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New Class: The Shapeshifter a Master of Many Forms


Homebrew


I have posted builds of this in one of the threads on trying to build a better Shifter. This is a class that I originally built back in 2012 for 3.5, originally it built of the Shapeshift variant of the Druid, without spellcasting or animal companion, and mixed in some stuff from some of the wild shape improving prestige classes. I have since updated it to Pathfinder, and switched over to the Pathfinder Wild Shape rules. As well as adding a few ideas from the Shifter.

I am tempted to add versions of the Shifter Aspects to Nature's Armament, and possibly make all the Nature's Armament scale by level. But would like some feedback on the class, and the idea of doing so, before actually going through with it.

AC may potentially get too high with the right Nature's Armament, and I do kind of want to add more Nature's Armament options. But for now this is what I have:

THE SHAPESHIFTER
A Master of the Shifting Forms

Role: The Shapeshifter is so attuned to nature and myriad beasts within that he can call upon them to fortify his being. Fluid in form the Shapeshifter can take on many forms, and even manipulate the natural world around him.

Alignment: Any.

Hit Dice: d10

Starting Wealth: Shapeshifters start with 3d6x10 GP.

Starting Age: As Barbarian; Shapeshifters do not spend a great deal of time in starting their trade.

Class Skills
The class skills for Shapeshifter (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).
Skills Ranks Per Level: (6 + int)

Class Features

Spoiler:

Level Base
Attack Fort Ref Will
Bonus Save Save Save Special
1st +1 +2 +2 +0 Speak With Animals, Shapeshift,
Meld With Equipment, shapeshifter claws
2nd +2 +3 +3 +0 Defensive instinct, Manipulate Nature (least),
Morphic Immunity (25%)
3rd +3 +3 +3 +1 Shapeshifter claws increase, Bonus Feat,
Morphic Weapons (Minor)
4th +4 +4 +4 +1 Shapeshift improvement, Nature’s Armament
5th +5 +4 +4 +1 1000 Faces (Disguise +5)
6th +6 +5 +5 +2 Shapeshift improvement, Manipulate Nature (lesser),
Bonus Feat,Morphic Healing (2)
7th +7 +5 +5 +2 Shapeshifter claws increase, Speak with Plants
8th +8 +6 +6 +2 Shapeshift improvement, Nature’s Armament
9th +9 +6 +6 +3 Chimeric form, Morphic Body, Morphic Immunity (50%),
Bonus Feat
10th +10 +7 +7 +3 Morphic Weapons (Major), 1000 Faces (Disguise +10),
Morphic Healing (Regen), Shapeshift improvement
11th +11 +7 +7 +3 Shifter claws increase, Morphic Reach,
Manipulate Nature (Greater)
12th +12 +8 +8 +4 Shapeshift improvement, Nature's Armament
13th +13 +8 +8 +4 Shifter claws increase, Bonus Feat, Morphic Immunity (75%)
14th +14 +9 +9 +4 Greater chimeric form
15th +15 +9 +9 +5 Bonus Feat, 1000 Faces (Disguise +15)
16th +16 +10 +10 +5 Nature's Armament
17th +17 +10 +10 +5 Shifter claws increase, Manipulate Nature Mastery,
Morphic Immunity (100%)
18th +18 +11 +11 +6 Bonus Feat
19th +19 +11 +11 +6 Shifter claws increase
20th +20 +12 +12 +6 Nature's Armament, Final Chimeric Form,
1000 Faces (+20 Disguise

CLASS FEATURES
BAB: Good
Defenses: Good For and Ref, poor Will

Weapon and Armor Proficiencies: Shapeshifters are proficient with Simple Weapons and Light Armor.

Unlesss specified otherwise all abilities are EX.

Speak with Animals: At first level the Shapeshifter can speak with animals, ss the spell, at will. At 7th level this improves so they can also speak with plants.
Shapeshift: At 1st level, a shapeshifter gains the ability to turn himself into any Small or Medium animal and back again at will. His 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 as long as the shapeshifter wishes, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. At 5th level changing form becomes a move action, at 10th level a swift action, and at 15th level a free action. Changing form can still only be done once per turn. The form chosen must be that of an animal the shapeshifter is familiar with.

A shapeshifter loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he 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.) At 5th level this restriction goes away for all forms, though the shapeshifter still cannot cast spells while in form normally incapable of it.

As a shapeshifter gains in levels, this ability allows the shapeshifter to take on the form of larger and smaller animals, elementals, plants, oozes and dragons.

At 4th level, a shapeshifter can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a shapeshifter’s shapeshift now functions as beast shape II. When taking the form of an elemental, the shapeshifter’s shapeshift functions as elemental body I.

At 6th level, a shapeshifter can use shapeshift to change into a Huge or Diminutive animal, a Medium elemental, a Small or Medium plant creature, a Small or Medium magical beast, or a Small or Medium Ooze. When taking the form of animals or magical beasts, a shapeshifter’s shapeshift now functions as beast shape III. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body II. When taking the form of a plant creature, the shapeshifter’s shapeshift functions as plant shape I. When taking the form of an ooze, the shapeshifter’s shapeshift functions as Ooze Shape I.

At 8th level, a shapeshifter can use shapeshifter to change into a Large elemental, a Large plant creature, a tiny or Huge Magical Beast,a Large Ooze, or a Medium dragon. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body III. When taking the form of a plant, the shapeshifter’s shapeshift now functions as plant shape II. When taking the form of a magical beast, the shapeshifter’s shapeshift now functions as Beast Shape IV. When taking the form of an ooze, the shapeshifter’s shapeshift now functions as Ooze Shape II. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon I.

At 10th level, a shapeshifter can use shapeshift to change into a Huge elemental, a Huge plant creature, a Huge Ooze, or a Large dragon. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body IV. When taking the form of a plant, the shapeshifter’s shapeshift now functions as plant shape III. When taking the form of an ooze, the shapeshifter’s shapeshift now functions as Ooze Shape III. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon II.

At 12th level, a shapeshifter can use shapeshift to change into a Huge dragon. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon III.
Meld with Equipment: At first level the Shapeshifter can allow the magical properties of one piece of equipment to carry over while shapeshifted. They gain the enhancement bonus or special ability of the item. At third level, and every three levels after that, they may designate one more item to meld into their form.
Shapeshift Claws: At will, a Shapeshifter in his natural form can extend his 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 he is Small). If he uses one of his claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. These claws count as magical for overcoming DR.

As the shapeshifter gains levels, the power of his claws increases. At 3rd level, his claws ignore DR/cold iron and DR/silver. At 7th level, his claw damage increases to 1d8 (1d6 if Small). At 11th level, his claw damage increases to 1d10 (1d8 if Small). At 13th level, his claw damage increases to 2d6 (1d10 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shapeshifter uses shapeshift to assume an alternate form, his natural attacks gain the same benefits granted by his shapeshifter claws ability. For each natural attack the form has he can use either his shapeshifter claws damage or the base damage of the natural attack, whichever is better.
Morphic Immunity: At 2nd level the shapeshifter is nearly immune to stunning and critical hits, having a 25% chance to negate such. It improves at 9th level to 50%, again at 13th level to 75% and becomes full 100% immunity at 17th level.
Manipulate Nature (SU): At 2nd level the Shapeshifter's connection to the natural world allows them to bestow life giving energy upon small plants and to manipulate the very forces of nature around them. At 2nd level they may effect a large plant or a small field or similar area of about 10ft radius. At 6th level this improves to a huge plant or a larger area of about 30ft radius. At 11th level they can affect a gargantuan plant or a huge area of about 100ft radius. At 17th level their ability becomes nearly limitless. Effecting plants of any size and reaching out for at least a mile around him. Some things this could allow the Shapeshifter to do would be to return health to flowers, grass, planted fruits and vegetables and such. To easily move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Even for for magically animated or enchanted plants. The shapeshifter could cause a flower to bloom, speed or improve a harvest in his area. With a simple moments concentration he could allow ask a tree to release a simple tool or construct of wood, without harming the tree. The largest would be a small two person canoe though what can be produced would depend on the actual size of the tree. Or he could ask a tree limb to move out of the way a little bit to allow easier movement for himself and his allies through a forest. He could pull free as much vine rope as he needs, again without causing any harm to the tree. A Shapeshifter can stand at a ravine and, assuming the area between the two sides fits within his area, place his hands upon the ground and near instantaneously call forth a vine bridge to cross the gap. They can place their hands upon a significantly large tree and open a knothole door leading to a space that acts like Mage’s Magnificent Mansion, the dimensions within are dependent on the area that corresponds to the same level as the size of a tree, such that a large tree would produce a 10ft radius area within and a colossal tree would produce an area with a 1 mile radius or larger. The Shapeshifter could place his hands upon the ground and call forth a small crystal clear pool of water in. If his area is big enough he could even move trees throughout a forest, changing the very layout and causing poachers or trespassers to become lost or trapped, or he could even create a permanent oasis in a desert. Again these are simply examples and the true use of this ability is limited only by imagination. Upon first gaining Manipulate Nature the Shapeshifter selects an environment that Manipulate Nature affects, every time the ability improves they may select one more environment to affect.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shapeshifter adds his Constitution bonus (if any) to his AC and CMD. This bonus applies in all forms he may take with Shapeshift or 1000 Faces.

These bonuses to AC apply even against touch attacks and when the shapeshifter is flat-footed. He loses these bonuses when he is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature, or any other class feature that adds Wisdom or Constitution to AC.
Morphic Healing: At 6th level the shapeshifter’s body can heal small wounds quicker. He gains fast healing 2. This improves to fast healing 3 at 8th level, and by 1 more point every four levels thereafter. At tenth level the Shapeshifter’s body becomes even more resistant. His Morphic Healing improves further. His Fast Healing is replaced with Regeneration. This Regeneration can be suppressed with Acid or Fire.
Bonus Feat: At third level, and every 3 levels thereafter, the Shapeshifter gains a bonus feat from the following list, ignoring racial restrictions. Hover, Impaling Charge, Improved Flight,Improved Natural Attack (taking this for Shapeshift Claws improves all natural weapons benefiting from Shapeshift Claws), Improved Natural Armor, Multiattack, Nightstalker. Shifter feats. And possibly other Monster feats at DM discretion.
Morphic Weapon: At 3rd level upon taking your shapeshifted form you can create one set of natural weapons such as a pair of horns, a bite, or a pair of claws. You can change your choice as a swift action once per round. At 10th level upon shape shifting you may form up to two sets of natural weapons, and again you may change one or both sets of natural weapons once per round with a swift action. The Natural Weapons formed from this feature count in all ways as Shapeshift Claws.
Nature's Armament: At 4th level, and every 4 levels thereafter the shapeshifter can select a Nature's Armament from the following selection.
Armor of the Crocodile: The Shapeshifters Natural Armor improves by 2, plus 1/3 total Shapeshifter levels. This works even in his base form.
Blaze of Power: The Shapeshifter may take in the power of a fire elemental infusing all of his Shapeshift forms with a blaze of power. While shapeshifted he is under the effect of a warm fire shield with a caster level equal to his shapeshifter level. He can choose to suppress or resume this ability as a free action at will.
Claws of the Grizzly: While shapeshifted the shapeshifter gains an enhancement bonus to their natural attacks equal to +1/3rd their shapeshifter level.
Earth Glide: The shapeshifter may take in the power of an earth elemental infusing all of his Shapeshift forms with the ability to glide through earth. While shapeshifted into any form Shapeshifter gains the Earth Elemental's Earth Glide ability.
Earth’s Resilience: While shapeshifted the shape shifter gains damage reduction 2+1/3rd shapeshifter level/- stacking with any other DR/- from form.
Robe of Clouds: The Shapeshifter may take in the power of an air elemental infusing all of his Shapeshift forms with a robe of clouds. While shapeshifted into any form, the shapeshifter may as a free action wreathe his body in mist and clouds giving him concealment, though it does not affect his ability to see or act at all.
Senses of the Bat: While shapeshifted the Shapeshifter gains Blindsight 30ft, or improves his Blindsight by 30ft, this Blindsight by 30ft at 10th level and every 5 levels thereafter.
Venomous Bite: While shapeshifted any bite or stinger natural attacks the form grants, or that it has formed with Morphic Weapons, gain a minor poison. This poison deals 1d3 Strength damage, with a save (DC 10+1/2 HD +Con mod) to negate.
Water’s Flow: The Shapeshifter may take in the power of a water elemental infusing all of his Shapeshift forms with the water’s ability to flow. While shapeshifted into any form the shapeshifter’s movement is a flowing rush of water. He may move at his base land speed while in this form but does not provoke attacks of opportunity for moving.
Wild Growth: The Shapeshifter’s body becomes even hardier, with a 50% increase in healing rate from any fast healing and/or regeneration provided by Morphic Healing or other sources.
Wings of the Hurricane: The Shapeshifter may take in the power of an air elemental improving his flight capabilities. While shapeshifted into a form with Flight the form’s base fly speed improves by 30ft if faster than 80ft, or to 80 ft if slower. Maneuverability becomes perfect.
1000 Faces: At fifth level the Shapeshifter can so easily change forms that even their base form is easily malleable. This ability is at will and uses the same type of action as Shapeshift, and anything that affects Shapeshift also affects this ability.. It begins at 5th level by providing a +5 bonus to disguise while in use, otherwise working as the Disguise Self spell. At 10th level it improves to function as Alter Self with the disguise bonus improving to +10. At 15th level the bonus to disguise improves to +15, and again at 20th to +20.
Chimeric Form: At 9th level the shapeshifter can combine two Shapeshift or 1000 Faces forms into one hybrid form melding the features and abilities of both forms, as usual Size bonuses don’t stack. You gain abilities from both forms, taking the best speeds for each movement mode available to either form, and you gain the Size bonuses from each form, taking the best Size bonus for each stat. This can be used to combine a form from Shapeshift and a form from 1000 Faces to create something like a wolfman or dragon man if you wish. Or allow you to be an elemental bear, or an “owl”bear. At 14th level this ability improves into Greater Chimeric Form allowing you to combine 3 forms instead of 2. And at 20th level it become True Chimeric Form allowing you to combine 5 forms instead of 2 or 3.
Morphic Body: At 9th level the Shapeshifter’s skill at altering their form allows them to improve the strength and endurance of any form they take. Whenever he uses his Shapeshift or 1000 Faces ability to take on a form other than his own the shapeshifter gains a +4 bonus to Strength and Constitution that stacks with any Size bonuses those forms might provide.
Morphic Reach: At 11th level the Shapeshifter's body is so fluid that his limbs are longer than they appear. His reach with all natural attacks increases by five feet. Unlike usual increases in reach this extra reach is not immediately visible, only becoming apparent when he makes use of it. As such a foe may be surprised by just how far the shapeshifter can reach.

RPG Superstar Season 9 Top 16

The class is overpowered because they get too powerful of abilities at early levels. At 1st level, you can get an at-will flight when longterm flight is normally something even the strongest classes cannot obtain until 8th level. At 2nd, you get a big chance to totally negate stun and crit effects. Manipulate nature is also too complicated and essentially gives you a free at-will fabricate spell.

Shadow Lodge

At will flight is normally a big deal, buuuut then you have to be an animal for it. That's a decent trade. I will say it is very front-loaded and dip-able though. It needs spread out a bit.

5% fortification per level works a bit better.


The original version was based off the Shapeshift variant of the Druid in D&D 3.5, and had at will flight at 4th level and was strictly inferior to the base druid. This does end up getting at will flight earlier but you are unlikely to have all that dangerous of a flying form before level 4.

Still I might change it to no flight before level 4 if it really seems too overpowered.

Spreading out the Morphic Immunity may be a good idea, only 10% at 2nd level instead of 25% but much more granular. The immunity% should be a bit lower at all levels vs what it currently is. I should probably put in somewhere that all of the Shapeshifter's features are based off Shapeshifter level not Character level, assuming that doesn't go without saying.

Manipulate Nature is both intended mostly as a flavor feature, and to give the class some utility that seemed to be nature themed and not actually spells. The Fabricate like aspect would be limited to large trees or larger for the most part, the tree would have to be big enough to actually contain enough wood to build the item, the item is going to be made of wood which might make some things less useful, and there have been d20 games with the ability to call forth items from wood, and lower powered games compared to D&D and Pathfinder. That said the original version of the feature in my 3.5 take was actually level gated for what you could do, not just the area you could influence, and originally the creating items from a tree was limited to level 6.

So is there any opinion on possibly adding Shifter Aspects as things that could be picked up with Nature's Armament? And possibly taking the Nature's Armament that don't have any scaling and make them scale somehow with Shapeshifter level?

RPG Superstar Season 9 Top 16

Dragonborn3 wrote:

At will flight is normally a big deal, buuuut then you have to be an animal for it. That's a decent trade. I will say it is very front-loaded and dip-able though. It needs spread out a bit.

5% fortification per level works a bit better.

it's not a downside when you gain a ton of benefits from it, gain the ability in a class that rewards shapeshifting, and can do it at-will. It's not a "trade" if you don't actually lose anything and the buff is completely voluntary.

Flight is one of the major reasons the beast shape spells are 3rd level and higher.

Shadow Lodge

And then all the flying options besides spell show it's not even remotely as rare or powerful as everyone over inflates it to be. What's next, burning hands is too strong because swarms go crispy? No animate rope so you don't have to cross the obviously rigged to fall bridge?

Some things are just going to be good counters. That's all there is to it.

RPG Superstar Season 9 Top 16

Dragonborn3 wrote:
And then all the flying options besides spell show it's not even remotely as rare or powerful as everyone over inflates it to be.

I'm not entirely sure what you're trying to say with this sentence as it's a little incoherent.

5th level is the benchmark for limited duration flying options.

8th-9th level is the benchmark for long-term duration flying options.

With few exceptions, game options for flight follow these benchmarks, which is taken into consideration for enemy and adventure design. An option that goes against these benchmarks is inherently overpowered. Even if you have the opinion that flight isn't a big deal, the option would still be overpowered by virtue of granting the powerful ability before almost all other classes/character can.

Liberty's Edge

You might also want to check out the Skin-Changer in the New Paths Compendium from Kobold Press, which releases next week.

I think the Skin-Changer might be a lot closer to what many folks were hoping for in a full BAB class that specializes in wildshaping.

You can check out a preview of the Skin-Changer and New Paths Compendium here!:

Skin-Changer


I'm blanket posting this so I apologize to those that see it repeated.

I wrote up what I might want for a "fixed shifter". It uses ideas from all over this board.

I am most worried about the Evolution Points, if they should be there at all, and if they should be completely mutable or should be assigned at the beginning of the day.

Give me lots of feedback, please!

Fixed Shifter Doc

Shadow Lodge

Cyrad wrote:
5th level is the benchmark for limited duration flying options.

Level 1: Several races, Small Races with an Animal Companion, and Medium Races with an Animal Companion and Undersized Mount.

Taadaa.


Hmm can't seem to edit my old post so reposting with some changes here.

THE SHAPESHIFTER
A Master of the Shifting Forms

Role: The Shapeshifter is so attuned to nature and myriad beasts within that he can call upon them to fortify his being. Fluid in form the Shapeshifter can take on many forms, and even manipulate the natural world around him.

Alignment: Any.

Hit Dice: d10

Starting Wealth: Shapeshifters start with 3d6x10 GP.

Starting Age: As Barbarian; Shapeshifters do not spend a great deal of time in starting their trade.

Class Skills
The class skills for Shapeshifter (and the key ability for each skill) are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession(Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).
Skills Ranks Per Level: (6 + int)

Class Features

Spoiler:
Hide

Level Base
Attack Fort Ref Will
Bonus Save Save Save Special
1st +1 +2 +2 +0 Speak With Animals, Shapeshift,
Meld With Equipment, shapeshifter claws
2nd +2 +3 +3 +0 Defensive instinct, Manipulate Nature (least),
Morphic Immunity (10%)
3rd +3 +3 +3 +1 Shapeshifter claws increase, Bonus Feat,
Morphic Weapons (Minor)
4th +4 +4 +4 +1 Shapeshift improvement, Nature’s Armament
5th +5 +4 +4 +1 1000 Faces (Disguise +5)
6th +6 +5 +5 +2 Shapeshift improvement, Manipulate Nature (lesser),
Bonus Feat,Morphic Healing (2)
7th +7 +5 +5 +2 Shapeshifter claws increase, Speak with Plants
8th +8 +6 +6 +2 Shapeshift improvement, Nature’s Armament
9th +9 +6 +6 +3 Chimeric form, Morphic Body,
Bonus Feat
10th +10 +7 +7 +3 Morphic Weapons (Major), 1000 Faces (Disguise +10),
Morphic Healing (Regen), Shapeshift improvement
11th +11 +7 +7 +3 Shifter claws increase, Morphic Reach,
Manipulate Nature (Greater)
12th +12 +8 +8 +4 Shapeshift improvement, Nature's Armament
13th +13 +8 +8 +4 Shifter claws increase, Bonus Feat, Morphic Immunity (75%)
14th +14 +9 +9 +4 Greater chimeric form
15th +15 +9 +9 +5 Bonus Feat, 1000 Faces (Disguise +15)
16th +16 +10 +10 +5 Nature's Armament
17th +17 +10 +10 +5 Shifter claws increase, Manipulate Nature Mastery
18th +18 +11 +11 +6 Bonus Feat
19th +19 +11 +11 +6 Shifter claws increase
20th +20 +12 +12 +6 Nature's Armament, Final Chimeric Form,
1000 Faces (+20 Disguise)

CLASS FEATURES
BAB: Good
Defenses: Good For and Ref, poor Will

Weapon and Armor Proficiencies: Shapeshifters are proficient with Simple Weapons and Light Armor.

Unlesss specified otherwise all abilities are EX.

Speak with Animals: At first level the Shapeshifter can speak with animals, ss the spell, at will. At 7th level this improves so they can also speak with plants.
Shapeshift: At 1st level, a shapeshifter gains the ability to turn himself into any Small or Medium animal and back again at will. His 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 as long as the shapeshifter wishes, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. At 5th level changing form becomes a move action, at 10th level a swift action, and at 15th level a free action. Changing form can still only be done once per turn. The form chosen must be that of an animal the shapeshifter is familiar with.

A shapeshifter loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) At 5th level this restriction goes away for all forms, though the shapeshifter still cannot cast spells while in a form normally incapable of it.

As a shapeshifter gains in levels, this ability allows the shapeshifter to take on the form of larger and smaller animals, elementals, plants, oozes and dragons.

At 4th level, a shapeshifter can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a shapeshifter’s shapeshift now functions as beast shape II. When taking the form of an elemental, the shapeshifter’s shapeshift functions as elemental body I.

At 6th level, a shapeshifter can use shapeshift to change into a Huge or Diminutive animal, a Medium elemental, a Small or Medium plant creature, a Small or Medium magical beast, or a Small or Medium Ooze. When taking the form of animals or magical beasts, a shapeshifter’s shapeshift now functions as beast shape III. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body II. When taking the form of a plant creature, the shapeshifter’s shapeshift functions as plant shape I. When taking the form of an ooze, the shapeshifter’s shapeshift functions as Ooze Shape I.

At 8th level, a shapeshifter can use shapeshifter to change into a Large elemental, a Large plant creature, a tiny or Huge Magical Beast,a Large Ooze, or a Medium dragon. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body III. When taking the form of a plant, the shapeshifter’s shapeshift now functions as plant shape II. When taking the form of a magical beast, the shapeshifter’s shapeshift now functions as Beast Shape IV. When taking the form of an ooze, the shapeshifter’s shapeshift now functions as Ooze Shape II. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon I.

At 10th level, a shapeshifter can use shapeshift to change into a Huge elemental, a Huge plant creature, a Huge Ooze, or a Large dragon. When taking the form of an elemental, the shapeshifter’s shapeshift now functions as elemental body IV. When taking the form of a plant, the shapeshifter’s shapeshift now functions as plant shape III. When taking the form of an ooze, the shapeshifter’s shapeshift now functions as Ooze Shape III. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon II.

At 12th level, a shapeshifter can use shapeshift to change into a Huge dragon. When taking the form of a dragon, the shapeshifter’s shapeshift now functions as Form of the Dragon III.
Meld with Equipment: At first level the Shapeshifter can allow the magical properties of one piece of equipment to carry over while shapeshifted. They gain the enhancement bonus or special ability of the item. At third level, and every three levels after that, they may designate one more item to meld into their form.
Shapeshift Claws: At will, a Shapeshifter in his natural form can extend his 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 he is Small). If he uses one of his claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead. These claws count as magical for overcoming DR. The ability to overcome DR as if magic extends to all natural attacks granted from this class.

As the shapeshifter gains levels, the power of his claws increases. At 3rd level, his claws ignore DR/cold iron and DR/silver. At 7th level, his claw damage increases to 1d8 (1d6 if Small). At 11th level, his claw damage increases to 1d10 (1d8 if Small). At 13th level, his claw damage increases to 2d6 (1d10 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—. All natural attacks granted from this class gain these same abilities, using the claw damage or the damage of the form's natural weapon whichever is higher.
Morphic Immunity: At 2nd level the shapeshifter is resistant to stunning and critical hits, having a 10% chance to negate such. At every level beyond 2nd it improves by 5%, finally becoming full Immunity at 20th level.
Manipulate Nature (SU): At 2nd level the Shapeshifter's connection to the natural world allows them to bestow life giving energy upon small plants and to manipulate the very forces of nature around them. At 2nd level they may effect a large plant or a small field or similar area of about 10ft radius. At 6th level this improves to a huge plant or a larger area of about 30ft radius. At 11th level they can affect a gargantuan plant or a huge area of about 100ft radius. At 17th level their ability becomes nearly limitless. Effecting plants of any size and reaching out for at least a mile around him. Some things this could allow the Shapeshifter to do would be to return health to flowers, grass, planted fruits and vegetables and such. To easily move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Even for for magically animated or enchanted plants. The shapeshifter could cause a flower to bloom, speed or improve a harvest in his area. With a simple moments concentration he could allow ask a tree to release a simple tool or construct of wood, without harming the tree. The largest would be a small two person canoe though what can be produced would depend on the actual size of the tree. Or he could ask a tree limb to move out of the way a little bit to allow easier movement for himself and his allies through a forest. He could pull free as much vine rope as he needs, again without causing any harm to the tree. A Shapeshifter can stand at a ravine and, assuming the area between the two sides fits within his area, place his hands upon the ground and near instantaneously call forth a vine bridge to cross the gap. They can place their hands upon a significantly large tree and open a knothole door leading to a space that acts like Mage’s Magnificent Mansion, the dimensions within are dependent on the area that corresponds to the same level as the size of a tree, such that a large tree would produce a 10ft radius area within and a colossal tree would produce an area with a 1 mile radius or larger. The Shapeshifter could place his hands upon the ground and call forth a small crystal clear pool of water in. If his area is big enough he could even move trees throughout a forest, changing the very layout and causing poachers or trespassers to become lost or trapped, or he could even create a permanent oasis in a desert. Again these are simply examples and the true use of this ability is limited only by imagination. Upon first gaining Manipulate Nature the Shapeshifter selects an environment that Manipulate Nature affects, every time the ability improves they may select one more environment to affect.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shapeshifter adds his Constitution bonus (if any) to his AC and CMD. This bonus applies in all forms he may take with Shapeshift or 1000 Faces.

These bonuses to AC apply even against touch attacks and when the shapeshifter is flat-footed. He loses these bonuses when he is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature, or any other class feature that adds Wisdom or Constitution to AC.
Morphic Healing: At 6th level the shapeshifter’s body can heal small wounds quicker. He gains fast healing 2. This improves to fast healing 3 at 8th level, and by 1 more point every four levels thereafter. At tenth level the Shapeshifter’s body becomes even more resistant. His Morphic Healing improves from Fast Healing to Regeneration. This Regeneration can be suppressed with Acid or Fire.
Bonus Feat: At third level, and every 3 levels thereafter, the Shapeshifter gains a bonus feat from the following list, ignoring racial restrictions. Hover, Impaling Charge, Improved Flight,Improved Natural Attack (taking this for Shapeshift Claws improves all natural weapons benefiting from Shapeshift Claws), Improved Natural Armor, Multiattack, Nightstalker. Shifter feats. And possibly other Monster feats at DM discretion.
Morphic Weapon: At 3rd level upon taking your shapeshifted form you can create one set of natural weapons such as a pair of horns, a bite, or a pair of claws. You can change your choice as a swift action once per round. At 10th level upon shape shifting you may form up to two sets of natural weapons, and again you may change one or both sets of natural weapons once per round with a swift action. The Natural Weapons formed from this feature count in all ways as Shapeshift Claws.
Nature's Armament: At 4th level, and every 4 levels thereafter the shapeshifter can select a Nature's Armament from the following selection.
Armor of the Crocodile: The Shapeshifters Natural Armor improves by 2, plus 1/3 total Shapeshifter levels. This works even in his base form.
Aspect of the Bat: You gain darkvision with a range of 60ft, or improve your darkvision by 30ft, no matter your form. At 8th level your darkvision improves by 30ft and you gain the Flyby Attack feat. At 15th level you gain blindsense 15 ft or improve the range of your blindsense by 15ft and you gain the Hover feat.
Aspect of the Bear: You gain a +2 enhancement bonus to your Constitution score, low-light vision and scent with a 30ft range. At 8th level the enhancement bonus to Constitution increases to +4. At 15th level the enhancement bonus improves again to +6, and you gain the Awesome Blow feat.
Aspect of the Bull: You gain a +2 enhancement bonus to your Strength score, and powerful charge (+1d8 on any gore attack you may have.) At 8th level the enhancement bonus improves to +4 and you gain trample as per the universal monster rule (dealing gore damage plus 1-1/2 times your Strength modifier.) At 15th level your enhancement bonus improves again to +6, and your Powerful charge bonus to gores increases to +2d8.
Aspect of the Deinonychus: You gain a +2 enhancement bonus to Initiative checks and pounce. At 8th level the enhancement bonus improves to +4, and you gain a +4 racial bonus on Acrobatics checks no matter your form. At 15th level the enhancement bonus improves again to +6, you gain a +1 dodge bonus to AC and gain Spring Attack as a bonus feat.
Aspect of the Falcon: You gain a +4 competence bonus on Perception checks, low-light vision, and a +4 racial bonus on vision-based Perception checks. At 8th level the competence bonus improves to +6, you gain darkvision 120ft, or your existing darkvision increases by that amount, and your racial bonus on vision-based Perception checks improves to +6. At 15th level your competence bonus to Perception improves to +8, and you gain blindsense of 60ft or improve existing blindsense by that amount.
Aspect of the Frog: You gain a +4 competence bonus on Acrobatics checks when jumping and on Swim checks, you gain a swim speed of 30ft, the Grab ability on any bites you make, and all jumps you make count as if you had a running start. At 8th level your competence bonuses increase to +6 and you gain a new natural attack that can be used in any Shapeshift form, but does not count against your Morphic Weapons limit. This natural attack is a Tongue attack, a primary natural attack with a reach of 15ft that deals no damage on a hit but can be used to grab, when grabbing with the Tongue you do not count as grappled yourself. At 15th level the competence bonuses improves again to +8, increase your swim speed by +30ft, and increase the reach of your Tongue attack by 15ft, and now your Tongue deals damage as your Shapeshift Claws.
Aspect of the Lizard: You gain a +4 competence bonus on Acrobatics checks, and you gain a secondary tail attack with the trip ability. At 8th level your competence bonus increases to +6.
At 15th level your competence bonus increases to +8 and the reach of your tail attack becomes 10ft.
Aspect of the Monkey: You gain a +4 competence bonus on Climb checks, you gain a climb speed of 30ft. At 8th level the competence bonus improves to +6, your climb speed increases by 20ft, and if you have a tail you can use it to hold and manipulate objects as if it was a hand, but you cannot use it to wield weapons or shields. At 15th level the competence bonus improves to +8, you gain a rend attack that deals extra damage equal to that of your Shapeshift Claws attack plus 1-1/2 times your Strength bonus when you hit with two of your claw attacks.
Aspect of the Mouse: You gain evasion as per the rogue class feature, a swim and climb speed of 20ft, and the ability to use Dexterity or Strength for Climb and Swim checks, whichever is better in your current form. At 8th level the Evasion feature improves to Improved Evasion, and your climb and swim speeds improve by 20ft. At 15th level you do not provoke attacks of opportunity while moving through or out of a creature's threatened area or moving into its space, but you do when you leave its space.
Aspect of the Owl: You gain a +4 competence bonus on Stealth checks, darkvision 60ft or improve your existing darkvision by 30ft, and a +2 racial bonus on Stealth checks. At 8th level the competence bonus improves to +6, you gain Flyby Attack as a bonus feat, and the range of your Darkvision increases by 60ft. At 15th level the competence bonus improves to +8, and you gain the benefits of the Snatch feat but you can use it only to grab a creature at least one size smaller than yourself, and you can squeeze a creature grappled with this ability no matter what size it is.
Aspect 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, a climb and swim speed of 30ft, and you gain Combat Reflexes. If you already have Combat Reflexes, or your Dexterity score is not high enough to grant you any extra attacks of opportunity, you instead gain one additional attack of opportunity each round. At 8th level the earlier bonuses in regards to Opportunity Attacks improve to +4, and you gain a +4 racial bonus on Acrobatics and Stealth checks. At 15th level the earlier bonuses improve to +6, and when you make an opportunity attack with a bite or stinger you also apply the following poison. Poison (Ex): Bite-injury; save Fort DC = 10+1/2 your Shapeshifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. If you have Venomous Bite then both poisons are applied and must be save against separately on an opportunity attack.
Aspect of the Stag: You gain an enhancement bonus of +5 feet to your base speed, low-light vision and scent 30ft. At 8th level the enhancement bonus improves to 10ft, and you gain a +4 racial bonus on Acrobatic checks when jumping. At 15th level the enhancement bonus improves to 20ft, and you gain the Awesome Blow feat, and you can now use Awesome Blow against a creature of your size or smaller.
Aspect of the Tiger: You gain a +2 enhancement bonus to your Dexterity score, the grab ability with bite and claw attacks, and pounce. At 8th level the enhancement bonus improves to +4, and you gain a +4 racial bonus on Stealth checks. At 15th level your enhancement bonus improves to +6, and you gain a rake attack with your back claws (dealing additional damage equal to that of your claw attack).
Aspect of the Wolf: You gain the Scent ability with a range of 10ft or if you already have the scent ability the range increases by 10ft, and any bite attack you make can make a free trip attempt. At 8th level you gain a +4 racial bonus on Survival checks when tracking with scent, and the range of your scent ability increases by another 10ft. Your scent increases by another 10ft at 15th level.
Aspect of the Wolverine: You gain 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, and while in a Shapeshift form you gain the barbarian's rage power, but can activate this rage only in a round after you've taken damage. This rage lasts for Con modifier rounds, and cannot be used a second time in the same combat. This otherwise functions like the barbarian rage ability. At 8th level you gain Diehard as a bonus feat, and you can choose two Barbarian Rage Powers, treating your Shapeshifter level as your effective barbarian level for the purposes of meeting prerequisites. At 15th level you now treat your Constitution score as being 8 points higher when determining when you die at negative hit points, and you are no longer fatigued at the end of your rage.
Blaze of Power: You gain the effects of a warm fire shield, with a caster level equal to your shapeshifter level, while Shapeshifted. You can choose to suppress or resume this ability as a free action at will.
Claws of the Grizzly: While shapeshifted you gain an enhancement bonus to your natural attacks equal to +1/3rd your shapeshifter level.
Earth Glide: You gain an Earth Elemental's Earth Glide ability and tremorsense 10ft plus 5ft per shapeshifter level.
Earth’s Resilience: You gain Damage Reduction while Shapeshifted, this is DR x/- where x is equal to 2 plus 1/3rd your shapeshifter levels.
Robe of Clouds: You gain the ability while Shapeshifted to wreathe yourself in concealing mists. This blurs your form enough to give you a miss chance of 10% plus 10% for every five shapeshifter levels, giving you a 50% miss chance from concealment at 20th level.
Venomous Bite: You gain a venom that can be applied with any bite or stinger natural attacks you make while Shapeshifted. This venom works as Venom (Ex): Bite-injury; save Fort DC = 10+1/2 your Shapeshifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves.
Wild Growth: Your body becomes even hardier than normal for a Shapeshifter. Your Fast Healing or Regeneration from Morphic Healing improves by 50%, and any healing spells used upon you are 50% more effective.
Winds of the Hurricane: You gain improved maneuverability and speed in the air as the winds of the air elemental guide you. Any fly speed you may have is improved by 30ft or to 80ft, whichever is better, and your maneuverability becomes Perfect.
1000 Faces: At fifth level the Shapeshifter can so easily change forms that even their base form is easily malleable. The Shapeshifter has the at will ability to change his appearance using the same type of action as the Shapeshift ability currently requires. At 5th level this ability grants a +5 bonus to Disguise when used, otherwise working as the Disguise Self spell. At 10th level the bonus to disguise improves to +10, and it now functions otherwise as Alter Self. At 15th level the bonus to disguise improves to +15, and again at 20th to +20.
Chimeric Form: At 9th level the shapeshifter has begun to combine their many forms into one, taking the best features from each. At 9th level they can combine any two Shapeshift or 1000 Faces forms into a hybrid form. He gains the listed abilities that Shapeshift or 1000 Faces would have granted for each of the chosen forms, Size bonuses do not stack as usual, instead take the better bonus in each category for the size the hybrid form takes. If one form does not have options listed for the hybrid form's size then use the size bonuses from the closest size that form can take. You take the best speeds for each movement mode available to either form. This can be used to combine a form from Shapeshift and a form from 1000 Faces to create something like a wolfman or dragon man if you wish. Or allow you to be an elemental bear, or an “owl”bear. At 14th level this ability improves into Greater Chimeric Form allowing you to combine 3 forms instead of 2. And at 20th level it become True Chimeric Form allowing you to combine 5 forms instead of 2 or 3.
Morphic Body: At 9th level the Shapeshifter’s skill at altering their form allows them to improve the strength and endurance of any form they take. Whenever he uses his Shapeshift or 1000 Faces ability to take on a form other than his own the shapeshifter gains a +4 bonus to Strength and Constitution that stacks with any Size bonuses those forms might provide.
Morphic Reach: At 11th level the Shapeshifter's body is so fluid that his limbs are longer than they appear. His reach with all natural attacks increases by five feet. Unlike usual increases in reach this extra reach is not immediately visible, only becoming apparent when he makes use of it. As such a foe may be surprised by just how far the shapeshifter can reach.

RPG Superstar Season 9 Top 16

Use Google Docs or some other platform. Don't just dump a wall of text in a post. Makes it easier for you and everyone else.

Dragonborn3 wrote:
Cyrad wrote:
5th level is the benchmark for limited duration flying options.

Level 1: Several races, Small Races with an Animal Companion, and Medium Races with an Animal Companion and Undersized Mount.

Taadaa.

As I said before, "with few exception."

Also, the races that start with flight are blatantly overpowered. They're even labeled as such in Inner Sea Races.


Ryuujin-sama, I like a lot of what you did here. For example, I like the bonus monster feats, and meld armor (as an alternative/compliment to defensive instinct) I like the morhpic healing, I thought about adding that too but was worried about adding too much. I would be wary of giving always on fast healing. Kind of entirely negates the need to heal, ever. The party might have to use potions and wands, or rest a few days, but you are ready to go after just an hour. I might make it usable some minutes per day.

However, I think this is severely overpowered. At will shapeshifting from level one makes this an almost must dip class for ANY character. Then giving it access to all the forms 2 levels ahead of druid (and therefore 3 full levels ahead of the rest of the world) AT WILL is insane. Full casters like Wizards get crazy at high levels because of spells like Form of the Dragon (even if its one of the lesser offenders) and you give it here, at will, a full 3 levels before the wizard gets it once.

I'm not a fan of the manipulate nature ability, I don't think its thematic and it seems a lot like having your cake and eating it to. However, you seem to like it so more power to you.

Finally, Chimeric form seems pretty insane at 9th level. If I am understanding your intentions correctly, you can be combining huge magical beasts, large elementals, and medium dragons. That, at level 9, gives me nightmares. It gets even crazier a level later, adding huge elementals and large dragons to the options. I used this ability as my capstone in my version of the class. I could see getting lesser versions of this early on, but getting a full two creature fusion (of creatures 3 levels ahead of when they are supposed to be available) at 9th seems blatantly overpowered.

I like what you are doing though, and if you are playing with a bunch of high powered people this would definitely be fun.

Shadow Lodge

I think adding a line saying if you have more levels in another class than Shapeshifter your abilities stop being at-will and instead become x/day equal to your shapeshifter level. This stops dipping from getting stupidly powerful.

This class's whole niche is shapeshifting too, so I don't think it is a big deal for it to be the best at it. As a side note, Wizards do get crazy, but not because of shapechanging spells. Making your Poor BaB, d6 HD character into a melee dragon that lost it's AC bonus from bracers of armor isn't the best idea...


Yeah, that could be a good solution for dipping. It would be nice to wildshape from level one.

I agree, the shifter should be the best shapeshifter around. I would have to play with the numbers and play test some to see how it really handles, but it seems to me that getting all those forms so far ahead of when they are normally available is dangerous. Getting them at will is already really strong. That alone makes you the best shapeshifter. I like adding some other bonuses, like Morphic Armaments, to make the forms feel a bit more unique and to make a shifter form at 4th level stronger than a similar druid form at 4th. I plan to use this in some upcoming campaigns, so I will have to see how it compares.


How about this. They can only shapeshift into a creature with the same or less DC as they have levels. Dire Rat anyone?

Alternately, they could go humanoid, same size, at first level.
Animal form or one size category away humanoid, 3rd level, ect.

Feat: Method Acting. Since MPD is dead, you believe totally you are what you are impersonating. You can fool ESP. If the animal has rage or bloodlust, so do you. In animal form you cannot talk or use weapons, because it's out of character.


Well what you can Shapeshift into is still limited by level. The reason I picked the levels I did was because of the Shifter. I absolutely wanted at will Shapeshifting, it wouldn't be a true shifter otherwise. And I wanted shapeshifting at first level, again it wouldn't be a true shifter otherwise. Now the actual Shifter class gets its Wild Shape at 4th level, as Beast Shape II. So I wanted the Shapeshifter to have Beast Shape II forms at the same level. And since that is two levels earlier than when the Druid gets Beast Shape II for Wild Shape I basically took the Wild Shape options of the Druid and moved them down 2 levels. Then for the options that weren't available to Wild Shape natively I took a look at the spell level and compared it to when the Wild Shape got forms of the same spell level, and subtracted 2 levels like the Shifter's Beast Shape II.

Adding something to limit multiclassing dips would probably be a good idea.

I could take or leave Manipulate Nature. It was originally added because people thought the class didn't have enough utility. The class is a lot more one dimensional without it, but between the opened up shifting ability that using the Wild Shape rules instead of 3.5 Shapeshift variant Druid rules, and the options of Nature's Armament now that Shifter Aspects have been converted into options, could very well help with a lot of utility.

I could change Chimeric Form, the levels it is available was based off the Shifter's chimeric aspects, since I liked the idea of combining more than one form to make an "owl"bear or a stone tiger or something. 9th level gives the ability to combine two forms, with more at higher levels, I could keep the 9th level combining of two forms, and move up the three forms to twentieth level or something.

Also here is the google doc for the class.

Liberty's Edge

Marc Radle wrote:

You might also want to check out the Skin-Changer in the New Paths Compendium from Kobold Press, which releases next week.

I think the Skin-Changer might be a lot closer to what many folks were hoping for in a full BAB class that specializes in wildshaping.

You can check out a preview of the Skin-Changer and New Paths Compendium here!:

Skin-Changer

Quick follow up, - the book is now available through Paizo (or wherever you buy your RPG material)

Expanded and Updated New Paths Compendium Hardcover

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