Homebrew: Shapeshifter Class Discussion


Homebrew and House Rules


I have never been satisfied with the woodsy, tree hugging nature of the druid, so I decided to try and make a class that relies purely on transmutation, and I think I am onto something here, I just need ideas to make it agreeably balanced. Below is my first draft, and I welcome constructive comments to help me develop this into something playable.

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Shapeshifter

A Shapeshifter has no shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a master of many forms actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner power of blood and strength of that soul that enables her to take on any shape and remain herself within.

Innate masters of their Shapechanging bloodline, Shapeshifters embrace their heritage and focus on perfecting and expanding their transmutation prowess, to such a point that most consider it an obsession. Much like sorcerors, Shapeshifters inherit their abilities and arcane power through their bloodline. Shapeshifters possess a limited form of arcane abilities, most of which they are only able to use while in a transmutated form, commonly known among Shapeshifters as Mimicry. To be impersonated by a Shapeshifter is often considered to be an ultimate form of flattery.

Role:
Cunning Shapeshifters can play a variety of different roles within the group by transforming into deadly beasts and savagely wade into combat, or intimidating enemies with impressive spells through the impersonation of a particular creature.

Alignment:
Any

Hit Die:
d8

Class Skills:
Concentration, Diplomacy, Disguise, Heal, Hide, Knowledge: Physiology/Anatomy, Linguistics, Perception, Spot, Survival, Spellcraft, Swim.

Skill Ranks per Level:
4 + Int modifier

Table: Shapeshifter
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 0 2 0 2 Shapeshift I 1/day, Morphic Weapons 3 1 — — — — — — — —
2nd 1 3 0 3 Research Subject 4 2 — — — — — — — —
3rd 2 3 1 3 Shapeshift II, Morphic Immunities 4 2 1 — — — — — — —
4th 3 4 1 4 Shapeshift II 2/day 4 3 2 — — — — — — —
5th 3 4 1 4 Shapeshift III, Mimicry 4 3 2 1 — — — — — —
6th 4 5 2 5 Morphic Body 4 3 3 2 — — — — — —
7th 5 5 2 5 Shapeshift IV 3/day 4 4 3 2 1 — — — — —
8th 6/1 6 2 6 Morphic reach 4 4 3 3 2 — — — — —
9th 6/1 6 3 6 Shapeshift V 4 4 4 3 2 1 — — — —
10th 7/2 7 3 7 Shapeshift V 4/day 4 4 4 3 3 2 — — — —
11th 8/3 7 3 7 Shapeshift VI, Supernatural Ease 4 4 4 4 3 2 1 — — —
12th 9/4 8 4 8 Morphic Healing 4 4 4 4 3 3 2 — — —
13th 9/4 8 4 8 Shapeshift VII 5/day 4 4 4 4 4 3 2 1 — —
14th 10/5 9 4 9 Flashmorph/Multimorph 4 4 4 4 4 3 3 2 — —
15th 11/6/1 9 5 9 Shapeshift VIII 4 4 4 4 4 4 3 2 1 —
16th 12/7/2 10 5 10 Shapeshift VIII 6/day 4 4 4 4 4 4 3 3 2 —
17th 12/7/2 10 5 10 Shapeshift IX 4 4 4 4 4 4 4 3 2 1
18th 13/8/3 11 6 11 Shapeshifter's Discipline 4 4 4 4 4 4 4 3 3 2
19th 14/9/4 11 6 11 Shapeshift 7/day 4 4 4 4 4 4 4 4 3 3
20th 15/10/5 12 6 12 Evershifting Form 4 4 4 4 4 4 4 4 4 4

Class Features:
All of the following are the class features of the Shapeshifter.

Weapon and Armor Proficiency:
Shapeshifters are not proficient with man made weapons, however, they are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Shapeshift, Transmutation Spell or Ability.
Shapeshifters are proficient with light and medium armor.

Shapeshifters are proficient with shields (except tower shields).
A Shapeshifter who wears armor or shield in which they are not proficient is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells:
A Shapeshifter casts arcane spells drawn primarily from the Transmutation spell list presented below (except when in a Transmutated form - See Mimicry). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Shapeshifter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Shapeshifter's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a Shapeshifter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shapeshifter. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A Shapeshifter's selection of spells is extremely limited in their normal form. Using Mimicry, a Shapeshifter can cast any 0-level spell at will, but limited to those that resemble an ability the real creature would have, and two 1st-level spells of her choice (which may only be used with the Mimic class ability - See below). At each new Shapeshifter level, she gains one or more new spells, as indicated on Table: Shapeshifter Spells Known. (Unlike spells per day, the number of spells a Shapeshifter knows is not affected by her Charisma score; the numbers on Table: Shapeshifter Spells Known are fixed, with the exception of the Mimicry class ability.) These new spells can be common spells chosen from the Transmutation spell list, or they can be unusual spells that the Shapeshifter has gained through practiced Mimicry.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A Shapeshifter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a Shapeshifter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level and has taken the appropriate form to Mimic.

Bloodline:
Each Shapeshifter has a source of magic somewhere in her heritage that grants her the Shapechanger subtype, spells, bonus feats, additional class skills, and other special class abilities. This source can represent a blood relation to some sort of shape chaging race, or an extreme event involving a creature somewhere in the family's past. For example, a Shapeshifter might have a shape changing creature as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Shapeshifter gains levels.

At 1st level, and every two levels thereafter, a Shapeshifter learns the next tier of Shapeshifting ability derived from her bloodline. These abilities are in addition to the number of spells given on Table: Shapeshifter Spells Known.

At 7th level, and every six levels thereafter, a Shapeshifter receives one bonus feat, chosen from a list specific to the shifting bloodline. The Shapeshifter must meet the prerequisites for these bonus feats.

Eschew Materials: A Shapeshifter gains Eschew Materials as a bonus feat at 1st level.

Chaotic, Evil, Good, and Lawful Spells: A Shapeshifter can't use Mimicry to cast spells of an alignment opposed to her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. For example, a good aligned Shapeshifter cannot use Mimicry to cast any spell with the Evil descriptor.

Shapeshift (Sp):
At 1st level, a Shapeshifter gains the ability to use Shapeshift I once per day. This ability functions like the Alter Self spell, except as noted here. The effect lasts for 1 hour per Shapeshifter level, or until she changes back. Changing form (to creature or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the Shapeshifter is familiar.

• A Shapeshifter loses her ability to speak while in a form that is incapable of talking (animals for example) because she is limited to the sounds that a normal, untrained creature can make, but she can communicate normally with other creatures of the same general grouping as her new form through the use of Mimicry. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

• A Shapeshifter can use this ability an additional time per day at 3rd level and every two levels thereafter, for a total of seven times at 19th level. At 20th level, a Shapeshifter can use Shapeshift at will. As a Shapeshifter gains levels, this ability allows the Shapeshifter to take on the form of a wide variety of larger and smaller creatures. Each form expends one daily use of this ability, regardless of the form taken.

*** NOTE: A Shapeshifter with multiple uses of Shapeshift remaining for the day, may use extra Shapeshift to combine forms to be applied as a template. For example, if you combine Alter Self and Undead Anatomy I for the cost of 2 uses of Shapeshift, you could become a zombie. The combined transformation takes the same amount of time, and the duration remains 1 hour/level of the Shapeshifter.

• At 3rd level, a Shapeshifter can also use Shapeshift II to change into any creature permitted through the use of: Tree Shape.

• At 5th level, a Shapeshifter can also use Shapeshift III to change into any creature permitted through the use of: Undead Anatomy I, Monstrous Physique I, Beast Shape I, or Gaseous Form, Thorn Body (as a template).

• At 7th level, a Shapeshifter can also use Shapeshift IV to change into any creature permitted through the use of: Miasmic Form, Vermin Shape I, Monstrous Physique II, Fluid Form, Elemental Body I, Beast Shape II, Cloud Shape, Scorching Ash Form, or Three Fold Aspect.

• At 9th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Undead Anatomy II, Vermin Shape II, Monstrous Physique III, Plant Shape I, Dust Form, Elemental Body II, Beast Shape III.

• At 11th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Undead Anatomy III, Monstrous Physique IV, Plant Shape II, Form of the Dragon I, Elemental Body III, Beast Shape IV.

• At 13th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Form of the Dragon II, Giant Form I, Elemental Body IV, Plant Shape III, Ice Body (as a template).

• At 15th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Form of the Dragon III, Undead Anatomy IV, Giant Form II, Iron Body (as a template).

• At 17th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Firey Body (as a template).

Research Subject:
This ability allows a Shapeshifter to research the target he wishes to impersonate with Mimicry. Research may be conducted in any one of the following ways:
• First hand experience, having seen the subject in action to observe what it looks like and what it can do.
• Good old fashioned book work (but this one takes more time and requires accurate research materials for it to work).

Morphic Immunities (Su):
A shapeshifter becomes adept at distributing her form's vital organs around her body to keep them safe from harm. Shapeshifters are immune to stunning and critical hits.

Mimicry:
Mimicry provides the Shapeshifter with a dynamic spell list. After researching the capabilities of a creature, Mimicry allows the Shapeshifter to pick a spell he is capable of casting, to simulate a special ability of a creature, that isn't given by the Shapeshifter's Transmutation powers. For example, if the Shapeshifter turns into a Beholder, has the ability to cast 6th level spells, and has an available 6th level spell slot, she may use that spell slot to cast Disintigrate to mimic the eyestalk used to cast a disintigrate ray. Disintigrate is only part of the Shapeshifter's spell list while in the form of a Beholder.

A second example of Mimicry is when a Shapeshifter wants to impersonate a sorceror who is renouned for casting fireball. While using a form of Transmutation to impersonate a spacific individual, if the Shapeshifter is able to cast 3rd level spells and has an available 3rd level spell slot, she may cast fireball.

Morphic Body (Su):
A Shapeshifter can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution.

Morphic Reach (Su):
A Shapeshifter can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it's emulating. Unlike most creatures, warshapers don't appear to have a longer reach until they actually use it.

Morphic Morphic Healing (Su):
A shapeshifter becomes able to change its form where wounds appear, creating smooth skin where once were wounds. The Shapeshifter gains fast-healing 2, and if it spends a full-round action and succeeds on a Concentration check (DC equal to the total damage it has sustained, it heals 10 points of damage).

Flashmorph/Multimorph (Su):
A Shapeshifter gains one of two class features. If the warshaper has the ability to change form at will, such as from the change shape ability, the shapechanger subtype, or a polymorph spell-like ability, it gains the flashmorph class feature, allowing it to change form as a move action. If it casts the polymorph spell, has polymorph as a spell-like ability usable less often than at will, or has the Shapeshift class feature, it instead gains the multimorph class feature. Multimorph allows a Shapeshifter to change forms multiple times during the duration of the spell, spell like ability, or class feature that enables her to change form. For example, a wizard/shapeshifter could polymorph into a troll for 2 minutes, then change into a red dragon for 4 minutes, and then spend the rest of the spell's duration in the form of a hill giant. Each change requires a standard action, and only the first transformation heals the Shapeshifter. If the Shapeshifter changes into its natural form, the spell, spell-like ability, or use of Shapeshift ends.

Shapeshifter's Discipline (Su):
Shapeshifters are immune to all transmutation effects cast by others (even those cast by wands, rings, potions, etc). A shapeshifter may not even willingly benefit from transmutation spells cast by others. Based on the 4th Level Spell - True Form

Evershifting Form (Su):
A Shapeshifter has reached the pinnacle of her Transmutation abilities. She no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up.


I see a few cut & paste errors, the class seems quite complex, and its abilities don't really match its description.

When I read the class, I immediately thought of the alternate druid from 3.5 that can change shape at will. Though a level 1 "Shapeshifter" can only be a different form 1 time for 1 hour, so its definitely shouldn't be described as "A Shapeshifter has no shape that she calls her own."

If you're aiming for a caster that has a shapechanging ability, you need to change the description. If you're really intending on a character that is able to constantly change to various forms, then you need to redo the abilities. In addition, the second type shouldn't receive any kind of armor proficiencies.

Also, seems pretty powerful with all of its abilities.


The Mimicry ability is quite broken. It virtually gives this class access to any single spell in the world without any class limitation. It gives too much versatility to the player and force the GM to monitor every single shape the player switch in to decide if X spell is really part of the shape identity.

First, mimicry should open the possibility to use supernatural and extraordinary abilities of the given creature, not spell. Many of these ability aren't include in the polymorph spells entry. I could see it as a template that adds possibilities on top off the polymorphs spell this class emulates with its shapeshift ability.

Also, alter self normally doesn't allow to take the shape of a specific individual.

Actually, you just gives a big bunch of boost to an already extremely powerful class. I suggest you to reduce the casting power (go with an inquisitor spell known and spell per day), customize a specific spell list and try to balance the shapes from shapeshift with the level they are normally allowed as spells.


Tormsskull wrote:

I see a few cut & paste errors, the class seems quite complex, and its abilities don't really match its description.

When I read the class, I immediately thought of the alternate druid from 3.5 that can change shape at will. Though a level 1 "Shapeshifter" can only be a different form 1 time for 1 hour, so its definitely shouldn't be described as "A Shapeshifter has no shape that she calls her own."

If you're aiming for a caster that has a shapechanging ability, you need to change the description. If you're really intending on a character that is able to constantly change to various forms, then you need to redo the abilities. In addition, the second type shouldn't receive any kind of armor proficiencies.

Also, seems pretty powerful with all of its abilities.

I figured the cut and paste errors were fixable... I borrowed description material from other classes to tweak later.

I was looking to create a class that was a pure shapeshifter, and I'm struggling with finding mechanics that would allow it to happen. I based the "Shapeshift" ability off of the "Wild Shape" ability (obviously)... Much too often there are classes that are really neat, but they put such limitations on them, you can only do the thing that makes that class cool a couple times a day... While a class like the fighter can pretty much keep swinging a sword as long as he is still breathing.

Ultimately, I would like the Shapeshifter to be able to pick a creature he has seen before, and turn into it to fight and survive.

Kelazan wrote:

The Mimicry ability is quite broken. It virtually gives this class access to any single spell in the world without any class limitation. It gives too much versatility to the player and force the GM to monitor every single shape the player switch in to decide if X spell is really part of the shape identity.

First, mimicry should open the possibility to use supernatural and extraordinary abilities of the given creature, not spell. Many of these ability aren't include in the polymorph spells entry. I could see it as a template that adds possibilities on top off the polymorphs spell this class emulates with its shapeshift ability.

Also, alter self normally doesn't allow to take the shape of a specific individual.

Actually, you just gives a big bunch of boost to an already extremely powerful class. I suggest you to reduce the casting power (go with an inquisitor spell known and spell per day), customize a specific spell list and try to balance the shapes from shapeshift with the level they are normally allowed as spells.

Should I remove mimicry and spellcasting all together and give a few bonus combat feats and a melee base attack bonus to make the class a straight shapeshifting-melee class?

The morphic abilities were from the 3.5 Warshaper, found in the Complete Warrior. I made a grab at mechanics that would allow the character to be the Shapeshifter all the time, and not just a couple times per day. Also, the Warshaper was a prestige class, and I felt the abilities were in line with the sort of thing a true shapechanger should be able to do.

The shapeshifter gets no weapon proficiencies, and it looks as if I might not give armor proficiencies either...

I suppose I should add something to the description that allows the shapechanger to use the abilities as part of a disguise.

I welcome the critique, but I need suggestions on what to replace the unbalanced abilities with.


You must reduce the spellcasting to a ranger or inquisitor level. This class is highly supernatural and access to some transmutation spells respect the class flavor.

The rest depend on the flavor you want to give to your class. A battle shredding machine need full BAB, when an infiltrator, imitator could use more supernatural and magical ability and so, have a 3/4 BAB.

This class is actually a very rough draft and the 3.5 content you used seem inappropriate to Pathfinder (shapeshifting is one of the major change from 3.5 to pathfinder). I can't help very much, if I do, I will probably only end rewriting everything and do it on my own. The only think I can say is that a full-casting progression is over the top here and that you need to choose what role your class have to fill. I can see it as a balanced utility/buffer and melee, as a skill monkey using multiple shape to multiple task (and maybe doing the doppleganger disguise thing) or as a pure battle beast.

Come with a more defined concept, and everyone here will surely have more ease to help you balance it. A dedicated non-divine shapeshifter is an interesting idea.

Liberty's Edge

Folks interested in a dedicated shape-shifter base class might want to check out the New Paths Compendium from Kobold Press

One of the new classes in the book is the skin-changer, a spell-less ranger alternate class that is all about shifting into animal form.

I think it will be worh checking out :)


Marc Radle wrote:

Folks interested in a dedicated shape-shifter base class might want to check out the New Paths Compendium from Kobold Press

One of the new classes in the book is the skin-changer, a spell-less ranger alternate class that is all about shifting into animal form.

I think it will be worh checking out :)

How about tree shape, gaseous form, ice or dust from etc? Or changing into objects? ;)

Liberty's Edge

Heh, well that would certainly be a very different type of class indeed! ;)


Marc, if it can change into objects, I will make you a monument. First the Shaman, and now this. You're my Santa in shining armor.

Liberty's Edge

Ha! No objects, so I'm afraid the monument might have to wait:) The skin-changer is a spell-less ranger variant class, so it is rather animal/nature oriented.

Instead of a favored enemy and animal companion, the skin-changer can shapeshift into animal form (using a specialized form of wild shape called animal shape) right out of the gate at first level!

He also gets a specialized type of combat style, called Animal Combat that makes the skin-changer one heck of a combatant when in animal form.

It's a very cool class (in my humble opinion) which has been an absolute blast to play, so I hope everyone checks it out.


Oceanshieldwolf wrote:
How about tree shape, gaseous form, ice or dust from etc? Or changing into objects? ;)

Like Odo from Deep Space 9... That is very similar to my original concept, adding in some flare from the Pathfinder world to make it a little bit magical I nature.


Ok. Taking the suggestion to simplify things, I have revised a version of the Shapeshifter that does not cast spells, relying exclusively on its shapeshifting abilities, making it more of a melee class.

Please note that this is still in the brainstorming phase, and I welcome the criticism, but if you do, please make a suggestion of how to replace it, or a better set of mechanics to accomplish a Shapeshifter in a fun, fair, and balanced way.

I also added the ability for Shapeshift VIII to function as a self only version of Polymorph Any Object.

Thanks for your help!

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Shapeshifter
A fully realized Shapeshifter no longer has a shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a master of many forms actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the arcane power of their blood and strength of that soul that enables her to take on any shape and remain herself within.

Innate masters of their Shape changing bloodline, Shapeshifters embrace their heritage and focus on perfecting and expanding their transmutation prowess, to such a point that most consider it an obsession. Much like sorcerers, Shapeshifters inherit their abilities and arcane power through their bloodline.

Role:
Shapeshifters are masters of transforming into deadly beasts and savagely wade into combat.

Alignment:
Any

Hit Die:
d8

Class Skills:
Concentration, Diplomacy, Disguise, Heal, Hide, Knowledge: Physiology/Anatomy, Linguistics, Perception, Spot, Survival, Spellcraft, Swim.

Skill Ranks per Level:
4 + Int modifier

Table: Shapeshifter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st 0 2 2 2 Shapeshift I 1/day, Morphic Weapons
2nd 1 3 3 3 Morphic Immunities I
3rd 2 3 3 3 Shapeshift II, Morphic Body I
4th 3 4 4 4 Shapeshift II 2/day, Morphic Immunities II
5th 3 4 4 4 Shapeshift III, Morphic Creativity, Shapeshift Mastery I
6th 4 5 5 5 Morphic Body, Morphic Immunities III
7th 5 5 5 5 Shapeshift IV 3/day, Morphic Body II
8th 6 6 6 6 Morphic reach, Morphic Immunities IV
9th 6 6 6 6 Shapeshift V, Morphic Alteration I, Morphic Strikes
10th 7/2 7 7 7 Shapeshift V 4/day, Morphic Immunities V, Shapeshift Mastery II
11th 8/3 7 7 7 Shapeshift VI, Supernatural Ease, Morphic Body III
12th 9/4 8 8 8 Morphic Healing, Morphic Immunities VI
13th 9/4 8 8 8 Shapeshift VII 5/day
14th 10/5 9 9 9 Flashmorph
15th 11/6/1 9 9 9 Shapeshift VIII, Morphic Body IV, Shapeshift Mastery III
16th 12/7/2 10 10 10 Shapeshift VIII 6/day, Morphic Immunities VIII
17th 12/7/2 10 10 10 Shapeshift IX, Morphic Alteration II
18th 13/8/3 11 11 11 Shapeshifter's Discipline, Morphic Immunities IX
19th 14/9/4 11 11 11 Shapeshift 7/day
20th 15/10/5 12 12 12 Evershifting Form, Morphic Immunities X

Class Features:
All of the following are the class features of the Shapeshifter.

Weapon and Armor Proficiency:
Shapeshifters are not proficient with man made weapons, however, they are proficient with all natural attacks (claw, bite, and so forth) of any form they assume with Shapeshift, Transmutation Spell or Ability.
Shapeshifters are not proficient with any armor or shield, though they may wear robes or other clothing.

Shapeshift (Sp):
Beginning at 1st level, the Shapeshifter can start taking other forms. Shapeshift works like wild shape, with the following exceptions. As she rises in level, the Shapeshifter gains the ability to assume other, more advanced forms, though she cannot choose a form that normally has more Hit Dice than she herself does. She can designate at the time of the change which pieces of her equipment meld into her new form and which do not. Nonmelded equipment alters its size to match that of her new form, but retains its natural functionality. The shifter cannot, however, use any equipment unless she has either an appropriate appendage or a magical means of compensating for the lack of one. Any piece of equipment that is separated from her reverts to its original form.

* Shapeshift qualifies as a Wild Shape class feature for prerequisite purposes.
• A Shapeshifter loses her ability to speak while in a form that is incapable of talking (animals for example) because she is limited to the sounds that a normal, untrained creature can make. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
*** NOTE: A Shapeshifter with multiple uses of Shapeshift remaining for the day, may expend a use of Shapeshift to maintain the current shape. For example, a Shapeshifter changes into a Dragon and spends an hour in that form, and may expend a use of Shapeshift to extend that form for another hour without spending a standard action to do so.
• At 1st level, a Shapeshifter gains the ability to Shapeshift as the Alter Self spell, and back again once per day. As the Shapeshifter increases in levels, she also grows in skill and power as defined by the spells listed below. This ability functions like the spells mentioned below, except as noted here. The effect lasts for 1 hour per Shapeshifter level, or until she changes back. Changing form (to creature or back) is a standard action. The form chosen must be that of a creature with which the Shapeshifter is familiar.
• At 3rd level, a Shapeshifter can also use Shapeshift II to change into any creature permitted through the use of: Tree Shape.
• At 5th level, a Shapeshifter can also use Shapeshift III to change into any creature permitted through the use of: Undead Anatomy I, Monstrous Physique I, Beast Shape I, or Gaseous Form, Thorn Body (as a template).
• At 7th level, a Shapeshifter can also use Shapeshift IV to change into any creature permitted through the use of: Miasmic Form, Vermin Shape I, Monstrous Physique II, Fluid Form, Elemental Body I, Beast Shape II, Cloud Shape, Scorching Ash Form, or Three Fold Aspect.
• At 9th level, a Shapeshifter can also use Shapeshift V to change into any creature permitted through the use of: Undead Anatomy II, Vermin Shape II, Monstrous Physique III, Plant Shape I, Dust Form, Elemental Body II, Beast Shape III.
• At 11th level, a Shapeshifter can also use Shapeshift VI to change into any creature permitted through the use of: Undead Anatomy III, Monstrous Physique IV, Plant Shape II, Form of the Dragon I, Elemental Body III, Beast Shape IV.
• At 13th level, a Shapeshifter can also use Shapeshift VII to change into any creature permitted through the use of: Form of the Dragon II, Giant Form I, Elemental Body IV, Plant Shape III, Ice Body (as a template).
• At 15th level, a Shapeshifter can also use Shapeshift VIII to change into any creature permitted through the use of: Form of the Dragon III, Undead Anatomy IV, Giant Form II, Iron Body (as a template), Polymorph Any Object (self only).
• At 17th level, a Shapeshifter can also use Shapeshift IX to change into any creature permitted through the use of: Fiery Body (as a template).

Morphic Weapons (Su):
As a move action, regardless of which form a Shapeshifter in, she can grow any type of natural weapons (such as claws, fangs, horns, stingers, tentacles, tale, etc.), allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These morphic weapons need not be natural weapons that the creature already possesses. For example, a Shapeshifter shapeshifted into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.

If the Shapeshifter's form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a Shapeshifter if a Shapeshifter who used Shapeshift to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as for Huge animal), not the normal 1d8.

A Shapeshifter can change morphic weapons as often as she likes, even if using a shape changing technique such as the polymorph spell, or the wild shape class feature that doesn't allow subsequent changes after the initial transformation.

Morphic Immunities (Su):
A Shapeshifter becomes adept at distributing her form's vital organs around her body to keep them safe from harm. Provided that the Shapeshifter is aware of the attacker, she can move her organs out of the way of harm.
• Morphic Immunities I: At 2nd level, Shapeshifters take 10% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities II: At 4th level, Shapeshifters take 20% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities III: At 6th level, Shapeshifters take 30% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities IV: At 8th level, Shapeshifters take 40% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities V: At 10th level, Shapeshifters take 50% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VI: At 12th level, Shapeshifters take 60% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VII: At 14th level, Shapeshifters take 70% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities VIII: At 16th level, Shapeshifters take 80% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities IX: At 18th level, Shapeshifters take 90% less damage from critical hits, sneak attacks, and other types of precision damage.
• Morphic Immunities X: At 20th level, Shapeshifters take 100% less damage from critical hits, sneak attacks, and other types of precision damage.

Morphic Body (Su):
A Shapeshifter can use its precise control over its form to make itself stronger and heartier.
• Morphic Body I: At 3rd level, Shapeshifters gain +1 to Strength and +1 to Constitution.
• Morphic Body II: At 7th level, Shapeshifters gain an additional +1 to Strength and +1 to Constitution.
• Morphic Body III: At 11th level, Shapeshifters gain an additional +1 to Strength and +1 to Constitution.
• Morphic Body IV: At 15th level, Shapeshifters gain an additional +1 to Strength and +1 to Constitution.

Shapeshift Mastery:
A Shapeshifter is able to hold less powerful forms with ease, and thus may hold that form as long as they wish.
• Shapeshift Mastery I: At 5th level, a Shapeshifter is able to use Shapeshift I without a duration limit.
• Shapeshift Mastery II: At 10th level, a Shapeshifter is able to use Shapeshift III or below without a duration limit.
• Shapeshift Mastery III: At 15th level, a Shapeshifter is able to use Shapeshift V or below without a duration limit.

Morphic Creativity:
• At 5th level, a Shapeshifter with multiple uses of Shapeshift remaining for the day, may use extra Shapeshift to combine forms to be applied as a template. For example, if an Elven Shapeshifter casts Alter Self and Undead Anatomy I for the cost of 2 uses of Shapeshift, she could change into a dwarf with a zombie template (Dwarven Zombie). The combined transformation takes the same amount of time, and the duration remains 1 hour/level of the Shapeshifter.

Morphic Reach (Su):
• At 8th level, a Shapeshifter can suddenly stretch her limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it's emulating as a free action. Unlike most creatures, Shapeshifters don't appear to have a longer reach until they actually use it.

Morphic Strikes:
• The Shapeshifter's natural attacks are considered as magic for the purposes of overcoming Damage Reduction.

Morphic Alteration (Su):
• Morphic Alteration I: At 9th level, as a move action, regardless of which form she is in, a Shapeshifter has very detailed control over her body, and can make specific modifications to her body in order to impersonate another being (male or female), gaining a +10 disguise bonus when doing so.
• Morphic Alteration II: At 17th level, learns such detail, that she may even give the outer appearance of armor or clothing (this is appearance only, therefor has no effect on AC or mobility).

Morphic Healing (Su):
• At 12th level, a Shapeshifter becomes able to change her form where wounds appear, creating smooth skin where once were wounds. The Shapeshifter gains fast-healing 2, and if she spends a full-round action and succeeds on a Concentration check (DC equal to the total damage she has sustained, she heals 10 points of damage).

Supernatural Ease (Su):
• At 11th level, the character’s Shapeshift ability becomes supernatural rather than spell-like. It still requires a standard action and the ability cannot be activated in an antimagic field, but its use no longer provokes attacks of opportunity and never requires a Concentration check.

Flashmorph (Su):
• Flashmorph: At 14th level, a Shapeshifter gains the ability to use Shapeshift as a move action.

Shapeshifter's Discipline (Su):
• At 19th level, Shapeshifters are immune to all transmutation effects cast by others (even those cast by wands, rings, potions, etc). A Shapeshifter may not even willingly benefit from transmutation spells cast by others. Based on the 4th Level Spell - True Form.

Evershifting Form (Su):
• A Shapeshifter has reached the pinnacle of her Transmutation abilities. She no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up.


I would also like to find a way to adapt Polymorph Any Object to be used as a guideline to Shapeshift into a creature with a construct template... Any thoughts?


Ok... I also need to review the class skills...

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