
Farlanghn |
1 person marked this as a favorite. |

I have always been a fan of Lycanthropes. Favorite movie monster. I always wanted to play one when I was playing d&d but could never because of that power spike. But when Wizards released Eberron and I saw the shifter I was hooked. It is my favorite race!
Seeing the recent discussion about Lycanthropes being extinct or not I thought it would be a good time to convert the race to Starfinder. The shifter is kind of an evolution of the lycanthropes and I think they could have a good role in the galaxy. I see them as kind of a predator race. At the end of certain pieces I put a Reasoning section. I feel when homebrewing things you need to explain certain changes which helps answer questions before they are asked. Let's jump into it.
Shifter:
Ability Scores:
+2 Dex
+2 Wis
-2 Int
HP: 4
Skills: Shifters are naturally athletic and receive a +2 Athletics checks.
Vision: Low-light
Land Speed: 30ft
Ability Score Reasoning:
Shifters in D&D had a level adjustment of +0. They had this because their attributes were +2 Dex, -2 Int, and -2 Cha. Combing the internet and threads for already converted Shifters from D&D to Pathfinder it is pretty clear people think they should keep the +2/+2/-2 format. I went for the -2 to Int instead of a -2 to Cha because I looked at the skills in the game and I see them as less techie and more able to be more leaders in a pack if they went the Envoy/Solarian routes.
In General:
A shifters can tap into their lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of four shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait typically provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section.
Shifting is a move action and lasts for a number of rounds equal to 4 + the shifter’s Constitution modifier which starts counting down following the round in which you shift. (Temporary increases to Constitution do not increase the total number of rounds that a shifter can shift. Doing this for balance.) A shifter can take feats to improve this ability. Every shifter feat a character takes increases the duration of his shifting by 1 round. For every two shifter feats a character takes, the number of times per day they can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 6 (instead of 4) + the shifter’s Con modifier.
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.
Reasoning: I made it a move action to shift because I think it helps balance the class. Their is a feat below that lets you shift as a free action. I also upped the rounds slightly since Starfinder is a point buy system.
Shifter Traits:
Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed thereafter.
Beasthide:
While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +1 bonus to EAC and +2 bonus to KAC.
In addition, They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities even while not shifting.
Trait Reasoning: I decided to go with a +1/+2 AC bonus because I wanted the race to still have hmph compared to other races that have a consistent +1/+1.
Dreamsight:
The dreamsight trait is the rarest of all shifter traits, and many dreamsight shifters become Mystics within shifter communities. Unlike other shifter traits, which increase a shifter’s physical abilities, the dreamsight trait sharpens a shifter’s instincts and awareness. While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals spell (listed on page 89 in the core rule book).
In addition, the shifter gains a +2 bonus on Perception checks, even while not shifting.
Gorebrute:
While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and manifests powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for shifter feat the character has). A gorebrute shifter can’t combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the Solarian's Stellar Rush ability). In addition Gorebrutes also get a +2 to grapple due to their increased strength in shifter form.
Gorebrutes naturally exude a strong presence wherever they go and in turn receive a +2 to Intimidate checks.
Wildhunt:
While shifting, a wildhunt shifter temporarily gains a +2 bonus to Dexterity, a bonus of +10 feet to their base land speed and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights.
A wildhunt shifter can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this shifter trait. When a wildhunt shifter detects a scent, the exact location of the source isn’t revealed—only its presence somewhere within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5 feet of the source, he pinpoints the source’s location.
While shifting, a wildhunt shifter can follow tracks by smell, making Survival checks to find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures producing the odor, and the age of the trail. For each hour that the trail grows cold, the DC increases by 2. Shifters tracking by scent ignore the effects of surface conditions and poor visibility.
When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.
Trait Reasoning: There were a couple reasons behind the Wildhunt change. One of the main reasons is this trait was made to Hunt! Plus the Fleet feat gives you a +10 move speed and it would be redundant to mirror a whole trait after a single feat. Thus the change. Chalk it down to many years of shifter evolution.
4 Trait Reasoning: I only focused on 4 traits. Will most likely look at the others but since there is limited classes already it wanted to give these four a focused role. Especially since I combined and changed a few of these. You could always add in more if you want.
FEATS:
DREAMSIGHT ELITE
Your dreamsight shifter trait improves.
Prerequisite: Shifter with the dreamsight trait.
Benefit: While shifting, you can use a full-round action to gain extraordinary visual power. For the duration of your shifting, you gain a +5 bonus on Perception checks and can see invisible creatures and objects as if under the effect of a see invisibility spell.
BEASTHIDE ELITE
Your shifter trait improves.
Prerequisite: Shifter with the beasthide trait.
Benefit: While shifting, your natural armor bonus increases to +2 EAC/+4 KAC.
Normal: Without this feat, a beasthide shifter has a natural armor bonus of +1 EAC/+2 KAC while shifting.
GOREBRUTE ELITE
Your mighty charge attack can knock down foes.
Prerequisite: Shifter with the gorebrute trait.
Benefit: Any creature that takes damage from your horns during your charge attack must succeed on an opposed Strength check (you gain a +2 bonus for charging) or be knocked prone in its space. The defending creature gains a +4 bonus on its check if it has more than two legs or has some form of exceptionally stability (such as a dwarf’s). A creature that can’t be tripped also can’t be knocked down with this feat.
GREATER SHIFTER DEFENSE
By delving deeper into your shifter heritage, you develop the ability to ignore some damage from every attack.
Prerequisite: Shifter, Shifter Defense, three other shifter feats.
Benefit: When shifting, your damage reduction improves to DR 4/silver.
HEALING FACTOR
When your current period of shifting ends, you heal a limited amount of damage.
Prerequisite: Shifter, Constitution 13.
Benefit: When you stop shifting, you immediately heal a number of hit points equal to your character level. This benefit does not occur if you die (at –10 hit points) before the period of shifting ends.
REACTIVE SHIFTING
You can shift with a mere thought.
Prerequisite: Shifter, Dexterity 18.
Benefit: You can activate your racial shifting ability as an free action allowing you to begin shifting even when flat-footed or when it’s not your turn.
SHIFTER AGILITY
Your heritage of speed and ferocity has honed your reflexes, allowing you to avoid attacks.
Prerequisite: Shifter with the wildhunt trait.
Benefit: You gain a +1 dodge bonus to both EAC and KAC Class and a +1 bonus to Reflex saves while shifting.
SHIFTER DEFENSE
By delving into your shifter heritage, you have developed the ability to ignore a little damage from every attack.
Prerequisite: Shifter, two other shifter feats.
Benefit: When shifting, you gain damage reduction 2/silver.
SHIFTER FEROCITY
You are a tenacious combatant, continuing to fight when others would succumb to pain and injury.
Prerequisites: Shifter, Wisdom 13.
Benefit: While shifting, you continue to fight without penalty if you are disabled or dying. This benefit has the following specific game effects. When reduced to 0 hit points, you can act as if you weren't disabled (that is, you ignore the normal restriction of only a single move action or standard action per round). You do not lose 1 hit point for performing a standard or otherwise strenuous action while at 0 hit points.
When reduced to -1 to -9 hit points, you do not fall unconscious. You do not automatically lose 1 hit point each round when at -1 to -9 hit points.
When your current hit points drop to -10 or lower, you immediately die.
SHIFTER INSTINCTS
Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp instincts.
Prerequisites: Shifter.
Benefit: You gain a +1 bonus on Perception and Survival checks, and a +2 bonus on initiative checks.
SHIFTER SAVAGERY
The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons.
Prerequisites: Shifter with the gorebrute trait, base attack bonus +6.
Benefit: While shifting, the base damage dealt by your natural weapons improves by two steps, as if your size had increased by two categories. To determine the amount of the damage increase, find the natural weapon's damage value on one of the two progressions below and improve it by two steps (for example, from 1d4 to 1d8).
Progression I: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
SHIFTER STAMINA
Yours is a heritage of endurance and tenacity, and you can shrug off bruises and fatigue.
Prerequisites: Shifter with the base Fortitude save of +4.
Benefit: While shifting, you are immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When your shifting ends, any fatigue or exhaustion effects that would have taken effect during your shifting (or that were in effect when you began shifting) take effect normally.
WILDHUNT ELITE
Your shifter-enhanced instincts and senses allow you to detect concealed and invisible creatures.
Prerequisites: Shifter with the wildhunt trait.
Benefit: While shifting, your nonvisual senses improve to such a degree that you gain the blindsense ability out to 30 feet (see page 262 of the Core Rule Book). While shifting, your base land speed improves by an additional 10 feet.
EXAMPLE SHIFTERS:
BEASTHIDE:
These shifters excel in combat roles. With their high constitution and natural armor you want a beasthide on the frontline. If you are up against one be ready for a long fight.
DREAMSIGHT:
These shifters are perfect for mystics. Essentially space druids. They can play other classes but with the boost in Wisdom in battle you will be throwing more powerful spells while in combat compared to other Mystics.
GOREBRUTE:
With the boost in Strength they are great for Solarians or Soldiers. But this class could even go down the path of Envoy. Captaining their own ship and leading their team into battle.
WILDHUNT:
Typically the shifters should stay away from classes like Mechanic or Technomancer due to their -2 in Int. But the wildhunt could go the Operative route due to the bonus in Dex. While also being good in any other role due to Dex being a great choice in any situation.
Thanks for reading. Let me know what you think.

Farlanghn |

Really appreciate that someone thought this was a good idea. It totally got lost on the boards without a comment. I did change two things after more reading and actual gameplay. I changed the Gorebrute Charge to just be a natural attack. It it balanced and gives more options his way.
Gorebrute (Su):
While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and are always considered to be armed when they are using their change shape ability. This can be in the form of a bite, claws, or even used with horns grown while shifting. The character must choose one at character creation and can not be changed after. They can deal 1d3 lethal damage with unarmed strikes, and the attack does not count as archaic. Gorebrutes gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of adding just their character level, as usual).
Gorebrutes naturally exude a strong presence wherever they go and in turn receive a +2 to Intimidate checks.
And
SHIFTER SAVAGERY
The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons.
Prerequisites: Shifter with the gorebrute trait
Benefit: Works as Improved Unarmed Strike.

pithica42 |

The last two campaigns I ran were set in Eberron. If I run anything outside of an AP, I'm likely to run it like my Spelljammer campaigns, where players can visit any of the "DnD" worlds we play in, so having writeups for the Eberron races is very useful for me.
I just missed this when you posted it.

pithica42 |
1 person marked this as a favorite. |

Oh, one critique (though this is really a "design philosphy" sort of thing, not something that has to change)...
Since SF has shifted away from using per day abilities and replaced them (mostly) with RP based abilities, if it were me doing the work, I might consider switching out the 1/day aspect of shifting to one that costs RP.

Farlanghn |

Oh, one critique (though this is really a "design philosphy" sort of thing, not something that has to change)...
Since SF has shifted away from using per day abilities and replaced them (mostly) with RP based abilities, if it were me doing the work, I might consider switching out the 1/day aspect of shifting to one that costs RP.
This is actually a good idea that I never thought about. It is kind of like a gambit system. Exert energy to get more power. How would it work with the feats and being able to shift more? Would it break the balance if taking 2 feats gives you a +1 to your resolve points?

pithica42 |

It might, but I honestly don't know how much. There's a feat that grants 2 RP by itself, so having 2 feats that each do thing X and also (when combined) give you an additional RP probably isn't a big deal. Especially since it's a racial limited feat and the feats aren't (in my opinion) otherwise OP. I say it might because I know just how hard optimizers can break the game if they try.
Maybe, instead of it costing RP directly, you have it where it can be used only once as long as you have an RP, but can't be used again unless you spend an RP and rest for 10 minutes (or sleep). The multiple feats could grant you an additional use before that rest either with or without an expenditure of RP. There are a couple of class abilities that work that way already. I'm trying to remember which ones but I'm AFB so I can't give you a more definitive suggested wording if you wanted to go that route.

Farlanghn |

Hey thanks for the shout out! Though I did edit the race after some play tests though. My buddy is playing one in my current campaign and he is playing a Solarian. The issue came in during combat. He would have to track his shifting numbers and also keep track of his attunement numbers. Keeping track of both just became a chore.
We looked at the race and determined that the that the cool part was the shifter itself. So we reversed the key form for the shifters. To balance this we subtracted the +2 Dex and made the +2 dependent on which shifter you chose. Now they are always primal and can shape change like a reptoid into a humanoid form. Check out My Website and you'll see all the details. Let me know what you think.

Farlanghn |

I think it probably works better with them being 'always' shifted. It was kind of wonky even in 3.5, tbh.
That's what we felt. Systems don't always transfer over well and you don't know how something works until you actually roll dice for it. The race plays pretty well trimmed down. I have even thrown a few NPC shifters in the game and it has been pretty fun to watch different ones fight it out.
I see a lot of homebrews around the web but not enough testing in my opinion.