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.
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.