form shifter's Constitution determines their health and endurance in combat, it also has the potential to determine the saving throw DC of breath weapon and poison granted by invocations. Their Charisma is a distant second determines the potency of many of their invocations.
Alignment: Any.
Hit Die: d6 or d10
Starting Age: As wizard/complex.
Starting Gold: 4d4x10 (100 GP).
Formshifter
Level
BAB
Fort
Ref
Will
Special
Invocations
1st
+0
+2
+2
+0
Archetypal Path, Least Invocations, Thousand Faces
1
2nd
+1
+3
+3
+0
Lesser Wild Shape 1/day
1
3rd
+2
+3
+3
+1
Shifter's Empathy, Shifter's Tongue
1
4th
+3
+4
+4
+1
Archetypal Boon I
2
5th
+3
+4
+4
+1
Wild Shape 2/day
2
6th
+4
+5
+5
+2
Lesser Invocations, Wild Shape (Humanoid and Giant)
3
7th
+5
+5
+5
+2
Wild Shape (Large) 3/day
3
8th
+6/+1
+6
+6
+2
Archetypal Boon II, Timeless Body
3
9th
+6/+1
+6
+6
+3
Wild Shape (Monstrous Humanoid and Vermin)
4
10th
+7/+2
+7
+7
+3
Wild Shape (Tiny and Fey) 4/day
4
11th
+8/+3
+7
+7
+3
Greater Invocations, Wild Shape (Plant and Extraordinary)
5
12th
+9/+4
+8
+8
+4
Archetypal Boon III, Wild Shape (Magical Beast)
5
13th
+9/+4
+8
+8
+4
Wild Shape (Dragon) 5/day
5
14th
+10/+5
+9
+9
+4
Wild Shape (Huge and Ooze or Aberration)
6
15th
+11/+6/+1
+9
+9
+5
Wild Shape (Elemental or Outsider)
6
16th
+12/+7/+2
+10
+10
+5
Archetypal Boon IV, Dark Invocations, Wild Shape 6/day
7
17th
+12/+7/+2
+10
+10
+5
Supernatural Wild Shape, Wild Shape (Construct or Undead)
7
18th
+13/+8/+3
+11
+11
+6
Reflexive Wild Shape
7
19th
+14/+9/+4
+11
+11
+6
Wild Shape 8/day
8
20th
+15/+10/+5
+12
+12
+6
Archetypal Boon V, Wild Shape (All types)
8
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 or 6 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 or 6 + Int modifier.
Weapons and Armor Proficiencies: A form shifter is proficient in all simple weapons, and in light armor. A form shifter's archetypal path may expand these options.
Because the somatic components required for form shifter invocations are relatively simple, a form shifter can use any of their invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a form shifter wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass form shifter still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A form shifter uses invocations identical to those of a warlock, but drawn from the list in the following post. A form shifter may exchange any one invocation of less than their highest grade they know for another invocation of the same grade at 6th level and at every level thereafter. If they have the archetypal path of the mage (see below) they may exchange an invocation granted by it instead but must choose the new invocation from the list available to them through that class feature. Form shifter invocations (including those learned through the archetypal path of the mage) may be used normally while wild shaped substituting gestures possible in that form for those of the human body.
A form shifter gains invocations more slowly than a Warlock only gaining an invocation at 1st, 4th, 6th, 9th, 11th, 14th, 16th, and 19th levels. Despite this they gain access to new grades of invocations at the same rate.
Archetypal Path: At 1st level a form shifter must choose an archetypal path to follow, this is an area of focus which calls to their nature and soul, a certain amount of specialization they have taken and an approach to problem solving. This choice is made at 1st level and can never be changed; it is possible for other archetypal paths to exist or certain subpaths. The three great archetypal are Warrior, Thief, and Mage. A form shifter that selects the archetypal path of the warrior gains d10 instead of d6 HD from their form shifter levels, proficiency in medium armor and shields (except tower shields), the ability to ignore arcane spell failure from shields and medium armor with form shifter invocations, and proficiency in two martial weapons of their choice. A form shifter that selects the archetypal path of the thief gains Trapfinding (as a rogue), 6 + Int modifier skill points at each level (x4 at 1st), adds Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), and Use Rope (Dex) to their class skill list as a form shifter, and proficiency in one light martial weapon of choice. A form shifter that selects the archetypal path of the mage uses the same progression for Will saves as for Fort/Ref saves, gains the ability to use Detect Magic as a spell-like ability at-will, and a +2 on Concentration and Spellcraft checks.
Thousand Faces (Su): A form shifter gains the ability to change their appearance at will, as if using the disguise self spell, but only while in their normal form. This affects the form shifter’s body but not their possessions. It is not an illusory effect, but a minor physical alteration of the form shifter’s appearance, within the limits described for the spell.
Lesser Wild Shape (Su): At 2nd level a form shifter gains the ability to alter their form much like a druid 1/day. This functions identically to a druid's wild shape, but the form shifter may not assume the form of a creature with a fly or swim speed unless they possess one themselves. This otherwise functions as Wild Shape and when the form shifter gains full wild shape at 5th level this ability's use is folded into that ability's uses per day.
Shifter's Empathy (Ex): At 3rd level a form shifter gains Wild Empathy as a druid of their class level (this ability counts as wild empathy for prerequisites), however they can use it at no penalty when dealing with any Int 4 or less or non-intelligent creature of any type they can assume the form of with Wild Shape and can make rushed checks at no penalty against such creatures. When dealing with non-intelligent undead and constructs a form shifter can get them to ignore the form shifter entirely with a DC 20 check, or the form shifter and up to 5 other creatures with a DC 25 check. They can offer such a creature commands as if they were its creator or controlling it through Rebuke Undead with a DC 25 check as long as they do not contradict existing commands, and may cancel an existing command with a DC 30 check. A form shifter must be able to assume forms of the proper type via Wild Shape (Construct or Undead) and such commands take a standard action to make.
Shifter's Tongue (Su): Beginning at 3rd level a form shifter may speak normally when wild shaped or otherwise transformed into another animate form.
Archetypal Boon I: At 4th level a form shifter gains a talent based upon their archetypal path.
Warrior: They gain a Fighter bonus feat they meet the prerequisites for.
Thief: They gain +1d6 sneak attack as a rogue.
Mage: They gain a Least Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.
Wild Shape (Su): At 5th level a Form Shifter gains Wild Shape as the druid ability with 2 uses per day; this supersedes Lesser Wild Shape and its daily use is subsumed into these two uses. At 7th level and every 3rd level thereafter the Form Shifter gains an additional use of Wild Shape each day.
At 6th level a Form Shifter gains the ability to assume Humanoid and Giant forms with Wild Shape as if they were animals. At 9th level this further expands to include Monstrous Humanoids and Vermin. At 10th Fey are added to the list of acceptable forms. At 11th Plants. At 12th Magical Beasts. At 13th Dragons are added and when Wild Shaping into a Dragon a Form Shifter gains its damaging breath weapon if any (but not any breath weapon which does not deal damage). At 14th level a Form Shifter must choose whether to gain the ability to wild shape into Oozes or Aberrations. At 15th level they must choose whether to gain the ability to wild shape into Elementals or Outsiders. At 17th level they must choose whether to gain the ability to wild shape into Constructs or Undead. A form shifter may not wild shape into incorporeal creatures or swarms. At 20th level a Form Shifter gains the ability to wild shape into the types not chosen at 14th, 15th, and 17th level.
At 7th level a Form Shifter gains the ability to Wild Shape into Large creatures. At 10th level they gain the ability to Wild Shape into Tiny creatures. At 14th level they gain the ability to Wild Shape into Huge creatures.
Beginning at 11th level when a Form Shifter uses Wild Shape they gain the Extraordinary Special Qualities of the creature whose form they assume. They do not gain any Supernatural abilities however.
Archetypal Boon II At 8th level a form shifter gains another talent based upon their archetypal path.
Warrior: When using Wild Shape and not wearing Wild Armor you may choose to have the armor half form across your body. You gain 1/2 the base armor bonus of the worn armor, but suffer it's armor check penalty reduced by 2, it's maximum Dexterity bonus increased by +2, and its Arcane Spell Failure (if it applies) reduced by 10%. In addition you benefit from all enchantments placed upon the worn armor including the full enhancement bonus to its Armor bonus (for example +5 Full Plate would provide a +9 armor bonus, +5 for enhancement and +4 because +8/2, with -3 Armor Check Penalty because -5 from Mw Full Plate reduced by 2, +3 max Dex bonus because +1 increased by 2, and 25% arcane spell failure).
Thief: They gain +1d6 sneak attack as a rogue and when in the form of an animal, vermin, magical beast, or dragon native to the environment may hide in natural terrain without cover or concealment.
Mage: They gain a Lesser Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.
Timeless Body (Ex): After attaining 8th level, a form shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the form shifter still dies of old age when her time is up.
Archetypal Boon III At 12th level a form shifter gains another talent based upon their archetypal path.
Warrior: You gain Fast Healing 5 and heal 1 point of ability damage to each physical ability score each round. You may heal normally unhealable damage, such as vile damage with your regular natural healing (but not any fast healing you possess unless fast healing could normally heal it), and may heal ability drain with natural healing (but not this ability) as if it were ability damage.
Thief: They gain +1d6 sneak attack as a rogue and may ignore type based immunity to critical hits for the purposes of sneak attack and flanking of any creature whose type they may assume with Wild Shape. They may use Thousand Faces to change your appearance when not in your natural form, may add your Constitution modifier to Disguise whenever using Thousand Faces as part of your disguise, and True Seeing no longer automatically pierces the disguises formed through the use of your Wild Shape or Thousand Faces.
Mage: They gain a Greater Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.
Archetypal Boon IV: At 16th level a form shifter gains another talent based upon their archetypal path.
Warrior: You gain the ability to Wild Shape into Gargantuan creatures and a bonus Fighter feat.
Thief: They gain +1d6 sneak attack as a rogue, and the ability to Wild Shape into diminutive creatures.
Mage: They gain the ability to wild shape into swarms, including swarms of diminutive creatures (but not fine ones), and the ability to use Greater Dispel Magic (CL = class level) as a spell-like ability 3 times per day.
Supernatural Wild Shape: Beginning at 17th level you gain the ability to take on the entire powers of a creature you assume the form of with Wild Shape. When you use Wild Shape you may choose to reduce the duration to 1 round/class level to gain all Supernatural attacks and special qualities of the creature whose form you assume.
Design Note: This ability exists primarily because Shapechange is a thing. Shapechange still does the class better but it gives you something. If shapechange is banned a DM may wish to consider making a Form Shifter have to select 1 form + 1 per level beyond 17th that they can use Supernatural Wild Shape to assume the form of. This is not necessarily necessary but it may be worth considering.
Reflexive Wild Shape: Beginning at 18th level a Form Shifter may use Wild Shape as an immediate action instead of a standard action.
Archetypal Boon V: At 20th level a form shifter gains a final talent based upon their archetypal path.
Warrior: When you use Wild Shape you gain a bonus feat from the Fighter bonus feat list that you meet the prerequisites for. You retain this feat until you use Wild Shape again, even if it wears off or you change form in another way, at which point you select a new feat. Your natural weapons, regardless of the source, deal damage as if you were 1 size category larger.
Thief: They gain +1d6 sneak attack as a rogue, and 3 times per day when you successfully strike a creature in melee with one of your natural weapons you may attempt to steal one extraordinary, supernatural, or Spell-like ability from them as a swift action. You may select any ability you are aware of, or choose a preferential order between Ex, Su, and Sp and steal one of those matching your first choice if it has any, one of your second choice if it does not have your first choice, and one of your third if it has neither of your first two choices; you cannot steal a spell-like ability that replicates a 9th level spell with this ability. Alternatively you may choose to steal a single natural weapon or set of identical natural weapons, the target's natural armor, one of the target's movement modes, or one of the target's physical ability scores. You gain the stolen ability for 1 minute/2 class levels (10 minutes) and the target loses it for that duration; any restrictions that applied to the target's use of that ability apply to your use and any daily uses you expend remain expended when the target regains the ability. If you chose one of the alternative options instead you and the target swap abilities in that regard: if you selected a natural weapon and possess that same natural weapon you get theirs and they get yours; if you selected natural armor you trade values; if you selected a movement mode you trade your speeds with that form of movement; if you selected a physical ability score you trade those scores. A Will save (DC 10 + 1/2 your class level + your Charisma modifier) prevents this theft.
Mage: They gain a Dark Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks and the ability to use Arcane Sight as a spell-like ability at-will.
“The river flows and the river changes.” – Michel Han, Form Shifter
Belief shapes the Planes. This is perhaps the most fundamental rule of the Outer Planes. Form Shifters were born of a sect based out of Limbo who believed the only fundamental truth of reality was that things change. That nothing is ever constant. Through this idolization of change, of shifting, and research into both the Spawning Stone of the Slaad and the very nature of form and the soul they learned to divorce their physical form from that they were born with, to shift and become anything. Though the sect never became as large or as influential as one of the Factions of Sigil, it did still spread its art and it even made its way to certain Prime Materials.
Adventures: A form shifter adventures for all the reasons of any other hero, personal vendettas, greed, desire to protect and save their loved ones, etc. Many form shifters adventure simply because Life is Change. Nothing remains static and the full potential of life only blossoms in a state of clashing flux. Where better then for life to blossom than in adventure where no two days are the same and the cream of one's spirit is brought to the top.
Characteristics: A form shifter is a being of change and flux. Able to wear a dozen skins in a single day, to change from man to beast to ooze to elemental to eventually undead and constructs. A form shifter learns to divorce their form from their nature, and to alter the forms of others as well as eventually objects.
Alignment: While some form shifters have drifted from the philosophy which spawned the art, most still retain a Chaotic alignment. While form shifters of all alignments are possible, the embrace of change required of their art means most are Chaotic and Lawful form shifters are very rare. Form shifters are slightly more likely to turn to evil or neutrality than good; they embrace change and change often means bad things for others. Good form shifters often set forth on altruistic quests to change the lives of the unfortunate, where as evil form shifters only seek to change their own lives for the better.
Religion: In their original incarnation form shifters were a planar sect and like most planar organizations was not particularly impressed by the gods. As such any worship was a personal decision and the teaching makes little reference to the gods one way or another. Those form shifters who turn to devotion are prone to worship gods of change and chaos, or those which match their personal path towards either battle, magic, or trickery.
Background: Form shifters typically learn their skills through a lengthy apprenticeship, much like a wizard. The easiest route begins with learning, and embracing, the philosophy that had once led to their original development. Living and believing earnestly in that philosophy can lead to one awakening as a form shifter with no more training other than a little personal practice in some cases. However it typically requires a certain amount of training and teaching as well. A more desperate measure, or one for those who do not hold with the sect that formed the first form shifters, is a certain spiritual surgery (requires a 6th+ level form shifter to perform). This surgery takes at least a week and on rare occasion kills the subject and even when it does not has a high chance of failure, but can awaken the art within the subject making their form malleable to their will.
Races: Form shifters were born on the planes. They count humans, genasi, tieflings, aasimar and their kindred as their most common practitioners. Moving to the Prime gnomes have shown particular talent, and many nomadic halflings have found their philosophy an easy one to embrace. Dwarven form shifters are very rare as they have difficulty accepting the basic philosophy, and their very essence seems to resist change to itself.
Other Classes: WiP
Role: Form shifters' role is partially determined by the path they choose. Warrior pushes them towards combat with greater hit points, and various abilities to aid in wading into melee as a bear/troll/fiend. Thief grants them increased skills, stealth and disguise capabilities, and limited sneak attack allowing them to fill the role of a thief and secondary melee combatant and encourages forms with many natural weapons over singular powerful ones. Mage grants them certain abilities to deal with pure magic and a scattered number of additional invocations from the list of Warlocks and Dragonfire Adepts allowing them to pick up the role of a battlefield controller at least in part.
Adaptation: WiP
GAME RULE INFORMATION
Form Shifters have the following game statistics.
Abilities: A form shifter's Constitution determines their health and endurance in combat, it also has the potential to determine the saving throw DC of breath weapon and poison granted by invocations. Their Charisma is a distant second determines the potency of many of their invocations.
Alignment: Any.
Hit Die: d6 or d10
Starting Age: As wizard/complex.
Starting Gold: 4d4x10 (100 GP).
Formshifter
Level
BAB
Fort
Ref
Will
Special
Invocations
1st
+0
+2
+2
+0
Archetypal Path, Least Invocations, Thousand Faces
1
2nd
+1
+3
+3
+0
Lesser Wild Shape 1/day
1
3rd
+2
+3
+3
+1
Shifter's Empathy, Shifter's Tongue
1
4th
+3
+4
+4
+1
Archetypal Boon I
2
5th
+3
+4
+4
+1
Wild Shape 2/day
2
6th
+4
+5
+5
+2
Lesser Invocations, Wild Shape (Humanoid and Giant)
3
7th
+5
+5
+5
+2
Wild Shape (Large) 3/day
3
8th
+6/+1
+6
+6
+2
Archetypal Boon II, Timeless Body
3
9th
+6/+1
+6
+6
+3
Wild Shape (Monstrous Humanoid and Vermin)
4
10th
+7/+2
+7
+7
+3
Wild Shape (Tiny and Fey) 4/day
4
11th
+8/+3
+7
+7
+3
Greater Invocations, Wild Shape (Plant and Extraordinary)
5
12th
+9/+4
+8
+8
+4
Archetypal Boon III, Wild Shape (Magical Beast)
5
13th
+9/+4
+8
+8
+4
Wild Shape (Dragon) 5/day
5
14th
+10/+5
+9
+9
+4
Wild Shape (Huge and Ooze or Aberration)
6
15th
+11/+6/+1
+9
+9
+5
Wild Shape (Elemental or Outsider)
6
16th
+12/+7/+2
+10
+10
+5
Archetypal Boon IV, Dark Invocations, Wild Shape 6/day
7
17th
+12/+7/+2
+10
+10
+5
Supernatural Wild Shape, Wild Shape (Construct or Undead)
7
18th
+13/+8/+3
+11
+11
+6
Reflexive Wild Shape
7
19th
+14/+9/+4
+11
+11
+6
Wild Shape 8/day
8
20th
+15/+10/+5
+12
+12
+6
Archetypal Boon V, Wild Shape (All types)
8
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 or 6 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 or 6 + Int modifier.
Weapons and Armor Proficiencies: A form shifter is proficient in all simple weapons, and in light armor. A form shifter's archetypal path may expand these options.
Because the somatic components required for form shifter invocations are relatively simple, a form shifter can use any of their invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a form shifter wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations have a somatic component). A multiclass form shifter still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A form shifter uses invocations identical to those of a warlock, but drawn from the list in the following post. A form shifter may exchange any one invocation of less than their highest grade they know for another invocation of the same grade at 6th level and at every level thereafter. If they have the archetypal path of the mage (see below) they may exchange an invocation granted by it instead but must choose the new invocation from the list available to them through that class feature. Form shifter invocations (including those learned through the archetypal path of the mage) may be used normally while wild shaped substituting gestures possible in that form for those of the human body.
A form shifter gains invocations more slowly than a Warlock only gaining an invocation at 1st, 4th, 6th, 9th, 11th, 14th, 16th, and 19th levels. Despite this they gain access to new grades of invocations at the same rate.
Archetypal Path: At 1st level a form shifter must choose an archetypal path to follow, this is an area of focus which calls to their nature and soul, a certain amount of specialization they have taken and an approach to problem solving. This choice is made at 1st level and can never be changed; it is possible for other archetypal paths to exist or certain subpaths. The three great archetypal are Warrior, Thief, and Mage. A form shifter that selects the archetypal path of the warrior gains d10 instead of d6 HD from their form shifter levels, proficiency in medium armor and shields (except tower shields), the ability to ignore arcane spell failure from shields and medium armor with form shifter invocations, and proficiency in two martial weapons of their choice. A form shifter that selects the archetypal path of the thief gains Trapfinding (as a rogue), 6 + Int modifier skill points at each level (x4 at 1st), adds Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), and Use Rope (Dex) to their class skill list as a form shifter, and proficiency in one light martial weapon of choice. A form shifter that selects the archetypal path of the mage uses the same progression for Will saves as for Fort/Ref saves, gains the ability to use Detect Magic as a spell-like ability at-will, and a +2 on Concentration and Spellcraft checks.
Thousand Faces (Su): A form shifter gains the ability to change their appearance at will, as if using the disguise self spell, but only while in their normal form. This affects the form shifter’s body but not their possessions. It is not an illusory effect, but a minor physical alteration of the form shifter’s appearance, within the limits described for the spell.
Lesser Wild Shape (Su): At 2nd level a form shifter gains the ability to alter their form much like a druid 1/day. This functions identically to a druid's wild shape, but the form shifter may not assume the form of a creature with a fly or swim speed unless they possess one themselves. This otherwise functions as Wild Shape and when the form shifter gains full wild shape at 5th level this ability's use is folded into that ability's uses per day.
Shifter's Empathy (Ex): At 3rd level a form shifter gains Wild Empathy as a druid of their class level (this ability counts as wild empathy for prerequisites), however they can use it at no penalty when dealing with any Int 4 or less or non-intelligent creature of any type they can assume the form of with Wild Shape and can make rushed checks at no penalty against such creatures. When dealing with non-intelligent undead and constructs a form shifter can get them to ignore the form shifter entirely with a DC 20 check, or the form shifter and up to 5 other creatures with a DC 25 check. They can offer such a creature commands as if they were its creator or controlling it through Rebuke Undead with a DC 25 check as long as they do not contradict existing commands, and may cancel an existing command with a DC 30 check. A form shifter must be able to assume forms of the proper type via Wild Shape (Construct or Undead) and such commands take a standard action to make.
Shifter's Tongue (Su): Beginning at 3rd level a form shifter may speak normally when wild shaped or otherwise transformed into another animate form.
Archetypal Boon I: At 4th level a form shifter gains a talent based upon their archetypal path.
Warrior: They gain a Fighter bonus feat they meet the prerequisites for.
Thief: They gain +1d6 sneak attack as a rogue.
Mage: They gain a Least Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.
Wild Shape (Su): At 5th level a Form Shifter gains Wild Shape as the druid ability with 2 uses per day; this supersedes Lesser Wild Shape and its daily use is subsumed into these two uses. At 7th level and every 3rd level thereafter the Form Shifter gains an additional use of Wild Shape each day.
At 6th level a Form Shifter gains the ability to assume Humanoid and Giant forms with Wild Shape as if they were animals. At 9th level this further expands to include Monstrous Humanoids and Vermin. At 10th Fey are added to the list of acceptable forms. At 11th Plants. At 12th Magical Beasts. At 13th Dragons are added and when Wild Shaping into a Dragon a Form Shifter gains its damaging breath weapon if any (but not any breath weapon which does not deal damage). At 14th level a Form Shifter must choose whether to gain the ability to wild shape into Oozes or Aberrations. At 15th level they must choose whether to gain the ability to wild shape into Elementals or Outsiders. At 17th level they must choose whether to gain the ability to wild shape into Constructs or Undead. A form shifter may not wild shape into incorporeal creatures or swarms. At 20th level a Form Shifter gains the ability to wild shape into the types not chosen at 14th, 15th, and 17th level.
At 7th level a Form Shifter gains the ability to Wild Shape into Large creatures. At 10th level they gain the ability to Wild Shape into Tiny creatures. At 14th level they gain the ability to Wild Shape into Huge creatures.
Beginning at 11th level when a Form Shifter uses Wild Shape they gain the Extraordinary Special Qualities of the creature whose form they assume. They do not gain any Supernatural abilities however.
Archetypal Boon II At 8th level a form shifter gains another talent based upon their archetypal path.
Warrior: When using Wild Shape and not wearing Wild Armor you may choose to have the armor half form across your body. You gain 1/2 the base armor bonus of the worn armor, but suffer it's armor check penalty reduced by 2, it's maximum Dexterity bonus increased by +2, and its Arcane Spell Failure (if it applies) reduced by 10%. In addition you benefit from all enchantments placed upon the worn armor including the full enhancement bonus to its Armor bonus (for example +5 Full Plate would provide a +9 armor bonus, +5 for enhancement and +4 because +8/2, with -3 Armor Check Penalty because -5 from Mw Full Plate reduced by 2, +3 max Dex bonus because +1 increased by 2, and 25% arcane spell failure).
Thief: They gain +1d6 sneak attack as a rogue and when in the form of an animal, vermin, magical beast, or dragon native to the environment may hide in natural terrain without cover or concealment.
Mage: They gain a Lesser Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.
Timeless Body (Ex): After attaining 8th level, a form shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the form shifter still dies of old age when her time is up.
Archetypal Boon III At 12th level a form shifter gains another talent based upon their archetypal path.
Warrior: You gain Fast Healing 5 and heal 1 point of ability damage to each physical ability score each round. You may heal normally unhealable damage, such as vile damage with your regular natural healing (but not any fast healing you possess unless fast healing could normally heal it), and may heal ability drain with natural healing (but not this ability) as if it were ability damage.
Thief: They gain +1d6 sneak attack as a rogue and may ignore type based immunity to critical hits for the purposes of sneak attack and flanking of any creature whose type they may assume with Wild Shape. They may use Thousand Faces to change your appearance when not in your natural form, may add your Constitution modifier to Disguise whenever using Thousand Faces as part of your disguise, and True Seeing no longer automatically pierces the disguises formed through the use of your Wild Shape or Thousand Faces.
Mage: They gain a Greater Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks.
Archetypal Boon IV: At 16th level a form shifter gains another talent based upon their archetypal path.
Warrior: You gain the ability to Wild Shape into Gargantuan creatures and a bonus Fighter feat.
Thief: They gain +1d6 sneak attack as a rogue, and the ability to Wild Shape into diminutive creatures.
Mage: They gain the ability to wild shape into swarms, including swarms of diminutive creatures (but not fine ones), and the ability to use Greater Dispel Magic (CL = class level) as a spell-like ability 3 times per day.
Supernatural Wild Shape: Beginning at 17th level you gain the ability to take on the entire powers of a creature you assume the form of with Wild Shape. When you use Wild Shape you may choose to reduce the duration to 1 round/class level to gain all Supernatural attacks and special qualities of the creature whose form you assume.
Design Note: This ability exists primarily because Shapechange is a thing. Shapechange still does the class better but it gives you something. If shapechange is banned a DM may wish to consider making a Form Shifter have to select 1 form + 1 per level beyond 17th that they can use Supernatural Wild Shape to assume the form of. This is not necessarily necessary but it may be worth considering.
Reflexive Wild Shape: Beginning at 18th level a Form Shifter may use Wild Shape as an immediate action instead of a standard action.
Archetypal Boon V: At 20th level a form shifter gains a final talent based upon their archetypal path.
Warrior: When you use Wild Shape you gain a bonus feat from the Fighter bonus feat list that you meet the prerequisites for. You retain this feat until you use Wild Shape again, even if it wears off or you change form in another way, at which point you select a new feat. Your natural weapons, regardless of the source, deal damage as if you were 1 size category larger.
Thief: They gain +1d6 sneak attack as a rogue, and 3 times per day when you successfully strike a creature in melee with one of your natural weapons you may attempt to steal one extraordinary, supernatural, or Spell-like ability from them as a swift action. You may select any ability you are aware of, or choose a preferential order between Ex, Su, and Sp and steal one of those matching your first choice if it has any, one of your second choice if it does not have your first choice, and one of your third if it has neither of your first two choices; you cannot steal a spell-like ability that replicates a 9th level spell with this ability. Alternatively you may choose to steal a single natural weapon or set of identical natural weapons, the target's natural armor, one of the target's movement modes, or one of the target's physical ability scores. You gain the stolen ability for 1 minute/2 class levels (10 minutes) and the target loses it for that duration; any restrictions that applied to the target's use of that ability apply to your use and any daily uses you expend remain expended when the target regains the ability. If you chose one of the alternative options instead you and the target swap abilities in that regard: if you selected a natural weapon and possess that same natural weapon you get theirs and they get yours; if you selected natural armor you trade values; if you selected a movement mode you trade your speeds with that form of movement; if you selected a physical ability score you trade those scores. A Will save (DC 10 + 1/2 your class level + your Charisma modifier) prevents this theft.
Mage: They gain a Dark Invocation chosen from the list available to Dragonfire Adepts or the list available to Warlocks and the ability to use Arcane Sight as a spell-like ability at-will.