I'm preparing to run a short campaign this summer and one of my friends wants to play a shapeshifter. Aside from adjusting the the BAB and the available forms, how would you make this class suitable for play?
Adding 2 fast healing every three levels seems horrifically broken. If I keep the class feature at all, I would slow it down to every four levels and only give him +1 fast healing.
Additionally, I think the form mutations need to be reworked. Since giants and elementals are no longer their own type, I would move those bonuses around and also add an ooze mutation that made the shapeshifter immune to piercing damage. I don't see this campaign going past level 10, so we won't run into the problem of a character who can turn into a dragon that is immune to critical hits, flanking, mind-altering effects and has a +2 to strength besides.
In the interest of discussion, do you think the form mutations are a balanced class feature? I was thinking about making the mutations weaker, more frequent, and apply only to the non-shifted shapeshifter. These mutations would be similar to some alchemist discoveries, like the option to grow wings or new appendages.
All that said, this is my first time as a GM so I don't have all the mechanics of the game down. Am I on the right track or is this class unsalvageable?