Avahzi Serafian

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Here's my version of what "the Shifter should have been" (I.E. a true and optimal shape shifting specialist class that's ahead of the curve of the Druid without spells) that I'm working on.

It's built on a bit of an "unchained Monk" type structure with unarmored AC bonuses and full BAB and bonus attacks, gets Wild Shape immediately and progresses it quicker in some ways but memorizes specific monster forms, bonus wildshape and monster feats, and essentially gets the benefits of what used to be Master of Many Forms, plus more, with a good capstone, all in one base class. But I still have some odd numbered dead levels (3rd, 11th, 13th, 15th, 17th, and 19th). I'm also not entirely sure on the level placement for Extraordinary Wildshape.

Let me know what you think of the balance and feel, any ideas, criticisms, inspirations, etc.

The Shapeshifter

Alignment: Any neutral.
Hit Die: d10.
Base Attack: High (as Fighter).
Saves: Fortitude and Reflex.
Starting Gold: 1d6 x 10 gp (35 average).

Class Skills
The Shapeshifter’s class skills are Acrobatics, Climb, Disguise, Fly, Handle Animal, Heal, Intimidate, Knowledge (nature), Knowledge (planes), Perception, Ride, Sense Motive, Stealth, Survival, and Swim.

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are the class features of the Shapeshifter.

Weapon and Armor Proficiency
A Shapeshifter is proficient with all wooden weapons, and the natural attacks (claw, bite, and so forth) of the forms he assumes with Change Shape, but not with armor or shields.

Bonus Languages
A Shapeshifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of his race.

A Shapeshifter speaks Druidic, a secret language known only to Druids and Shapeshifters, which he learns upon becoming a 1st level Shapeshifter. Druidic is a free language for the Shapeshifter; that is, he knows it in addition to his regular allotment of languages, and it doesn’t take up a language slot. Shapeshifters are forbidden to teach this language to non-druids or non-shapeshifters.

AC Bonus
When unarmored and unencumbered, the Shapeshifter adds his Wisdom bonus to his AC and his CMD. In addition, a Shapeshifter gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Shapeshifter levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Shapeshifter is flat-footed.

Wildshape (Su)
At 1st level, the Shapeshifter gains the ability to turn into a creature and back again. Your options for forms include all creatures with the animal type and this ability functions like the Druid’s Wild Shape, except you must choose specific creature forms to memorize and you can only change into specific creature forms that you have memorized. At 1st level, the Shapeshifter knows a number of creature forms equal to 3 + his Wisdom modifier. At each level thereafter, the Shapeshifter gains an additional creature form.

This ability otherwise functions as Beast Shape I, except as noted here. The effect lasts for 1 hour per Shapeshifter level + your Wisdom modifier, or until you change back, and can use it for a total number of that many hours each day. Changing form is a standard action and doesn’t provoke an attack of opportunity.

A Shapeshifter loses his ability to speak while in an animal form because he is limited to the sounds that a normal, untrained animal of that form can make, but he can communicate with other animals of the same general grouping as his form. He can also communicate in nonverbal ways with allies.

Additionally, for the purpose of qualifying for prerequisites of feats either with Wildshape or Improved Unarmed strike as a prereqsuities, the Shapeshifter's effective Druid or Monk level is equal to his Shapeshifter level, and the Shapeshifter may take Monster feats that have a known type or form of monster as a prerequisite.

At 4th level, a Shapeshifter can use Wildshape to turn into a large or tiny animal. When taking the form of an animal, a Shapeshifter’s Change Shape now functions as Beast Shape II.

At 6th level, a Shapeshifter can use Wildshape to turn into a small or medium creature of the Monstrous Humanoid type. When taking the form of a monstrous humanoid, a Shapeshifter’s Wildshape now functions as Monstrous Physique I.

At 8th level, a Shapeshifter can use Wildshape to turn into a diminutive or huge creature of the animal type, a tiny or large creature of the monstrous humanoid type, or a small or medium creature of the magical beast type. When taking the form of an animal or magical beast, a Shapeshifter’s Wildshape now functions as Beast Shape III. When taking the form of a monstrous humanoid, a Shapeshifter’s Wildshape now functions as Monstrous Physique II.

At 10th level, a Shapeshifter can use Wildshape to turn into a tiny or large creature of the magical beast type, or a diminutive or huge creature of the monstrous humanoid type. When taking the form of a magical beast, a Shapeshifter’s Wildshape now functions as Beast Shape IV. When taking the form of a monstrous humanoid, a Shapeshifter’s Wildshape now functions as Monstrous Physique III.

At 12th level, a Shapeshifter can use Wildshape to turn into a diminutive or huge creature of the magical beast type, or an improved creature of the monstrous humanoid type. When taking the form of a magical beast, the Shapeshifter’s Wildshape now functions as Beast Shape IV, except it additionally allows you to change into a diminutive or huge creature of the magical beast type. When taking the form of a monstrous humanoid, a Shapeshifter’s Wildshape now functions as Monstrous Physique IV.

Bonus Feats (Ex)
At 1st level, 2nd level, and every four levels thereafter, a Shapeshifter may select a bonus feat. These feats must be select either by those listed as monster feats, have wildshape as a prerequisite, or have improved unarmed strike as a prerequisite.

Feral Combat (Su)
At 4th level and every four levels thereafter, the Shapeshifter gains a magical +1 bonus to attack and damage rolls with natural attacks and special abilities while in a shape, to a maximum of +5 at 20th level. Additionally, the Shapeshifter’s attacks with natural weapons count as magic weapons for the purpose of overcoming damage reduction.

At 7th level, the Shapeshifter gains Improved Feral Combat. When making a full attack action with natural attacks, the Shapeshifter can make an extra attack at their full base attack bonus. Additionally, the Shapeshifter’s attacks with natural weapons count as cold iron or silver for the purpose of overcoming damage reduction.

At 10th level, the Shapeshifter’s attacks with natural weapons count as their alignment for the purpose of overcoming damage reduction.

At 14th level, the Shapeshifter gains Greater Feral Combat and the Shapeshifter can make two extra attacks at their full base attack bonus when making a full attack action with natural attacks.

At 16th level, the Shapeshifter’s attacks with natural weapons count as adamantine for the purpose of overcoming damage reduction.

Versatile Shape (Su)
At 4th level and every four levels thereafter, choose a monster type from the following list: Aberration, Dragon, Fey, Giant, Ooze, Plant, Undead, and Vermin. You gain the ability to use Change Shape to change into creatures of that type in addition to the normal creature types provided by the Change Shape ability, and you may add a bonus creature of that type to your list of known shapes.

At 8th level, you can use your Wildshape ability to change into a large creature of any type chosen from Versatile shape.

At 12th level, you can use your Wildshape Shape ability to change into a huge creature of any type chosen from Versatile Shape.

At 16th level, you can use your Wildshape ability to change into a Gargantuan creature of any type chosen from versatile shape.

Skillful Wildshape (Ex)
At 5th level, the Shapeshifter gains all racial bonuses on skill checks possessed by any shape he takes using his Wildshape ability.

Extraordinary Wildshape (Su)
At 9th level, the Shapeshifter gains all extraordinary abilities and special qualities of any shape he takes using his Wildshape ability, whether or not they appear in the list of the relevant spell.

Wildshape Mastery (Su)
At 20th level, there is no more limit to how long you can use your Wildshape ability. Additionally, you gain the Shapechanger subtype, Damage Reduction 10/-, and you become immune to all magical aging and all unwanted transmutation effects.

Liberty's Edge

The Eidolon (Base Class)

This is an idea in progress for a base class that is magical in nature and yet does not use spells. Rather, the idea here is that the class's magic takes more the form of at-will supernatural and spell-like abilities that they simply know, with something of a flavor of "shaping magic" or conjuration, some evocation and channeling energy, and a bit of the idea of being physically transformed by magic. But also able to go in other directions. It's a bit like a "magical monk".

To summarize, I somewhat based the skeleton/form of the class on the Monk, but it's Charisma based, and this could potentially function as a somewhat more powerful (though more MAD) substitute class for the Monk in a campaign or setting. But it also has a bit of the flavor of the Oracle, being attuned to a particular type of magical force that supernaturally grants them powers. In a way, it's like a Sorcerer but even more intuitive and more directly harnessing magic.

The essential mechanical ideas here are:

- You choose an attunement, which represents either an element, some energy type or source of magical power tied to the planes or some kind of theme. Each attunement gives you either the ability to conjure a magical weapon or some other magical form of attack associated with an element or type of magic, which improves as you level, and then a series of at-will powers or spell-like abilities or supernatural traits as you level. They also present players with a variety of play style and build options, from different types of melee combat to ranged combat to bad touch to utility and rogue-ish stuff.

- You get a "nimbus", which sort of starts as a permanent Mage Hand as a stand-in for a familiar, but has the potential to evolve and to grant you the equivalent of certain at-will spell-like abilities. It ends up taking more the form of "permanent spells".

The essence of everything is there, though it's not all completely filled out, most attunements are fairly incomplete beyond their base ability, the class has some empty levels still, and there is plenty that I think could be tweaked and balanced with what's there. Here is the link to the work as it currently is, including some feats, ideas for archetypes, a prestige class designed to synergize with oracles and sorcerers, and a custom race idea that fits the theme:

The Eidolon (Base Class)

Would love some feedback, suggestions, inspiration, constructive criticism, etc.


I've been messing around with the idea of a character concept that mixes aspects of the Rogue and Cleric. Typically, Rogue/Cleric is not the easiest multi-class combination to make practical. There is the Cloistered Cleric, but that mostly just gives extra skill points and isn't all that Rogue-like. And if one looks into 3rd party material, there is the Divine Agent, which is closer to the ballpark and splits the difference between Channel Energy and Sneak Attack, but isn't quite what I'm looking for either.

So I just created the Heretical Cleric archetype, which outright trades Channel Energy for full Sneak Attack and also has a few abilities that make it similar to a Magus, using Spell Combat instead of two-weapon fighting. I also am still working on some custom feats that can help out such a character.

Here's what I have so far: The Heretical Cleric

Feedback, suggestions, criticism, all welcome.


I have been toying with the idea of making Monk/Druid characters based on the Way of the Angry Bear guide that was posted a number of years ago (The Way of the Angry Bear). I really like the flavor of Monk and Druid together, and I love the idea of a Monk that synergizes their unarmed combat abilities with Wildshape.

However, I ran into the fact that the Feral Combat Training feat has been errata'd and nerfed, making the type of build talked about in that guide a bit less significant than originally intended, aside from the complications that arise from multiclassing and gestalt-like characters.

In my understanding, Feral Combat training is still useful, in that it can be used to have one of your natural attacks from Wildshape work with both Flurry of Blows and abilities from feats that are based on Improved Unarmed Strike (such as Dragon Style). What it doesn't do post-errata is let you use your Monk's unarmed strike damage die for natural attacks while in Wildshape. Correct me if I'm wrong.

So I figured I would homebrew a Monk/Druid prestige class based around this type of build to get around the limitations of Feral Combat Training and represent the build in one cohesive class. Enter the Feral Disciple:

The Feral Disciple

Requirements
Alignment: Must be Lawful Neutral
Skills: Knowledge (nature) 5 ranks
Feats: Feral Combat Training
Special: Wild Shape class feature
Special: Flurry of Blows class feature or Multiattack feat

Class Features
Base Attack: Medium
Saves: Fortitude, Reflex and Will
Class Skills: Acrobatics, Climb, Escape Artist, Fly, Handle Animal, Knowledge (Nature), Knowledge (Planes), Perception, Ride,
Stealth, Survival, Swim
Skills Per Level: 4 + Int modifier
Hit Die: d8

Wildshape: The Feral Disciple's class levels stack with Druid levels for the purpose of determining their Wild Shape ability.

Monk Abilities: The Feral Disciple's class levels stack with Monk levels for the purpose of determining their Unarmed Strike
damage, their Flurry of Blows ability, and their natural AC bonus.

Monstrous Wildshape: At 1st level, the Feral Disciple must choose a monster type: Aberration, Dragon, Fey, Magical Beast,
Monstrous Humanoid, Undead, Ooze, Outsider, and Vermin. They gain the ability to assume the form of creatures of that type with
their Wildshape ability. At 2nd level, they can assume the form of a large creature of the chosen type, a tiny creature at 4th
level, a Huge creature at 6th level, a Diminuitive creature at 8th level, and a Gargantuan creature at 10th level.

Bonus Feats: At 1st, 5th and 9th level, the Feral Disciple chooses a bonus feat from the following list (Bleeding Attack,
Crushing Blow, Domain Strike, Dragon Style, Elemental Fist, Flyby Attack, Hamatulatsu, Improved Natural Attack, Monastic Legacy,
Multiattack, Natural Spell, Noxious Bite, Rending Claws, Scorpion Style, Shaping Focus, and Wingover).

Feral Ferocity: At 3rd level, the Feral Disciple may use their unarmed strike damage die for natural attacks while in Wild Shape. Additionally, their natural attacks while in Wildshape count as Magic Weapons for the purpose of overcoming damage reduction.

Monstrous Style: At 4th level, the Feral Disciple gains a +1 bonus to attack and damage rolls while in Wildshape. If the Feral Disciple has the Multiattack feat, their penalties to secondary attacks are reduced to -1.

Extraordinary Wildshape: At 7th level, the Feral Disciple gains all of the extraordinary special abilities and special qualities
of any shape they take using their Wild Shape ability, wether or not they appear in the list of the relevant spell.

Improved Monstrous Style: At 8th level, the Feral Disciple's bonus to attack and damage rolls while in Wildshape increases to +2. If the Feral Disciple has the Multiattack feat, their penalties to secondary attacks are reduced to 0.

Wildshape Mastery: At 10th level, the Feral Disciple gains all
of the spell-like abilities of any shape they take using their Wildshape ability, whether or not they appear in the list of the
relevant spell. These spell-like abilities are based on their Wisdom modifier.

Overview and Thoughts

The basic idea here is that you are a Monk who goes into Druid to get Wildshape, and then enhances their Wildshape with Unarmed Strike and its related abilities via Feral Combat training. From the Druid angle, you're giving up spellcasting progression in exchange for enhanced Wildshape abilities and Monk gestalt synergy. I also leave open the possibility of entering the class without being a Monk via the Multiattack feat, which supplements Flurry of Blows.

Monstrous Wildshape is a bit like the ability of the Master of Many Forms prestige class from 3.5 D&D, but it is more narrow and specialized to one creature type.

The bonus feats serve one of three possible functions: to give you more abilities from feats that are based on Improved Unarmed Strike, to give you access to some Monster feats, and to help you fix up the losses to abilities from being multi-class, bringing you closer to a gestalt Monk/Druid. They're all feats that naturally go with the build.

Feral Ferocity is essentially intended to do what Feral Combat Training was originally exploited to do. On the surface, it might not seem like it does much, but it can do a lot applied to your secondary natural attacks while in Wildshape.

Monstrous Style helps make up for the cost to your BAB of multiclassing and slowly eliminates the penalties for doing full attack actions while Wildshaped. Even if one comes into the class without Multiattack, it is a very useful feat for the build and this serves the function of moving us toward the equivolent of Improved Multiattack, which doesn't appear to exist in Pathfinder.

Extraordinary Wildshape is a nice ability that is identical to the 7th level ability of the Master of Many Forms.

Wildshape Mastery is our capstone that essentially makes up for giving up Druid spellcasting by giving you the ability to use spell-like abilities of your Wildshape forms. If there's anything I'm worried about being OP about this, this is it. Might go with Supernatural abilities instead.

My main questions are:
- Does this actually work within the rules as I think it does?
- If it does work within the rules, is this balanced? Overpowered? A little underwhelming? How does it compare to a pure Druid build based on a similar concept?
- General thoughts? Ideas? Suggestions? Critique?


I always was a big fan of Planescape, as I think it's one of the coolest things to ever come out of D&D. Unfortunately Planescape was discontinued a while ago, though there was a website that was devoted to a 3.0 conversion by independent developers at http://www.planewalker.com/ with a bunch of PDFs. With that said, I don't think it's that big of a leap to try to convert the content over to Pathfinder. Some of it already lives on in the general D&D content as well.

One of the interesting things about Planescape is the Lady of Pain, who has a somewhat mysterious origin and nature, which is generally treated as a matter with a million different speculative explanations, none of which there is canon on the truth of (deliberately). But it occurs to me that some really awesome epic campaign ideas could come from a search for the true origins of the Lady of Pain, with the campaign's own non-canonical explanation. Further, such a campaign could involve the threat of the death of the Lady of Pain with such knowledge - of course killing her in combat and giving her stats would be stupid. What could kill the Lady of Pain would be something more indirect and cerebral.

Of course, the consequence of the Lady of Pain being gone would be significant and negative, as she essentially functions as a true neutral over-god that keeps out the powers and stops the Blood War from spilling out into Sigil. It would seem that if any groups would be interested in getting rid of her, it would be (1) what remains of the Athar at the base of the Spire, as they may view her much in the same way they view the powers and (2) the evil powers from Baator, who would want to take over Sigil for themselves.

Other groups who would be interested in understanding the Lady of Pain, but be opposed to destroying her, would be the Fraternity of Order (they are obcessed with understanding the laws of the multiverse, and the Lady of Pain is its greatest mystery) and the Transcendent Order (who are the defacto ruling body of Sigil that is the least touched by the outcome of the Faction War). It would also seem that the Outlands is a fitting place for any remaining secret knowledge about the Lady of Pain to exist, as it's where Sigil is technically located and is the true neutral center of the Multiverse. It's also where what remains of the Athar is located - right at the base of the spire.

I'm curious if anyone has any comments, thoughts, or suggestions on this idea? I'd really like to be able to convert Planescape over to Pathfinder and set up an epic campaign based on this.