Attempt at a pathfinder shifter


Homebrew and House Rules


This was buried in anohter post, and people don't always read past the first post. Can you please critique this? If you think its overpowered, please tell me! I am aiming for viabilty not overpowered but its a hard like to walk sometimes :) I am a bit worried about the equipment section - it has what i want, but feels like its too strong.

Saw elements of this on a different website, added the feel i wanted on it, and then wanted to see what the gang here felt of it. My feelings on the levels of when things come in - a dragon diciple can get Form of the dragon 1 at as low as level 10 with early entry options, so I felt this should be about as good as that. I keep flip flopping if this druid should get the undead form or not. It's not in at the moment.

The Shifter

The Shifter archetype has taken the normal magical ability of druids and internalized it, unlocking a much wider range of Wildshape options while giving up the ability to cast spells.

Wild Shape (Su)
The Shifter gains Wild Shape ability at 1st level, rather than 4th. The character can use this ability an additional time per day at 2nd level and every level thereafter. At 20th level, a Shifter can use wild shape at will. As with normal Wild shape, she loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) However, see Shifter’s speech below.

At 1st level, the Wild shape Master gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. 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 druid is familiar with.

At 3rd level, a Wild shape Master can use wild shape to change into a small or medium creature of Humanoid type this functions as Alter Self. Also he gain an additional use of Wild shape.

At 4th level, a Wild shape Master can use wild shape to change into a Large or Tiny animal. When taking the form of an animal, a Wild shape Master’s wild shape now functions as beast shape II.

At 5th level, the Wild shape Master can use wild shape to turn into a small or medium monstrous humanoid, this functions as Monstrous Physique I

At 6th level, a Wild shape Master can use wild shape to change into a Huge or Diminutive animal, a Small or Medium creature of the magical beast type, or a Small elemental. When taking the form of an animal or magical beast, a Wild shape Master’s wild shape now functions as beast shape III. When taking the form of an elemental, the Wild shape Master’s wild shape functions as elemental body I.

At 7th level, the Wild shape Master can use wild shape to turn into a small or medium vermin or a tiny or large monstrous humanoid. This functions as Vermin Shape I or Monstrous Physique II respectively

At 8th level, the Wild shape Master can use wild shape to change into a Tiny or Large creature of the magical beast type, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Wild shape Master’s wild shape now functions as beast shape IV. When taking the form of an elemental, the Wild shape Master’s wild shape now functions as elemental body II. When taking the form of a plant creature, the Wild shape Master’s wild shape functions as plant shape I.

At 9th level, the Wild shape Master can use wild shape to turn into a Tiny or Large vermin or a diminutive or huge monstrous humanoid. This functions as Vermin Shape II or Monstrous Physique III respectively

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

At 11th level, the Wild shape Master can use wild shape to turn a medium chromatic or metallic dragon. This functions as Form of the Dragon I. Additionally, when the Wild shape Master takes the form of a monstrous humanoid, that ability functions as Monstrous Physique IV.

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

At 13th level, the Wild shape Master can use wild shape to turn into a large chromatic or metallic dragon or a Large humanoid creature of the giant subtype. This functions as Form of the Dragon II or Giant Form I respectively.

At 15th level, the Wild shape Master can use wild shape to turn into a Huge chromatic or metallic dragon or a Huge creature of the giant subtype. This functions as Form of the Dragon III or Giant Form II respectively.

Favored form (Still deciding if this I needed)

For each subtype of change (i.e. beastshape 1, beastshape 2, form of the dragon 1, etc) the wild shape master can select one permanent form (unchangeable once selected) that she is more connected to and as such gets benefits of. More to follow.

Equipment

These druids have learned how to incorporate their items more fully into their changed forms. All armors these characters dons are considered to be affected by the Wild enchant at level 1.

Furthermore as they gain experience they learn to better merge items with their new forms. In all cases they had to have the item actually equipped at the time of change – merely having the item in their possession does not count:

At 3rd level they are able to trigger abilities attached to wondrous items
At 5th level she can trigger abilities attached to armor/weapons. This also lets the druid apply any damaging weapon enchants to natural attacks in the new form i.e. if the weapon she was wielding at the time of change had the holy enchant on it (+2d6 vs evil) the druid can apply this to their natural attacks. Only one version of any enchant can apply i.e. if wielding two weapons that both have fire added, only one will apply.
At 7th level she can trigger abilities attached to rings
At 9th level she can trigger abilities attached to rods
At 11th level she can trigger abilities attached to staves

This ability replaces Nature's Bond, Spell Casting and incorporates the normal Wild Shape ability of the Druid class.

Shifter's Speech (Ex):
The Wild shape Master learns how to communicate in all forms; at 4th level the character gains the feat Wild Speech (Ultimate Magic, Page 159): When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an Animal, Magical Beast, Plant or Vermin, the druid can communicate with creatures of the form he currently taking, this effect is otherwise identical to the speak with animals or the speak with plant spell, whichever is most appropriate. When taking he shape of a Humanoid, Monstrous Humanoid, Elemental, Gaint, or Dragon, then the druid gain the racial language of the shape. For example, if taking the form of an Dwarf then the druid would gain the language Dwarven.
This ability replaces Woodland Stride.

Hit Dice: unaffected


Bumpity?


Timdog wrote:
This ability replaces Nature's Bond, Spell Casting

Nope? Nature's Bond alone is almost enough. You can add diminished spellcasting.

Make wildshape at-will at level 1? It would allow you to get rid of whole Equipment section too.

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