The Shapeshifter's Handbook
Note: This archetype makes use of the Path of War rules from Dreamscarred Press.

Limited Skill: At 1st level a warshifter gains the Lycanthropic drawback in addition to gaining the Alteration sphere, but does not gain a bonus talent. This drawback may be bought off as usual. If a warshifter already possesses the Alteration sphere, she gains neither a bonus talent nor the Lycanthropic drawback.

This modifies shapeshifter.

Maneuvers and Stances

Maneuvers (Ex): A warshifter begins play with knowledge of 3 maneuvers from the following disciplines: Broken Blade, Primal Fury, and Thrashing Dragon. A warshifter adds Acrobatics to her list of class skills. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by a warshifter is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown in Table: Warshifter Maneuvers. The maximum level of maneuvers gained through warshifter levels is limited by the level listed in Table: Warshifter Maneuvers; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat.

Upon reaching 4th level, and at every even numbered warshifter level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, a warshifter loses the old maneuver in exchange for the new one. A warshifter need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. A warshifter can swap only a single maneuver at any given level. A warshifter’s primary initiator attribute is Wisdom, and each warshifter level is counted as a full initiator level.

Maneuvers Readied (Ex): A warshifter can ready all three of her three starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by practicing weapon drills or communing with the spirits of the beasts of the area. The maneuvers she chooses remain readied until she decides to repeat this act and change them. A warshifter does not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes in meditation, she can change her readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When a warshifter initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).

A warshifter may recover their maneuvers in one of two ways. A warshifter may open herself to the whispers of the beast spirits and recover one maneuver as a standard action. Alternatively, she may spend a full round action to recover maneuvers equal to her initiating modifier (minimum 2). In addition, whenever a warshifter recovers maneuvers this way, she may use the shapeshift ability of the Alteration sphere on herself (and only herself) as a swift action.

Stances Known (Ex): A warshifter begins play with knowledge of one stance from any of her available disciplines. At the indicated levels (see class table), a warshifter selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a warshifter cannot learn a new stance at higher levels in place of one she already knows.

This ability replaces quick transformation, extended transformation, greater transformation, and all bestial traits.

Table: Warshifter Maneuvers
Level Known Readied Stances Max Level
1 3 3 1 1
2 4 3 1 1
3 5 3 1 1
4 6 4 2 2
5 6 4 2 2
6 6 4 2 2
7 7 4 3 3
8 7 4 3 3
9 8 4 3 4
10 8 5 3 4
11 9 5 4 5
12 9 5 4 5
13 10 5 5 6
14 11 5 5 6
15 11 6 5 6
16 12 6 5 6
17 13 6 5 6
18 14 6 5 6
19 14 6 5 6
20 15 7 5 6

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Destruction ApocryphaU Light ApocryphaU
Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU Nature (M/P/W) ApocryphaU
Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU The Bear Sphere The Blood SphereU Compounds of Power
The Conqueror's Handbook The Fallen Fey SphereU Initiate's Handbook Items of PowerU
The Jester's Handbook Mythic Spheres of Power The Technomancy Sphere The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.