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Shifter Unchained

Author: ​Andrew Campbell


Based on Shifter Class From Ultimate Wilderness by:​ Alexander Augunas, John Bennett,
Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley,
Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex
Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.

Role: ​The shifter is so attuned to the aspects of herself and the forms of the many creatures of
the world that she can call upon those powers to mystically fortify her being. Fluid in form and
function, she can shape herself to overcome hardships and support those she befriends or
serves.

Alignment: ​Any Neutral.

Hit Die: ​d10.

Starting Wealth:​ 3d6x10 gp (average 105 gp).

Class Skills: ​The shifter’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Knowledge (local) (Int),
Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride
(Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level:​ 4 + Int modifier.

Table: Shifter
Level BAB Fort Save Ref Save Will Save Special

1st +1 +2 +2 +0 Shifter Claws

2nd +2 +3 +3 +0 Adaptive Form, Unnatural


Skin

3rd +3 +3 +3 +1 Shifter Claws, Thousand


Faces

4th +4 +4 +4 +1 Greater Wild Shape

5th +5 +4 +4 +1 Chimeric Aspect, Monstrous


Shape, Unnatural Skin

6th +6/+1 +5 +5 +2 Wild Shape


7th +7/+2 +5 +5 +2 Monstrous Shape, Shifter
Claws

8th +8/+3 +6 +6 +2 Unnatural Skin,


Greater Wild Shape

9th +9/+4 +6 +6 +3 Monstrous Shape

10th +10/+5 +7 +7 +3 Chimeric Aspect, Greater


Wild Shape

11th +11/+6/+1 +7 +7 +3 Monstrous Shape,


Unnatural Skin,
Shifter Claws

12th +12/+7/+2 +8 +8 +4 Draconic Shape, Greater


Wild Shape

13th +13/+8/+3 +8 +8 +4 Shifter Claws

14th +14/+9/+4 +9 +9 +4 Draconic Shape, Unnatural


Skin

15th +15/+10/+5 +9 +9 +5 Chimeric Aspect

16th +16/+11/+6/+1 +10 +10 +5 Draconic Shape

17th +17/+12/+7/+2 +10 +10 +5 Unnatural Skin


Shifter Claws

18th +18/+13/+8/+3 +11 +11 +6 Draconic Shape

19th +19/+14/+9/+4 +11 +11 +6 Timeless Body

20th +20/+15/+10/+5 +12 +12 +6 Chimeric Aspect, The Many


Formed, Unnatural Skin

Weapon and Armor Proficiency


A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar,
scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw,
bite, and so forth) from the shifter claws class feature and of forms she assumes with wild
shape.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor.
A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions
as if it were steel. Shifters are proficient with shields (except tower shields) but must use only
those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter
aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing
so and for 24 hours thereafter.

Shifter Claws (Su)


At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon.
This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by
inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d6
points of piercing and slashing damage (1d4 if she is Small). If she uses one of her claw attacks
in concert with a weapon held in the other hand, the claw acts as a secondary natural attack
instead.

As the shifter gains levels, the power of her claws increases. At 3rd level, her claws count as
magic weapons, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to
1d8 (1d6 if Small). At 11th level, her claw damage increases to 1d10 (1d8 if Small). At 13th
level, her claw damage increases to 1d12 and ignore DR/adamantine (1d10 if Small). At 17th
level the claws count as the shifter’s alignment for overcoming alignment based DR, the
damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the
claws ignore DR/—.

While a shifter uses any ability that changes her form her natural attacks gain the same benefits
granted by her shifter claws ability. If the form she takes has claw attacks, she can use either
the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If
the form does not have claw attacks, she can choose up to two natural attacks that would deal
less damage than her shifter claw damage and have those attacks instead deal the same
damage as her shifter claws. However, in the case of multiple attacks only two of the same
primary attacks can be altered in this manner. (e.g. if the shifter were to shift into the form of an
octopus with 8 tentacles only 2 of those tentacles could be granted claws).

Adaptive Form (Su)


A shifter is the master of changing aspects of her body to mold it to her unique circumstance.
This could be anything from something as minor as enhancing her senses to sprouting wings.
Starting at second level, and every even level thereafter, a shifter learns a new adaptive form.
All adaptive forms can be manifested as a free action, but only one form can be active at a time.
These aspects can also be maintained while under the effects of a shifted form, such as by wild
shape.

Adaptive Defense: When assuming this form, the adaptive shifter chooses one saving throw and
gains a competence bonus on the selected save equal to half her character level up to a
maximum of +5 at level 10.

Aligned Adaptation: When assuming this form, the adaptive shifter chooses one alignment
within one step of her own alignment on either the law/chaos axis or the good/evil axis. All
spells, effects, and magic items affect the adaptive shifter as though that were her actual
alignment. If she is at least 10th level, her natural weapon attacks overcome damage reduction
as if they were weapons of her assumed alignment.

Aquatic Form: The shifter gains a swim speed equal to her base speed, and she can breathe
underwater.

Climbing Form: The shifter gains a climb speed equal to her base speed.

Durable Form: The shifter gains DR 5/ adamantine. This damage reduction increases by 1 for
every 2 levels she has beyond 8th. She must be at least 8th level to select this form.

Evasive Form: The shifter gains compression, a +4 dodge bonus to her CMD against grapple
combat maneuvers, and a competence bonus equal to half her level on Escape Artist checks up
to a maximum of +5 at level 10. At 8th level she gains evasion, and at 16 level this increases to
improved evasion.

Form of the Bat: The shifter gains blindsense of 15 feet. If the shifter already has blindsense this
increases that range by 15 feet.

Form of the Bear: The shifter gains a +2 enhancement bonus to your Constitution score. At 6th
level, the bonus increases to +4, and at 12th level it increases to +6. Additionally once per day
while maintaining this aspect when the shifter rolls a fortitude save he may roll twice and take
the highest

Form of the Bull: The shifter gains a +2 enhancement bonus to your Strength score. At 6th level,
the bonus increases to +4, and at 12th level it increases to +6. Additionally once per day while
maintaining this aspect when the shifter rolls a strength check he may roll twice and take the
highest.

Form of the Chameleon: A shifter with this aspect blends into his environment adding half her
level to her stealth checks. While active and standing completely still the shifter gains total
concealment. However, as the chameleon form takes time to mimic its surroundings it does not
grant concealment while moving. Lastly, she leaves no trail in natural surroundings and cannot
be tracked. She can choose to leave a trail if she so desires.

Form of the Deinonychus: The shifter gains a +2 bonus on Initiative checks. This bonus
increases to +4 at 6th level and +6 at 12th level. Additionally once per day while maintaining this
aspect when the shifter rolls for initiative he may roll twice and take the highest result.

Form of the Hound: While this form is active the shifter gains the scent ability up to 30 feet.
Additionally, she gains Woodland Stride and adds half her level on Survival checks made to
follow tracks.
Form of the Falcon: A shifter gains a +4 competence bonus on Perception checks. This bonus
increases to +6 at 6th level and +8 at 12th level. Additionally once per day while maintaining this
aspect when the shifter rolls a perception check he may roll twice and take the highest result.

Form of the Frog: A shifter gains a +4 competence bonus on Acrobatics checks when jumping
and on Swim checks. These bonuses increase to +6 at 6th level and +8 at 12th level.
Additionally, once per day while maintaining this aspect when the shifter rolls an acrobatics
check to jump or a swim check he may roll twice and take the highest result.

Form of the Monkey: The shifter gains a +4 competence bonus on Climb checks. This bonus
increases to +6 at 6th level and +8 at 12th level. Additionally, once per day while maintaining
this aspect when the shifter rolls a climb check he may roll twice and take the highest result.

Form of the Mouse: The shifter gains a +4 competence bonus on Stealth checks. This bonus
increases to +6 at 6th level and +8 at 12th level. Additionally, once per day while maintaining
this aspect when the shifter rolls a climb check he may roll twice and take the highest result.

Form of the Snake: You gain a +2 bonus on attack rolls when making attacks of opportunity and
a +2 dodge bonus to your AC against attacks of opportunity. These bonuses increase to +4 at
6th level and +6 at 12th level. Additionally, once per day while maintaining this aspect when the
shifter rolls an acrobatics check to move through a square occupied by an enemy he may roll
twice and take the highest result.

Form of the Stag: The shifter gains an enhancement bonus of +10 feet to your base speed. This
bonus increases to +20 feet at 6th level and +30 feet at 12th level. Additionally, while the form is
active the shifter gains the Run feat.

Form of the Tiger: The shifter gains a +2 enhancement bonus to your Dexterity score. This
bonus increases to +4 at 6th level and +6 at 12th level. Additionally once per day while
maintaining this aspect when the shifter rolls a reflex save he may roll twice and take the
highest

Form of the Wolverine: While the form is active the shifter gains 1 additional hit point per Hit Die
you have, and treat your Constitution score as 4 points higher than it is for the purpose of
determining when you die at negative hit points. These hit points are treated as hit points gained
from a temporary constitution increase and, as such, dissapear when the shifter exits the form
and are not lost first like temporary hit points. At 6th level, while the form is active the shifter has
the Diehard feat. At 12th level, you treat your Constitution as being 8 points higher for the
purpose of determining when you die at negative hit points.
Resistant Form: When assuming this form, the shifter chooses acid, cold, electricity, fire, or
sonic damage. She gains resistance to the chosen damage type equal to 5 plus half her level.
She can learn this form a second time, increasing the resistance granted to 10 plus her level.

Restoring Form: The shifter gains fast healing 2.

Sky Hunter Form: The adaptive shifter gains a fly speed equal to her base speed with average
maneuverability. She must be at least 6th level to select this form. She can learn this form a
second time, increasing her fly speed by 20 feet and improving her maneuverability to good.

Spiked Form: The adaptive shifter grows spines over her body. Any foe striking her with an
unarmed strike or a melee natural weapon takes an amount of piercing damage equal to the
base damage of her shifter claws, which ignores any damage reduction her shifter claws would
ignore. She can learn this form a second time, allowing her to fling her spines as thrown natural
weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make
multiple attacks with her spines as part of a full attack; these otherwise deal damage and
overcome damage reduction as her shifter claws.

Sprinting Form: The adaptive shifter’s base speed increases by 20 feet.

Stretching Form: The adaptive shifter’s reach with natural weapons increases by 5 feet.

Unnatural Skin (Ex)


As a shifter grows in power she learns the ability to mold her skin to become unnaturally
protective. Starting at second level the shifter gains a +2 bonus to her AC and CMD. This bonus
increases by 1 every third level thereafter (up to a maximum of +8 at 20th level). These bonuses
to AC apply even against touch attacks and when the shifter is flat-footed. She loses these
bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC
bonus class feature.

Thousand Faces (Su)


At third level a shifter gains the ability to change her appearance at will, as if using the alter self
spell, but only while in her normal form.

Greater Wild Shape (Su)


At 4th level a shifter gains the Greater Wild Shape ability. She counts as a druid counting her
levels in shifter as levels in druid when qualifying for feats pertaining to Wild Shape. This
functions like Druid's Wild Shape, except that this is an at will ability with no limited duration.
Changing form (to animal or back) is a standard action and doesn’t provoke an attack of
opportunity. The form chosen must be that of an animal the shifter is familiar with.
A shifter does not lose her ability to speak while in animal form due to her mastery of shifting
parts of her body to accommodate her will. She also gains the ability to communicate normally
with other animals of the same general grouping as her new form.

At 6th level, a shifter can use greater wild shape to change into a Large or Tiny animal or a
Small elemental. When taking the form of an animal, a shifter’s wild shape now functions as
beast shape II. When taking the form of an elemental, the shifter’s wild shape functions as
elemental body I.

At 8th level, a shifter can use greater wild shape to change into a Huge or Diminutive animal, a
Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a
shifter’s wild shape now functions as beast shape III. When taking the form of an elemental, the
shifter’s wild shape now functions as elemental body II. When taking the form of a plant
creature, the shifter’s wild shape functions as plant shape I.

At 10th level, a shifter can use greater wild shape to change into a Large elemental or a Large
plant creature. When taking the form of an elemental, the shifter’s wild shape now functions as
elemental body III. When taking the form of a plant, the shifter’s wild shape now functions as
plant shape II.

At 12th level, a shifter can use greater wild shape to change into a Huge elemental or a Huge
plant creature. When taking the form of an elemental, the shifter’s wild shape now functions as
elemental body IV. When taking the form of a plant, the shifter’s wild shape now functions as
plant shape III.

Chimeric Aspect (Su)


At 5th level when a shifter uses her Adaptive Form she can maintain two adaptive forms at a
time. At 10th level, she can maintain three adaptive forms, at 15th four adaptive forms, and at
20th level five adaptive forms.

Monstrous Shape (Su)


At 5th level a shifter gains the ability to change their form into that of a monstrous humanoid.
This strains on shifter’s body and she can only maintain these forms for one minute per level.
These need not be consecutive but must be spent in one minute increments. Changing form is a
standard action and does not provoke an attack of opportunity. The form chosen must be that of
a monstrous humanoid the shifter is familiar with. This functions as Monstrous Physique I.

At 7th level, a shifter can use monstrous shape to change into a Large or Tiny monstrous
humanoid. When taking the form of a monstrous humanoid, a shifter’s monstrous shape now
functions as monstrous physique II.
At 9th level, a shifter can use monstrous shape to change into a Huge or Diminutive monstrous
humanoid. When taking the form of a monstrous humanoid, a shifter’s monstrous shape now
functions as monstrous physique III.

At 11th level, when a shifter uses monstrous shape to change into a monstrous humanoid it now
functions as monstrous physique IV.

Draconic Shape (Su)


At 12th level a shifter can take on the form of an incredibly powerful creature, that of a dragon.
This strains on shifter’s body and she can only maintain these forms for one minute per level.
These need not be consecutive but must be spent in one minute increments. Changing form is a
standard action and does not provoke an attack of opportunity. The form chosen must be that of
a monstrous humanoid the shifter is familiar with. This functions as Form of the Dragon I.

At 14th level, a shifter can use draconic shape to change into a Large chromatic or metallic
dragon. When taking the form of a chromatic or metallic dragon, a shifter’s draconic shape now
functions as form of the dragon II.

At 16th level, a shifter can use draconic shape to change into a Huge chromatic or metallic
dragon. When taking the form of a chromatic or metallic dragon, a shifter’s wild shape now
functions as form of the dragon III.

At 18th level, a shifter can use draconic shape to change into a Gargantuan chromatic or
metallic dragon. This otherwise functions as form of the dragon III

Timeless Body (Ex)


After attaining 19th level, a shifter no longer takes ability score penalties for aging and cannot
be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the shifter still dies of old age when her time is up.

The Many Formed (Su)


​At 20th level the shifter attains a mastery of herself and her shifting. Both her Draconic Shape
and Monstrous Physique can be maintained indefinitely ignoring the previous time increments.

Copyright Notice
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Open Game License v 1.0a​ Copyright 2000, Wizards of the Coast, Inc.
System Reference Document.​ Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Reference Document.​ © 2011, Paizo Publishing, LLC; Author:
Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook.​ © 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Advanced Class Guide​ © 2014, Paizo Inc.; Authors: Dennis
Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim
Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips,
Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C.
Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Player’s Guide​. © 2010, Paizo Publishing, LLC;
Author: Jason Bulmahn.
Pathfinder Roleplaying Game Ultimate Combat​. © 2011, Paizo Publishing, LLC; Authors:
Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim
Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K
Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Wilderness ​© 2017, Paizo Inc.; Authors: Alexander
Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston
Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen
Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank,
and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Pathfinder Unchained​ © 2015, Paizo Inc.; Authors: Dennis
Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim
Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert
Schwalb, Mark Seifter, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic.​ © 2011, Paizo Publishing, LLC; Authors:
Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen
Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Equipment​. © 2012, Paizo Publishing, LLC; Authors:
Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike
Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael
Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
The Book of Experimental Might.​ © 2008, Monte J. Cook. All rights reserved.
Tome of Horrors.​ © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale, Patrick Lawinger, and Bill Webb; based on original content from TSR.

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