A shifter is an expert in assuming the forms of other creatures, making their strength her own. Lycanthropes using magic to control their transformations, worshipers of animal totems, or simply magic-users who were uncomfortable in their own skins, shifters embody the idea of chaos of form, becoming whatever they need to be at a moment’s notice.
Role: A shifter is a powerful melee combatant and can gain access to useful magic for disguises, stealth, or exploration.
Alignment: Any non-lawful
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
The shifter’s class skills are Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle Animal (Wis), Intimidate (Cha), Knowledge (geography; Int), Knowledge (nature; Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Base Caster Level||Magic Talents|
|1st||+0||+2||+2||+0||Casting, spell points, shapeshifter, quick transformation, wild empathy||+0 (1)||0 (+2)|
|4th||+3||+4||+4||+1||Enhanced attacks (magic), lingering transformation||+3||3|
|7th||+5||+5||+5||+2||Enhanced attacks (cold iron, silver), enhanced physicality||+5||5|
|8th||+6/+1||+6||+6||+2||Immunity to poison||+6||6|
|10th||+7/+2||+7||+7||+3||Enhanced attacks (chaotic), bestial trait||+7||7|
|12th||+9/+4||+8||+8||+4||Immunity to disease||+9||9|
|16th||+12/+7/+2||+10||+10||+5||Enhanced attacks (adamantine)||+12||12|
A shifter is proficient with all simple weapons and light armor.
A shifter may combine spheres and talents to create magical effects. A shifter is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
A shifter gains a magic talent every time she gains a caster level, according to Table: Shifter.
At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.
At 2nd level and every 4 levels thereafter, the shifter gains a bestial trait, representing the ways she has changed through her assumption of other forms. The shifter may choose to keep these traits when she assumes other forms, even if the trait would normally be removed (such as natural claws.)
Animal Hide (Ex): You gain a +1 natural armor bonus.
Animal Trainer (Ex): You gain a bonus equal to 1/2 your shifter level to all Handle Animal checks.
Animal Master (Ex): (Requires shifter 6, Animal Trainer) You may reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day per 1 week required by increasing the DC by +5. She can also train more than one animal at once, although each animal after the first adds +2 to the DC.
Barding (Su): (Requires shifter 14) When assuming a form with the Alteration sphere that would normally cause your worn armor to meld into your form, you may instead mold your armor around your new form, allowing you to keep your armor’s bonuses and benefits.
Bestial Speed (Ex): Increase your base move speed by 10 ft.
Bite (Ex): You gain a bite attack. This is a primary attack dealing 1d6 damage (1d4 small). If this is the only attack made during the shifter’s turn, add 1 1/2 your Strength bonus to the damage dealt.
Claws (Ex): You gain a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 small).
Detachable Claws (Ex): (Requires shifter 6, claws) You may hurl your claws as a ranged attack. This is treated as a thrown weapon with a 10 ft. range increment. Each hand is treated as a different weapon (allowing you to throw each as a separate attack). Thrown claws may be regrown as a swift action.
Earthglide (Su): (Requires shifter 10, Home in the Underground) You gain earthglide. You can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you may glide through lava. You leave behind no tunnel, hole, ripple, or any other sign of your presence.
Elemental Kin (Su): (Requires shifter 6) Choose either fire, frost, electricity, or acid. You gain resistance 10 to that element. You may gain this trait multiple times. The effects do not stack. Each time this trait is gained, choose a different element to gain resistance to.
Elemental Kin, Greater (Su): (Requires shifter 14, Elemental Kin) Choose an element you have resistance to through the Elemental Kin trait. You gain immunity to that element. You may select this trait multiple times. The effects do not stack. Each time it is gained, choose a different element you have resistance to through the Elemental Kin trait.
Evasion (Ex): You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor, or no armor, and carrying no more than a light load. If you are helpless, you lose the benefit of evasion.
Ferocious (Ex): (Requires shifter 6, Endurance) You gain the Diehard feat.
Flight (Ex): (Requires shifter 6) You gain a 30 ft. flight speed with maneuverability (poor).
Gore (Ex): You gain the ability to sprout a horn from your head as a free action. This grants you a gore attack dealing 1d6 damage (1d4 small). If this is the only attack made during your turn, add 1 1/2 your Strength bonus to the damage dealt.
Home in the Underground (Ex): (Requires shifter 6) You gain a 15 ft. burrow speed.
Home in Nature (Ex): You gain a favored terrain, as the ranger class feature. You may select this trait once at 2nd level, plus an additional time for every 4 shifter levels you possess beyond 2nd. Each time this trait is gained beyond the first, you gain an additional favored terrain, and the bonuses granted in one of your favored terrains (even the one just selected if you desire) increases by 2.
Home in Water (Ex): (Requires shifter 6) You gain the amphibious subtype (including the ability to breath underwater) and a 30 ft. swim speed.
Impaling Charge (Ex): (Requires shifter 10, Gore, Powerful Charge) You gain the Impaling Charge feat.
Improved Evasion (Ex): (Requires shifter 10, Evasion) Your Evasion ability improves, so that while you still take no damage on a successful Reflex saving throw, you henceforth take only half damage on a failed save.
Improved Natural Armor (Ex): (Requires shifter 6, Animal Hide) Your natural armor improves by 1. You may select this trait once per 6 shifter levels you possess. The effects stack.
Improved Natural Attack (Ex): (Requires shifter 6) One of your natural attacks increases its damage by one die size. You may select this trait multiple times. Each time it is selected, it applies to a different natural attack.
Keen Scent (Ex): (Requires shifter 10, Home in Water) You gain the ability to notice other creatures by scent in a 180 foot radius underwater and can detect blood in the water at ranges of up to a mile.
Living Death (Su): (Requires shifter 14, Undead Kin) You no longer need to breath. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing.
Melded Equipment (Su): (Requires shifter 14) You may activate magic items that have melded into your shapeshifted form.
Multiattack: (Requires shifter 10) You gain the Multiattack feat.
Perfect Flight: (Requires shifter 10, Flight) Your flight maneuverability increases to perfect.
Permanent Size Change (Ex): (Requires shifter 6) Your size permanently changes to either Small, Medium, Tiny, or Large, as if using the Alteration sphere’s Size Change talent.
Permanent Size Change, Greater (Ex): (Requires shifter 10, Permanent Size Change) You may permanently change your size to either Huge or Diminutive, as if using the Size Change talent from the Alteration sphere.
Poison (Ex): (Requires shifter 6) Select a single natural attack (one claw, bite, etc.) you possess. This natural attack inflicts poison on a successful attack (injury; save Fort DC 10 + 1/2 your shifter level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save). You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack to inflict poison.
Poison, Improved (Ex): (Requires shifter 10, Poison) Select one natural attack augmented by the poison bestial trait. The effect of this poison improves to 1d2 Con and Str damage, 2 saves. You may select this trait multiple times. The effects do not stack. Each time it is gained, select a different natural attack augmented by the poison trait.
Pounce (Ex): (Requires shifter 10) You gain the pounce special ability, allowing you to make a full-attack at the end of a charge.
Powerful Charge (Ex): (Requires shifter 6, Gore) You may make a powerful charge with your gore attack. When charging, your gore attack deals 2d6 damage (2d4 small) plus 1 1/2 times your Strength bonus.
Prey (Ex): You gain a favored enemy, as the ranger class feature. You may select this trait once at 2nd level, plus an additional time for every 4 shifter levels you possess beyond 2nd. Each time this is gained after the first, you gain an additional favored enemy, and the bonuses granted against one of your favored enemies (even the one just selected if you desire) increase by 2.
Quick Healing (Su): As a free action once per round, you may heal 5 hit points as if you had the fast healing ability. You may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If you fall unconscious because of hit point damage and you still have healing from this ability, the ability activates automatically each round until you are conscious again or the ability is depleted for the day.
Scent (Ex): (Requires shifter 6) You gain the Scent ability.
Snatch: (Requires shifter 14, Huge size) You gain the Snatch feat.
Spider Climb (Ex): (Requires shifter 6) You gain a 30 ft. Climb speed.
Sprint (Ex): Once per hour, you may move up to 10 times your speed when running or charging.
Superior Senses (Ex): (Requires shifter 14) You gain blindsense out to 15 ft.
Taste for Blood (Ex): (Requires shifter 6) If you spend a standard action to feast on a corpse killed within the last minute, you enter a rage for a number of rounds equal to your Constitution modifier, gaining a +2 morale bonus to your Strength, Constitution, and Will saves, suffering a -2 penalty to AC.
Tracker (Ex): Add half your shifter level (minimum: 1) to Survival checks made to follow tracks.
Trackless Step (Ex): You no longer leave a trail if you do not wish to.
Trip (Ex): (Requires shifter 6, Bite): When you hit a creature with your bite attack, you may attempt to trip the target as a free action. This does not provoke an attack of opportunity, and you cannot be tripped in return.
Twilight: You gain Low-light vision if you do not already possess it.
Undead Kin (Su): (Requires shifter 6) You are healed by both positive and negative energy.
Web (Ex): You may create webs as the Web trait from the Vermin Transformation Alteration talent. This ability is usable 8 times per day, rather than once per minute.
Woodland Stride (Ex): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your 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 you.
At 3rd level the shifter gains Endurance as a bonus feat.
At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending.
Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.
At 5th level, a shifter can not only change her body, but also her mind. The shifter may touch a target, gaining for 24 hours the ability to speak and understand one language that creature speaks. This can work on animals and other creatures that don’t have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). You may only have one language acquired at a time in this manner; acquiring a second language dismisses the first.
At 7th level, your body begins to become naturally enhanced through your transformations. You gain a +2 inherent bonus to your Constitution score. This increases to +4 at 13th level, and +6 at 19th level.
At 8th level, the shifter gains immunity to all poisons.
At 9th level, the shifter’s control over Alteration magic makes her transformations unusually powerful. Whenever the shifter spends a spell point to allow a shapeshift to continue without concentration, the effect lasts for 10 minutes per level instead of 1 minute per level.
At 11th level, the shifter’s ability to communicate increases. She may understand and be understood by any creature with a language.
At 12th level, the shifter gains immunity to all diseases, including magical diseases.
At 15th level, the shifter’s communicative powers encompasses all life. She may communicate with and understand any living creature, even those without languages such as animals and plants.
At 17th level, whenever the shifter spends a spell point to allow a shapeshift to endure without concentration, the effect lasts for 1 hour per level.
At 20th level the shifter becomes a master of Alteration magic. Whenever she changes her own form with the Alteration sphere it is considered an extraordinary ability instead of a magical effect. This means it does not provoke an attack of opportunity, cannot be dispelled or countered, and can be used within an antimagic field. Changes to herself never cost a spell point and always have an unlimited duration.
Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers