Shifter

Whether riding on the wind as a falcon or hiding in some fetid bog waiting to strike, the shifter is a true master of the wild. Both a devoted defender of druidic circles and a fierce predator, the shifter can take on the forms of nature and even fuse them together with devastating effect and unbridled savagery. By way of the druidic discipline of wild shape, they become living aspects of the wild. At first, they are able to assume only a minor aspect, but with time and practice they can fully transform into ever more powerful forms.

The shifter class offers players a way to experience a shapeshifting character that is more martially inclined than a spellcasting druid. With each new level, the shifter’s powers grow in new and surprising ways, creating a character that thrives in battle, exploration, and stealth.

Shifters are protectors of druidic circles and avengers of nature, yet a shifter’s magic is different from that of her druidic kin. Rather than invoking spells from the natural world or forging alliances with animals, shifters focus their supernatural powers inward to gain control over their own forms. Their ability to change their forms is as varied as the wonders of the wilds themselves but always remains at least partially rooted in the natural world. There are many paths to becoming a shifter; most are trained in that role by druidic circles and have their powers unlocked via rituals of initiation. Yet some stumble upon the gift naturally, as if their blood bore the secrets of shifter transformation.

For those leaning toward the causes of law and good, the path of the shifter is one of contemplation and understanding. They become one with nature through mental and physical mimicry and gain an ever deeper spiritual understanding of the ebb and flow of the natural world. Those leaning toward the chaotic and evil teachings of druidic philosophy find such enlightenment through more violent means. These are typically quicker transformations, both brutal and painful, imparting the dark lessons of nature through its most catastrophic forms. Shifters who lean toward true neutrality are the most diverse when it comes to their command of metamorphic secrets.

Role: The shifter is so attuned to nature and the wild beasts of the world that she can call upon those powers to mystically fortify her being. Fluid in form and function, she can shape herself to overcome hardships and support those she befriends or serves.

Alignment: Any neutral.

Hit Points: 10 per level

Starting Wealth: 3d6x10 gp (average 105 gp).

Class Skills

The shifter receives 1 rank in the following; Acrobatics, Artisan, Awareness, Endurance, Feats of Strength, Handle Animal, Knowledge (Geography, Local, and Nature), Ride, Stealth, and Survival.

Skill Ranks per Level: 4 + Int modifier.

Table: Shifter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Shifter aspect, bestial weapons, wild empathy
2nd +2 +3 +3 +0 Defensive instinct 1, track
3rd +3 +3 +3 +1 Bestial weapon increase, woodland stride
4th +4 +4 +4 +1 Defensive instinct 2, wild shape
5th +5 +4 +4 +1 Second aspect, trackless step
6th +6/+1 +5 +5 +2 Shifter’s fury
7th +7/+2 +5 +5 +2 Bestial weapon increase
8th +8/+3 +6 +6 +2 Defensive instinct 3
9th +9/+4 +6 +6 +3 Chimeric aspect
10th +10/+5 +7 +7 +3 Third aspect
11th +11/+6/+1 +7 +7 +3 Bestial weapon increase
12th +12/+7/+2 +8 +8 +4 Defensive instinct 4
13th +13/+8/+3 +8 +8 +4 Bestial weapon increase
14th +14/+9/+4 +9 +9 +4 Greater chimeric aspect
15th +15/+10/+5 +9 +9 +5 Fourth aspect
16th +16/+11/+6/+1 +10 +10 +5 Defensive instinct 5
17th +17/+12/+7/+2 +10 +10 +5 Bestial weapon increase
18th +18/+13/+8/+3 +11 +11 +6 A thousand faces, timeless body
19th +19/+14/+9/+4 +11 +11 +6 Bestial weapon increase
20th +20/+15/+10/+5 +12 +12 +6 Defensive instinct 6, final aspect

Class Features

The following are the class features of the shifter.

Weapon and Armor Proficiency

Shifters are proficient with Simple weapons as well with all Natural Attacks (claw, bite, and so forth) of their Aspect and any form they assume with wild shape – natural attacks and unarmed strikes are considered simple weapons and thus fall under simple weapon proficiency.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A shifter may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Shifters are proficient with shields (except tower shields) but must use only wooden ones.

A shifter who wears prohibited armor or uses a prohibited shield is unable to use any of her shifter aspects, shifter bestial weapons, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Bonus Languages

A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.

A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.

For the purposes of teaching and learning the Druidic language, shifters are considered to be druids—the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric shifters may view druids as competitors or even enemies, all shifters are assumed to speak it.

Shifter Aspect (Su)

At 1st level, a shifter gains her first aspect – a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form until the end of an encounter. After which, the shifter must wait a number of minutes equal to 20 minutes minus their level before they can shift again.

Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.

As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.

Bat

The aspect of the bat imparts mastery over darkness and the night. Though not as powerful in battle as some other aspects, those who take this aspect become adept at skirmishing and spying.

Natural Attack(s): Bite (piercing) and two wing attacks (bludgeoning)

Minor Form: You gain darkvision with a range of 60 feet. If you already have darkvision with this range or greater, the range of your darkvision increases by 30 feet.

At 8th level, you gain darkvision with a range of 90 feet instead. If you already have darkvision with this range or greater, your darkvision increases by 30 feet.

At 15th level, you gain the 8th-level benefit and gain blindsense with a range of 15 feet or, if you already have blindsense with a range of 15 feet or more, you increase its range by 10 feet.

Major Form: Your shape changes to that of a dire bat. While in this form, you gain a fly speed of 40 feet (clumsy) and blindsense with a range of 10 feet.

At 8th level, the fly speed increases to 60 feet (good), the range of your blindsense increases to 20 feet, and you gain the Flyby Attack feat.

At 15th level, your fly speed increases to 80 feet (good) and you gain the Hover feat.


Bear

The aspect of the bear invokes a juggernaut of tireless endurance and furious power. Those who take this aspect are known for surviving severe wounds and delivering punishing blows in return.

Natural Attack(s): Bite (piercing) and two claw attacks (slashing)

Minor Form: You gain a +2 enhancement bonus to your Constitution score. At 8th level, the bonus increases to +4. At 15th level, the bonus increases to +6.

Major Form: Your shape changes to that of a dire bear. While in this form, your claw attacks gain the grab ability, a +10 ft. bonus to land speed, low-light vision and scent (30 feet).

At 8th level, your claw attacks deal an additional 2d6 damage if both attacks would hit as per Rend.

At 15th level, the critical multiplier of your claws and bite attack increases by 1, and you gain the Awesome Blow feat.


Boar

Those with the aspect of the boar are famously stubborn.

Natural Attack(s): Gore (piercing) and two hoof attacks (bludgeoning)

Minor Form: You gain Diehard as a bonus feat.

At 8th level, you add your Hit Dice to your Constitution when determining the negative number of hit points at which you die.

Major Form: Your shape changes to that of a dire boar. While in this form, you gain low-light vision, the scent ability, a gore attack (1d8), and a base speed of 40 feet.

At 8th level you gain Improved Natural Attack with your gore attack, and you gain powerful charge (+1d8 on your gore attack).

At 15th level, you gain 1 additional hit point per Hit Die you have, and you gain Awesome Blow as a bonus feat.


Bull

The bull is a fierce charger and is adept at trampling its foes, pounding them to a bloody pulp.

Natural Attack(s): Gore (piercing) and two hoof attacks (bludgeoning)

Minor Form: You gain a +2 enhancement bonus to your Strength score. At 8th level, the bonus increases to +4, and at 15th level it increases to +6.

Major Form: Your shape changes to that of a Large bull (see Cattle). While in this form, you gain a 40 foot base speed, low-light vision, scent, and a gore attack (1d8 damage) with powerful charge (+1d8 on your gore attack).

At 8th level, you gain the trample as per the universal monster rule (dealing gore damage plus 1-1/2 times your Strength modifier).

At 15th level, your gore damage increases to 2d8 and you gain the Awesome Blow feat.


Crocodile

The crocodile lurks in the water, unseen until it lunges forth with its powerful jaws.

Natural Attack(s): Bite (piercing) and tail slap (bludgeoning)

Minor Form: You gain a +2 competence bonus on Acrobatics checks made to swim and grapple combat maneuver checks. This bonus increases to +4 at 8th level and +6 at 15th level.

Major Form: Your shape changes to that of a crocodile. While in this form, you gain a swim speed of 30 feet, low-light vision, your bite attack gains the grab ability, and your tail slap gains a +2 bonus when used on full-round attacks.

At 8th level, once per minute as a free action, you can increase your land speed by 20 feet for 1 round.

At 15th level progresses to 19-20/x2 (and doesn’t progress to x3 at 17th level), and when you successfully grapple a foe, you can knock your grappled foe prone freely. Your tail slap progresses to x3 at 17th level normally.


Deinonychus

The deinonychus is adept at racing from ambush to deliver grievous wounds with its talons. This aspect infuses the shifter with an enhanced ability to surprise foes and strike first in battle.

Natural Attack(s): Bite (piercing) and two talons (slashing)

Minor Form: You gain a +2 bonus on Initiative checks. This bonus increases to +4 at 8th level and +6 at 15th level.

Major Form: Your shape changes to that of a deinonychus. While in this form, you gain a base speed of 60 feet, low-light vision, scent (30 feet), and pounce.

At 8th level, you gain two foreclaw attacks (1d4 damage, and these attacks cannot use your shifter bestial weapon damage) and a +5 bonus on Acrobatics checks.

At 15th level, you gain a +2 dodge bonus to AC and Spring Attack as a bonus feat.


Dolphin

The aspect of the dolphin imparts clever mastery of the seas. Shifters with this aspect also embody the size and ferociousness of large dolphins, such as orcas.

Natural Attack(s): Bite (piercing) and slam (bludgeoning)

Minor Form: You gain blindsense 10 feet. This increases to 30 feet at 8th level and 60 feet at 15th level.

Major Form: Your shape changes to that of a Large dolphin, but your space is 10 feet instead of 5 feet. While in this form, you gain a swim speed of 60 feet, low-light vision, and the ability to hold your breath for a number of minutes equal to 6 times your Constitution score before you risk drowning.

At 8th level, you receive cold resistance 10.

At 15th level, your cold resistance increases to 30 and your swim speed increases to 80 feet.


Dragonfly

The aspect of the dragonfly offers the ability to make quick, darting attacks at foes.

Natural Attack(s): Bite (piercing) and two wing attacks (bludgeoning)

Minor Form: You gain an enhancement bonus of +10 feet to all movement speeds you possess while charging. This bonus increases to +20 feet at 8th level and +30 feet at 15th level.

Major Form: Your shape changes to that of a giant dragonfly. While in this form, you gain a fly speed of 60 feet (average), darkvision with a range of 60 feet, your bite attack gains the grab ability.

At 8th level, you gain Flyby Attack as a bonus feat, your fly speed improves to 60 feet (good), and you take no penalty on a charge attack.

At 15th level, your fly speed increases to 80 feet (perfect), and if you charge while flying, you gain a +4 bonus on grapple combat maneuver checks against any foe you attack during your charge.


Electric Eel

The aspect of the electric eel imparts the ability to charge attacks with electricity and to slip effortlessly out of danger.

Natural Attack(s): Bite (piercing) and a tail slap (bludgeoning)

Minor Form: Your attacks deal 1d6 point of electricity damage in addition to their normal damage. This additional electricity damage increases to 3d6 at 8th level and at 15th level you instead deal a number of d6 of electricity damage equal to your Shifter level.

Major Form: Your shape changes to that of an electric eel. While in this form, you gain a swim speed of 30 feet, low-light vision, and electricity resistance 5.

At 8th level, your electricity resistance increases to 10 and you gain a +4 racial bonus on Escape Artist checks.

At 15th level, on a hit with your tail attack, the creature struck must succeed at a Fortitude save (DC = 10 + half your shifter level + your Wisdom modifier) or be stunned for 1d4 + (half Shifter level) rounds.


Elephant

The elephant is a symbol of both power and wisdom in Garund and Vudra. Shifters who take this aspect learn the value of applying their strength with precision.

Natural Attack(s): Gore (piercing) and slam (bludgeoning)

Minor Form: You gain a +4 enhancement bonus on bull rush and overrun combat maneuver checks. At 8th level, this bonus increases to +6, and at 15th level it increases to +8.

Major Form: Your shape changes to that of a Large adolescent elephant (as an elephant, but with a space of 10 feet). While in this form, you gain low-light vision, scent, your slam gains the reach property. You also gain a +2 racial bonus to Strength and to natural armor. While in this form, you can carry a Medium bipedal creature on your back, allowing you to act as the creature’s mount.

At 8th level, you gain trample, as the universal monster rule, dealing your shifter bestial weapon damage.

At 15th level, you gain Improved Bull Rush as a bonus feat, and your racial bonus to Strength and natural armor increases to +6.


Falcon

The falcon senses all and has the speed to hunt down even the most elusive prey. Those who take this aspect gain enhanced abilities to perceive and reconnoiter the wilderness—little escapes this shifter’s attention.

Natural Attack(s): Bite (piercing) and two talons (slashing)

Minor Form: You gain a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of a Small falcon. While in this form, you gain a fly speed of 60 feet (good), low-light vision, and a +4 racial bonus on vision-based Perception checks.

At 8th level, you gain darkvision with a range of 120 feet, and your racial bonus on Perception checks increases to +6.

At 15th level, you gain blindsense with a range of 60 feet and your fly speed increases to 90 feet (perfect).


Frog

The aspect of the frog grants great mobility in leaping through the air and swimming in water, as well surprising tactics in combat.

Natural Attack(s): Bite (piercing)

Tongue (Ex)
Your tongue is a primary natural attack with a reach of 15 feet. Your tongue deals no damage on a hit, but can be used to grab. You do not gain the grappled condition while using your tongue in this manner.

Minor Form: You gain a +4 competence bonus on Acrobatics checks (this bonus is doubled on checks made to swim). These bonuses increase to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of a Large frog (as per the giant frog but with a space of 10 feet). While in this form, you gain a swim speed of 30 feet, low-light vision, scent (30 feet), your bite attack gains the grab ability, and you can jump 20 feet (this is as if you had a fly speed, except your beginning and last squares must be on a solid surface).

At 8th level, you gain a tongue attack (see above). The tongue is a touch attack, and you cannot use your bite on a full attack while using your tongue.

At 15th level, your swim speed increases to 60 feet. In addition, the reach of your tongue attack increases to 30 feet, and your tongue attack deals bludgeoning damage equal to the damage dealt by your shifter’s bestial weapons.


Giant Wasp

The aspect of the wasp grants flight and a venomous sting, as well as great mental resistance.

Natural Attack(s): Sting (piercing)

Minor Form: You gain a +4 bonus on Will saves against mind-affecting affects. This bonus increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of a giant wasp. This ability uses the vermin shape spell, rather than beast shape, for the purposes of wild shape. While in this form, you gain a fly speed of 40 feet (clumsy), and swarms and vermin do not attack you unless magically commanded to do so. At 8th level, this fly speed increases to 60 feet (average), and your stinger applies the following poison.

Wasp Venom (Ex)
Sting—injury; save Fort DC = 10 + half your shifter level + your Wisdom modifier; frequency 1/round for 4 rounds; effect 1d3 Dex damage; cure 2 consecutive saves.

At 15th level, your fly speed increases to 80 feet (good), and you can attempt to gain control of a mindless swarm as a full-round action. To gain control of the swarm, you must succeed at a Wild Empathy check against a DC of 10 + the swarm’s CR. You can direct the swarm to disperse, remain in a designated location, or attack an opponent. This control lasts for a number of rounds equal to half your shifter level + Wisdom modifier.


Horse

The aspect of the horse grants speed and maneuverability.

Natural Attack(s): Bite (piercing) and two hoof attacks (bludgeoning)

Minor Form: You gain the Extra Stamina feat as well as an enhancement bonus of +5 feet to your base speed. At 8th level, you gain the Run feat. If you already have the Run feat, you instead can run at 6 times your base speed when using the Run feat. At 15th level, your enhancement bonus to your base speed increases to +15.

Major Form: Your shape changes to that of a horse. While in this form, you gain a base speed of 50 feet, low-light vision, scent (30 feet), and the ability to move before and after an attack, as if you had the Ride–By Attack feat.

At 8th level, you can move through threatened squares without provoking attacks of opportunity, and you gain trample, as the universal monster rule, dealing your shifter bestial weapons damage.

At 15th level, you gain Improved Overrun as a bonus feat, even if you do not meet the prerequisites. In addition to this you increase your maximum Stamina by 10.


Lion

Lions hunt in prides, cooperating to bring down large opponents and defend their territory.

Natural Attack(s): Bite (piercing) and two claw attacks (slashing)

Minor Form: You gain a +4 competence bonus on Intimidate checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of a dire lion. While in this form, you gain a base speed of 40 feet, low-light vision, and scent (30 feet). Once per day for every 2 shifter levels you have, you can utter a mighty roar, allowing you to attempt an Intimidate check with a +5 circumstance bonus to demoralize enemies within 30 feet.

Allies gain a +1 morale bonus on attack and damage rolls against creatures affected by this ability.

At 8th level, you gain one of the following teamwork feats as a bonus feat: Outflank, Pack Attack, Paired Opportunists, or Shake It Off. You can grant allies within 30 feet the benefits of this feat as a swift action for a number of rounds equal to 3 + your Wisdom modifier.

At 15th level, you provide a flanking bonus to any ally who threatens the same opponent as you do, and you can change places with an adjacent ally as a move action that does not provoke an attack of opportunity, as if using the Swap Places feat.


Lizard

The aspect of the lizard is one of swift, graceful movement, granting the ability to dart and scurry with an astounding agility and balance.

Natural Attack(s): Bite (piercing) and tail slap (bludgeoning)

Minor Form: You gain a +4 competence bonus on Acrobatics checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of an agile and brightly colored giant lizard (as per the giant frilled lizard, but with the following changes). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), your bite attack gains the grab ability and your tail slap gains the trip ability.

At 8th level, your base speed increases to 60 feet and you gain a climb speed of 30 feet.

At 15th level, you are treated as being under the effects of a constant spider climb, and the reach of your tail attack becomes 10 feet.


Mantis

The aspect of the mantis imparts uncanny patience and unsettling speed.

Natural Attack(s): Bite (piercing) and two claw attacks (slashing)

Minor Form: You gain Lunge as a bonus feat. At 8th level, your reach increases by 5 feet. At 15th level you gain Monkey Lunge as a bonus feat.

Major Form: Your shape changes to that of a giant mantis. While in this form, you gain darkvision with a range of 60 feet, a +4 racial bonus on initiative checks, your claw attacks gain the grab ability.

At 8th level, you can always act in the surprise round, but if you fail to notice your foes, you act last, regardless of your initiative result (you act in the normal order in subsequent rounds).

At 15th level, whenever you roll for initiative, you can roll three times and use any one of the results.


Monkey

The monkey is a climbing trickster who specializes in mobility and manual agility.

Natural Attack(s): Bite (piercing)

Minor Form: You gain a +4 competence bonus on Acrobatics checks (this bonus is doubled for Climb checks). This bonus increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of a Large monkey (as per the dire ape). While in this form, you gain a climb speed of 30 feet, low-light vision, and scent (30 feet).

At 8th level, your climb speed increases to 50 feet, and you can use your tail to hold and manipulate objects as if you had a third hand, but you cannot use it to wield weapons or shields.

At 15th level, your bite attacks deal 2 times your Strength bonus when you hit instead of only 1 and a half.


Mouse

The aspect of the mouse offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects.

Natural Attack(s): Bite (piercing)

Minor Form: You gain evasion, as per the rogue class feature. At 12th level, this benefit becomes improved evasion, as per the rogue advanced talent.

Major Form: Your shape changes to that of a Tiny mouse (as per the dire rat, but with a space of 2-1/2 feet and a reach of 0 feet). While in this form you gain a climb speed of 20 feet, a swim speed of 20 feet, low-light vision, and scent (30 feet), and you can use your Dexterity in place of Strength on attack and damage with your bestial weapons (if you don’t already).

At 8th level, your climb and swim speeds both increase to 40 feet. In addition to this, you do not provoke attacks of opportunity while moving through or out of a creature’s threatened area or moving into its space, but you do when you leave its space.

At 15th level, you gain the Plague Bringer class ability as per an antipaladin of your level. In addition to this, you are immune to diseases (both natural and magical) but not poisons.


Octopus

The octopus is a cunning hunter, able to contort its malleable body with ease.

Natural Attack(s): Bite (piercing) and two tentacle attacks (bludgeoning)

Minor Form: You gain a +4 competence bonus on Escape Artist checks. It increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of an octopus. While in this form, you gain the aquatic subtype, a swim speed of 30 feet, low-light vision, your tentacle attacks gain the grab ability, and you gain Multiattack as a bonus feat.

At 8th level, you gain the jet ability (200 feet). In addition to this, you gain the ability to produce an ink cloud (see below)

Ink Cloud (Ex)
While within water, you can emit a 10-foot radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.

At 15th level, you gain two more tentacle attacks – both of which also have the grab special ability.


Owl

The aspect of the owl is one of silence. This predator glides through the night unheard, a master of stealthy attacks.

Natural Attack(s): Bite (piercing) and two talon attacks (slashing)

Minor Form: You gain a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Major Form: Your shape changes to that of a Medium owl. While in this form, you gain a fly speed of 60 feet (average), darkvision with a range of 60 feet, and a +2 racial bonus on Stealth checks. If you already possess darkvision, it instead increases by 30 feet.

At 8th level, you gain Flyby Attack as a bonus feat, and the range of your darkvision increases to 120 feet. If you already possess darkvision, it instead increases by 60 feet (supersedes the previous benefit).

At 15th level, you can take the form of a Large owl and gain the benefits of the Snatch feat, but you can use it only to grab a creature at least one size category smaller than yourself, and you can squeeze a creature grappled with this ability no matter what size it is.


Peafowl

Peafowl are popular ornamental birds due to their spectacular colors, and they are often symbols of royalty or the divine.

Natural Attack(s): Bite (piercing) and tail slap (bludgeoning)

In addition to the changes listed here, if selected as your first aspect you change all of your shifter class abilities to rely on Charisma in place of Wisdom, including those granted by aspects taken later.

Minor Form: You gain a +2 enhancement bonus to your Charisma score. At 8th level the bonus increases to +4, and at 15th level it increases to +6.

Major Form: Your shape changes to that of a Small peafowl. While in this form you gain low-light vision, a fly speed of 40 feet (clumsy), and a +4 racial bonus on Stealth checks. A peafowl can’t use its fly speed to hover and must end any flying move action by landing or perching on a solid surface.

A peafowl can perform a captivating dance as a standard action, targeting all creatures within a 15-foot cone. Each creature in the cone that can see your dance must succeed at a Will save (DC = 10 + half your shifter level + your Charisma modifier) or be stunned for 1d4 round. Whether or not it succeeds at the initial save, a creature cannot be affected by this ability again for 24 hours.

At 8th level, the stunned effect lasts for 2d4 rounds and your fly speed increases by 10 feet with good maneuverability.

At 15th level the duration increases to 2d4+4 rounds. In addition to this, enemies can be affected by the dance again so long as it has been 1d4+1 rounds after the previous duration ended. Additional dances do not affect the duration of an ongoing dance.


Scorpion

The aspect of the scorpion invokes a hidden menace with a poisonous sting.

Natural Attack(s): Sting (piercing) and two pincers (slashing)

Minor Form: You gain a +2 competence bonus on Stealth checks and grapple combat maneuver checks. This bonus increases to +4 at 8th level and +6 at 15th level.

Major Form: Your shape changes to that of a giant scorpion. While in this form, you gain darkvision with a range of 60 feet, tremorsense with a range of 10 feet, and your pincers gain the grab ability. Your sting has the following poison.

Poison (Ex)
Sting—injury; save Fort DC = 10 + half your shifter level + your Wisdom modifier; frequency 1/ round for 6 rounds; effect 1d3 Strength damage; cure 2 consecutive saves.

At 8th level, the range of your tremorsense increases to 20 feet, and you gain a +4 racial bonus on Climb and Perception checks. If you use your sting on a grappled foe, you increase the DC of your poison by 2.

At 15th level, your sting’s poison DC increases by 2 and against grappled foes an additional 4 increase to the DC is applied.


Snake

The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return.

Natural Attack(s): Bite (piercing) and tail slap (bludgeoning)

Minor Form: You gain a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to your AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Major Form: Your shape changes to that of an emperor cobra. While in this form, you gain a climb speed of 30 feet, a swim speed of 30 feet, low-light vision, scent (30 feet), and the Combat Reflexes feat, using either your Dexterity or Wisdom (whichever is higher) for bonus attacks of opportunity. Your bite attack also possesses the following poison.

Poison (Ex)
Bite—injury; save Fort DC = 10 + half your shifter level + your Wisdom modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves.

At 8th level, you gain a +4 racial bonus on Acrobatics and Stealth checks, and increase your base land speed by 10 feet.

At 15th level, you can make an unlimited number of attacks of opportunity, however every additional attack of opportunity past your normal amount possesses a cumulative -2 to hit and damage. This penalty can’t be reduced by any effects which reduce or otherwise remove penalties to hit or damage.


Snapping Turtle

Long-lived and resilient, turtles embody wisdom and endurance in many cultures. Those who take this aspect gain profound insight as well as remarkable resilience.

Natural Attack(s): Bite (piercing) and slam (bludgeoning)

Minor Form: You gain a +2 enhancement bonus to Wisdom. At 8th level, this bonus increases to +4, and at 15th level, it increases to +6.

Major Form: Your shape changes to that of a Large giant snapping turtle. While in this form, you gain low-light vision, scent (30 feet), and a swim speed of 20 feet.

At 8th level, you gain an insight bonus equal to your Wisdom modifier to your CMD.

At 15th level, you gain DR 10/silver.


Spider

The spider is a patient hunter, sensing foes that struggle in its webs.

Natural Attack(s): Bite (piercing)

Minor Form: You gain a +2 competence bonus on Acrobatics checks, and Stealth checks. This bonus also applies to saving throws against web effects (magical or otherwise), and checks to break free of webs, but this bonus is instead tripled. This bonus increases to +4 at 8th level and +6 at 15th level.

Major Form: Your shape changes to that of a giant spider. While in this form, you gain darkvision with a range of 60 feet, tremorsense with a range of 10 feet, a climb speed of 30 feet, and the web special attack.

At 8th level, you gain a +4 racial bonus on Perception checks, and the range of your tremorsense increases to 20 feet.

At 15th level, you do not increase the critical multiplier of your bite attack at the 17th level bestial weapon increase but instead alter your bite attack to have a critical chance of 18-20/x2. In addition, the range of your tremorsense increases to 30 feet.


Stag

The stag can outrun or stand its ground against almost any foe. This aspect offers majestic grace and swift speed.

Natural Attack(s): Gore (piercing) and two hoof attacks (bludgeoning)

Minor Form: You gain an enhancement bonus of +5 feet to your base speed. This bonus increases to +10 feet at 8th level and +20 feet at 15th level.

Major Form: Your shape changes to that of a Large stag, but its space changes to 10 feet. While in this form, you gain a base speed of 50 feet, low-light vision, and scent (30 feet).

At 8th level, you gain a +4 racial bonus on Acrobatic checks (this is doubled when jumping) and your gore attack receives the reach property.

At 15th level, you gain the Awesome Blow feat for your gore attacks, and you can use Awesome Blow against a creature of your size or smaller.


Tiger

The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency.

Natural Attack(s): Bite (piercing) and two claw attacks (slashing)

Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.

Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), and the grab ability with both your bite and claw attacks as well as pounce.

At 8th level, you gain a +8 racial bonus on Stealth checks.

At 15th level, you gain the rake attack with your claw attacks (dealing additional damage equal to that of your claw attack).


Wolf

The aspect of the wolf provides the senses and the attacks of the mighty wolf, whose instincts are honed to track and take down its prey.

Natural Attack(s): Bite (piercing) and two claw attacks (slashing)

Minor Form: You gain the scent ability with a range of 10 feet, or, if you have the scent ability, the range increases by 10 feet. The range of this scent or the increase to your scent increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind and is halved if the opponent is downwind.

Major Form: Your shape changes to that of a dire wolf. While in this form, you gain a base speed of 50 feet, low-light vision, and scent (30 feet), and can make a trip attempt with your bite attack.

At 8th level, the range of your scent ability increases by 40 feet and you gain a +4 racial bonus on Survival checks when tracking with scent.

At 15th level, your critical multiplier increases by 1 to a x3. At 17th level when the bestial weapons would upgrade naturally, this becomes x4.


Wolverine

This aspect unlocks the brutal ferocity and tenacious fury of the wolverine. The wolverine’s lust for battle invigorates its will to live, and it can press on in battle longer than its enemies expect.

Natural Attack(s): Bite (piercing)

Minor Form: You gain 1 additional hit point per Hit Die you have, and treat your Constitution score as 4 points higher than it is for the purpose of determining when you die at negative hit points. At 8th level, you gain Diehard as a bonus feat. At 15th level, you treat your Constitution as being 8 points higher for the purpose of determining when you die at negative hit points.

Major Form: Your shape changes to that of a dire wolverine. While in this form, you gain a climb speed of 10 feet, low-light vision, and scent (30 feet). While in dire wolverine form, you gain the barbarian’s rage ability using your shifter level as your barbarian level, but can activate this rage only in a round after you’ve taken damage. Unlike a dire wolverine you can end this rage voluntarily.

At 8th level, you can choose two barbarian rage powers, treating your shifter level as your effective barbarian level for the purposes of meeting prerequisites.

At 15th level, you are no longer fatigued at the end of your rage.

Bestial Weapons (Su)

At will, a shifter in her natural form can summon her aspect’s weapons as a swift action. This transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. This natural attack is a primary natural attack, dealing 1d6 points of damage (1d4 if she is Small), the damage type is determined by which natural attack their aspect gave them. If she uses one of her natural attacks in concert with a manufactured weapon, the natural attack acts as a secondary natural attack instead. With other natural attacks however, the normal rules for determining primary or secondary natural attacks applies.

If your Bestial Weapons possess multiple attacks, you can manifest additional attacks however doing so reduces the damage of the additional natural attacks by one step, and the additional natural attacks count as secondary weapons. The first natural attack in your list of natural attacks is always your primary attack. For example, if you wanted to manifest all of your Bat Aspect’s natural attacks, you can. Doing so grants you a bite and two wing attacks. Your bite is your primary attack, and deals the normal damage for your Bestial Weapons (1d6 at first level). Your wings are secondary attacks which deal 1d4 damage each, and add half Strength to damage as per normal with secondary attacks.

As the shifter gains levels, the power of her natural attacks increases.

At 3rd level, her natural attacks count as magic weapons, ignore DR/cold iron and DR/silver. At 7th level, her natural attack damage increases to 1d8 (1d6 if Small). At 11th level, her natural attack damage increases to 1d10 (1d8 if Small). At 13th level, her natural attack damage increases to 2d6 (1d10 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the natural attacks ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume her aspect’s major form, her natural attacks gain the same benefits granted by her shifter’s Bestial Weapons ability. If the form she takes has the same natural attacks as her Bestial Weapons, she can use either the base damage of her Bestial Weapons or the damage of the form’s natural attacks, whichever is greater. If the form does not possess the natural attacks granted by her Bestial Weapons, she can grant a competence bonus to the form’s natural attacks equal to half her Bestial Weapon’s damage die (maximum of +6 at 13th level), as well as apply the benefits granted to her Bestial Weapons to the form’s natural attacks.

Wild Empathy (Ex)

A shifter can improve the initial attitude of an animal. In order to use Wild Empathy you make a Diplomacy check, adding Wisdom in place of Charisma. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the shifter and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Defensive Instinct (Ex)

At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex)

At 2nd level, a shifter adds a bonus to Survival checks equal to half their level (minimum of 1).

Woodland Stride (Ex)

At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Wild Shape (Su)

The ability details below have been updated based on this FAQ entry.

At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.

A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.

A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.

Shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Trackless Step (Ex)

At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Shifter’s Fury (Ex)

At 6th level, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws.

At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

Chimeric Aspect (Su)

At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.

Greater Chimeric Aspect (Su)

At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.

A Thousand Faces (Ex)

At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex)

After attaining 18th level, a shifter no longer takes ability score penalties for aging. In addition to this, they gain the Venerable age bonuses to their mental ability scores if they haven’t already received them, this does not otherwise change their age or age category.

Final Aspect (Su)

At 20th level, a shifter gains access to a fifth aspect, when she uses shifter aspect she can assume the minor forms of all her aspects, and the shifter can use her major and minor forms at will.

When the shifter uses wild shape, she gains a total of a +6 bonus to her physical ability scores, which she can distribute as she likes each time she shifts. For example, she can gain a +4 bonus to Strength and a +2 bonus to Dexterity, and the next time she shifts she can instead gain a +6 bonus to Constitution.

Ex-Shifters

A shifter who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-druid or a non-shifter loses all her supernatural abilities. She cannot thereafter gain levels as a shifter until she atones (see the atonement spell).

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