The short version: the charisma penalty isn't -the- problem. It's just -a- problem (and it also has no precedent what-so-ever with other more bestial races), and also, you shouldn't be penalized to make use of a third of your race features. In addition, the race is generally weak, and more often than not (as far as mechanics go), most other races will do what the skinwalkers are -meant- to do, only better (there are exceptions, but ... when you have eighteen races that can each pull off six of the twelve classes, having nine new races, and having only six or seven of them be able to reliably pull off one or two classes? That's not great).
The long version: the charisma check is unreasonable because Skinwalkers are the only race getting it. Gnolls, a far more animal-like humanoid than skinwalkers, don't get penalties when dealing with humanoids. Demons and devils, in their natural forms, don't get penalties. There's no precedent for it. It isn't needed.
It should be said in defense: the charisma penalty does not apply to -all- charisma tests. It on applies to charisma tests against humanoids. It still isn't needed. There are (arguably) humanoids far more bestial than the skinwalkers that don't get that penalty.
The other problem is that about a third of the race's benefit lies in shifting -- without that, they're ... really not great. You get what -- a +2/-2 stat-line, low-light vision, a minor and/or negligible skill bonus, and a once-per-day spell-like that's probably not very useful and only applies if your Wisdom is 11 or higher. Furthermore, a full three of the skinwalker variants have a Wisdom penalty.
So you need to be shifting to make the most of it. But even then, shifting only grants you the rest of your stat line (making you +2/+2/-2), and a bestial trait, only about a third of which are useful.
It's a playable race, definitely. It's just ... weak. Most of the core races, and even some monster races, can do what the skinwalker types are built to do - but better. If I'm making a martial fighter, I'd rather use a re-skinned gnoll (which isn't a stretch, given the ... close aesthetics of the two) than any of the skinwalkers -- because it has natural AC at all times, it has Darkvision, and it has a +2 to the better stats for most melee characters. Sure, you lose out on the skill bonus (but most of the time, the skill bonus isn't great), and on the spell-like (but most of the time, it's bad), and on some bestial traits (but with exception, they aren't all that good to only get one at a time; plus, darkvision and natural armor are -both- bestial traits in most cases).
And while I'm not trying to espouse the view that if you don't pick the race that fits perfectly into your character build you're an idiot (because I think it's a narrow-minded point of view), I -do- believe that the race you pick should at least be in the running along other races for your character build. The skin walkers do in a few specific cases, and any one could make an okay natural weapon fighter, but ... over all, they just aren't as flexible as other races, despite the perceived value of flexibility from the Shift racial trait.
I may've said this before, but another issue is that there just isn't very many options outside the race itself. Shifting doesn't have a vast potential - it comes with a (generally minor) bonus, a penalty, and the rest of your stat-line which you should have already had. It's one thing if there are feats that make it genuinely better (Fast Shifting doesn't make it better, it just gives it the flexibility it should have already had), and the other all-around feat that lets you take two bestial traits instead of one is often pointless.
I've run a solid handful of can-go-either-way encounters, and prepared a few others.
--Run across some ship-wrecked pirates in a dangerous forest, encamped in a small clearing upon a bluff with the gear scavenged from their ship. The party can ignore them, take them out for their loot (what they can carry), or help them to civilization and gain a (...perhaps unscrupulous) ally.
--Bump into an old mansion protected by ravenous gargoyles. Successfully talking the stone beasts down (or offering some sort of tribute) gets them inside, where an angel (or just some older man trapped there by the gargoyles, if you want to keep lower magic) of some depleted power rests. It'll map them toward civilization, give them warm food, rest, and so on.
--Stumble upon a friendly camp out in the middle of a forest. Turns out there's a creature impersonating one of rangers, but the rest aren't sure which. If the party figures it out, they've company for the night, and some good word spread about in the next town over.
--A number of ice golems in the frozen wastes are uprooting trees from around an iced-over lake and dragging them into the center, where they plant the tree down into the ice (ice-shaping roots around it). They won't talk to the adventurers in any language but their own, will not stop their task, and will only attack if first attacked. If successfully asked, they're trying to save nature from the evils of the world. Your ominous microcosmic portent of choice, really.
Dotted those quick house-rules above. (that's proper forum-ettiquette, right?)
Just breaking down the RP costs of three for anyone's curiosity (the three I compare never come out to 10RP, though there's a quicker sum-up of all the types later on): let's compare the basic type, the fanglord, and witch-wolves.
I'm working on the assumption that the race gets +2 / -2 while not shifting, and +2 / +2 / -2 while shifting; that seems to be how they're written (especially given all the skinwalker variants only list three stats, two for not-shifting and one additional while shifting; there's precedence).
The basic variant, not counting the weirdness with one ability modifiers only being around half the time, is a ~5 RP race. (Low-Light vision; 1/day Level 1 Spell-Like, +2 to a skill; standard ability array is at no cost. It also gets a +2 on Wild Empathy checks, which we'll call a situational skill bonus that grants 1 RP).
The fanglord is 6. ( +2 to two skills and no handle animal; otherwise, the same ).
The witchwolf is also ~5 (identical - RP wise - to the basic variant).
But what changes while shifting? Well, the basic variant gets to apply its +2 bonus to any physical stat of its choice. That flexibility is handy, but doesn't have a price, so we'll come back to it.
The basic variant can also pick up Claws, +1 Natural Armor, or Dark Vision, each of which are 2 RP. So it comes out to 6-7 RP (depending on how you view Wild Empathy); that flexibility has to account for 2-3 points to bring it in line with core races.
What about the Fanglord? Well, it doesn't get flexibility. It can get one of two naturals (2 RP each), faster movement (1 RP), or the pretty useful See In Darkness (a whooping -4 RP- -- but it kind of makes low-light vision useless, so we'll say it's 3 RP). At best, that's 9; at worst, it's 7.
And the witch-wolf is in the same boat. One of two Natural Attacks, Darkvision, or +2 to all saves (one of those things is not like the others). In lieu of an actual pricing for +2 on all saves, we'll just call it 4 RP, because that's pretty damn solid. Much like the standard version, it comes out to 6-7 RP at worst (depending on how you rate handle animal), and 8 or 9 at best.
(for quick reference on the others: the bat is ~5 RP (4 solid RP, and a situational bonus) not-shifted, and 6 to 9 shifting; the bear is the same; the boar is 6 not-shifting, 6 to 10 shifting; the croc is 5 not-shifting, 6-7 shifting; the rat is 5, 6-9 shifting).
The flexibility is a great thing, but it doesn't help that much of the time (outside the basic variant), when you take advantage of that flexibility, you're actually making yourself worth -fewer- points. Plus, its flexibility that's not really all that feasible in the middle of a fight (because, even if you -do- have Fast Shifting, you're spending most of your turn to change bonuses).
It honestly looks like they were worried about it being -too- good while making it, just for its flexibility. But in the process, might have over-estimated just how good that flexibility actually is. It looks like the flexibility was priced ala adding on additional abilities to magic items (take the highest cost, take 50% or 75%, something like that, of the second ability).
The bestial traits per-type also seem a little limited. While the race does seem a little weak (ugh. apologies if I sound like a broken record with that), another thing is that it lacks some heft to its options. If you don't intend to play a character who uses natural weapons, about half of the bestial traits are useless. Sure, sometimes you don't get a choice but to use natural weapons, but you shouldn't have a case where a chunk of a race's options are for something that -might- -maybe- -sometimes- happen. In fact, a lot of the race seems limited. While the eight (nine, including the basic) races are -cool- (if not the best execution ever), there aren't very many options among them. Even if you say all the options are available to everyone, they're chopped up across classes.
... That was long-winded. Sorry, it's been on my mind for a good month now.
Could just make Threshold = Constitution score. Change the DC a bit (because DC15 is pitiful), so it's 10 + half damage. If you want massive damage to come up less often, make it Constitution Score x 2. It does elevate Constitution as a stat a -little- bit; ultimately, the best way to avoid massive damage isn't going to be making sure you can tank the hit, but not getting hit in the first place. It solves the issue about massive creatures and massive damage, because they get Constitution bonuses for being huge.
Also could make it so Massive Damage does not apply to energy damage, so wizards can't just cast a fireball and inflict massive damage on everyone in a 20 foot blast.
Am I crazy or do skinwalkers seem under-powered compared to a lot of other races? Getting only one aspect three times per day along with a +2 ability score (and the bear doesn't get stronger when changed?)? Sure, you can burn a bunch of feats to get the others but they aren't even that good, frankly. In all sincerity, I'd be happy if someone could explain to me how I am wrong about that because I want to like them.
I agree. Not so underpowered as to be useless - and it's definitely still a fun race. But as far as race points go, they're worth about four RP (not counting that they only get the second half of their positive ability score unless they Shift; this isn't something I would usually bring up, but the book lists them as 10 RP, so it seems like a fair standard to work on) before the Bestial Trait from shifting, which adds on anywhere between 1 and 5 points.
That isn't counting that a lot of the Bestial trait abilities nullify or give a diminished return on the basic race (Low-Light vision isn't much compared to Darkvision; and See In Darkness is superior to Low Light in every way), or the whooping -4 charisma modifier while shifting, which sort of hurts the idea of weretiger-kin as manipulative (sure, they still get more Ki, better saves from Paladin stuff, more spells as a sorcerer - but their social based skills suffer quite a bit).
So this is part bump, part update, part "hey, mods, I botched something up hard".
First off, bumptastic. I don't know why, given part two and three of this post (it's practically bumping itself!)
Second off, on further inspection, I've come up with three other ways the current Resistance feat-line could work.
WAY ONE:
Resistance [Earliest level selected; 5]
Prerequisite: Shifter, two other shifter feats.
Benefit: DR3/Silver
Greater Resistance [Earliest level selected; 7]
Prerequisite: Shifter, Resistance, two other shifter feats.
Benefit: DR6/Silver
Silver Resistance [Earlier level selected; 11]
Prerequisite: Shifter, Resistance, three other shifter feats.
Benefit: The DR gained from Greater Resistance becomes DR6/-.
Special: The shifter remains vulnerable to silver as per the racial weakness; the Damage Reduction still applies after the damage is calculated.
WAY TWO:
Resistance [Earliest level selected; 5]
Prerequisite: Shifter, two other shifter feats.
Benefit: DR2/Silver
Greater Resistance [Earliest level selected; 9]
Prerequisite: Shifter, Resistance, three other shifter feats.
Benefit: DR4/Silver
Silver Resistance [Earliest level selected; 7]
Prerequisite: Shifter, Resistance.
Benefit: The DR gained from Resistance becomes DR2/-.
Special: The shifter remains vulnerable to silver as per the racial weakness; the Damage Reduction still applies after the damage is calculated.
This bonus applies to Greater Resistance, should the shifter select it as a feat.
Lastly, WAY THREEE:
Resistance [Earliest level selected; 5]
Prerequisite: Shifter, two other shifter feats.
Benefit: DR2/Silver
Special: Resistance may be taken more than once, and the bonuses stack. It may not be taken for two feats in a row [IE; you may not pick it for both your level 5 and level 7 feat, but you could for your level 5 and level 9 feat.]
Silver Resistance [Earliest level selected; 7]
Prerequisite: Shifter, Resistance.
Benefit: The DR gained from Resistance becomes DR2/-.
Special: The shifter remains vulnerable to silver as per the racial weakness; the Damage Reduction still applies after the damage is calculated.
This bonus applies to all the DR gained from stacking Resistance.
And on this final, last note; this is technically a conversion. I noticed just earlier today that there is a sub-forum for conversions. ... I figure this topic might fit better there than here, if it can be moved. Sorry! Right now, there's some egg on my face.
So here's a topic about the Craft skill. I'm tossing it up here on homebrew and houserules, as it seems more appropriate (because people may disagree, others may prefer craft as it is now, and so on and so forth; it seems like a houserule issue, or a suggestion issue, more than anything else.)
To anyone who already agrees it's broken, you can skip the spoiler section. To anyone who doesn't, read the spoiler section and see if I can't convince you. To neutral parties who want to give it a read, go ahead and pop it open. After the long, lengthy and probably unnecessary proposition on how crafting is broken, there's a few potential solutions.
Fair warning: Massive wall'o text.
Math goes here:
Let's take a craftsman. He's a blacksmith at level 5 - just the NPC expert - and Int 16. 5 ranks in Craft (Armor), Skill Focus (Craft Armor), mastercraft tools and a circumstantial bonus for having an assistant gives him a grand total of +18 to his craft (armor) rolls.
Let's say he's commissioned to make a mithral, masterwork chain shirt.
Under current crafting rules, that means...
Masterwork component;
Costs 300, takes 3000 progress, and a DC of 20.
Costs 1150, takes 11500 progress, and a DC of 14.
To simplify things, let's say he's taking 10 on every roll, so that's a 28 per roll.
Time to complete Masterwork Component:
28x20; 560.
560 goes into 3k about 5 times (it actually only gets to 2800, but we'll cut him some slack.)
That's 5 weeks. That's a month and a week for the masterwork component.
Time to complete the chain shirt.
14x28; 392.
392 goes into 11,500 about 29 times, and we'll again round down for our ambitious smith.
29 weeks of work.
That's seven months and a week.
Along with the masterwork component, that makes eight and a half months - the better part of a year - for a mithral chainshirt, at a +18 modifier.
Furthermore, you're wasting eight to nine months time (I don't know how much time per day crafting requires, as no number is given) doing nothing but crafting. Given the prices above, you're saving
300 ; flat ; saving nothing
1150; rounding to 1200 for ease; costs 400, saving 800.
So either some adventurer has paid this man a great, great deal to make a shirt, he's gone bankrupt working on this single piece of armor and neglecting all other work, or he's a) loaded and b) retired, and this is just a hobby for him.
Even if an adventurer pays him - we'll say the smith is kind, for sake of this argument - and pays the price of the material; he cuts about half the price off the gear. 700 instead of 1500.
This is handy, but at around level 5, it also seems kind of worthless; because after eight months of adventure, the chances the adventurer found a piece of gear that far outclasses the chain shirt he commissioned is massive. If we want to say the smith is an adventurer, it means he's spending the better part of a year working out a cheap piece of gear that he would have spent far better adventuring.
To briefly push on this, heavy armor's problem is even worse. A suit of full plate, for instance - which is neither mithral nor masterwork - still takes 25 weeks (just over six months) to make.
From a DM perspective, nothing is wrong with this. After all, for NPC smiths - ones which will probably be experts with skill focus and every positive modifier you can think of - you can fairly easily fiat away the time so that suit of full plate takes a week, and the smith is able to do other work in the meantime so the party doesn't need to sit around in a city for four years waiting for a blacksmith to finish all their commissioned gear. Maybe a sidequest gets accomplished, or they progress the mainquest, what-have-you; it works.
Now, let's take a PC smith. Same level as the expert above - 5. He has generously recieved an int of 12 (chances are he's either a fighter or paladin), and Craft (Weapons) is a class ability. He's got masterwork tools. It's not likely he's spent a feat on skill focus.
5 ranks + 3 class bonus + int 1 + 2 tools; +11, total. One of his companions recently lost his weapon in a fight, so our friendly PC smith is building a masterwork greatsword from scratch.
Total cost of components: 300(masterwork) + 17(roughly 1/3 of 50); 317.
Total time to complete:
Masterwork requires a total of 3000 'craft points' and has a DC of 20.
One week of presumably dedicated work -- we're taking 10 for these rolls, because the chances of our blacksmith failing to beat the DC of 20 with his +11 modifier is actually fairly high once we see how many rolls are required -- generates 11x20 'craft points' or 220.
It takes roughly 14 weeks - three and a half months, which means 14 rolls (which is why our PC smith didn't roll - every failed roll is another week!)
Greatsword requires a total of 500 craft points, and has a DC of 15.
One week of, again, presumably dedicated work and taking 10, generates 11x15, or 165, craft points. It takes about three weeks.
Our total is 17 weeks - or four months and one week, and that assumes that the smith is dedicated all along the way (given they are adventuring, I doubt he will be). Furthermore, even if he -is- dedicated, the chances of the friend-in-need stumbling upon a weapon equal to or greater than the one he had before, and certainly equal to or greater than our smith's work, is beyond incredibly high. Even if he does not, he will no doubt get the currency - a mere 350 gold - to purchase one of his own once he grows tired of using a spare longsword.
In short, smithing for PCs is borderline useless. You can make arrows, javelins and cheap blades easily enough (with that +11 mod they often take a week - or less!), but things like bows see the same problem as before (a composite longbow with a +3 strength rating requires 4000 progress, and will take something like 17 weeks for a bowyer with a +11 modifier). Raising the int from 12 to 14 or even 18 does not help very much, as it only speeds production maybe another fourth faster (remember, the craft system is reliant on Craft Roll x DC; an Int 12 versus an Int 18 character only gains, for the example greatsword... 45 additional progress a week (it will still take the same amount of time) for the blade, and 60 for the masterwork component, which ends up saving 3-4 weeks time, but it still takes a total of 13 weeks - three months - which is, again, very impractical.
Even an alchemist - and I do mean one with the craft skill, not the class - with a +13 modifier - will end up dedicating five weeks of time, a little over a month, to making a simple flask of acid.
I think it can be said - rather easily - that the Crafting system is broken. I feel like this might've already been common knowledge, but hey, I like making sure of things.
What's a solution?
One that springs to mind is to allow, for every crafted item, the crafter to get a certain number of 'free' weeks, equal to whatever their relevant Craft modifier is. Let's take, for instance, the original example of a level 5 expert working on a mastercraft mithral chain shirt;
+18 modifier means 18 'free' weeks, off of a project taking 34 weeks. The project takes 16 weeks, or four months. This seems a touch more reasonable, though perhaps still a little bit absurd. In fact, it is still absurd. Let's compare this to weapons, however;
The greatsword example from above now takes 6 weeks, rather than 16. A full month and a half, which, given the ordinary pace of adventuring, continues with the same problem it has originally, but that is an issue that will be touched on - separately - later.
The bowyer suffers similar consequences; it takes 6 weeks.
The alchemist seems like the lucky one out - they will build their flask of acid in 0 weeks time, which now brings about an entirely opposite issue as before; they can seemingly generate infinite acid as long as they have the material. This is as large a problem as our original issue, "this is taking forever." The problem now also exists for many non-masterwork weapons.
Next solution; divide the smithing time. In the craft section, there's a portion which reads 'progress by the day', wherein you divide your progress amount by 7 and perform your checks by the day rather than by the week.
I would argue one way to fix crafting would be to make this the standard. Instead of working in 'weeks', a craftsman would work in 'days'; essentially, every instance of 'week' in the crafting rules so far would become 'day'.
The original chainshirt example takes 34 days, a little over a single month.
The full plate we mentioned takes 24 days, a little less than a month.
The masterwork greatsword takes 17 days - a little over half a month, as does the composite bow with a +3 rating.
The acid takes 5 days.
Even this seems a little bit on the crazy side. No longer in comparison to what might or might not be "real" -- Google, after all, tells me a dozen different things -- but in what becomes practical. Things still take a while, but do they take too long? To be honest, I haven't actually PCed very often - in fact, I've been one campaign which has gone out for a while and is currently ongoing (the reason why I'm observing Crafting so much), but I've DMed another game for nearly a year now, and it seems as if the PCs are always moving around and never have much time to stop and breathe. It might just be that particular group (something entirely possible), but even putting aside half a month to smith a sword seems utterly mad.
We finally return to the issue of "this long still seems a long time for an adventurer", which we can address a few ways.
Option 1: Multiple Projects. Any craftsman can work on X projects, where X is their Int modifier. This seems to leave low-int characters the odd-man out, so another idea is to replace X with "with how many ranks they have in Craft" (which seems to make sense; experience and all.)
Option 2:
... embarrassingly enough, I only thought of one. Well, folks, let's open the issue to the public! I'm interested in hearing from others on the issue.
1) Their weakness to silver, you need exact mechanics on that one, otherwise it is useless.
Good point. I just assumed it'd be taken as "they take 1.5x the damage", but I'll clarify; if a fighter, using a silver longsword, was doing 1d8+4 [the 4 is arbitrary for this example) and rolled, say ... 5. 5+4 is 9. Half that is 4.5, round down as per convention, so a total of 13 damage instead of 9. I don't know if I complicated that, so here's it in simple terms:
Shifters take 50% more damage from non-elemental damage delivered to them by silver weapons. [So you would get extra damage for strength, power attack, and so forth, but not another 50% for Flaming.] I'll edit the beginning post to show as much.
Spehn wrote:
2) I would move the silver resistance feat to having Greater Shifter Defense as a prereq, otherwise it is too soon (in my opinion)
Here I'd disagree some. The soonest you'd get Silver Resistance under that reading, it'd be...
1st level; 1st feat required for Shifter Defense.
3rd level; 2nd feat required for Shifter Defense.
5th level; Shifter Defense.
7th level; feat required to fulfill pre-requisite for Greater Defense.
9th level; Greater Defense.
11th level; Silver Resistance.
Under the current bit, the earliest is still only level 7, instead of 11. I don't know, maybe that is still early to have that high a DR. Alternatively, I imagine making the feats work as they did originally - DR2 and DR4, respectively - and keeping the current prerequisites the way they are could work...
EDIT: Apparently, I can't edit the beginning post to show the silver thing. I guess this post will have to show the ruling instead!
'lo, all! Sometime lurker, first time poster here; let's see if my first post can't be a good one. I'm taking on a task I've seen done before, but I've never seen done to completion; adapting shifters from their 3.5e roots to Pathfinder. I can say it like that, right? Or are the copyright police going to come to my house and eat my brains?
Moving on, the following racial adaptation was made with race-builder guide tossed together by Voodoo Mike (Race Building Guide.) Sorry if I'm not citing or linking things properly; as said earlier, first time posting.
Nothing here is finalized, but given I'm throwing this onto a homebrew / houserule forum, I imagine that's already assumed. Some parts of it are fairly straightforward; it's the Shifting thing that gets a bit complicated, because of how I priced it, and how I broke down the prices. The fluff and lore is iffy (this is only a ... third or something draft), and sorry for any mistakes so far.
So, without further wait; shifters! Incoming huge amounts of text.
Shifters;
A race of the sometimes feral and borderline bestial, Shifters generally live far from the fringes of civilization in smaller tribal communities that are usually led by a single Shaman-like figure. More often than not, they are feared for their apparently lycan-tainted heritage.
Base: +2 Dex, +2 Wis, -2 Cha [0 points]
Shifters are limber and often can provide some un-thought of perspective thanks to their upbringings; unfortunately, they aren’t all too artful about how they say it.
Racial Benefit: +2 to Acrobatics and Climb [2 points]
It ties in with that limberness; shifters are good on their feet and at scaling obstacles.
Racial Benefit: Low Light Vision [1 point]
Whether it’s a carry-over from their heritage or something else, a shifter can see as well in dim lights as a human can during the day.
Racial Benefit: Shifting [8 points]
… This one gets complicated. See below, because there’s a large breakdown on how I priced it.
Racial Drawback: Vulnerable to Silver [ad-hoc -2 points]
Their heritage leaves them rather vulnerable to silver, and lacking a lycan’s exact biology makes them even more susceptible to the material.
LET’S BREAK SHIFTING DOWN.
Quicknote: Assuming that this works out in any way, shape or form, all of this mathy… mathness will stay behind the curtain instead of leaping into the light of day and terrifying players. I’m breaking down shifting because it requires the act of being broken down. So don’t be afraid of the math. It’s a good thing.
Other Note: Unless otherwise noted, assume any ability that scales to a stat only uses the base stat.
How shifting works:
At character creation, a shifter character selects one of the following traits. For a number of rounds per day [equal to their Constitution modifier + 3 + 1 for every shifter feat], they may take on the trait selected as a Swift Action at the beginning of their turn, or may end the benefits as a Swift Action at the end of their turn. Some abilities apply at all times rather than during shifting; these abilities are mentioned separately.
Beasthide: +2 Constitution and +2 AC.
Cliffwalk: +2 Dexterity and Climb Speed of 20 feet.
Dreamsight: +2 Wisdom and Wild Empathy. +2 to Handle Animal and Wild Empathy checks, even while not shifting.
Gorebrute: +2 Strength and Horns that deal 2d6 damage +1 for every 4 character levels; however, the horns may only be used on the charge.
Longstide: +2 Dexterity and +10 base land speed.
Longtooth: +2 Strength and a Bite attack that deals 1d6 damage, +1 for every 4 character levels.
Razorclaw: +2 Strength and two claws, each dealing 1d4 damage +1 for every 4 character levels.
Swiftwing: +2 Dexterity and a Fly Speed of 20 feet. They cannot fly while carrying a medium or heavy load, while wearing medium or heavy armor, and while flying they may not use their hands for anything but passive activity (they can hold a sword, but they can’t swing.)
Truedive: +2 Constitution and a Swim Speed of 30 feet, as well as a +8 bonus to Swim Checks. They can hold their breath for 5 times their Constitution Score, even while not shifting.
Wildhunt: +2 Constitution and Scent, as well as Track while shifting. +2 on Survival checks even while not shifting.
Point Breakdown:
So what I’ve done is taken every category of shifter, figured out how many points the Shifting ability is worth, and halved it (because it can only be used so many rounds during the day). Abilities that apply even while the shifter isn’t shifting won’t be halved.
Beasthide: +2 to a category that already has a bonus [8 points], +2 AC [8 points]. Total: 16 points. Result: 8 points.
Cliffwalk: +2 to a Racial Stat Bonus [10 points], 30 foot Climb [4 points]. Total: 12 points. Result: 8 points.
Dreamsight: +2 to a Racial Stat Bonus [10 points] Wild Empathy [adhoc 4 points], +2 to two skills [2 points]. Total: 14 Shifter, 2 Constant. Result: 9 points.
Gorebrute: +2 to a category that has a bonus [8 points], Natural Attack of 2d6 [adhoc 6 for limited use]. Total: 14 points. Result: 7 points.
Longstride: +2 to a stat that already has a bonus [10 points], +10 movement speed [adhoc 4 points]. Total: 14 points. Result: 7 points.
Longtooth: +2 to a category that has a bonus [8 points], 1d6 attack [4 points]. Total: 12 points. Result: 6 points.
Longtooth: +2 to a category that has a bonus [8 points], 2d4 attack [4 points]. Total: 12 points. Result: 6 points.
Swiftwing: +2 to a Racial Stat Bonus [10 points], 30 foot fly [4 points]. Total: 14 points. Result: 7 points.
Truedive: +2 to a category that has a bonus [8 points], Swim Speed of 30 Feet and Racial +8 to swim [adhoc; 4 points], Hold Breath [1 point]. Total: 12 Shifter, 1 Constant. Result: 7 points.
Wildhunt: +2 to a category that has a bonus [8 points], Scent [adhoc 4], Feat-like ability (Track)[4], +2 to one skill at all times [1]. Total: 16 + 1 constant. Result: 9 points.
(Damn, that was tedious to type. ONWARD.)
So to get the total race-points for Shifters, I took the point value of all of those and averaged them.
8, 8, 9, 7, 7, 6, 6, 7, 7, 9.
Average is 7.4. Instead of going with the traditional d20 convention and rounding down, I rounded up, because I’m uncertain about this whole thing to begin with and better safe than sorry. A total of 8 points.
The grand total of race-points is 9, at least by the above calculations (one 8-pointer, one 2-pointer, one 1-pointer, and one -2 pointer; 8+2+1-2.) According to the race guideline’s guidelines, a CR0 race should be around 10, so I’m close to on the dot. Again, given the uncertainty of this whole thing, better safe than sorry.
The other issue is feats. I don't know how you all feel about double-posts (even if they're related), so I'll just go ahead and post them in this post.
Feats:
Beasthide Elite:
Prerequisite: Beasthide Shifter.
Benefit: Natural Armor bonus while shifting increases by +2.
Dreamsight Elite:
Prerequisite: Dreamsight Shifter
Benefit: While shifting, spend a Full Round Action to gain +5 to Perception, and the ability to see invisible creatures as per the spell See Invisibility.
Gorebrute Elite:
Prerequisite: Gorebrute Shifter.
Benefit: Any time a Gorebrute Shifter deals damage with their horns on a charge, they may make a free Trip attempt against the effected enemy, with a +2 bonus for charging.
Longstride Elite:
Prerequisite: Longstride Shifter.
Benefit: +10 bonus to Base Movement while shifting.
Longtooth Elite:
Prerequisite: Longtooth Shifter.
Benefit: Targets which take damage from your Bite attack also take one point of Constitution Damage.
Razorclaw Elite:
Prerequisite: Razorclaw Shifter.
Benefit: When Charging, you may attack with both claws at the end of the charge. Both attacks use your highest Base Attack Bonus, and you receive the normal benefits and penalties for Charging.
Swiftwing Elite:
Prerequisite: Swiftwing Shifter.
Benefit: Flight Speed while shifting is +10 feet, and maneuverability is increased to Good.
Truedive Elite:
Prerequisite: Truedrive Shifter.
Benefit: Swim Speed is increased by +10 feet while shifting. In addition, you do not suffer the penalties for attacking under water.
Wildhunt Elite:
Prerequisite: Wildhunt Shifter.
Benefit: While shifting, you gain a Blind Sense of 30 feet.
Extra Shifter Trait:
Prerequisite: Shifter, 2 other Shifter Feats.
Benefit: Select another Shifter Trait [Longstride, Wildhunt, and so forth]. You gain all the abilities associated with that trait, except for the ability score modifier.
Reactive Shifting:
Prerequisite: Shifter, Improved Initiative
Benefit: Shifting occurs as an Immediate Action instead of a Swift Action.
Shifter Ferocity:
Prerequisite: Shifter, Wisdom 13.
Benefit: While shifting, you can act as normal when reduced to less than 1 hit point. You still die upon reaching your normal Constitution threshold.
Shifter Instincts:
Prerequisite: Shifter.
Benefit: You gain a +1 bonus to Perception checks and a +2 bonus to Initiative while shifting.
Shifter Savagery:
Prerequisite: Gorebrute, Longtooth or Razorclaw Shifter, Rage Class Ability, BAB 6+.
Benefit: While shifting and raging at the same time, the threat range of your natural weapons doubles and the base damage improves by two steps.
Progression I: d2, d3, d4, d6, d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6
Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8
Note: The threat range granted by this feat does not stack with any other feat that improves your threat range. The extra damage granted by this feat does not stack with any other feat that improved your damage.
Shifter Stamina:
Prerequisite: Shifter.
Benefit: While shifting, you are immune to non-lethal damage, fatigue, and exhaustion. However, when your shifting ends, you are effected by any fatigue or exhaustion you have ignored.
Great Bite:
Prerequisite: Longtooth Shifter, BAB 6+.
Benefit: Improve Bite critical multiplier to x3.
Great Rend:
Prerequisite: Razorclaw Shifter, BAB 4+.
Benefit: Deal an additional 1d4 + .5 strength when both claw attacks hit.
Healing Factor:
Prerequisite: Shifter, Constitution 13.
Benefit: Gain Fast Healing 2 while shifting.
Shifter Defense:
Prerequisite: Shifter, two other shifter feats.
Benefit: Gain DR3/Silver.
Greater Shifter Defense:
Prerequisite: Shifter, Shifter Defense, three other Shifter Feats.
Benefit: DR is increased to DR6/silver.
Silver Resistance:
Prerequisite: Shifter, Shifter Defense.
Benefit: The shifter's DR becomes DR/--, although they are still vulnerable to silver as per their racial creation.
Shifter Multitattack:
Prerequisite: Longtooth or Razorclaw Shifter, BAB 6+.
Benefit: Reduce secondary attack penalty with natural weapon to -2.
Extend Shift:
Prerequisite: Shifter, Wisdom 13.
Benefit: Every time you take this feat, you gain another round per day of shifting.
Improved Natural Attack:
Prerequisite: Longtooth, Razorclaw or Gorebrute Shifter.
Benefit: Raise your natural weapon while shifting up one damage die. A shifter can gain this feat multiple times, but it does not stack with Shifter Savagery.
Shifter Agility:
Prerequisite: Cliffwalk, Longstride or Swiftwing Shifter.
Benefit: AC and Reflex gain a +1 bonus while shifting.
For the most part, these have just been taken in their original form and re-typed out. Some of them have been modified (like Shifter Defense), usually for reasons like "well, it only takes one Silver weapon to screw this bonus over". Again, this is all up for needs serious tinkering.
Well, Paizo forums; view the adaptation and tear it to shreds! Or love it. I'm fine either way, criticism is fun. If this ends up doing well I might try to toss together a Dragonbor--I mean, Dragonmarked adaptation as well.