Shifter
Table of Contents

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 Shifter
Level 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.)

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.

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).

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.

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.

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.

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.


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

-Beastlord

The Beastlord specializes in controlling animals, vermin, and magical beasts with the Mind sphere.

-Beastmind

The Beastmind focuses their transformations inward as well, gaining defenses against mind-affecting powers and improved Wisdom as their powers develop.

-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.

-Nocturnal Predator

The Nocturnal Predator uses their mastery of the Dark sphere to take foes down without being seen.

-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.

-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.

-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.

-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 Compatibility
Weapon & 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


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