The Shifter (a wildshape-based class)
Posted: Wed Jan 06, 2010 2:59 am
So, it seems that druids and wildshape in particular have been getting a lot of attention lately. Given that I had been meaning to do a wildshape-focused class for a while, this discussion gave me the impetus necessary to actually write it. Now, of course, the question is, is it any good?
Some brief notes:
-I pretty much copped the main idea and a lot of the Shifting abilities from the fbmf's Wildshaping thread and especially hicks's suggestions. Hopefully neither of them will mind. Thanks you for your ideas.
-As with the Eldritch Knight, this class is only 11 levels long because that's the maximum level for my games. I (or someone else) could easily extend the class by adding plant and elemental powers, though.
-The Enchanted/Invested Progression is basically just the +1/3 level enhancement bonus.
-Concept information: I primarily designed this class to be doing some wildshape-esque stuff given that I don't use the Druid class in my games. As for a party role, I see it as similar to the Monk or Shadow Warrior: a light warrior who can accomplish some decent stuff with a bit of focus.
Shifter
“More than meets the eye…”
The D&D world is, for the most part, very much unexplored and all. As such, it’s not surprising that a huge number of classes, from Barbarians and Rangers to Elementalists and Spirit Shaman, boast of some connection to the natural world. The Shifter is yet another addition to this tree-hugging commune. With a power more primal than nearly anyone else, she has the ability to shift her form into that of a savage beast.
Playing a Shifter: As is true for any character that spends a lot of time hitting things, good physical ability scores can’t hurt a Shifter. Some Shifters are all stealthy and have high Dexterity, while others like to hit things even more than most adventurers do and focus on Strength. Wisdom powers many of the Shifter’s special abilities, so it makes sense that a Shifter have a high Wisdom score as well.
Alignment: Like most tree-huggers, Shifters tend to have some bizarre notions about Balance or whatever. As such, their most common alignment is Unaligned.
Starting Gold: 2d4x10 gp (50 gold)
Starting Age: Medium (as Ranger)
Hit Die: d8
Class Skills: The Shifter’s skills are Acrobatics, Arcana, Athletics, Cartography, Concentration, Craft, Dungeoneering, Geomancy, Husbandry, Stealth, Survival, and Thaumaturgy.
Skill/Level: 6+Intelligence modifier
BAB: Good (1/1), Saves: Fort: Good; Ref: Good; Will: Poor
Level, Benefit
1 Nature’s Garb, Shifting (Reflexive), Wild Empathy
2 Shifting (Controlled: Standard Action)
3 Hide of Bark, Woodland Stride, Shifting (Basic Abilities)
4 Nature’s Cloak, Trackless Step, Shift (move action)
5 Entangle, Shifting (Equipment Abilities)
6 Shifting (Advanced Abilities)
7 Shifting (Swift Action)
8 Healing Shift
9 Shifting (action, Elder Abilities)
10 Shifting (Extraordinary)
11 Shifting (Immediate Action), Versatile Shifting
All the following are the class features of the Shifter
Weapon and Armor Proficiencies: A Shifter is proficient with all simple weapons, as well as the normal and composite longbow and shortbow. A Shifter is proficient with Light Armor, but not shields.
Shifting (Su): A Shifter’s main ability is shifting into some sort of animal form. Whenever you wildshape, you transform into another form, your equipment melds into your new form, your size changes, your type changes, and you select a bonus; all of these effects are dependent on the druid's level. The method by which a Shifter initiates and the time it takes to do so vary.
Reflexive Shifting: At 1st level, a Shifter has to choose some stimulus that prompts a Shifting.
Examples include: -seeing the moon (or the sun)
-getting really angry
-taking or giving damage
-something weirder (like hearing a specific phrase or whatever)
Shifting Reflexively takes a Move Action. It lasts until 10 minutes have passed without the Shifter encountering the stimulus, or until the Shifter chooses to make a DC 15 Wisdom check. If a Shifter’s personality changes while shifted (see below), such changes are usually amplified in Reflexive Shifting. Even after a Shifter has learned to voluntarily, it is encountering the stimulus still enacts a change in form.
Controlled Shifting: At 2nd level, a Shifter may choose to voluntary shift form. Doing so takes 1 standard action, and lasts until the Shifter chooses to return to her normal form.
At 4th level, a Shifter may shift as a Move Action.
At 7th level, a Shifter may shift as a Swift Action.
At 9th level, a Shifter may combine a Shifting Action with another action that takes at least a Standard Action. (For example, a Shifter could make a Charge action, and shift at some point during the Charge.)
At 11th level, a Shifter may shift as an Immediate Action.
Extraordinary Shifting: At 10th level, a Shifter’s mastery over her powers is so great that her Shifting counts as an Extraordinary Ability for the purpose of being affected by Antimagic Fields and such.
While shifted, a Shifter assumes the appearance of a specific or generic Animal, and gains a +10 bonus to their Disguise checks for impersonating such a creature. From 2nd level on, a Shifter may speak any language she knows, although the timber of their voice may change somewhat. Regardless of their new form, they lose the ability of fine manipulation (Yes, even if they look like a monkey they still can't open doorknobs, wield weapons, or write a letter; shut up about it).
Nature’s Garb: While shifted, a Shifter gains a Natural Armor bonus equal to 4+1/2 her level. Because this is not an enhancement bonus, this still stacks with shit like barkskin. While not shifted, the Shifter only gains half this bonus.
Equipment: All equipment you are wearing melds into your form. Numeric bonuses (such as the Deflection Bonuses from a ring of protection or the enhancement bonus from a +3 longsword still remain. At 5th level, any special abilities a Shifter’s equipment might have (such as a flaming weapon, or the scaling benefits of Tome Armor) now apply while shifted. (At the DM’s option, the Shifter may simply use the normal Enchanted/Invested progression for enhancement bonuses to armor, attack, and damage, and a number of special abilities comparable to those of the other players.)
Size: A Shifter may only shift into a Small or Medium form. If this is different from her normal size, use the Monster Manual rules for changing shape.
Type: While shifted, a Shifter’s type changes to Animal.
Attacks: While shifted, a Shifter has one (or more) natural attacks that gain additional attacks based on the Shifter’s BAB. Depending on the Shifter’s form, these may be Bites, Claws, Wings, etc, with an appropriate damage type. A Shifter may also use a secondary attack. If she does, she takes the normal penalties for two-weapon fighting; these may alleviated as normal by feats. While in a Medium or Small form, these attacks do 1d8 points of damage.
Natural Abilities: Whenever a Shifter shifts, she gains 2 (or more, see below) Basic, Advanced, or Elder Abilities based on her level. All DC’s are Wisdom-based.
Scaling Bonus: A Shifter chooses one of the following abilities every time she Shifts:
-Resistance Bonus to Saving Throws (Enchanted/Invested Progression)
-Enhancement Bonus to a Physical Attribute (Enchanted/Invested Progression)
-Enhancement Bonus to a Skill other than Use Magic Device (Level + 2)
-Spell Resistance (10+level, may be lowered as Not an Action)
-Energy Resistance to one Energy type (3 points/level)
Movement Bonus: Every time she shifts, a Shifter gains a Burrow, Climb, Flight* (average maneuverability), or Swim speed equal to the Shifter’s base land speed, or adoubled land speed.
*Flight may only be chosen after 5th level.
Basic Abilities: At 3rd level, a Shifter uses this list:
 Blindsense 60'
 Low Light Vision
 Poison: 1d6 Str or Dex/1d6 Str or Dex; Fort Save negates
 +2d6 Sneak Attack
 Pounce
 Free Trip attempt with a successful hit
 Scent
 Evasion (as the Rogue ability)
Advanced Abilities: At 6th level, a Shifter uses this list:
 Improved Grab with Natural Attacks
 Large or Tiny size (these cause the normal size-change adjustments)
 Poison: slowed/unconsciousness; Fort Save negates
 Powerful Charge: +1d6/3 levels damage when charging
 Trample Attack: damage is the same as the Shifter’s Natural Attack, except that she adds 2 1/2 her Strength modifier to the damage
 Tremorsense 60'
 +4d6 Sneak Attack
 Mettle (as the Paladin ability)
 Mighty Blow: The Shifter makes an attack to which she may
add her Wisdom modifier. If hit, the target must make a Reflex saving throw (DC=damage dealt) or be pushed back a number of feet equal to the damage dealt (round to the nearest 5) and knocked prone.
 Hamstring Slice: enemies hit with a natural attack must make a Reflex saving throw or take a 5 ft/three levels penalty to their speed.
 Select 2 Natural Abilities from the Basic Abilities list
Elder Abilities: At 9th level, a Shifter uses this list:
 Blindsight 60'
 Huge or Diminutive size (normal size-change effects)
 Poison: 1d10 Con/1d10 Con; Fort Save negates
 Blooding-Sucking: Enemies hit by a Natural Attack must make a Fortitude Saving Throw or take 1d4 points of Constitution Damage. Each time a save is failed, the Shifter gains 10 temporary hit points that last 1 hour/Shifter’s Constitution modifier.
 +5d6 Sneak Attack
 Improved Evasion (as the Rogue ability)
 Slap You Silly: creatures hit by the Shifter’s natural attacks must make a Fortitude Saving Throw or be stunned.
 Swarm Form: The Shifter becomes a swarm of Fine,
Diminutive, or Tiny Animals that come together in a 10 ft square. Regardless of size, the Shifter becomes immune to weapon damage, critical hits, precision-damage (sneak attack, etc.), flanking, grappling, tripping, bull rushing, and single-target spells and effects (with the exception of mind-affecting abilities). The Shifter takes 50% as much damage from AoE spells or abilities. The Shifter has a Hive Mind with her normal Intelligence. In order to attack, the Shifter must move into a target’s square; this provokes AoOs as normal. The Shifter deals 1d6+1d6/2 levels points of damage to any creature in its space, no attack roll or save required. In addition, creatures in the Shifter’s space must make a Fort Saving throw every round or be nauseated and distracted for one round; escaping the Shifter’s square requires a Reflex Saving Throw.
 Swallow Whole: A pinned creature (note that the pinning creature doesn’t necessarily have to be the Shifter) may be Swallowed Whole with a successful Grapple Check. Swallowed creatures are automatically hit by a free Natural Attack from the Shifter every turn, in addition to taking Acid Damage equal to 1/3 of the Shifter’s level. Swallowed Creature’s may cut themselves out by dealing damage equal to the shifter’s Natural Armor bonus + her level. The Shifter’s stomach’s AC is 1/2 her AC, not counting any Dexterity or Size modifiers.
 Select 2 Natural Abilities from the Advanced Abilities list
Roleplaying: While they Shift, many Shifters undergo some degree of a personality change, often one that corresponds to their animal form. Wolves may become all predatory, herbivores may become more skittish, etc.
Wild Empathy (Ex): A Shifter may use Diplomacy on animals or magical beasts (-4 on the roll). For these checks, the Shifter is always assumed to have maximum ranks in Diplomacy. In addition, she may add her Wisdom, rather than Charisma modifier to the check.
Hide of Bark (Ex): A Shifter gains DR/Silver equal to 1/4 level +1. While shifting, this changes to 1/2 level +1.
Woodland Stride (Ex): A Shifter may move unhampered through any nonmagical undergrowth (briars, etc).
Nature’s Cloak (Ex): While in a wooded area, a Shifter may add her Wisdom modifier to Stealth checks.
Trackless Step (Ex): While in “natural,” a Shifter leaves no tracks and may not be tracked unless she wants to.
Entangle (Sp): A Shifter may use entangle, as the spell, at will. Caster level equals level.
Healing Shift (Su): Whenever a Shifter shifts, she regains hit points equal to her level.
Versatile Shifting (Su): While shifting, a Shifter gains one extra ability Elder Ability. In addition, she may change the Natural Powers she has once per round as Not an Action.
Some brief notes:
-I pretty much copped the main idea and a lot of the Shifting abilities from the fbmf's Wildshaping thread and especially hicks's suggestions. Hopefully neither of them will mind. Thanks you for your ideas.
-As with the Eldritch Knight, this class is only 11 levels long because that's the maximum level for my games. I (or someone else) could easily extend the class by adding plant and elemental powers, though.
-The Enchanted/Invested Progression is basically just the +1/3 level enhancement bonus.
-Concept information: I primarily designed this class to be doing some wildshape-esque stuff given that I don't use the Druid class in my games. As for a party role, I see it as similar to the Monk or Shadow Warrior: a light warrior who can accomplish some decent stuff with a bit of focus.
Shifter
“More than meets the eye…”
The D&D world is, for the most part, very much unexplored and all. As such, it’s not surprising that a huge number of classes, from Barbarians and Rangers to Elementalists and Spirit Shaman, boast of some connection to the natural world. The Shifter is yet another addition to this tree-hugging commune. With a power more primal than nearly anyone else, she has the ability to shift her form into that of a savage beast.
Playing a Shifter: As is true for any character that spends a lot of time hitting things, good physical ability scores can’t hurt a Shifter. Some Shifters are all stealthy and have high Dexterity, while others like to hit things even more than most adventurers do and focus on Strength. Wisdom powers many of the Shifter’s special abilities, so it makes sense that a Shifter have a high Wisdom score as well.
Alignment: Like most tree-huggers, Shifters tend to have some bizarre notions about Balance or whatever. As such, their most common alignment is Unaligned.
Starting Gold: 2d4x10 gp (50 gold)
Starting Age: Medium (as Ranger)
Hit Die: d8
Class Skills: The Shifter’s skills are Acrobatics, Arcana, Athletics, Cartography, Concentration, Craft, Dungeoneering, Geomancy, Husbandry, Stealth, Survival, and Thaumaturgy.
Skill/Level: 6+Intelligence modifier
BAB: Good (1/1), Saves: Fort: Good; Ref: Good; Will: Poor
Level, Benefit
1 Nature’s Garb, Shifting (Reflexive), Wild Empathy
2 Shifting (Controlled: Standard Action)
3 Hide of Bark, Woodland Stride, Shifting (Basic Abilities)
4 Nature’s Cloak, Trackless Step, Shift (move action)
5 Entangle, Shifting (Equipment Abilities)
6 Shifting (Advanced Abilities)
7 Shifting (Swift Action)
8 Healing Shift
9 Shifting (action, Elder Abilities)
10 Shifting (Extraordinary)
11 Shifting (Immediate Action), Versatile Shifting
All the following are the class features of the Shifter
Weapon and Armor Proficiencies: A Shifter is proficient with all simple weapons, as well as the normal and composite longbow and shortbow. A Shifter is proficient with Light Armor, but not shields.
Shifting (Su): A Shifter’s main ability is shifting into some sort of animal form. Whenever you wildshape, you transform into another form, your equipment melds into your new form, your size changes, your type changes, and you select a bonus; all of these effects are dependent on the druid's level. The method by which a Shifter initiates and the time it takes to do so vary.
Reflexive Shifting: At 1st level, a Shifter has to choose some stimulus that prompts a Shifting.
Examples include: -seeing the moon (or the sun)
-getting really angry
-taking or giving damage
-something weirder (like hearing a specific phrase or whatever)
Shifting Reflexively takes a Move Action. It lasts until 10 minutes have passed without the Shifter encountering the stimulus, or until the Shifter chooses to make a DC 15 Wisdom check. If a Shifter’s personality changes while shifted (see below), such changes are usually amplified in Reflexive Shifting. Even after a Shifter has learned to voluntarily, it is encountering the stimulus still enacts a change in form.
Controlled Shifting: At 2nd level, a Shifter may choose to voluntary shift form. Doing so takes 1 standard action, and lasts until the Shifter chooses to return to her normal form.
At 4th level, a Shifter may shift as a Move Action.
At 7th level, a Shifter may shift as a Swift Action.
At 9th level, a Shifter may combine a Shifting Action with another action that takes at least a Standard Action. (For example, a Shifter could make a Charge action, and shift at some point during the Charge.)
At 11th level, a Shifter may shift as an Immediate Action.
Extraordinary Shifting: At 10th level, a Shifter’s mastery over her powers is so great that her Shifting counts as an Extraordinary Ability for the purpose of being affected by Antimagic Fields and such.
While shifted, a Shifter assumes the appearance of a specific or generic Animal, and gains a +10 bonus to their Disguise checks for impersonating such a creature. From 2nd level on, a Shifter may speak any language she knows, although the timber of their voice may change somewhat. Regardless of their new form, they lose the ability of fine manipulation (Yes, even if they look like a monkey they still can't open doorknobs, wield weapons, or write a letter; shut up about it).
Nature’s Garb: While shifted, a Shifter gains a Natural Armor bonus equal to 4+1/2 her level. Because this is not an enhancement bonus, this still stacks with shit like barkskin. While not shifted, the Shifter only gains half this bonus.
Equipment: All equipment you are wearing melds into your form. Numeric bonuses (such as the Deflection Bonuses from a ring of protection or the enhancement bonus from a +3 longsword still remain. At 5th level, any special abilities a Shifter’s equipment might have (such as a flaming weapon, or the scaling benefits of Tome Armor) now apply while shifted. (At the DM’s option, the Shifter may simply use the normal Enchanted/Invested progression for enhancement bonuses to armor, attack, and damage, and a number of special abilities comparable to those of the other players.)
Size: A Shifter may only shift into a Small or Medium form. If this is different from her normal size, use the Monster Manual rules for changing shape.
Type: While shifted, a Shifter’s type changes to Animal.
Attacks: While shifted, a Shifter has one (or more) natural attacks that gain additional attacks based on the Shifter’s BAB. Depending on the Shifter’s form, these may be Bites, Claws, Wings, etc, with an appropriate damage type. A Shifter may also use a secondary attack. If she does, she takes the normal penalties for two-weapon fighting; these may alleviated as normal by feats. While in a Medium or Small form, these attacks do 1d8 points of damage.
Natural Abilities: Whenever a Shifter shifts, she gains 2 (or more, see below) Basic, Advanced, or Elder Abilities based on her level. All DC’s are Wisdom-based.
Scaling Bonus: A Shifter chooses one of the following abilities every time she Shifts:
-Resistance Bonus to Saving Throws (Enchanted/Invested Progression)
-Enhancement Bonus to a Physical Attribute (Enchanted/Invested Progression)
-Enhancement Bonus to a Skill other than Use Magic Device (Level + 2)
-Spell Resistance (10+level, may be lowered as Not an Action)
-Energy Resistance to one Energy type (3 points/level)
Movement Bonus: Every time she shifts, a Shifter gains a Burrow, Climb, Flight* (average maneuverability), or Swim speed equal to the Shifter’s base land speed, or adoubled land speed.
*Flight may only be chosen after 5th level.
Basic Abilities: At 3rd level, a Shifter uses this list:
 Blindsense 60'
 Low Light Vision
 Poison: 1d6 Str or Dex/1d6 Str or Dex; Fort Save negates
 +2d6 Sneak Attack
 Pounce
 Free Trip attempt with a successful hit
 Scent
 Evasion (as the Rogue ability)
Advanced Abilities: At 6th level, a Shifter uses this list:
 Improved Grab with Natural Attacks
 Large or Tiny size (these cause the normal size-change adjustments)
 Poison: slowed/unconsciousness; Fort Save negates
 Powerful Charge: +1d6/3 levels damage when charging
 Trample Attack: damage is the same as the Shifter’s Natural Attack, except that she adds 2 1/2 her Strength modifier to the damage
 Tremorsense 60'
 +4d6 Sneak Attack
 Mettle (as the Paladin ability)
 Mighty Blow: The Shifter makes an attack to which she may
add her Wisdom modifier. If hit, the target must make a Reflex saving throw (DC=damage dealt) or be pushed back a number of feet equal to the damage dealt (round to the nearest 5) and knocked prone.
 Hamstring Slice: enemies hit with a natural attack must make a Reflex saving throw or take a 5 ft/three levels penalty to their speed.
 Select 2 Natural Abilities from the Basic Abilities list
Elder Abilities: At 9th level, a Shifter uses this list:
 Blindsight 60'
 Huge or Diminutive size (normal size-change effects)
 Poison: 1d10 Con/1d10 Con; Fort Save negates
 Blooding-Sucking: Enemies hit by a Natural Attack must make a Fortitude Saving Throw or take 1d4 points of Constitution Damage. Each time a save is failed, the Shifter gains 10 temporary hit points that last 1 hour/Shifter’s Constitution modifier.
 +5d6 Sneak Attack
 Improved Evasion (as the Rogue ability)
 Slap You Silly: creatures hit by the Shifter’s natural attacks must make a Fortitude Saving Throw or be stunned.
 Swarm Form: The Shifter becomes a swarm of Fine,
Diminutive, or Tiny Animals that come together in a 10 ft square. Regardless of size, the Shifter becomes immune to weapon damage, critical hits, precision-damage (sneak attack, etc.), flanking, grappling, tripping, bull rushing, and single-target spells and effects (with the exception of mind-affecting abilities). The Shifter takes 50% as much damage from AoE spells or abilities. The Shifter has a Hive Mind with her normal Intelligence. In order to attack, the Shifter must move into a target’s square; this provokes AoOs as normal. The Shifter deals 1d6+1d6/2 levels points of damage to any creature in its space, no attack roll or save required. In addition, creatures in the Shifter’s space must make a Fort Saving throw every round or be nauseated and distracted for one round; escaping the Shifter’s square requires a Reflex Saving Throw.
 Swallow Whole: A pinned creature (note that the pinning creature doesn’t necessarily have to be the Shifter) may be Swallowed Whole with a successful Grapple Check. Swallowed creatures are automatically hit by a free Natural Attack from the Shifter every turn, in addition to taking Acid Damage equal to 1/3 of the Shifter’s level. Swallowed Creature’s may cut themselves out by dealing damage equal to the shifter’s Natural Armor bonus + her level. The Shifter’s stomach’s AC is 1/2 her AC, not counting any Dexterity or Size modifiers.
 Select 2 Natural Abilities from the Advanced Abilities list
Roleplaying: While they Shift, many Shifters undergo some degree of a personality change, often one that corresponds to their animal form. Wolves may become all predatory, herbivores may become more skittish, etc.
Wild Empathy (Ex): A Shifter may use Diplomacy on animals or magical beasts (-4 on the roll). For these checks, the Shifter is always assumed to have maximum ranks in Diplomacy. In addition, she may add her Wisdom, rather than Charisma modifier to the check.
Hide of Bark (Ex): A Shifter gains DR/Silver equal to 1/4 level +1. While shifting, this changes to 1/2 level +1.
Woodland Stride (Ex): A Shifter may move unhampered through any nonmagical undergrowth (briars, etc).
Nature’s Cloak (Ex): While in a wooded area, a Shifter may add her Wisdom modifier to Stealth checks.
Trackless Step (Ex): While in “natural,” a Shifter leaves no tracks and may not be tracked unless she wants to.
Entangle (Sp): A Shifter may use entangle, as the spell, at will. Caster level equals level.
Healing Shift (Su): Whenever a Shifter shifts, she regains hit points equal to her level.
Versatile Shifting (Su): While shifting, a Shifter gains one extra ability Elder Ability. In addition, she may change the Natural Powers she has once per round as Not an Action.