New Class: Shapesmith. PEACH??


Homebrew and House Rules


Hey folks. So I had been working on this for a while, then heard about Ultimate Wilderness so put it on the back burner. However, it appears that The Shifter was... less than stellar. So, I have decided to dust this off and get some opinions. Please let me know what y'all think. Table Omitted because it looked all messy. I am thinking I may have gone too far, but that is why I am posting here, to try to reign in issues and get opinions before I run it through a play test with my group.

Shapesmith:
The Shapesmith is a master of form and function. Able to alter their physical form to suit a variety of situations the Shapesmith is a dangerous foe. Be it taking the form of a mighty Tiger to maul an enemy, shifting to the form of a bat or bird for scouting, or something even more esoteric, the Shapesmith excels at being a master of their form. Throughout their career the Shapesmith becomes able to channel different and sometimes frightening forms, eventually being able to become a chimeric beast of their own creation.

Hit Die: d10.

Starting Wealth: 2d6x10(Average 70GP. In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills:

Acrobatics(Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly(Dex), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(Int){Arcana, Dungeoneering, Local, Nature, Planes, Religion}, Perception(Wis), Ride(Dex), Sense Motive(Cha), Stealth(Dex), Survival(Wis), and Swim(Str).

Skills Per Level: 4+Int Modifier.

Mutable Appearance: At 1st Level you gain Disguise Self as an At Will ability.

Morphic Armory: At 1st Level you may choose to grow one of the following At Will: 2 Claws(1d4(x2)), Bite or Gore 1d6(1.5xStr, (x2)), or Natural Armor(Enhancement Bonus)+2. You may have only one of these active at any given time. These improve at 4th, 8th, 12th, 16th, and 20th levels, damage increases by one step, Natural Armor increases by +1.

Bonus Feats: Starting at 1st level and every 5 levels thereafter(6th, 11th, 16th) you gain a bonus feat.
Voice of All: For a number of Minutes equal to Wis + ½ Class Level Per Day you may speak to any creature as if you shared a common language. This ability may be used in 1 minute increments to a total of your maximum daily allotment.

Fluid Form: At 3rd Level you may take the form of nearly any creature. This ability functions as Alter Self, Beast Shape I or Monstrous Physique I depending on the form of the being chosen. This ability functions At Will

Divergent Evolution: Starting at 4th Level you gain a pool of Evolution Points that you may assign daily equal to 1+Wis Mod. Every 2 Levels thereafter you gain +1 Evolution Point, to a maximum of 10+Wisdom Modifier at 19th Level. You may use these points to buy Evolutions as if you were an Eidolon of your Class Level. You gain no other benefits that an Eidolon gains such as free form Evolutions, Ability Scores, Feats, Etc. When you use any version of Fluid Form those changes overwrite your Evolutions.

Morphic Immunity: At 5th Level you have a 25% immunity to Critical Hits, Sneak Attack and other forms of Precision Damage. In addition you are immune to Poison and Disease. At 10th Level this improves to 50% Chance of Immunity to Critical Hits and Precision Based Damage and at 15th Level this becomes complete immunity.

Improved Fluid Form: At 7th Level you gain the ability to mimic Beast Shape II, Monstrous Physique II or Elemental Body Or Undead Anatomy in addition.

Greater Fluid Form: At 9th level you gain the ability to mimic Beast Shape III or Elemental Body II or Monstrous Physique III or Undead Anatomy II in addition.

Superior Fluid Form: At 11th Level you gain the ability to mimic Beast Shape IV or Elemental Body III, or Monstrous Physique IV or Undead Anatomy III in addition.

Majestic Fluid Form: At 13th Level you gain the ability to mimic Elemental Form IV, Form of the Dragon I and II, Form of the Alien Dragon I and II, Form of the Exotic Dragon I and II, or Giant Form in addition.

Morphic Movement: At 14th Level you may use this ability to gain any movement form for 1 minute. You may use this for 1 minute per level, split up in 1 minute increments. The movement speed is 60. If Fly is chosen the maneuverability is Good. While using this ability it is in addition to the movement modes you already possess based on your current form.

Master Fluid Form: At 17th Level you gain the ability to use Shape Change in addition.

Force Shift: At 18th Level you gain the ability to force others to shift forms. You may make a Melee Touch Attack against a target, and if successful they are effected as if by Polymorph Any Object.

Morphic Body: At 18th Level your body is so adaptive that you may, if beneficial, count yourself as any creature type for the purpose of beneficial spells and effects. You also gain DR 5/- in all forms.

Morphic Mind: At 19th Level your mind has become as malleable as your body. You are Immune to any non-beneficial Mind Effect, Fear Effect. You also receive a +4 Bonus vs non-Mind Effecting Enchantment and Illusion effects.

Totemic Personification: At 20th Level you cease aging and are immune to Death Effects. You also may choose to combine any two forms you are able to assume using Fluid Form or one of its variations to create your Totemic Personification. You compare the two chosen forms and choose the best values from each to form a single being. While in this form you have a Frightful Presence that can affect any creature with 30 or less Hit Dice. The DC is 10 + ½ Class Level + Con Mod.


It seems too strong off-the-cuff, but I like where you're going with it. Dotting for interest.


LeesusFreak wrote:
It seems too strong off-the-cuff, but I like where you're going with it. Dotting for interest.

That was my initial concern. Though not sure where or what to trim. Would truly be appreciative of any and all suggestions to properly balance the class.

RPG Superstar Season 9 Top 16

The class is too strong too early. Getting not one, but THREE powerful at-will spells two levels before the wizard can cast them once per day is way too powerful. These spells also allow you to gain at-will flight 5 levels before longterm flight becomes available for other classes.

Also, changing the way natural attacks work is not a good idea.


Might consider having Fluid form work like Wildshape with uses per day with a long duration. Then at a higher level allow mid-use changing of shape.

Shadow Lodge

Cyrad wrote:
Also, changing the way natural attacks work is not a good idea.

How so? I'm re-reading the abilities and not seeing it.

RPG Superstar Season 9 Top 16

You don't add 1-1/2 your Strength modifier to a natural weapon's damage roll unless it's the only one you can make. The awkward text in morphic armory suggests you don't add Strength modifier to the claw attacks and that you add 1-1/2 your Strength modifier to damage rolls for the gore and bite, even if you have natural attacks from other sources. It's a bad idea to rewrite rules, even if you're trying to follow them. Not only is it unnecessary, but also you create ambiguity or unintentionally cause them to work differently in the event you make a mistake.


Talonhawke wrote:
Might consider having Fluid form work like Wildshape with uses per day with a long duration. Then at a higher level allow mid-use changing of shape.

I could definitely change it to work like Wildshape, though my biggest issue is the limited number of changes per day. One of the most glaring issues of The Shifter class is the lack of being able to shift. And the most common suggestion to fix that has been to change shifting to at will.


Cyrad wrote:
You don't add 1-1/2 your Strength modifier to a natural weapon's damage roll unless it's the only one you can make. The awkward text in morphic armory suggests you don't add Strength modifier to the claw attacks and that you add 1-1/2 your Strength modifier to damage rolls for the gore and bite, even if you have natural attacks from other sources. It's a bad idea to rewrite rules, even if you're trying to follow them. Not only is it unnecessary, but also you create ambiguity or unintentionally cause them to work differently in the event you make a mistake.

Cyrad, yeah I didn't like the wording but was trying to be as clear as possible. I will reword the ability. Editing now.

Shadow Lodge

The way it's worded now simply doesn't account for naturally having weapons and, as a result, defaults to the base rules without explaining it. The intent is clear with "you may only have one active at a time"


I like what you have going here!

For Mutable Appearance, you should make it work as a polymorph ability rather than an illusion. It should not allow the Shapesmith to change his clothing, but his appearance changes are actually physical.

For Morphic Armory, I love getting options outside of just claws. Why not add some more? Slams, tail attacks? I have read some concern with stacking natural attacks. A simple (if a little crude) solution might be to cap the number of natural attacks per level (maybe follow the eidolon page, starting with 3 natural attacks at 1st?). That way, someone could play, say, a Skinchanger (getting two claws) and take gore as a Shapesmith. But if he got any other natural attacks somehow, he would have to choose which three.

As for fluid form, I love that we get it before druids 4th level wildshape. But I do understand other people's concern about the at will versatility. I propose taking a little nudge from Shifter, and saying you get one form you can shift to at will, and then get Wildshape a certain number of times per day. I would probably give your chosen form at will at 2nd level, and then begin normal wildshape progression at 4th? But I do like having it before druids, so maybe still 3rd. Tough call.

I really like the evolution pool. I am a big fan of this. Really feels like a master of shifting. Do you intend them to be always on, or can the shifter turn them on and off? Why take away the evolutions when you transform? Power issues I suppose.. would take some testing but I would prefer being able to apply the evolutions in any form.

I might drop morphic immunity. At the very least, slow it down (smaller percentage chunks spread over more levels).

Morphic movement is a good idea, but seems a little.. redundant at 14th? You can get movements from all sorts of other forms. But I do like this, it might be more relevant if it had a little longer duration. Maybe an hour per wisdom mod, in one minute increments? In "day to day" use its nearly limitless, but if you try sitting on a wall all day it wont work.

Some of the latest level abilities I'm not sure about. Force shift is a fun idea, but it feels incongruous. Comes out of nowhere. I think you could add weaker polymorph other abilities earlier, and it would make this later ability fit better.

Morphic body, take it or leave it. You can get that from evolutions I think.

I would drop morphic mind. Replace it with something about fort saves instead maybe, or nothing.

I like the capstone! With my earlier suggestion of uses per day wildshape, you could add at will wildshaping to the capstone.

Nice work! I might high jack some of your ideas for my own build!

Shadow Lodge

To avoid dipping for at-will abilities maybe add a line that says if you have more levels in a class other than Shapesmith you can only use your abilities a number of times per day equal to your Shapesmith levels.


Mutable Appearance: make it a transmutation effect that only targets you, though allowing clothing to fit your new form would be fine: don't make it polymorph so you can use it while shifted.

Morphic Armory: Break into 2 ability with one for defence and one for weapons. For weapons, just allow a weapon type to be added. I'd LOVE to be able to have a Hoof, Tentacle, Wing, Pincers, Tail Slap, Sting, Talons.

For defence, do something like the water dancer: adds 1 point of Wisdom bonus per level to his Armor Class as a natural armor bonus. If you wear armor and/or gain a natural armor bonus from another source, instead add 1/2 point per level that stacks with other natural armor.

Fluid Form: Instead of at will, have it work for 1 hour/level usable in 1 hour increments. Also allow switching to another allowed form with a full round action.

Morphic Immunity: IMO, these would need scaled back. Maybe 5% for every 2 levels and scale poison/disease like an alchemist by starting with bonuses and then work up to immunity.


Alright, I wrote up what I would want from the Shifter class. I used a number of ideas from this post (including some names). I have it written up in a Google doc. Take a look and tell me what you guys think. I would like this to be reasonably power balanced because I really want to play it.

My biggest worry is probably the evolution pool, but I'm sure there are many other issues. Feedback is wanted!

Fixed Shifter Doc

Shadow Lodge

Well, other than picking a single form and getting a few others seeming like a big step back, it looks good. The loss of the awesome defensive abilities hurts, as does the restricted armor and shield proficiency. Especially since the replacement is... Monk AC bonus? Based on a stat that doesn't make much sense on a shapeshifter?

I've said it before, Constitution bonus to AC makes a lot more sense. In this case it would make Divergent Evolution better too and you could cut down on how the pool actually increases because you will no longer be using four(like the poor monk) abilities scores just to be competent.

The Wild Shape buff is amazing though. Good work there.


You make good points. And I tend to agree with all of them, but I based it heavily off of the official shifter class. I figure the closer to that it stays, the more likely DMs will be willing to use it. I personally don't like it being directly related to the druid, but I read some people describing it as the cleric/paladin relationship which I guess I can appreciate. Even still, I might be persuaded to change it to Con based. I'm worried that the large amount of variety it has might already make it significantly outshine other martials, but I would have to play it more to see. Making it MAD is a poor way of balancing it anyway.


Thanks guys. I really appreciate the feedback. I have altered some things significantly and will post an updated look below. But here are the changes in a nutshell:

- Realized I left out Weapon and Armor Prof. so corrected that.
- Mutable Appearance is now a Transmutation based effect, however not Polymorph so that it may be used in other forms. Still basing the effect off of Disguise Self, but with the caveat that the changes are physical not illusory.
- Morphic Armory was changed to allow more weapon types, though kept both the offensive and defensive as a single ability. Defensive now grants Natural Armor= to Con Mod.
- Changed Fluid Form and all improvements by adding the following:When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level. This should make it less over powered and still give a reason to have a preferred form.
- Changed Divergent Evolution by adding:You may call forth or dismiss these Evolutions as a Full Round Action. These Evolutions are chosen at the start of each day.
- Significantly adjusted Morphic Immunity starting at 10% going to 50% and moving complete Poison/Disease Immunity to 10th level.
- Removed Morphic Movement
-Added Morphic Evolution: At 14th Level you can use your Divergent Evolutions in any form. Not sure if this might come on too late? Maybe switch this and
-Made a change to Morphic Body adding the ability to roll twice against Fort Saves and choosing the better option.
-Made Totemic Personification also make all shifting gained from Fluid Form and its improvements At Will.

Updated Class:
Shapesmith:
The Shapesmith is a master of form and function. Able to alter their physical form to suit a variety of situations the Shapesmith is a dangerous foe. Be it taking the form of a mighty Tiger to maul an enemy, shifting to the form of a bat or bird for scouting, or something even more esoteric, the Shapesmith excels at being a master of their form. Throughout their career the Shapesmith becomes able to channel different and sometimes frightening forms, eventually being able to become a chimeric beast of their own creation.

Hit Die: d10.

Starting Wealth: 2d6x10(Average 70GP. In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills:

Acrobatics(Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly(Dex), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Knowledge(Int){Arcana, Dungeoneering, Local, Nature, Planes, Religion}, Perception(Wis), Ride(Dex), Sense Motive(Cha), Stealth(Dex), Survival(Wis), and Swim(Str).

Skills Per Level: 4+Int Modifier.

Base Attack: Full

Saves: Fort-Good Ref-Good Will-Bad

Armor and Weapon Proficiencies: A Shapesmith is proficient with Light Armor, however most choose to forego armor as it is often melded with their form due to their inherently mutable form. The Shapesmith is also proficient in the use of All Simple Weapons, as well as the following individual weapons: Light Pick, Light Hammer, Handaxe , Throwing Axe, Kukri, Machete, Trident, Great Axe, Great Club, Pickaxe, Scythe, Chakram, Short Bow, Spear-Sling, Harpoon, Bola, Brutal Bola, Boomerang, Lasso, Net, Snag Net, and Atl-Atl.

Mutable Appearance: At 1st Level you gain Disguise Self as an At Will ability with the following exceptions: This ability is a transmutation effect that can only target the Shapesmith. The changes made are actual physical changes rather than illusory.

Morphic Armory: At 1st Level you may choose to grow one of the following At Will: 2 Claws(1d4(x2)), Bite or Gore (1d6 (x2)),2 Slams(1d4(x2)), Sting (1d6(x2)), 2 Talons(1d4(x2)) as a Primary Natural Attack or You may choose to grow a Pincer or Tail Slap(1d8(x2), 2 Wings(1d4(x2)), 2 Tentacles(1d4)x2)), or 2 Hooves(1d4(x2)) as Secondary Natural Attacks. Alternately, the Shapesmith may toughen their natural skin to provide a great deal of protect from harm. If they do they may add Their Con Bonus as a Natural Armor Bonus to Armor Class. You may have only one of these active at any given time. These improve at 4th, 8th, 12th, 16th, and 20th levels, damage increases by one step, Natural Armor increases by +1 at the same rate.

Bonus Feats: Starting at 1st level and every 5 levels thereafter(6th, 11th, 16th) you gain a bonus feat.

Voice of All: For a number of Minutes equal to Wis + ½ Class Level Per Day you may speak to any creature as if you shared a common language. This ability may be used in 1 minute increments to a total of your maximum daily allotment.

Fluid Form: At 3rd Level you may take the form of nearly any creature. This ability functions as Alter Self, Beast Shape I or Monstrous Physique I depending on the form of the being chosen. When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level.

Divergent Evolution: Starting at 4th Level you gain a pool of Evolution Points that you may assign daily equal to 1+Wis Mod. Every 2 Levels thereafter you gain +1 Evolution Point. You may use these points to buy Evolutions as if you were an Eidolon of your Class Level. You gain no other benefits that an Eidolon gains such as free form Evolutions, Ability Scores, Feats, Etc. When you use any version of Fluid Form those changes overwrite your Evolutions. You may call forth or dismiss these Evolutions as a Full Round Action. These Evolutions are chosen at the start of each day.

Morphic Immunity: At 5th Level you have a 10% immunity to Critical Hits, Sneak Attack and other forms of Precision Damage. At 10th Level this improves to 25% Chance of Immunity to Critical Hits and Precision Based Damage and In addition you are immune to Poison and Disease. At 15th Level this improves to 50% Chance of Immunity to Critical Hits and Precision Based Damage.

Improved Fluid Form: At 7th Level you gain the ability to mimic Beast Shape II, Monstrous Physique II or Elemental Body Or Undead Anatomy in addition. When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level.

Greater Fluid Form: At 9th level you gain the ability to mimic Beast Shape III or Elemental Body II or Monstrous Physique III or Undead Anatomy II in addition. When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level.

Superior Fluid Form: At 11th Level you gain the ability to mimic Beast Shape IV or Elemental Body III, or Monstrous Physique IV or Undead Anatomy III in addition. When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level.

Majestic Fluid Form: At 13th Level you gain the ability to mimic Elemental Form IV, Form of the Dragon I and II, Form of the Alien Dragon I and II, Form of the Exotic Dragon I and II, or Giant Form in addition. When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level.

Morphic Evolution: At 14th Level your mastery of your form is now such that you may now use your Divergent Evolutions in any form you are able to assume.

Master Fluid Form: At 17th Level you gain the ability to use Shape Change in addition. When this ability is gained the Shapesmith chooses one form they may assume with this ability, they are able to transform into this form At Will. If the Shapesmith wishes to shift into a different form they may do so 3+Wisdom Mod times per day, each such shift lasting for 1 hour per level.

Morphic Body: At 18th Level your body is so adaptive that you may, if beneficial, count yourself as any creature type for the purpose of beneficial spells and effects. You also gain DR 5/- in all forms. You also gain the ability that whenever you roll a Fortitude Save you may roll twice, taking the better result.

Morphic Mind: At 19th Level your mind has become as malleable as your body. You are Immune to any non-beneficial Mind Effect, Fear Effect. You also receive a +4 Bonus vs non-Mind Effecting Enchantment and Illusion effects.

Totemic Personification: At 20th Level you cease aging and are immune to Death Effects. You also may choose to combine any two forms you are able to assume using Fluid Form or one of its variations to create your Totemic Personification. You compare the two chosen forms and choose the best values from each to form a single being. All changes using Fluid Form or it’s improvements are now At Will Abilities. While in this form you have a Frightful Presence that can affect any creature with 30 or less Hit Dice. The DC is 10 + ½ Class Level + Con Mod.

Shadow Lodge

@Nerdamus: You could make it better than the Official Shifter and it would only be a decent martial instead of a poor one.

As for the Cleric/Paladin thing... what does the shifter get that makes up for NO spellcasting? The paladin has a much smaller list he can use less often, but has amazing class features to make up for it. Shifter did not get amazing class features. The only thing that really stands out is it's ability, far too late in the game to matter, to bypass DR/-

@Lunaramblings: My initial thought is that magic items shouldn't be better than a class feature at something, and that means the fortification enhancements shouldn't beat Morphic Immunity. Making both the Crit/Sneak Attack/Precision negation and the Poison/Disease Immunity scale would help a lot. I know the numbers seem big, but 25% + 5% every level(to total immunity at level 20, or capping out 75% at 15), and using the alchemist's poison resistance as a base for Poison/Disease resistance would go a long way I think.


Dragonborn3 wrote:

@Nerdamus: You could make it better than the Official Shifter and it would only be a decent martial instead of a poor one.

As for the Cleric/Paladin thing... what does the shifter get that makes up for NO spellcasting? The paladin has a much smaller list he can use less often, but has amazing class features to make up for it. Shifter did not get amazing class features. The only thing that really stands out is it's ability, far too late in the game to matter, to bypass DR/-

@Lunaramblings: My initial thought is that magic items shouldn't be better than a class feature at something, and that means the fortification enhancements shouldn't beat Morphic Immunity. Making both the Crit/Sneak Attack/Precision negation and the Poison/Disease Immunity scale would help a lot. I know the numbers seem big, but 25% + 5% every level(to total immunity at level 20, or capping out 75% at 15), and using the alchemist's poison resistance as a base for Poison/Disease resistance would go a long way I think.

I have no real issue with giving complete immunity to Crits/Precision and Disease/Poison, I think it is just trying to balance it out to make sense. I also hate dead levels. So I could change Morphic Immunity to grant say 25% at 5th then just increase by 5% every level, I could then grant Poison and Disease Immunity at 10th level, and that leaves it with a dead level at 15 unless I can think of something to go there.

Shadow Lodge

Shaping Resurgence: Spend a full-round action, once an hour, to reduce any one instance of ability damage or drain your are suffering from by one.


I like that. So I will make that the 15th level ability, condense Morphic Immunity.


Just a Polite Bump. Hoping for any more feedback/suggestions/etc. Thanks!

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