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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.
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).
Table: Shifter
Level BAB Fort Save Ref Save Will Save Special
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.
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 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.
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.
Stretching Form: The adaptive shifter’s reach with natural weapons increases by 5 feet.
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.
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.
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
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