Shifters are experts at transforming themselves (and often others) into whatever form is most suitable for a situation. Whether they're a Druid getting closer to the wilderness, a magical experiment with horrifying implications, or the scion of a lycanthropic bloodline, their ability to become what they want to be makes them hard for anyone to stop.
Alignment: Any non-lawful
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The shifter’s class skills are Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle Animal (Wis), Intimidate (Cha), Knowledge (Geography; Int), Knowledge (Nature; Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Class Features
Table: The ShifterLevel | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Base Caster Level | Magic Talents |
---|---|---|---|---|---|---|---|
1st | +0 | +2 | +2 | +0 | Casting, spell points, shapeshifter, quick transformation, wild empathy | +0 (1) | 0 (+2) |
2nd | +1 | +3 | +3 | +0 | Bestial trait | +1 | 1 |
3rd | +2 | +3 | +3 | +1 | Endurance | +2 | 2 |
4th | +3 | +4 | +4 | +1 | Enhanced attacks (magic), lingering transformation | +3 | 3 |
5th | +3 | +4 | +4 | +1 | Steal language | +3 | 3 |
6th | +4 | +5 | +5 | +2 | Bestial trait | +4 | 4 |
7th | +5 | +5 | +5 | +2 | Enhanced attacks (cold iron, silver), enhanced physicality | +5 | 5 |
8th | +6/+1 | +6 | +6 | +2 | Immunity to Poison | +6 | 6 |
9th | +6/+1 | +6 | +6 | +3 | Extended Transformation | +6 | 6 |
10th | +7/+2 | +7 | +7 | +3 | Enhanced attacks (chaotic), bestial trait | +7 | 7 |
11th | +8/+3 | +7 | +7 | +3 | Boundless Communication | +8 | 8 |
12th | +9/+4 | +8 | +8 | +4 | Immunity to Disease | +9 | 9 |
13th | +9/+4 | +8 | +8 | +4 | Enhanced physicality | +9 | 9 |
14th | +10/+5 | +9 | +9 | +4 | Bestial trait | +10 | 10 |
15th | +11/+6/+1 | +9 | +9 | +5 | Endless communication | +11 | 11 |
16th | +12/+7/+2 | +10 | +10 | +5 | Enhanced attacks (adamantine) | +12 | 12 |
17th | +12/+7/+2 | +10 | +10 | +5 | Greater transformation | +12 | 12 |
18th | +13/+8/+3 | +11 | +11 | +6 | Bestial trait | +13 | 13 |
19th | +14/+9/+4 | +11 | +11 | +6 | Enhanced physicality | +14 | 14 |
20th | +15/+10/+5 | +12 | +12 | +6 | Second skin | +15 | 15 |
Weapon and Armor Proficiency
A shifter is proficient with all simple weapons and light armor.
Casting
A shifter may combine spheres and talents to create magical effects. A shifter is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool
A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A shifter gains a magic talent every time she gains a caster level, according to Table: Shifter. This does not stack with caster levels gained from other sources.
Shapeshifter
At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.
Wild Empathy (Ex)
A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.
Quick Transformation
The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.
Bestial Trait
At 2nd level and every 4 levels thereafter, the shifter gains a bestial trait, representing the ways she has changed through her assumption of other forms. The shifter may choose to keep these traits when she assumes other forms, even if the trait would normally be removed (such as natural claws).
Accommodating Form [Apoc]
The shifter chooses one Alteration sphere talent (including the base talent that grants Blank Form) that she possesses that grants traits. When she applies a shapeshift to herself, she can choose one of the traits from that talent that does not cost an additional spell point to apply. That trait does not count towards her maximum amount of traits she may possess on a form. She may select this bestial trait once per every 4 shifter levels she possesses (minimum 1). Each time she does so she selects another talent.
Adaptation (Ex)
You suffer no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. Your equipment is likewise protected. This trait doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
If you possess the flight bestial trait, you also are acclimated to living at high altitudes and treat your altitude zone as if it were one lower. At shifter level 10, you may treat it as two lower.
If you possess the home in water bestial trait, you also are immune to the pressures of the ocean and take no damage from water pressure.
Animal Advisor (Su) [Core]
You gain a familiar, treating your shifter levels as wizard levels.
Animal Hide (Ex) [Core]
You gain a +1 natural armor bonus.
Animal Trainer (Ex) [Core]
You gain a bonus equal to 1/2 your shifter level to all Handle Animal checks.
Animal Master (Ex) (Requires shifter 6, Animal Trainer) [Core]
You may reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day per 1 week required by increasing the DC by +5. She can also train more than one animal at once, although each animal after the first adds +2 to the DC.
Barding (Su) (Requires shifter 14) [Core]
When assuming a form with the Alteration sphere that would normally cause your worn armor to meld into your form, you may instead mold your armor around your new form, allowing you to keep your armor’s bonuses and benefits.
Bestial Rage (Ex) (Requires shifter 6) [Core]
As a standard action, you may let out a ferocious howl. This allows you to make an Intimidate check to demoralize all enemies within 30 ft of you.
Bestial Speed (Ex) [Core]
Increase your base move speed by 10 ft.
Bite (Ex) [Core]
You gain a bite attack. This is a primary attack dealing 1d6 damage (1d4 small). If this is the only attack made during the shifter’s turn, add 1 1/2 your Strength bonus to the damage dealt.
Chameleon (Ex) (Requires shifter 18) [Core]
You gain the ability to hide in plain sight, using Stealth without cover or concealment, even while being directly observed.
Champion [CS]
The shifter gains a Champion feat of her choice as a bonus feat. She must meet the prerequisites of the feat. This prowess can be gained multiple times.
Claws (Ex) [Core]
You gain a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 small).
Combat Talent [CS]
You gain a bonus combat talent. This bestial trait may be taken more than once, granting an additional talent each time.
Defensive Shift [Apoc]
When the shifter applies a shapeshift to herself, she can enter total defense as part of that same action. At the beginning of her next turn, she is staggered for 1 round.
Detachable Claws (Ex) (Requires shifter 6, claws) [Core]
You may hurl your claws as a ranged attack. This is treated as a thrown weapon with a 10 ft range increment. Each hand is treated as a different weapon (allowing you to throw each as a separate attack). Thrown claws may be regrown as a swift action.
Earthglide (Su) (Requires shifter 10, Home in the Underground) [Core]
You gain earthglide. You can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you may glide through lava. You leave behind no tunnel, hole, ripple, or any other sign of your presence.
Elemental Kin (Su) (Requires shifter 6) [Core]
Choose either fire, frost, electricity, or acid. You gain resistance 10 to that element. You may gain this trait multiple times. The effects do not stack. Each time this trait is gained, choose a different element to gain resistance to.
Elemental Kin, Greater (Su) (Requires shifter 14, Elemental Kin) [Core]
Choose an element you have resistance to through the Elemental Kin trait. You gain immunity to that element. You may select this trait multiple times. The effects do not stack. Each time it is gained, choose a different element you have resistance to through the Elemental Kin trait.
Evasion (Ex) [Core]
You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor, or no armor, and carrying no more than a light load. If you are helpless, you lose the benefit of evasion.
Feinting Shift [Apoc]
When the shifter applies a shapeshift to herself, she may make a feint check as part of that same action.
Ferocious (Ex) (Requires shifter 6, Endurance) [Core]
You gain the Diehard feat.
Flight (Ex) (Requires shifter 6) [Core]
You gain a 30 ft flight speed with maneuverability (poor).
Flight, Greater (Ex) (Requires shifter 10, Flight) [Core]
You gain either the Flyby Attack, Hover, or Wingover feats. You may select this trait up to 3 times, gaining another feat each time.
Gore (Ex) [Core]
You gain the ability to sprout a horn from your head as a free action. This grants you a gore attack dealing 1d6 damage (1d4 small). If this is the only attack made during your turn, add 1 1/2 your Strength bonus to the damage dealt.
Grab (Ex)
Choose one natural attack you possess. You gain the grab universal monster ability with this natural attack.
Graft Weapon (Su)
You may spend a spell point and 1 minute to graft a weapon to a limb capable of wielding a weapon as per the Graft Weapon trait of the Morphic Weapon (Alteration) talent. This graft persists until the weapon is removed as a standard action.
Home in the Underground (Ex) (Requires shifter 6) [Core]
You gain a 15 ft burrow speed.
Home in Nature (Ex) [Core]
You gain a favored terrain, as the ranger class feature. You may select this trait once at 2nd level, plus an additional time for every 4 shifter levels you possess beyond 2nd. Each time this trait is gained beyond the first, you gain an additional favored terrain, and the bonuses granted in one of your favored terrains (even the one just selected if you desire) increases by 2.
Home in Water (Ex) (Requires shifter 6) [Core]
You gain the amphibious subtype (including the ability to breath underwater) and a 30 ft swim speed.
Impaling Charge (Ex) (Requires shifter 10, Gore, Powerful Charge) [Core]
You gain the Impaling Charge feat.
Improved Evasion (Ex) (Requires shifter 10, Evasion) [Core]
Your Evasion ability improves, so that while you still take no damage on a successful Reflex saving throw, you henceforth take only half damage on a failed save.
Improved Natural Armor (Ex) (Requires shifter 6, Animal Hide) [Core]
Your natural armor improves by 1. You may select this trait once per 6 shifter levels you possess. The effects stack.
Improved Natural Attack (Ex) (Requires shifter 6) [Core]
One of your natural attacks increases its damage by one die size. You may select this trait multiple times. Each time it is selected, it applies to a different natural attack.
Jumper (Ex)
You add your level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the you are always considered to have a running start.
Keen Scent (Ex) (Requires shifter 10, Home in Water) [Core]
You gain the ability to notice other creatures by scent in a 180 foot radius underwater and can detect blood in the water at ranges of up to a mile.
Leaping Attack (Ex) (Requires Jumper)
You may make an Acrobatics check to jump as part of your charge. If your vertical height exceeds the height of your target, the target is flat-footed against the attacks granted by that charge and the critical threat range of your natural attacks is increased by 1. This increase stacks with and is applied after effects such as keen and Improved Critical.
Living Death (Su) (Requires shifter 14, Undead Kin) [Core]
You no longer need to breath. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing.
Magical Attacks (Su) (Requires shifter 6) [Core]
Your natural attacks all gain a +1 enhancement bonus, as if they were magical weapons. This bonus increases by +1 for every 10 shifter levels possessed.
Melded Equipment (Su) (Requires shifter 14) [Core]
You may activate magic items that have melded into your shapeshifted form.
Multiattack (Requires shifter 10) [Core]
You gain the Multiattack feat.
Nightvision [Core]
You gain Darkvision to 60 ft. If you already possess Darkvision, increase the range of your Darkvision by 30 ft.
Perfect Flight (Requires shifter 10, Flight) [Core]
Your flight maneuverability increases to perfect.
Permanent Size Change (Ex) (Requires shifter 6) [Core]
Your size permanently changes to either Small, Medium, Tiny, or Large, as if using the Alteration sphere’s Size Change talent.
Permanent Size Change, Greater (Ex) (Requires shifter 10, Permanent Size Change) [Core]
You may permanently change your size to either Huge or Diminutive, as if using the Size Change talent from the Alteration sphere.
Poison (Ex) (Requires shifter 6) [Core]
Select a single natural attack (one claw, bite, etc.) you possess. This natural attack inflicts poison on a successful attack (injury; save Fort DC 10 + 1/2 your shifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save). You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack to inflict poison.
Poison, Improved (Ex) (Requires shifter 10, Poison) [Core]
Select one natural attack augmented by the poison bestial trait. The effect of this poison improves to 1d2 Con and Str damage, 2 saves. You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack augmented by the poison trait.
Pounce (Ex) (Requires shifter 10) [Core]
You gain the pounce special ability, allowing you to make a full-attack at the end of a charge.
Powerful Charge (Ex) (Requires shifter 6, Gore) [Core]
You may make a powerful charge with your gore attack. When charging, your gore attack deals 2d6 damage (2d4 small) plus 1 1/2 times your Strength bonus.
Prey (Ex) [Core]
You gain a favored enemy, as the ranger class feature. You may select this trait once at 2nd level, plus an additional time for every 4 shifter levels you possess beyond 2nd. Each time this is gained after the first, you gain an additional favored enemy, and the bonuses granted against one of your favored enemies (even the one just selected if you desire) increase by 2.
Quick Healing (Su) [Core]
As a free action once per round, you may heal 5 hit points as if you had the fast healing ability. You may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If you fall unconscious because of hit point damage and you still have healing from this ability, the ability activates automatically each round until you are conscious again or the ability is depleted for the day.
Resistant Shift [Apoc]
When the shifter applies a shapeshift to herself and becomes a size category larger then she was before, she gains stalwart (if she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely) for 1 round per 5 levels of shifter she possesses (minimum 1), or until she applies a new shapeshift to herself (whichever is shorter). When she applies a shapeshift to herself and becomes a size category smaller than she was before, she gains evasion (As the shifter bestial trait) for for 1 round per 5 levels of shifter she possesses (minimum 1), or until she applies a new shapeshift to herself (whichever is shorter).
Scent (Ex) (Requires shifter 6) [Core]
You gain the Scent ability.
Shape Weapon (Su)
As a standard action you may spend a spell point to reshape a limb capable of wielding a weapon into a weapon you are proficient in as per the Shape Weapon trait of the Morphic Weapon (Alteration) talent. Use your shifter level to determine the effective caster level of this ability. This change persists until dismissed as a free action.
Shifting Style [Apoc]
Requires: At least 1 combat talent not from the Alchemy, Equipment, Tech, or Trap sphere; Knowledge of Many Shapes class feature
When the shifter applies a shapeshift to herself, she may spend an additional spell point to gain a combat talent she doesn’t currently possess (excluding the Alchemy, Equipment, Tech, or Trap sphere). She must possess the base sphere associated with the talent in order to gain it. This talent lasts for 1 minute or until she applies a new shapeshift to yourself.
Snatch (Requires shifter 14, Huge size) [Core]
You gain the Snatch feat.
Spider Climb (Ex) (Requires shifter 6) [Core]
You gain a 30 ft Climb speed.
Spider Climb, Improved (Ex) (Requires Spider Climb)
Your climb speed increases by 10 ft. You may climb virtually on any surface, no matter how slick or sheer. You can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. You need not make Climb checks to traverse a vertical or horizontal surface (even upside down).
Spines (Ex)
You grow spines, thorns, or spikes. These may be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 20x2, piercing) but may be enhanced as natural weapons and may be wielded as a secondary natural weapon if beneficial.
Sprint (Ex) [Core]
Once per hour, you may move up to 10 times your speed when running or charging.
Superior Senses (Ex) (Requires shifter 14) [Core]
You gain Blindsense out to 15 ft.
Taste for Blood (Ex) (Requires shifter 6) [Core]
If you spend a standard action to feast on a corpse killed within the last minute, you enter a rage for a number of rounds equal to your Constitution modifier, gaining a +2 morale bonus to your Strength, Constitution, and Will saves, suffering a -2 penalty to AC.
Tracker (Ex) [Core]
Add half your shifter level (minimum: 1) to Survival checks made to follow tracks.
Trackless Step (Ex) [Core]
You no longer leave a trail if you do not wish to.
Trip (Ex) (Requires shifter 6, Bite) [Core]
When you hit a creature with your bite attack, you may attempt to trip the target as a free action. This does not provoke an attack of opportunity, and you cannot be tripped in return.
Twilight [Core]
You gain Low-light Vision if you do not already possess it.
Undead Kin (Su) (Requires shifter 6) [Core]
You are healed by both positive and negative energy.
Web (Ex) [Core]
You may create webs as the Web trait from the Vermin Transformation Alteration talent. This ability is usable 8 times per day, rather than once per minute.
Woodland Stride (Ex) [Core]
You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Endurance (Ex)
At 3rd level the shifter gains Endurance as a bonus feat.
Lingering Transformation
At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending.
Enhanced Attacks (Su)
Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.
Steal Language (Su)
At 5th level, a shifter can not only change her body, but also her mind. The shifter may touch a target, gaining for 24 hours the ability to speak and understand one language that creature speaks. This can work on animals and other creatures that don’t have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). You may only have one language acquired at a time in this manner; acquiring a second language dismisses the first.
Enhanced Physicality (Ex)
At 7th level, your body begins to become naturally enhanced through your transformations. You gain a +2 inherent bonus to your Constitution score. This increases to +4 at 13th level, and +6 at 19th level.
Immunity to Poison (Ex)
At 8th level, the shifter gains immunity to all poisons.
Extended Transformation (Sp)
At 9th level, the shifter’s control over Alteration magic makes her transformations unusually powerful. Whenever the shifter spends a spell point to allow a shapeshift to continue without concentration, the effect lasts for 10 minutes per level instead of 1 minute per level.
Boundless Communication (Ex)
At 11th level, the shifter’s ability to communicate increases. She may understand and be understood by any creature with a language.
Immunity to Disease (Ex)
At 12th level, the shifter gains immunity to all diseases, including magical diseases.
Endless Communication (Ex)
At 15th level, the shifter’s communicative powers encompasses all life. She may communicate with and understand any living creature, even those without languages such as animals and plants.
Greater Transformation (Su)
At 17th level, whenever the shifter spends a spell point to allow a shapeshift to endure without concentration, the effect lasts for 1 hour per level.
Second Skin (Ex)
At 20th level the shifter becomes a master of Alteration magic. Whenever she changes her own form with the Alteration sphere it is considered an extraordinary ability instead of a magical effect. This means it does not provoke an attack of opportunity, cannot be dispelled or countered, and can be used within an antimagic field. Changes to herself never cost a spell point and always have an unlimited duration.
Feats
The following feats are particularly appropriate or relevant for Shifters.
Companion Merger
Prerequisites: Alteration sphere, Mass Alteration, animal companion or familiar.
Benefit: You may merge your body with your adjacent animal companion or familiar. You may target your companion and yourself with a mass shapeshift, paying the normal SP cost. The merged form counts as one creature and retains the physical form of your companion or familiar (physical statistics, natural attacks, supernatural and extraordinary abilities, movement speeds, initiative, etc.) but gains your mental ability scores, casting ability, feats, BAB (if higher), and base saving throws (if higher). You may instead merge the companion or familiar with yourself, gaining the companion or familiar’s natural attacks (limited by the presence of suitable limbs), supernatural and extraordinary abilities, and movement speeds.
The merged body has the current and maximum hit points of either creature at your choice, increasing its current and maximum hit points by those of the other creature for the duration of the effect. You may add traits to the merged form as normal for your shapeshift. If the merged creature is killed, the effect ends and both you and your companion or familiar die. If either you or your companion is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect.
When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between you (round up). If this damage would be sufficient to reduce either of you to death, that creature is instead reduced to 1 hit point above its death threshold and stabilized, and the excess damage is transferred to the other creature. If it would reduce an ability score below 0, or 1 in the case of Constitution, any excess is transferred to the other creature. Any spell effects, poisons, diseases, or other effects that affected the merged creature continue to affect both of you, but durations are halved and any subsequent saves are made at a +4 bonus. If the companion or familiar possesses immunity to an ongoing effect, the effect is suppressed until the merger ends. If the merger ends in a space too small to accommodate your body, you or your companion (your choice) is shunted to the nearest empty space, taking 1d6 damage per 10 ft. of solid material passed through.
Cursed Form
Prerequisites: Alteration sphere, 5th caster level or higher.
Benefit: You may grant your shapeshift effects the [curse] descriptor. They can only be removed by the Life sphere Break Enchantment talent, spells such as break enchantment, limited wish, miracle, remove curse, or wish, or similarly powerful magic or abilities. If you possess the Unnatural Transformation drawback, failing the save granted by the drawback still ends the effect.
Extra Bestial Trait [Core]
Prerequisite: Bestial Trait class feature.
Benefit: Gain an additional bestial trait for which you meet the prerequisites. You may take this feat multiple times. The effects stack.
Extra Magic Talent [Core]
Prerequisite: Basic Magic Training or Casting class feature.
Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
Extra Spell Points [Core]
Prerequisite: Spell Pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Favored Form
Prerequisites: Alteration sphere.
Benefit: Choose one Alteration sphere talent that you possess that grants a form. You may increase the number of traits granted by your shapeshift when granting that form by 1.
Special: You may take this feat more than once; each time it applies to a different Alteration talent.
Hybrid Transformation
Prerequisites: Transformation.
Benefit: When changing into the form granted by your transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. You gain all natural attacks, special abilities, and movement modes from your transformation form. You may choose to retain limbs from your base form if your transformation form lacks them, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.
If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects.
Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.
Improved Transformation
Prerequisites: Transformation, 5th Character level or higher.
Benefit: Choose one trait for every 5 character levels you possess (minimum 1) from the Blank Form ability of the Alteration sphere, from the talent chosen for the Transformation feat, another Alteration sphere talent you possess, or another trait deemed appropriate to the form selected for your Transformation feat by the GM. You may not select a trait that carries an additional SP cost. You gain these traits while under the effects of your Transformation feat. Once selected, these traits cannot be changed. You may take the Perfect Imitation talent or the Retain Ability talent in place of a trait and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced to a swift action.
Special: Traits gained from this feat count against the maximum number of traits you may receive from the shapeshift ability of the Alteration sphere. You may choose to suppress one or more traits granted by this ability when you assume your Transformation form. Alternatively, you may choose to gain one or more traits without the base form.
Shifting Disguise
Prerequisites: Alteration sphere.
Benefit: You may alter the shape, color, and texture of your body to mimic other creatures. As a full-round action, you may reshape your body, but not your clothes, armor, or equipment, to mimic another creature of your size, appearing to be of another race, sex, and build, though you cannot add or remove limbs or disguise major wounds, granting a +10 circumstance bonus on Disguise checks. This change persists until you change form again. The bonus on Disguise checks does not stack with that granted by the shapeshift ability of the Alteration sphere, a hat of disguise, the Realistic Likeness feat, or similar sources. You cannot assume the form of a specific individual unless you also possess the Perfect Imitation talent. This is a supernatural polymorph effect.
Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. If you possess the Perfect Imitation talent, you may choose to merge your currently worn equipment and mimic clothing and armor per that talent. If your base form changes (such as with shapeshift or the Transformation feat), you cease to benefit from the bonus to disguise checks until using this feat again.
Shifting Mastery
Prerequisites: Combat Casting.
Benefit: When targeting only yourself with a shapeshift effect, your casting does not provoke attacks of opportunity. Additionally, you may take 10 on any concentration checks related to casting Alteration sphere effects.
Transformation (Su)
Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a full-round action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents on the Alteration page) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small. When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.
Additionally, you gain the shapechanger subtype.
Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.
Wild Casting
Prerequisites: Alteration sphere, Somatic or Verbal Casting drawbacks.
Benefit: You may supply somatic and verbal components even when in a form not normally able to do so.
Favored Class Bonuses
Aasimar
Gains a +1/2 bonus to all Handle Animal checks.
Dwarf
+1/3 bonus to Swim checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold the shifter’s breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
Elf
+1/3 to the shifter’s natural armor bonus while using a form from the Alteration sphere other than the blank form.
Gnome
+1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Goblin
Add +1/2 to all checks using Wild Empathy.
Half-Elf
Reduce the attack roll penalties for secondary natural attacks by 1/8, to a minimum of 0. This stacks with benefits provided by the multiattack feat.
Half-orc
Gain +1/6th of a beastial trait.
Halfling
Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4th bonus to Survival checks.
Human
Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Merfolk
Gain +2.5 ft to the shifter’s swim speed. In combat, this adds 5 ft to the shifter’s swim speed for every 2 times this is taken.
Orc
Choose one natural attack gained through bestial traits. Increase the die size of the natural attack by 1 step for every 6 times this benefit is gained.
Tiefling
Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.
Archetypes
-Old Apex Shifter
The Apex Shifter is a master of changing into different forms.
-Old Beastlord
The Beastlord specializes in controlling animals, vermin, and magical beasts with the Mind sphere.
-Old Beastmind
The Beastmind focuses their transformations inward as well, gaining defenses against mind-affecting powers and improved Wisdom as their powers develop.
-Old Dimension Shifter
Dimension Shifters use the Warp sphere to blink through reality and move through solid objects.
-Old Elemental Scion
The Elemental Scion is an expert in the use of the Elemental Transformation talent of the Alteration sphere, and gains added strength with Destructive Blasts of the Destruction sphere when their type matches.
-Old Famine Spirit
Famine Spirits use the power of the Death sphere while attempting to sate their hunger.
-Old Fey Incarnate
Fey Incarnates are masters of the Alteration and Fallen Fey spheres and use Charisma as their casting ability modifier.
-Old Martial Shifter [CS]
The Martial Shifter is more adept at combat techniques than most of their peers.
-Old Nocturnal Predator
The Nocturnal Predator uses their mastery of the Dark sphere to take foes down without being seen.
-Old Pack Master
The Pack Master is the leader of a larger group of creatures, and can gain a significant number of allies that can help them overcome challenges.
-Old Protean
The Protean is a chaotic shifter, with so much diversity in their form that they can even access transformation talents they don't know.
-Old Radiant Protean
The Radiant Protean has a particular affinity for the Light sphere, and can improve their stealth or intimidate their foes with new traits.
-Old Warshifter
The Warshifter is an expert in the use of martial traditions from Dreamscarred Press' Path of War series, mixing them in with their shapeshifting talents for potent results.
Archetype CompatibilityWeapon & Armor Proficiencies | Shapeshifter | Quick Transformation | Wild Empathy | Bestial Traits | Endurance | |
---|---|---|---|---|---|---|
Beastlord | X | |||||
Beastmind | X | |||||
Elemental Scion | M | X | X | M | ||
Nocturnal Predator | M | M | X | X | ||
Pack Master | X | M | ||||
Protean | M | M | X | |||
Radiant Protean | X | X | ||||
Warshifter | M | X | X | |||
Lingering Transformation | Enhanced Attacks | Steal Language | Enhanced Physicality | Immunity to Poison | Extended Transformation | |
Beastlord | X | |||||
Beastmind | X | X | ||||
Elemental Scion | X | |||||
Nocturnal Predator | X | X | ||||
Pack Master | X | |||||
Protean | X | |||||
Radiant Protean | X | |||||
Warshifter | X | |||||
Boundless Communication | Immunity to Disease | Endless Communication | Greater Transformation | Second Skin | ||
Beastlord | ||||||
Beastmind | X | |||||
Elemental Scion | X | X | ||||
Nocturnal Predator | X | X | ||||
Pack Master | X | |||||
Protean | X | |||||
Radiant Protean | ||||||
Warshifter | X |
Guide: M = Modifies, X = Replaces, Blank = No Change