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RedWarlock
2019-05-22, 05:31 AM
Note: It's SUPER late here and I need to get some sleep, but I wanted to get this in front of eyes.

Here's the link to the original doc, with charts and everything intact. (https://docs.google.com/document/d/1-J00EiGGIMS-cG7x-RFFdVmChmnTGbNtxbGNx4wl2gE/edit?usp=sharing)

I'll try and get the charts and everything edited into the posts when I get up.

Shapeshifter
“You don’t understand the world as I do. It is strange, and dark, and glorious, and I have been all those things, and more.”
—Argo, elf shapeshifter

A natural shifter of forms, a shapeshifter is one who uses magic of an inherent nature to transform themselves into one or more different forms than the one they grew up with.

MAKING A SHAPESHIFTER
Shapeshifters come from many backgrounds, and draw their powers and forms from a variety of magical sources. The most common shapeshifters are akin to the druids, totemists, and spirit shamans, drawing on the natural world to shift forms into wild beasts, plants, or elementals. A rare few shapeshifters are planar in nature, drawing on celestial, demonic or infernal powers. Dragonblooded shapeshifters can take on the form of a mighty dragon, while lycanthropes are connected to one predatory animal, able to take a hybrid form which combines humanoid and animal traits.
Abilities: Physical scores are usually the high priority for most shapeshifters, as their shifted forms modify rather than replace ability scores, although most favor one over the others. A high Wisdom is also common for their senses, AC bonus, and to make up for their weak will save.
Races: Shapeshifters exist on the fringes of civilization, as their divided nature often puts them at odds with the more rational world. They are commonly found in tribal and nature-attuned communities, such as elves, raptorans, shifters, and orcs.
Alignment: Shapeshifters often favor the chaotic end of the spectrum, but they can be any alignment. Some mutable natures have stricter alignment requirements.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: As druid.

Hit Die: d10
Class Skills (6 + Int Modifier per level, × 4 at 1st level): Climb, Fly, Listen, Search, Scent, Spot, Survival, Swim (plus others depending on the chosen mutable nature).



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+2
+0
AC bonus, mutable nature, shifting form


2nd
+2
+3
+3
+0
Innate weaponry, magic strike +1


3rd
+3
+3
+3
+1
Shifting defense I


4th
+4
+4
+4
+1
Extra form or bonus feat


5th
+5
+4
+4
+1
Magic strike +2


6th
+6/+1
+5
+5
+2
Self recovery 1/day


7th
+7/+2
+5
+5
+2
Shifting defense II


8th
+8/+3
+6
+6
+2
Extra form or bonus feat


9th
+9/+4
+6
+6
+3
Magic strike +3


10th
+10/+5
+7
+7
+3
Self recovery 2/day


11th
+11/+6/+1
+7
+7
+3
Shifting defense III


12th
+12/+7/+2
+8
+8
+4
Extra form or bonus feat


13th
+13/+8/+3
+8
+8
+4
Magic strike +4


14th
+14/+9/+4
+9
+9
+4
Self recovery 3/day


15th
+15/+10/+5
+9
+9
+5
Shifting defense IV


16th
+16/+11/+6/+1
+10
+10
+5
Extra form or bonus feat


17th
+17/+12/+7/+2
+10
+10
+5
Magic strike +5


18th
+18/+13/+8/+3
+11
+11
+6
Self recovery 4/day


19th
+19/+14/+9/+4
+11
+11
+6
Shifting defense V


20th
+20/+15/+10/+5
+12
+12
+6
Extra form or bonus feat



CLASS FEATURES
As a shapeshifter, you are usually a brawler, a sneak, or a scout, depending on how you build your forms. You can be effective on the front lines, or striking from the shadows.
Weapon and Armor Proficiency: Shapeshifters are proficient with simple weapons and light and medium armor, as well as the natural weapons of any shiftied forms they take.
AC Bonus (Ex): Starting at 1st level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed, and while you are in any of your shifted forms. However, you lose this bonus when you are immobilized or helpless.
Mutable Nature: Each shapeshifter draws their ability to alter their form from one of several sources. The specifics of how this connection was made are up to the player to reconcile, but they fall into one of these types.


Nature
Align.
Class Skills
Special


Aberrant
Any E
Bluff Kn (Dungeoneering), Psicraft
Aberrant empathy, scent


Elemental
Any
Intimidate, Kn (The Planes), Spellcraft
Bonus languages (Auran, Aquan, Ignan, Terran), Elemental domain


Feral
Any N
Handle Animal, Kn (Nature), Move Silently
Druidic language, scent, wild empathy


Planar
Any
Concentration, Kn (The Planes), Spellcraft
Bonus languages (Abyssal, Celestial, Infernal), any domain


Verdant
Any N
Gather Information, Hide, Kn (Nature)
Plant domain, speak with plants


Limited Natures


Dragon-blooded
Any
Concentration, Kn (Arcana), Spellcraft
Draconic language, dragonblood subtype, spellcasting


Lycanthrope
Any
Disguise, Kn (Nature), Sense Motive
Hybrid form, scent


Aberrant: Able to take the form of an aberration or vermin. They also gain the Scent ability in all forms, and gain Aberrant Empathy, which functions as Wild Empathy for vermin and aberrations with an Intelligence of 2 or less. Vermin begin with an unfriendly attitude.
Elemental: Able to take the form of an elemental, or elemental-based outsider. At character creation, an Elemental shapeshifter adds Aquan, Auran, Ignan, and Terran to the languages it can select as bonus languages for a high Intelligence, and at later levels, they can be learned for only one skill point apiece. They also can select one domain (such as Air, Earth, Fire, Water, Cold, or other similar domains), gaining its granted power as a Cleric of their Shapeshifter class level, and can select the Domain Spell trait for its shapeshifted forms, gaining the ability to cast one or more spells from that domain as spell-like abilities while in that form.
Feral: Able to take the form of an animal or magical beast. A feral shapeshifter automatically learns the Druidic language. They also gain the Scent ability in all forms, and can use Wild Empathy as the Druid class ability.
Planar: Able to take the form of an outsider, such as an angel, demon, or devil. At character creation, a Planar shapeshifter adds Abyssal, Celestial, and Infernal to the languages it can select as bonus languages for a high Intelligence, and at later levels, they can be learned for only one skill point apiece. They also can select one domain, gaining its granted power as a Cleric of their Shapeshifter class level, and can select the Domain Spell trait for its shapeshifted forms, gaining the ability to cast one or more spells from that domain as spell-like abilities while in that form.
Verdant: Able to take the form of a plant creature. They also gain the Plant domain, gaining its granted power as a Cleric of their Shapeshifter class level, and can select the Domain Spell trait for its shapeshifted forms, gaining the ability to cast one or more spells from that domain as spell-like abilities while in that form. Additionally, they gain the ability to communicate with plants and plant creatures, as speak with plants. This ability functions for one minute per class level per day, and can be split into one-minute increments as desired.

There are also those of a limited nature. They can only take one or two forms, but gain additional abilities to supplement their less flexible shapeshifting.
Dragonblooded: Able to tap into their inner draconic nature, becoming a mighty dragon. A dragonblooded shapeshifter automatically learns the Draconic language. They also gain the dragonblood subtype. They also gain spontaneous casting, as a Bard, drawing from the Sorcerer spell list as if they were a sorcerer. This spellcasting can be used in draconic or original form. This replaces the Extra Form or Bonus Feat class feature. Note: Dragonblooded shapeshifters must select the type of dragon they turn into. The most common options are the ten metallic and chromatic dragons from the Monster Manual, but other options are possible.
Lycanthrope: Able to turn into a predatory animal, as well as a hybrid form combining humanoid and animal features. This functions as a second form, gaining one half the ability bonuses and penalties of the first form, but all other traits retained, including size and natural weapons, and applied to a humanoid-shaped body with hands, able to wield weapons and wear armor without them merging into its form. They also gain the Scent ability in all forms.

Shifting Form (Su): As a full-round action, you change into another form, resembling another creature. While in this form, you lose access to all spell-like and supernatural abilities from other sources, and racial abilities based on physical form. Your weapons, armor, and other equipment blends into your form and has no effect, unless it has a Wilding Clasp attached, or the Wild armor enhancement, and then it reshapes to fit your new form.
This form is constructed from a series of traits, listed below. You start with one head and no limbs, giving you a base land speed of 5 feet. At 1st level, you have 4 points to spend, and no trait can cost more than 1 point each. You can select one trait with the [Move] tag, this trait’s cost is effectively discounted by one point. As you gain levels, your point total increases, and you can spend more points per trait. Ability modifiers from all traits are totaled, and applies as enhancement bonuses (or in rare cases, penalties) to your original form.
These traits are not a free-for-all, they are meant to represent and recreate a particular pre-existing creature or creature concept. They can surpass that creature’s inherent abilities, such as a wolf-inspired form moving faster than 50 feet per round, but a wolf suddenly gaining wings and a gore attack makes no sense. On the other hand, a wolf-based form suddenly gaining a cold breath weapon, becoming a winter wolf, would be entirely appropriate.
Innate Weaponry: At 2nd level, select one trait from the Shifting Traits section with the [Attack] tag. Your base form gains this trait as if points equal to one-half your class level were spent on it. (For the purpose of prerequisites, the standard humanoid body form is considered to have one head, and the Grasping Arms and Walking Limbs traits at 1 point each.)
Magic Strike (Su): At 2nd level, your natural weapons gain a +1 enhancement bonus to attack and damage. This bonus increases by +1 at 5th, 9th, 13th, and 17th levels.
Shifting Defense: At 3rd level, you gain a special defense based on your origin, which applies to all forms, including your original form, and stacks with traits which apply to the same quality. See the chart below. Specific explanations follow.


Nature
3rd Level
7th Level
11th Level
15th Level
19th Level


Aberrant
Regen. 1
Regen. 3
Regen. 5
Regen. 10
Regen. 20


Elemental
DR 2/–
DR 3/–
DR 5/–
DR 10/–
DR 15/–


Feral
Nat. arm. +2
Nat. arm. +4
Nat. arm. +8
Nat. arm. +14
Nat. arm. +20


Planar
DR 5/magic
DR 10/magic
DR 10/magic & align
DR 15/magic & align
DR 20/magic & align


Verdant
Fast healing 2
Fast healing 5
Fast healing 10
Fast healing 15
Fast healing 20


Limited Natures


Dragon-blooded
DR 1/–, Nat. arm. +1
DR 2/–, Nat. arm. +2
DR 3/–, Nat. arm. +4
DR 5/–, Nat. arm. +8
DR 10/–, Nat. arm. +10


Lycanthrope
DR 2/silver, Nat. arm. +1
DR 4/silver, Nat. arm. +3
DR 6/silver, Nat. arm. +5
DR 8/silver, Nat. arm. +10
DR 10/silver, Nat. arm. +15


Aberrant: You gain regeneration at the listed amount. You take normal damage from any energy type (acid, cold, electric, fire, sonic, etc).
Planar: You gain Damage Reduction of the listed type. At 11th level and beyond, choose one alignment component you possess (good, evil, lawful, chaotic).
Verdant: You gain Fast Healing of the listed amount. This trait only functions while you are below one-half your total hitpoints. (At the end of a given rest period, if not otherwise healed, you can be assumed for your current hit points to be at one-half + the listed fast healing value.)
Extra Form or Bonus Feat: At 4th level, you can choose to either gain an additional Shifting Form, or to gain a bonus feat. This bonus feat is different for each form you take, meaning that you can select something appropriate to your Original Form, and also select something appropriate for your Shifting Form gained at 1st level. At 8th, 12, 16th, and 20th levels, you can select again whether to gain an additional form, or another bonus feat for each form you have.
Self Recovery (Su): At 6th level, you learn to heal yourself of a portion of your wounds. As a move action, you focus your metamorphic abilities, and heal yourself of half your hit point total in damage. If you are reduced to less than zero hit points, you can expend a use of this ability as an immediate action, before you would die.

RedWarlock
2019-05-22, 05:32 AM
(I'll edit this later to clean up the formatting. See the doc link in the OP for better formatting.)

SHIFTING TRAITS
There are several tags on these traits.
[Attack] These traits grant a natural attack of some sort. If multiple attacks are attached to a head or set of limbs (such as bite and gore attacks, or claws and slams) you cannot use both attacks for each head or limb in the same round. (If you have two heads, and
[Defense] These traits grant a defensive ability.
[Limbs] These traits grow a pair of limbs on your body, such as arms or legs.
[Move] These traits impart or improve a movement mode.
Agile Runner [Move]
Prerequisite: Walking Limbs trait
Initial Cost: 1 point
Ability Modifiers: +2 Dex
Your base land speed increases by 10 feet.
Improvement: For each additional point spent, your land speed increases by 10 feet, and for every 2 points spent, total, you gain another +2 Dex.
Armor Hide [Defense]
Initial Cost: 1 point
Ability Modifiers: +2 Con
Your Form has a toughened hide, armor plating, or a thick furred coat. You gain +4 natural armor.
Improvement: For each additional point spent, your natural armor increases by +2, and for every 2 points spent, total, you gain another +2 Con.
Brutal Size
Prerequisite: Cannot have Swift Size trait.
Initial Cost: 3 points
Ability Modifiers: +2 Str, +2 Con, -2 Dex
Your Form increases by one size category, taking all relevant size modifiers to attack, AC, and skill checks. This trait does not affect the damage dice of trait-based natural weapons.
Improvement: See chart. Listed modifiers are total.
Charging Pounce
Prerequisite: Two or more natural weapons.
Initial Cost: 3 points
You gain the Pounce ability, and can attack with multiple natural weapons on a charge. The restriction of multiple natural weapons attached to the same limb or head still applies.
Constricting Grasp [Attack]
Prerequisite: Serpentine Body trait
Initial Cost: 1 point
You can use your serpentine body to wrap around your foes. On a successful grapple check, you deal 1d6 + str modifier damage.
Improvement: You can increase the constrict damage by one die size per point spent. If you spend 2 points, you gain Improved Grab. If you hit with another natural attack (such as a bite), you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you win the grapple check, you establish a hold and can constrict.
Domain Spell
Initial Cost: 1 point
You can select one 1st level domain spell from a domain granted by your Mutable Nature or the Domain Form feat, as long as it has no non-negligible material component, and no XP component. You gain this spell as a spell-like ability, using your class level for the caster level, and you can use it once per day. Even if you shift in and out of this form, this daily limitation doesn’t reset.
Improvement: For each additional point you spend on the initial cost, you can swap the 1st level for a spell equal to the points spent. You can spend 2 additional points to make your spell usable 3/day, or 5 additional points to make the spell at-will. If the spell has any lasting non-instantaneous effect, those effects end if you shift out of this form or use the ability again.
Special: You can select this trait multiple times, selecting different spells each time.
Elemental Body [Defense]
Prerequisite: Elemental nature.
Initial Cost: 1 point
You gain a 25% immunity to critical hits.
Improvement: You can spend 1 point to increase the immunity by 25%, to a maximum of 100%.
Elemental Breath [Attack]
Initial Cost: 1 point
You gain a breath weapon attack, which deals 2d6 acid, cold, electric, or fire damage, in either a 15 foot cone, or a 30 foot line, with a reflex save for half damage. Save equals 10 + ½ your class level + your Con modifier. You can use this breath weapon once per day.
Improvement: You can spend additional points to add 2d6 damage per point spent. You can spend 2 points to double the range of the area effect. You can spend 1 point to reduce the recharge to once per hour, and an additional point to further reduce it to 1d4 rounds.
Elemental Resistance [Defense]
Initial Cost: 1 point
You gain resistance 5 to acid, cold, electric, or fire damage.
Improvement: You can spend additional points to add 5 to your resistance. When you have spent 7 points total on this trait, it becomes immunity to that energy damage.
Special: You can select this trait multiple times, selecting different energy types each time.
Extra Head
Initial Cost: 2 points
You gain an extra head. You cannot be flanked, and gain a +2 circumstance bonus to Spot, Listen, and Scent checks, and a +1 bonus to Will saves. If you have the Fanged Bit or Jagged Horns traits, you can make multiple bite or gore attacks, one such attack per head.
Improvement: You gain an additional head per point spent. You gain an extra head-based attack, the bonuses to Listen, Scent, and Spot increase by +2, and the Will bonus increases by +1, for each gained head.
Fanged Bite [Attack]
Initial Cost: 1 point
Your Form gains a maw filled wish sharp teeth. This can be used for a bite attack, dealing 1d8 + Str modifier slashing/piercing damage. If this is the only attack you possess, it adds 1.5 × Str modifier, as a two-handed weapon.
Improvement: You can increase the bite damage by one die size per point spent. You can spend 2 points to increase the damage to 1.5 × Str modifier (as a two-handed weapon), or 2 × Str modifier, if it’s your only attack.
Finned Swimmer [Move]
Initial Cost: 1 point
You gain a sleek body which moves through the water with ease. Your Form gains a swim speed of 20 feet, granting you a +8 racial bonus on all Swim checks.
Improvement: For each additional point spent, your swim speed increases by 10 feet.
Grasping Arms [Limbs]
Prerequisite: Aberrant, Elemental, or Planar nature.
Initial Cost: 1 point
Your form grows a pair of arms with hands. These hands can be used to manipulate objects and wield weapons and shields. You cannot use a natural attack form connected to these arms, such as claws or a slam, at the same time that limb is wielding a weapon or shield.
Improvement: You can spend 3 points to grow an additional set of arms with hands, giving you a +2 racial bonus to grapple checks, which stacks with itself.
Hovering Flight [Move]
Prerequisite: Aberrant, Elemental, or Planar nature.
Initial Cost: 3 points
Your Form gains a supernatural Fly speed of 20 feet, with Good maneuverability. While in flight, you are considered flat-footed.
Improvement: You can spend 1 point to increase this flight speed by 10 feet. You can spend 2 points to increase your maneuverability to Perfect.
Jagged Horns [Attack]
Initial Cost: 1 point
Your Form gains one or more horns or antlers. This can be used for a Gore attack, dealing 1d8 + Str modifier piercing damage. If this is the only attack you possess, it adds 1.5 × Str modifier, as a two-handed weapon.
Improvement: You can increase the Gore damage by one die size per point spent. You can spend 2 points to gain Powerful Charge, dealing double your normal Gore damage on a charge attack.
Poisoned Attack
Prerequisite: An [Attack] trait.
Initial Cost: 1 point
Choose one other attack form you possess. That attack also deals a poison effect on a hit. Choose Str, Dex, or Con. The poison deals 1d3 initial ability damage, and 1d3 secondary ability damage. Save equals 10 + ½ your class level + your Con modifier.
Improvement: You can increase the initial or secondary damage by one die size per point spent.
Pounding Strike [Attack]
Prerequisite: A [Limbs] trait.
Initial Cost: 1 point
A pair of your Form’s limbs grow powerful. These can be used to make a Slam attack, dealing 1d6 + Str modifier bludgeoning damage.
Improvement: You can increase the Slam damage by one die size per point spent. You can spend 2 points to gain a second slam, making an attack with each limb.
Raking Claws [Attack]
Initial Cost: 1 point
A pair of your Form’s limbs gain a set of claws. These claws each deal 1d6 + Str modifier slashing and piercing damage.
Improvement: You can increase the claws’ damage by one die size per point spent. For 2 points, you gain the Rake ability.
Seaborn Gills
Initial Cost: 1 point
Your Form gains the ability to breathe underwater. You gain the Aquatic subtype.
Serpentine Body [Move]
Initial Cost: 1 point
Ability Modifiers: +2 Con
You gain a long, serpentine body which slithers like a snake. This gives you a base land speed of 20 feet (4 squares), and a swim speed of 20 feet.
Improvement: For each additional point spent, your land and swim speeds each increase another 10 feet.
Shifting Speed
Initial Cost: 1 point
This Form becomes quicker and easier to assume. It is now a Standard action to take this form.
Improvement: For one additional point (total two), it is now a Move action to assume this form. For two additional points (total four), it is now a Swift action. For two additional points (total six), it is now an Immediate action.
Skittering Legs [Move]
Prerequisite: Cannot have Walking Limbs trait
Initial Cost: 1 point
Ability Modifiers: +2 Dex, +2 Con
You gain chitinous, segmented limbs like an insect, spider, or centipede. This gives you a base land speed of 20 feet (4 squares).
Improvement: For each additional point spent, the climb speed increases another 10 feet, and you gain the ability modifiers over again.
Stealthy Prowler [Defense]
Initial Cost: 1 point
Your Form gains a +2 racial bonus to Hide and Move Silently checks.
Improvement: For each additional point spent, the skill bonus improves by 2 points.
Sweeping Tail [Attack]
Initial Cost: 1 point
Your Form gains a muscular, saurian tail. This can be used for a tail slap attack, dealing 1d8 + Str modifier bludgeoning damage.
Improvement: You can increase the tail slap’s damage by one die size per point spent. For 2 points, you gain the ability to make a tail sweep as a standard action, which is a cone effect equal to double your reach in length, dealing damage as if hit, with a reflex save for half damage. Save equals 10 + ½ your class level + your Con modifier.
Swift Size
Prerequisite: Cannot have Brutal Size trait.
Initial Cost: 2 points
Ability Modifiers: +4 Dex, -2 Str
Your Form reduces by one size category, taking all relevant size modifiers to attack, AC, and skill checks. Your natural weapons’ damage dice reduces by one size, but you gain Weapon Finesse with trait-based natural weapons, and you can use Dexterity in place of Strength on Climb and Swim checks.
Improvement: For each additional 2 points spent, your Form reduces another size category, and all ability modifiers from this trait are applied again.
Touch of Energy
Prerequisite: Elemental or Planar nature.
Initial Cost: 2 points
Your Form gains an energy aura, which harms those who come into contact with you. Select one energy type from acid, cold, electric, or fire. Your natural weapons deal 1d6 damage of that energy type. Foes which grapple you take 1d6 damage of that energy type, and you deal 1d6 damage on successful grapple checks.
Improvement: For each 2 additional points spent, the energy damage increases by a d6. You can spend 1 additional point to deal this damage with equipped weapons, as well.
Wall Crawler [Move]
Prerequisite: Land speed.
Initial Cost: 1 point
Your Form gains a climb speed of 10 feet, granting you a +8 racial bonus on all Climb checks.
Improvement: For each additional point spent, the climb speed increases another 10 feet, to a maximum of your land speed. For two points, you gain the ability to climb vertical or horizontal surfaces as if under a spider climb spell effect.
Walking Limbs [Limbs, Move]
Initial Cost: 1 points
Ability Modifiers: +2 Dex
Your Form gains two limbs. This gives you a base land speed of 20 feet (4 squares).
Improvement: For one additional point, you gain an additional pair of limbs, increasing your land speed to 30ft, and adding an additional +2 Dex. Each additional point beyond grows you another set of limbs, giving you a +2 racial bonus to grapple checks, which stacks with itself.
Whipping Tentacles [Attack]
Initial Cost: 1 point
Your Form grows a set of tentacles. These can be used to make Tentacle attacks, dealing 1d6 + Str modifier bludgeoning or slashing damage (chosen when gained) each.
Improvement: You can increase the Tentacle damage by one die size per point spent. You can spend 2 points to double your reach with those tentacles.
Winged Brutality [Move]
Prerequisite: Brutal Size trait, a [Limbs] trait.
Initial Cost: 2 points
Ability Modifiers: +2 Str
A pair of your Form’s limbs grow into a powerful set of wings. This gives you a fly speed of 20 feet with poor maneuverability. If you use these limbs to fly, and they have a natural attack, you cannot use that attack in the same round.
Improvement: You can spend 1 point to increase this flight speed by 10 feet. You can spend 2 points to increase your maneuverability.
Winged Swiftness [Move]
Prerequisite: A [Limbs] trait. Cannot have Brutal Size trait.
Initial Cost: 2 points
Ability Modifiers: +2 Dex
A pair of your Form’s limbs grow into an agile set of wings. This gives you a fly speed of 20 feet with average maneuverability. If you use these limbs to fly, and they have a natural attack, you cannot use that attack in the same round.
Improvement: You can spend 1 point to increase this flight speed by 10 feet. You can spend 2 points to increase your maneuverability.

RedWarlock
2019-05-22, 05:35 AM
Reserved for feats & such yet to come.

(I know I need them, just haven't written any explicitly yet. Extra Trait, Focused Trait, Extra Nature, etc.)