Two new shifting classes based on Steven Erikson's books


Homebrew and House Rules


Ever want to make a character like Anomander Rake? Well you can't, cause that would just be broke! But now you can make a character that turns into a dragon just as Rake does :) I designed two classes based on the soultaken in Malazan Book of the Fallen. One is called Soultaken and is based off the eidolon evolution system. The second is the D'ivers and is based on the druid. Please let me know what you think.


Soultaken:
Role: Soultaken are those that may have been born to one form, but within them lies the soul of something vastly different. Soultaken ch
Alignment: Any.
Hit Die: d10.
Class Skills
The soultaken’s class skills are Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the soultaken can choose 4 additional skills to be class skills. Note that soultakens with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the soultaken.
Weapon and Armor Proficiency: Soultaken are proficient with all simple weapons. Soultaken are also proficient with light armor.
Table: Soultaken Base Statistics
Class Level BAB Good Saves Bad Saves Bonus Feats Armor Bonus Str/Dex Bonus Evolution Pool Max Attacks Special
1st +1 +2 +0 +2 +0 4 3 Darkvision
2nd +2 +3 +1 1st +2 +1 5 3 Evasion
3rd +3 +3 +1 +2 +1 7 3 —
4th +4 +3 +1 +4 +1 8 4 Ability Score increase
5th +5 +4 +1 +4 +2 9 4
6th +6 +4 +1 2nd +6 +2 10 4
7th +7 +5 +2 +6 +3 11 4 —
8th +8 +5 +2 +6 +3 12 5 Ability Score increase
9th +9 +5 +2 +8 +3 14 5 Multiattack
10th +10 +6 +2 3rd +8 +4 16 5
11th +11 +6 +3 +10 +4 17 5 —
12th +12 +6 +3 +10 +5 19 6 Ability Score increase
13th +13 +7 +3 +10 +5 20 6 —
14th +14 +7 +3 4th +12 +5 21 6 Improved evasion
15th +15 +8 +4 +12 +6 22 6
16th +16 +8 +4 +14 +6 23 7 Ability Score increase
17th +17 +8 +4 +14 +7 25 7 —
18th +18 +9 +4 5th +14 +7 26 7 —
19th +19 +9 +5 +16 +7 27 7 —
20th +20 +9 +5 +16 +8 28 8 Ability Score increase
Soultakens
Soultaken Abilities
A soultaken’s abilities are determined by the level and by the choices made using its evolution pool. Table: Soultaken Base Statistics determines many of the base statistics of the soultaken. Each soultaken possesses a base form that modifies these base statistics. Once chosen the base form cannot be altered until the soultaken gains another level.
Class Level: This is the character’s soultaken level.
BAB: This is the soultaken’s base attack bonus. A soultaken’s base attack bonus is equal to its Hit Dice. Soultakens do not gain additional attacks using their natural weapons for a high base attack bonus.
Good/Bad Saves: These are the soultaken’s base saving throw bonuses. A soultaken possesses two good saving throws and one bad saving throw, determined by the creature’s base form.
Soultakens with Intelligence scores above the base value modify these totals as normal (an soultaken receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An soultaken cannot have more ranks in a skill than it has Hit Dice. Soultaken skill ranks are set once chosen, even if the creature changes when the soultaken gains a new level.
Feats: This indicates levels where soultaken get bonus feats. Soultakens can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Soultaken feats are set once chosen, even if the creature changes when the soultaken gains a new level. If, due to changes, the soultaken no longer qualifies for a feat, the feat has no effect until the soultaken once again qualifies for the feat.
Armor Bonus: The number noted here is the soultaken’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the soultaken. This number is modified by the soultaken’s base form and some options available through its evolution pool. An soultaken cannot wear armor of any kind while shifted.
Str/Dex Bonus: Add this modifier to the soultaken’s Strength and Dexterity scores, as determined by its base form. Some options available through the soultaken’s evolution pool might modify these scores.
Evolution Pool: The value given in this column is the total number of points in the soultaken’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the soultaken. Whenever the soultaken gains a level, the number in this pool increases and the soultaken can spend these points to change the abilities of the soultaken. These choices are not set. The soultaken can change them whenever he gains a level (and through the transmogrify spell).
Max. Attacks: This indicates the maximum number of natural attacks that the soultaken is allowed to possess at the given level. If the soultaken is at its maximum, it cannot take evolutions that grant additional natural attacks.
Special: This includes a number of abilities gained by all soultakens as they increase in power. Each of these bonuses is described below.
Darkvision (Ex) The soultaken has darkvision out to a range of 60 feet.
Ability Score Increase (Ex) The soultaken adds +1 to one of its ability scores.
Multiattack A soultaken gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the soultaken instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the soultaken later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.
Improved Evasion (Ex) When subjected to an attack that allows a Reflex saving throw for half damage, an soultaken takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Base Forms
Each soultaken has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the soultaken’s full base attack bonus unless otherwise noted. Soultaken attacks add the soultaken’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.
Alternatively, any one of these base forms can be used to make a Small soultaken. If the soultaken is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the soultaken can be made Medium whenever the soultaken can change the soultaken’s evolution pool (which causes it to lose these modifiers for being Small).
Quadruped
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str +2, Dex +2; Free Evolutions bite, limbs (legs) (2).
Biped
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str +4; Free Evolutions claws, limbs (arms), limbs (legs).
Serpentine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Dex +4; Free Evolutions bite, climb, tail, tail slap.
Soultaken Evolutions
Each soultaken receives a number of evolution points that can be spent to give the soultaken new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the soultaken gains a new level, but they are otherwise set. Some evolutions require that the soultaken have a specific base form or the soultaken be of a specific level before they can be chosen. A number of evolutions grant the soultaken additional natural attacks. Natural attacks listed as primary are made using the soultaken’s full base attack bonus and add the soultaken’s Strength modifier to damage rolls. Natural attacks listed as secondary are made using the soultaken’s base attack bonus – 5 and add 1/2 the soultaken’s Strength modifier on damage rolls (if positive). If the soultaken only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

D'ivers:

D’ivers
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, wielding these primal magics can sometimes lead to unforeseen consequences. D’ivers are those who attempted to harness these formidable powers and use them to their own ends, and are those who suffered the backlash as these powers resisted manipulation. This backlash has brought the d’ivers closer to the beasts and given them greater understanding and power over nature. The reward for their machinations is a double edge sword. D’ivers gain unparalleled shape-shifting abilities and the power to call upon nature's wrath. The mightiest are a force to be reckoned with, but their power comes with a price. The longer a d’ivers spends shifted, the more difficult it is to recover once they move back to their true form.
Role: D’ivers transform into deadly beasts and savagely wade into combat. D’ivers have a natural affinity to elemental forces, natural powers, or nature itself.
Alignment: Any Chaotic
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills
The d’ivers’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level
4 + Int modifier.
Table: D’ivers
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 nature sense, orisons, wild empathy
1 — — — — — — — —
2nd +1 +3 +0 +3 wild shape (1/day), Woodland stride
2 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step
3 --- — — — — — — —
4th +3 +4 +1 +4 Nature’s resistance, wild shape (2/day) 3 1 — — — — — — —
5th +3 +4 +1 +4 4 2 — — — — — —
6th +4 +5 +2 +5 Wild shape (3/day) 4 3 — — — — — —
7th +5 +5 +2 +5 4 3 1 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (4/day) 4 4 2 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity
5 4 3 — — — —
10th +7/+2 +7 +3 +7 Wild shape (5/day) 5 4 3 1 — — — —
11th +8/+3 +7 +3 +7 5 4 4 2 — — —
12th +9/+4 +8 +4 +8 Wild shape (6/day) 5 5 4 3 — — —
13th +9/+4 +8 +4 +8 Nature’s resistance
5 5 4 3 1 — —
14th +10/+5 +9 +4 +9 Wild shape (7/day) 5 5 4 4 2 — —
15th +11/+6/+1 +9 +5 +9 Timeless body
5 5 4 4 3 —
16th +12/+7/+2 +10 +5 +10 Wild shape (8/day) 5 5 5 4 3 1 —
17th +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Wild shape (9/day) 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Wild shape (at will) 5 5 5 5 5 5
Class Features
Weapon and Armor Proficiency
D’ivers are proficient with the following weapons: All simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
D’ivers are proficient with light and medium armor. A d’ivers may also wear wild armor so that it functions while shifted. D’ivers are proficient with shields (except tower shields).
A d’ivers who wears prohibited armor or carries a prohibited shield is unable to cast d’ivers spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells

A d’ivers casts divine spells, which are drawn from the d’ivers spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A d’ivers can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, the d’ivers must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a d’ivers’s spell is 10 + the spell level + the d’ivers’s Wisdom modifier.
Like other spellcasters, a d’ivers can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: D’ivers. In addition, she receives bonus spells per day if she has a high Wisdom score.
The d’ivers selection of spells is limited. A d’ivers begins play knowing four 0-level spells and two 1st-level spells of the d’ivers’ choice. At each new d’ivers level, he gains one or more new spells, as indicated on Table: D’ivers Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Wisdom score.
A d’ivers must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A d’ivers may prepare and cast any spell on the d’ivers spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Table: D’ivers Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Chaotic, Evil, Good, and Lawful Spells
A d’ivers can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages
A d’ivers’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A d’ivers also knows D’iversic, a secret language known only to d’ivers, which she learns upon becoming a 1st-level d’ivers. D’iversic is a free language for a d’ivers; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. D’ivers are forbidden to teach this language to nond’ivers.
D’iversic has its own alphabet.
Nature Sense (Ex)
A d’ivers gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)

A d’ivers can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The d’ivers rolls 1d20 and adds her d’ivers level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the d’ivers and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A d’ivers can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex)
Starting at 2nd level, a d’ivers may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex)
Starting at 3rd level, a d’ivers leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Nature’s Resistance (Ex)
Starting at 4th level, a d’ivers gains a +2 bonus to ac while shifted. This bonus stacks with other ac bonuses give as part of the shifting process.
Soultaken (Su)
At 2nd level, a d’ivers gains the ability to turn herself into multiple Small or Medium animals (up to 2 medium and 3 small) and back again once per day. Her options for new forms include all creatures with the animal description. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 2 hour per d’ivers level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen is permanent and cannot be changed except under circumstances described later. When the d’ivers shifts back to her original form she needs to make a will save with a DC of 15 + d’ivers level. If the d’ivers fails she is stunned for a number of rounds equal two times d’ivers level.
While soultaken a d’ivers applies any bonuses or penalties to constitution then takes 75% of her hit points as the amount of hit points each of the animal forms have. Also while shifted spells cast either before or after shifting apply to all forms.
If one of the forms dies in combat the d’ivers will be short a form for one week/2 levels. During this time a d’ivers will only be able to prepare and cast proportionally the same number of spells as forms remaining. For example if a level two d’ivers is four small leopards and one dies, for the next week the divers will only be able to cast 75% (rounded down) of the spells she would normally be able too. In this case 1 1st-level spell.
A d’ivers loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she 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.)
A d’ivers can use this ability an additional time per day at 4th level and every two levels thereafter, for a total of nine times at 18th level. At 20th level, a d’ivers can use wild shape at will. As a d’ivers gains in levels, this ability allows the d’ivers to take on the form of larger animals or greater numbers smaller animals.
At 4th level a d’ivers can add an additional form while shifted. A d’ivers can be 3 medium, or 4 small creatures
At 6th level, when taking the form of an animal, a d’ivers’s wild shape now functions as beast shape II. A d’ivers can be 2 large, 3 medium, or 4 small creatures.
At 8th level, when taking the form of an animal, a d’ivers’s wild shape now functions as beast shape III with the exception of no huge creatures allowed. Small and medium d’ivers can use magical beast stats. A d’ivers can be 3 large, 4 medium, or 5 small creatures.
At 12th level, when taking the form of an animal, a d’ivers’s wild shape now functions as beast shape IV large d’ivers can use magical beast stats.
Venom Immunity (Ex)
At 9th level, a d’ivers gains immunity to all poisons.
Timeless Body (Ex)
After attaining 15th level, a d’ivers no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the d’ivers still dies of old age when her time is up.


Cool. I actually googled this looking for any stat packages for Toblakai, K'chan mechelle (sp) and the other Pathfinder races.
Gotta love the idea of turning into a swarm.


Pssst, it's Soletaken, not Soultaken. I guess the Sole part comes from them having single animal body as opposed to multibodied d'ivers.

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