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.
Role: Shifters are experts at infiltration and combat, using their powers to assume many shapes to fit whatever situation they find themselves in.
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 Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle Animal (Cha), 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 | Caster Level | Magic Talents |
---|---|---|---|---|---|---|---|
1st | +0 | +2 | +2 | +0 | Casting, quick transformation, shapeshifter, spell points, 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 | Bestial trait, 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 | Bestial trait, immunity to poison | +6 | 6 |
9th | +6/+1 | +6 | +6 | +3 | Extended transformation | +6 | 6 |
10th | +7/+2 | +7 | +7 | +3 | Bestial trait, enhanced attacks (chaotic) | +7 | 7 |
11th | +8/+3 | +7 | +7 | +3 | Boundless communication | +8 | 8 |
12th | +9/+4 | +8 | +8 | +4 | Bestial trait, 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 | Bestial trait, 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 | Bestial trait, 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. (Note: All casters gain 2 bonus talents and 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 class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
A shifter gains 3/4ths of a magic talent per level, according to Table: The Shifter.
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 2 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]
Source: The Apex Shifter
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)
The shifter suffers 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 attempt Fortitude saves. Her equipment is likewise protected. This trait does not 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 she possesses the flight bestial trait, she also is acclimated to living at high altitudes and treats her altitude zone as if it were one lower. At shifter level 10, she may treat it as two levels lower.
If she possesses the home in water bestial trait, she also is immune to the pressures of the ocean and takes no damage from water pressure.
Adaptation, Improved (requires adaptation)
The shifter gains resistance to acid, cold, electricity, fire, and sonic equal to her shifter level.
Adaptation, Greater (requires adaptation, improved adaptation, shifter 10)
Choose a damage type the shifter has resistance to through improved adaptation. She gains immunity to that damage type. She may select this trait multiple times. The effects do not stack. Each time it is gained, choose another damage type.
Animal Advisor (Su)
The shifter gains a familiar, treating her shifter levels as wizard levels. This stacks with levels gained from other sources.
Animal Hide (Ex)
The shifter gains a +1 natural armor bonus. This stacks with all other sources of natural armor. This bestial trait can be taken multiple times. The effects stack.
Animal Trainer (Ex)
The shifter gains a bonus equal to 1/2 her shifter level to all Handle Animal checks. The shifter 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 6)
When assuming a form with the Alteration sphere that would normally cause the shifter’s worn armor to meld into her form, she may instead mold her armor around her new form, allowing her to keep her armor’s bonuses and benefits.
Bestial Rage (Ex)
As a standard action, the shifter may let out a ferocious howl. This allows her to attempt an Intimidate check to demoralize all enemies within 30 feet of her.
Bestial Speed (Ex)
The shifter increases all of her movement speeds by 10 feet. This bestial trait can be taken multiple times. The effects stack.
Bite (Ex)
The shifter gains 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, she adds 1-1/2 her Strength bonus to the damage dealt.
Braineater [Alienist HB]
You gain Brain Consumption as a bonus feat. If you already possess Brain Consumption, you may immediately retrain Brain Consumption at no additional cost in money or time, selecting a new, valid feat (such as retraining a feat gained with level advancement to another valid feat). You may benefit from having two brains consumed at once, in which case you gain a bonus to one skill that one creature had ranks in and another skill that the other had ranks in.
Braineater Savant (requires braineater) [Alienist HB]
You gain Consumptive Intuition as a bonus feat. When you consume a creature’s brain, you may add that brain to a repository of knowledge known as your brain pool. The talents gained from Consumptive Intuition may be gained from any creature whose brain you have in your brain pool rather than the last creature whose brain you have consumed (for example, if you possess four instances of the Consumptive Intuition feat, you may use these feats to gain 2 talents from one brain, 1 talent from a second brain, and 1 talent from a third brain). The number of brains you may have in your brain pool is equal to your casting ability modifier + the number of times you have taken the Consumptive Intuition feat. You may select this bestial trait multiple times, each time gaining Consumptive Intuition as a bonus feat an additional time.
Braineating Connoisseur (requires braineater savant, shifter level 12th) [Alienist HB]
You constantly benefit from any talents you gain from the Consumptive Intuition feat rather than only having them active for a limited duration per day. You may exchange which talents you have active whenever you rest to regain spell points or consume another brain. This does not allow you to benefit from more of these talents than you have instances of the Consumptive Intuition feat.
Breath Weapon (Su) [Origin]
The shifter gains a breath weapon which deals acid, cold, electricity, or fire damage in a 30-foot cone or a 60-foot line. These decisions are made when she selects this bestial trait. This breath weapon deals 1d8 damage plus an additional 1d8 damage for every 2 shifter levels she possesses beyond 1st. Creatures in the area of effect are allowed a Reflex save for half damage (DC 10 + 1/2 the shifter’s level + the shifter’s casting ability modifier). Once the shifter has used her breath weapon, she cannot use it again for another 1d4 rounds.
Breath Weapon, Improved (requires breath weapon bestial trait, shifter level 4) [Origin]
The shifter’s breath weapon’s range improves to a 60-foot cone or a 120-foot line. In addition, she uses d10s rather than d8s to determine the damage of her breath weapon and may use her breath weapon once per round rather than once every 1d4 rounds.
Chameleon (Ex) (requires shifter 10)
The shifter gains the ability to hide in plain sight, using Stealth without cover or concealment, even while being directly observed.
Champion [CotS]
The shifter gains a Champion feat of her choice as a bonus feat (see Champion Feats). She must meet the prerequisites of the feat. This trait can be gained multiple times.
Claws (Ex)
The shifter gains 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 [CotS]
You gain a bonus combat talent. This bestial trait may be taken more than once, granting an additional talent each time.
Defensive Shift [Apoc]
Source: The Apex Shifter
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 claws)
The shifter may hurl her claws as a ranged natural attack. This is treated as a thrown weapon with a 10-foot range increment. Each hand is treated as a different weapon (allowing her to throw each as a separate attack). Thrown claws may be regrown as a swift action.
Earth Glide (Su) (requires home in the underground, shifter 10)
The shifter gains earth glide. She 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, she may glide through lava. She leaves behind no tunnel, hole, ripple, or any other sign of her presence.
Evasion (Ex)
The shifter can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor, or no armor, and carrying no more than a light load. If she is helpless, she loses the benefit of evasion.
Fast Healing (Ex) (requires quick healing bestial trait, shifter level 10) [Origin]
The shifter gains fast healing 1. The shifter may take this talent a second time to improve this fast healing to be equal to half their shifter level.
Feinting Shift [Apoc]
Source: The Apex Shifter
When the shifter applies a shapeshift to herself, she may make a feint check as part of that same action.
Ferocious (Ex) (requires endurance, shifter 6)
The shifter gains the Diehard feat.
Fey Kin (Su)
The shifter gains low-light vision if she does not already possess it. The shifter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.
Flight (Ex) (requires shifter 6)
The shifter gains a 30 feet fly speed with maneuverability (clumsy).
Flight, Perfect (requires shifter 6)
If the shifter possesses a flight speed, her maneuverability increases by one step +1 step per 6 shifter levels beyond 6th, to a maximum of (perfect).
Flight, Skillful (Ex)
The shifter gains either the Flyby Attack, Hover, or Wingover feats. She may select this trait up to 3 times, gaining another feat each time.
Fortification (Ex) (requires shifter level 6) [Origin]
The shifter gains a 25% chance to negate critical hits or sneak attacks and other precision damage (so damage is rolled normally instead). This does not stack with armor with the fortification special ability or any other similar effects. This bestial trait can be selected again starting at 12th level and 18th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken (to a maximum of 75% at 18th level).
Gore (Ex)
The shifter gains the ability to sprout a horn from her head as a free action. This grants her a gore attack dealing 1d6 damage (1d4 Small). If this is the only attack made during her turn, add 1-1/2 her Strength bonus to the damage dealt.
Grab (Ex)
The shifter gains the grab universal monster ability with a natural attack of her choice. If the shifter loses that natural attack due to a shapeshift, she may designate a different natural attack for this to augment for the duration.
Graft Weapon (Su)
The shifter may spend 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 Nature (Ex)
The shifter gains a favored terrain, as the ranger class feature. She may select this trait once at 2nd level, plus an additional time for every 4 shifter levels she possesses beyond 2nd. Each time this trait is gained beyond the first, she gains an additional favored terrain, and the bonuses granted in one of her favored terrains (even the one just selected if she desires) increases by 2.
Home in the Underground (Ex) (requires shifter 4) [Origin]
The shifter gains a burrow speed of 20 feet.
Home in Water (Ex)
The shifter gains the amphibious subtype (including the ability to breathe underwater) and a 30 feet swim speed.
Impaling Charge (Ex) (requires powerful charge)
The shifter gains the Impaling Charge feat.
Improved Damage Reduction (requires shifter level 4) [Origin]
Any damage reduction the shifter possesses from an Alteration sphere trait or shifter class features improves by 1, plus an additional 1 for every 4 shifter levels she possess beyond 4th. This does not grant the shifter any damage reduction if they do not have any form of damage reduction already.
Improved Evasion (Ex) (requires evasion, shifter 10)
The shifter’s evasion ability improves, so that while she still takes no damage on a successful Reflex saving throw, she henceforth takes only half damage on a failed save.
Improved Natural Attack (Ex) (requires shifter 6)
One of the shifter’s natural attacks increases its damage by one die size. If the shifter loses that natural attack due to a shapeshift, she may designate a different natural attack for this to augment for the duration. The shifter may select this trait multiple times. A single natural attack cannot be improved more than once. Each time this trait is gained, increase the number of natural attacks that may be augmented at one time by 1.
Jumper (Ex)
The shifter adds her shifter level as a bonus on all Acrobatics checks made to jump. When attempting a jump, she is always considered to have a running start. The shifter may attempt an Acrobatics check to jump as part of her charge. If her vertical height exceeds the height of her target, the target is flat-footed against the attacks granted by that charge and the critical threat range of her natural attacks is increased by 1. This increase stacks with and is applied after effects such as keen and Improved Critical.
Learned Behavior [BTH]
The shifter gains the Alteration sphere Mimicry talent as a bonus talent.
The shifter may use the Mimicry talent to study one of her subordinates as a swift action without spending a spell point. A talent the shifter gains using the Mimicry talent this way lasts for an hour per shifter level instead of just one hour.
Living Death (Su) (requires adaptation or undead kin) [Origin]
The shifter no longer needs to breathe. 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)
The shifter’s natural attacks all gain a +1 enhancement bonus, as if they were magical weapons. This bonus increases by +1 for every 5 shifter levels possessed.
Melded Equipment (Su) (requires shifter 10)
The shifter may activate magic items that have melded into her shapeshifted form.
Multiattack
The shifter gains the Multiattack feat.
Nightvision
The shifter gains darkvision 60 feet. If she already possesses darkvision, increase the range of her darkvision by 30 feet.
Permanent Size Change (Ex) (requires shifter 6)
The shifter’s size permanently changes to either Small, Medium, Tiny, or Large, as if using the Size Change Alteration talent.
Permanent Size Change, Greater (Ex) (requires permanent size change, shifter 10)
The shifter may permanently change her size to either Huge or Diminutive, as if using the Size Change Alteration talent sphere.
Permanent Size Change, Incredible (Ex) (requires permanent greater size change, shifter 16) [Origin]
The shifter may permanently change their size to either Gargantuan or Fine as if using the Size Mastery Alteration talent.
Permanent Size Change, Supreme (Ex) (requires incredible permanent size change, shifter 20) [Origin]
The shifter may permanently change their size to Colossal as if using the Size Mastery Alteration talent.
Poison (Ex) (requires shifter 6) [Origin]
The shifter selects a single natural attack (one claw, bite, etc.) she possesses. This natural attack inflicts poison on a successful attack (injury; save Fortitude DC 10 + 1/2 her shifter level + her casting ability modifier; frequency 1/round for 6 rounds; effect 1d2 ability damage; cure 1 save). The type of ability damage dealt by this poison is chosen when the shifter first selects this trait. If the shifter loses that natural attack due to a shapeshift, she may designate a different natural attack for this to augment for the duration. She may select this trait multiple times. The effects do not stack. Each time it is gained, select another natural attack to inflict the same poison.
Poison, Improved (Ex) (requires poison, shifter 10) [Origin]
The shifter selects one natural attack augmented by the poison bestial trait. The effect of this poison improves to 1d2 ability damage to 2 ability scores, 2 saves. The second ability score damaged by this poison are selected when this trait is first taken, with the first ability score being the one the shifter selected with the poison bestial trait. She may select this trait multiple times. The effects do not stack. Each time it is gained, select another natural attack augmented by the poison trait to inflict the same poison.
Pounce (Ex) (requires shifter 6)
The shifter gains the pounce special ability, allowing her to make a full-attack at the end of a charge.
Powerful Charge (Ex)
If the shifter possess a gore attack, she may use it to make a powerful charge. When charging, her gore attack doubles its damage dice plus 1-1/2 times her Strength bonus.
Prey (Ex)
The shifter gains a favored enemy, as the ranger class feature. She may select this trait once at 2nd level, plus an additional time for every 4 shifter levels she possesses beyond 2nd. Each time this is gained after the first, she gains an additional favored enemy, and the bonuses granted against one of her favored enemies (even the one just selected if she desires) increase by 2.
Quick Healing (Su)
As a free action once per round, the shifter may heal 5 hit points as if she had the fast healing ability. She may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If she falls unconscious because of hit point damage and she still has healing from this ability, the ability activates automatically each round until she is conscious again or the ability is depleted for the day.
This bestial trait can be gained multiple times. Each time it is gained, increased the maximum hit points that can be healed with this ability by an additional 5 per 2 shifter levels.
Reach (Ex) (requires shifter 6) [Origin]
The shifter’s reach increases by 5 feet. The shifter does not threaten this enlarged area unless she takes this talent a second time.
Resistant Shift [Apoc]
Source: The Apex Shifter
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 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)
The shifter gains the scent ability. If she possesses home in water, she also gains the ability to detect creatures by scent up to a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
See in Darkness (Su) (requires darkvision, shifter 10) [Origin]
The shifter may see perfectly in darkness of any kind, even magical darkness that normally impedes darkvision.
Shape Weapon (Su)
As a standard action the shifter may reshape one of her limbs capable of wielding a weapon into a weapon she is proficient in as per the Shape Weapon trait of the Morphic Weapon Alteration talent. Use her shifter level to determine the effective caster level of this ability. This stacks normally with caster levels gained from other sources. This change persists until dismissed as a free action.
Shifting Style [Apoc]
Source: The Apex Shifter
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.
Shredding Blows (Ex) [Origin]
The shifter’s weapon attacks ignore an amount of hardness equal to 1/2 the shifter’s level (minimum 1). When attacking a target with damage reduction the shifter’s attacks do not bypass (such as DR 3/–), the shifter ignores an amount of damage reduction equal to 1/2 the shifter’s level (minimum 1).
Snatch (requires Huge size)
The shifter gains the Snatch feat.
Spider Climb (Ex)
The shifter gains a 30 feet climb speed.
Spider Climb, Improved (Ex) (requires spider climb)
If the shifter possess a climb speed, that climb speed increases by 10 feet. She may climb virtually on any surface, no matter how slick or sheer. She can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. She needs not attempt Climb checks to traverse a vertical or horizontal surface (even upside down).
Spines (Ex)
The shifter grows 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)
The shifter gains the Run feat. Once per hour, the shifter may move up to 10 times her speed when running or charging.
Superior Senses (Ex) (requires shifter 10)
The shifter gains blindsense out to 15 feet.
Taste for Blood (Ex) (requires shifter 6)
If the shifter spends a standard action to feast on a corpse killed within the last minute, she gains a +4 morale bonus to her Strength and Constitution for 1 round per shifter level.
Track Master (Ex)
The shifter adds half her shifter level (minimum 1) to Survival checks. The shifter no longer leaves a trail if she does not wish to.
Trip (Ex) (requires shifter 6)
If the shifter possesses a bite attack, she may attempt to trip the target of a successful bite attack as a free action. This does not provoke an attack of opportunity, and she cannot be tripped in return.
Undead Kin (Su)
The shifter is healed by both positive and negative energy.
Web (Ex)
The shifter 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.
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 her 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 cold iron and silver 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.
Alternate Class Feature: Enhanced Defense (Ex) [Origin]
At 4th level, the shifter gains DR/magic equal to 1/3 their shifter level. If the shifter would gain damage reduction from another source which is bypassed by a material or alignment, that damage reduction is improved to also require a magic weapon. For example, a shifter which gains damage reduction bypassed by silver would instead gain damage reduction bypassed by silver and magic (noted DR/ silver and magic) and a shifter which gains damage reduction bypassed by a good-aligned weapon would instead gain damage reduction bypassed by a good-aligned magic weapon (noted DR/good and magic).
Note: An alternate class feature is similar to a modular archetype. By swapping out a single class feature for another similar class feature, a player is able to more customize and finetune their character through their chosen classes. An alternate class feature is treated as the original class feature for the purposes of exchanging it with an archetype and cannot be selected if an archetype would replace the original class feature.
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 do not have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). She 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, the shifter’s body begins to become naturally enhanced through her transformations. She gains a +2 inherent bonus to her 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 a shapeshift 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 have an unlimited duration without the need to spend any spell points.
Favored Class Bonuses
Aasimar: Gains a +1/2 bonus to all Handle Animal checks.
Alarun: +5 feet to the range of blood sense.
Cuazaj: +1/5 electricity damage with natural attacks.
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 Blank Transformation.
Fenghuang: Add +1 foot to the shifter’s fly speed. In combat this option has no effect unless the shifter has selected it five times (or another increment of five).
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 +1/6 of a bestial trait.
Halfling: Increase the number of negative hit points you can possess before dying by 1, and gain a +1/4 bonus to Survival checks.
Human: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Kobold: +1 damage with the breath weapon granted by Dragon Transformation.
Merfolk: Gain +2.5 feet to the shifter’s swim speed. In combat, this only has an effect for every two increases to the movement’s speed.
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.
Skinwalker: Gain 1/6th of an Alteration sphere talent.
Tiefling: Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.
Shifter Feats
The following feats are particularly appropriate or useful for shifters.
Extra Bestial Trait
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
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
Prerequisite: Spell pool.
Benefit: Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.
Sphere Focus
Prerequisite: Casting class feature.
Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.
Archetypes
The following are archetypes that shifters can take.
Apex Shifter
Apex shifters excel at changing the shapes they can take.
Beastlord
Beastlords can use the Mind sphere and command various types of beasts.
Beastmind
Beastminds gain the mind and body of beasts, allowing them to evade effects that would affect others.
Dimension Shifter
Dimension shifters can use the powers of the Warp sphere to teleport around the battlefield.
Elemental Scion
Elemental scions are specialists at transforming into elemental forms.
Famine Spirit
Famine spirits can use the powers of Death to sap the powers of their foes and consume bodies whole.
Fey Incarnate
Fey incarnate become increasingly fey-like as they use the Fallen Fey sphere.
Forceful Shifter
Forceful Shifters have reduced magical powers, but more powerful martial abilities.
Martial Shifter [CS]
The Martial Shifter is more adept at combat techniques than most of their peers.
Nocturnal Predator
Nocturnal predators use the Dark sphere to stalk their prey.
Pack Master
Pack masters can gain animal companions to fight at their side.
Paragon [CS]
Paragons focus on perfecting their form.
Protean
Proteans are chaotic shifters who can temporarily gain access to additional Alteration talents.
Radiant Protean
Radiant proteans can use the Light sphere while shapeshifting to gain additional powers.
Spellvampire
Spellvampires specialize in mimicking foes and, eventually, can learn to steal even their very power through the Mana sphere.
Class Equipment
The following magical items are especially appropriate for shifters.
Parsertongue [TS:WAT]
Aura moderate Enhancement; CL 8th
Slot head; Price 3,000 gp; Weight 2 lbs.
This snakeskin mouthguard is tied around the head by string. When worn by a creature with the steal languages class feature, that creature can store a language they copied from a target into this snakeskin. Each parsertongue can store up to three languages at a time, and once a language has been added, any creature wearing this item can understand (but not speak) the languages stored. The creature who originally added the language to a parsertongue can also speak that language while wearing it. If this item has stored its maximum number of languages, a creature attempting to add a new one must select which existing language to remove.
Construction Requirements
Craft Apparatus, Enhancement sphere (Bestow Intelligence (enhance)), creator must have the steal languages class feature; Cost 1,500 gp
Shifter’s Shard [TS:WAT]
Aura moderate Alteration; CL 6th
Slot neck; Price 10,000 gp; Weight 1/2 lbs.
This shard of bone is taken from the corpse of a shapeshifting creature and wrapped in leather string to form a pendant. While worn by a creature with the bestial trait class feature, this pendant grants the user one additional bestial trait, chosen when the item is created. This item does not grant duplicates of a bestial trait the user already has (unless that trait can be taken multiple times and the user has not reached the maximum number of times they can take it), and this item cannot grant combat talents or additional natural weapons (such as the bite or claws bestial traits) through the bestial trait it provides. A creature cannot benefit from the effects of more than one shifter’s shard, and must wear this item for 24 hours before it begins working.
Construction Requirements
Craft Apparatus, Alteration sphere, creator must have the bestial trait class feature, creator must have the bestial traits being added to this item; Cost 5,000 gp
Uptake Gloves [TS:WAT]
Aura moderate Enhancement; CL 6th
Slot wrists; Price 8,000 gp; Weight 1 lb.
These wooden wristguards are strangely durable, with vines that clutch a chunk of rare materials. When worn by a creature with the enhanced attacks class feature, these gloves grant the user’s natural attacks the properties of a single special material that can be used to make weapons, except for cold iron, silver, adamantine, and any other materials that grant the properties of those three materials. For example, if these gloves grant the effects of elysian bronzeUE, the wielder’s natural attacks gain a bonus on damage rolls made against magical beasts and monstrous humanoids.
Construction Requirements
Craft Apparatus, Enhancement sphere, creator must have the enhanced attacks class feature; Cost 4,000 gp
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book