The Shifter (a wildshape-based class)

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Blicero
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The Shifter (a wildshape-based class)

Post by Blicero »

So, it seems that druids and wildshape in particular have been getting a lot of attention lately. Given that I had been meaning to do a wildshape-focused class for a while, this discussion gave me the impetus necessary to actually write it. Now, of course, the question is, is it any good?

Some brief notes:
-I pretty much copped the main idea and a lot of the Shifting abilities from the fbmf's Wildshaping thread and especially hicks's suggestions. Hopefully neither of them will mind. Thanks you for your ideas.
-As with the Eldritch Knight, this class is only 11 levels long because that's the maximum level for my games. I (or someone else) could easily extend the class by adding plant and elemental powers, though.
-The Enchanted/Invested Progression is basically just the +1/3 level enhancement bonus.

-Concept information: I primarily designed this class to be doing some wildshape-esque stuff given that I don't use the Druid class in my games. As for a party role, I see it as similar to the Monk or Shadow Warrior: a light warrior who can accomplish some decent stuff with a bit of focus.


Shifter
“More than meets the eye…”
The D&D world is, for the most part, very much unexplored and all. As such, it’s not surprising that a huge number of classes, from Barbarians and Rangers to Elementalists and Spirit Shaman, boast of some connection to the natural world. The Shifter is yet another addition to this tree-hugging commune. With a power more primal than nearly anyone else, she has the ability to shift her form into that of a savage beast.
Playing a Shifter: As is true for any character that spends a lot of time hitting things, good physical ability scores can’t hurt a Shifter. Some Shifters are all stealthy and have high Dexterity, while others like to hit things even more than most adventurers do and focus on Strength. Wisdom powers many of the Shifter’s special abilities, so it makes sense that a Shifter have a high Wisdom score as well.

Alignment: Like most tree-huggers, Shifters tend to have some bizarre notions about Balance or whatever. As such, their most common alignment is Unaligned.

Starting Gold: 2d4x10 gp (50 gold)
Starting Age: Medium (as Ranger)
Hit Die: d8
Class Skills: The Shifter’s skills are Acrobatics, Arcana, Athletics, Cartography, Concentration, Craft, Dungeoneering, Geomancy, Husbandry, Stealth, Survival, and Thaumaturgy.
Skill/Level: 6+Intelligence modifier
BAB: Good (1/1), Saves: Fort: Good; Ref: Good; Will: Poor

Level, Benefit
1 Nature’s Garb, Shifting (Reflexive), Wild Empathy
2 Shifting (Controlled: Standard Action)
3 Hide of Bark, Woodland Stride, Shifting (Basic Abilities)
4 Nature’s Cloak, Trackless Step, Shift (move action)
5 Entangle, Shifting (Equipment Abilities)
6 Shifting (Advanced Abilities)
7 Shifting (Swift Action)
8 Healing Shift
9 Shifting (action, Elder Abilities)
10 Shifting (Extraordinary)
11 Shifting (Immediate Action), Versatile Shifting

All the following are the class features of the Shifter

Weapon and Armor Proficiencies: A Shifter is proficient with all simple weapons, as well as the normal and composite longbow and shortbow. A Shifter is proficient with Light Armor, but not shields.

Shifting (Su): A Shifter’s main ability is shifting into some sort of animal form. Whenever you wildshape, you transform into another form, your equipment melds into your new form, your size changes, your type changes, and you select a bonus; all of these effects are dependent on the druid's level. The method by which a Shifter initiates and the time it takes to do so vary.

Reflexive Shifting: At 1st level, a Shifter has to choose some stimulus that prompts a Shifting.
Examples include: -seeing the moon (or the sun)
-getting really angry
-taking or giving damage
-something weirder (like hearing a specific phrase or whatever)

Shifting Reflexively takes a Move Action. It lasts until 10 minutes have passed without the Shifter encountering the stimulus, or until the Shifter chooses to make a DC 15 Wisdom check. If a Shifter’s personality changes while shifted (see below), such changes are usually amplified in Reflexive Shifting. Even after a Shifter has learned to voluntarily, it is encountering the stimulus still enacts a change in form.

Controlled Shifting: At 2nd level, a Shifter may choose to voluntary shift form. Doing so takes 1 standard action, and lasts until the Shifter chooses to return to her normal form.

At 4th level, a Shifter may shift as a Move Action.

At 7th level, a Shifter may shift as a Swift Action.

At 9th level, a Shifter may combine a Shifting Action with another action that takes at least a Standard Action. (For example, a Shifter could make a Charge action, and shift at some point during the Charge.)

At 11th level, a Shifter may shift as an Immediate Action.

Extraordinary Shifting: At 10th level, a Shifter’s mastery over her powers is so great that her Shifting counts as an Extraordinary Ability for the purpose of being affected by Antimagic Fields and such.

While shifted, a Shifter assumes the appearance of a specific or generic Animal, and gains a +10 bonus to their Disguise checks for impersonating such a creature. From 2nd level on, a Shifter may speak any language she knows, although the timber of their voice may change somewhat. Regardless of their new form, they lose the ability of fine manipulation (Yes, even if they look like a monkey they still can't open doorknobs, wield weapons, or write a letter; shut up about it).

Nature’s Garb: While shifted, a Shifter gains a Natural Armor bonus equal to 4+1/2 her level. Because this is not an enhancement bonus, this still stacks with shit like barkskin. While not shifted, the Shifter only gains half this bonus.

Equipment: All equipment you are wearing melds into your form. Numeric bonuses (such as the Deflection Bonuses from a ring of protection or the enhancement bonus from a +3 longsword still remain. At 5th level, any special abilities a Shifter’s equipment might have (such as a flaming weapon, or the scaling benefits of Tome Armor) now apply while shifted. (At the DM’s option, the Shifter may simply use the normal Enchanted/Invested progression for enhancement bonuses to armor, attack, and damage, and a number of special abilities comparable to those of the other players.)

Size: A Shifter may only shift into a Small or Medium form. If this is different from her normal size, use the Monster Manual rules for changing shape.

Type: While shifted, a Shifter’s type changes to Animal.

Attacks: While shifted, a Shifter has one (or more) natural attacks that gain additional attacks based on the Shifter’s BAB. Depending on the Shifter’s form, these may be Bites, Claws, Wings, etc, with an appropriate damage type. A Shifter may also use a secondary attack. If she does, she takes the normal penalties for two-weapon fighting; these may alleviated as normal by feats. While in a Medium or Small form, these attacks do 1d8 points of damage.

Natural Abilities: Whenever a Shifter shifts, she gains 2 (or more, see below) Basic, Advanced, or Elder Abilities based on her level. All DC’s are Wisdom-based.


Scaling Bonus: A Shifter chooses one of the following abilities every time she Shifts:
-Resistance Bonus to Saving Throws (Enchanted/Invested Progression)
-Enhancement Bonus to a Physical Attribute (Enchanted/Invested Progression)
-Enhancement Bonus to a Skill other than Use Magic Device (Level + 2)
-Spell Resistance (10+level, may be lowered as Not an Action)
-Energy Resistance to one Energy type (3 points/level)


Movement Bonus: Every time she shifts, a Shifter gains a Burrow, Climb, Flight* (average maneuverability), or Swim speed equal to the Shifter’s base land speed, or adoubled land speed.
*Flight may only be chosen after 5th level.


Basic Abilities: At 3rd level, a Shifter uses this list:
 Blindsense 60'
 Low Light Vision
 Poison: 1d6 Str or Dex/1d6 Str or Dex; Fort Save negates
 +2d6 Sneak Attack
 Pounce
 Free Trip attempt with a successful hit
 Scent
 Evasion (as the Rogue ability)


Advanced Abilities: At 6th level, a Shifter uses this list:
 Improved Grab with Natural Attacks
 Large or Tiny size (these cause the normal size-change adjustments)
 Poison: slowed/unconsciousness; Fort Save negates
 Powerful Charge: +1d6/3 levels damage when charging
 Trample Attack: damage is the same as the Shifter’s Natural Attack, except that she adds 2 1/2 her Strength modifier to the damage
 Tremorsense 60'
 +4d6 Sneak Attack
 Mettle (as the Paladin ability)
 Mighty Blow: The Shifter makes an attack to which she may
add her Wisdom modifier. If hit, the target must make a Reflex saving throw (DC=damage dealt) or be pushed back a number of feet equal to the damage dealt (round to the nearest 5) and knocked prone.
 Hamstring Slice: enemies hit with a natural attack must make a Reflex saving throw or take a 5 ft/three levels penalty to their speed.
 Select 2 Natural Abilities from the Basic Abilities list


Elder Abilities: At 9th level, a Shifter uses this list:

 Blindsight 60'
 Huge or Diminutive size (normal size-change effects)
 Poison: 1d10 Con/1d10 Con; Fort Save negates
 Blooding-Sucking: Enemies hit by a Natural Attack must make a Fortitude Saving Throw or take 1d4 points of Constitution Damage. Each time a save is failed, the Shifter gains 10 temporary hit points that last 1 hour/Shifter’s Constitution modifier.
 +5d6 Sneak Attack
 Improved Evasion (as the Rogue ability)
 Slap You Silly: creatures hit by the Shifter’s natural attacks must make a Fortitude Saving Throw or be stunned.
 Swarm Form: The Shifter becomes a swarm of Fine,
Diminutive, or Tiny Animals that come together in a 10 ft square. Regardless of size, the Shifter becomes immune to weapon damage, critical hits, precision-damage (sneak attack, etc.), flanking, grappling, tripping, bull rushing, and single-target spells and effects (with the exception of mind-affecting abilities). The Shifter takes 50% as much damage from AoE spells or abilities. The Shifter has a Hive Mind with her normal Intelligence. In order to attack, the Shifter must move into a target’s square; this provokes AoOs as normal. The Shifter deals 1d6+1d6/2 levels points of damage to any creature in its space, no attack roll or save required. In addition, creatures in the Shifter’s space must make a Fort Saving throw every round or be nauseated and distracted for one round; escaping the Shifter’s square requires a Reflex Saving Throw.
 Swallow Whole: A pinned creature (note that the pinning creature doesn’t necessarily have to be the Shifter) may be Swallowed Whole with a successful Grapple Check. Swallowed creatures are automatically hit by a free Natural Attack from the Shifter every turn, in addition to taking Acid Damage equal to 1/3 of the Shifter’s level. Swallowed Creature’s may cut themselves out by dealing damage equal to the shifter’s Natural Armor bonus + her level. The Shifter’s stomach’s AC is 1/2 her AC, not counting any Dexterity or Size modifiers.

 Select 2 Natural Abilities from the Advanced Abilities list


Roleplaying: While they Shift, many Shifters undergo some degree of a personality change, often one that corresponds to their animal form. Wolves may become all predatory, herbivores may become more skittish, etc.

Wild Empathy (Ex): A Shifter may use Diplomacy on animals or magical beasts (-4 on the roll). For these checks, the Shifter is always assumed to have maximum ranks in Diplomacy. In addition, she may add her Wisdom, rather than Charisma modifier to the check.

Hide of Bark (Ex): A Shifter gains DR/Silver equal to 1/4 level +1. While shifting, this changes to 1/2 level +1.

Woodland Stride (Ex): A Shifter may move unhampered through any nonmagical undergrowth (briars, etc).

Nature’s Cloak (Ex): While in a wooded area, a Shifter may add her Wisdom modifier to Stealth checks.

Trackless Step (Ex): While in “natural,” a Shifter leaves no tracks and may not be tracked unless she wants to.

Entangle (Sp): A Shifter may use entangle, as the spell, at will. Caster level equals level.

Healing Shift (Su): Whenever a Shifter shifts, she regains hit points equal to her level.

Versatile Shifting (Su): While shifting, a Shifter gains one extra ability Elder Ability. In addition, she may change the Natural Powers she has once per round as Not an Action.
Last edited by Blicero on Wed Jan 06, 2010 7:14 am, edited 1 time in total.
Out beyond the hull, mucoid strings of non-baryonic matter streamed past like Christ's blood in the firmament.
ubernoob
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Post by ubernoob »

First off: Keep the shifting the same type of action the entire class. If you want the shifting class to have to burn the first round to get a big bonus, you can balance around that. If you don't, you can balance around that. You cannot balance around both at the same time. Fix that first.

Next: Rewrite your ability list wholecloth. Yes, COMPLETELY scratch what you've written. Giving out 2d6 sneak attack and a secondary attack at level 3 (along with 6+int skill points per level) is NOT fair to the rogue player. It pisses on them. Pounce is NOT something you want to be giving out until level 11 or so because at low levels it doesn't matter (two weapon fighting works on a charge in TOME, so charging for humanoids isn't a real cut in power until level 11, while natural attack stacking can give you 5 attacks on a charge at level 3).

Aside from the shifting, there isn't actually anything remotely interesting about this class.

Oh, and stacking equipment in addition to giving out equipment style bonuses is bullshit of the highest order. Fuck that shit. In my next post I'll rewrite your entire class for you. Shouldn't take me more than half an hour, but bear with me.
ubernoob
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Post by ubernoob »

Shifter
You taste delicious


HD: d10
Proficiencies: Light armor and simple weapons.
BAB: Medium (natural attacks don't give a shit about iteratives)
Saves: Good fort, good ref, poor will
Skill points: 4+int (don't worry, he'll have good enough skill points to cover stealth and recon without totally overshadowing the rogue)

Class features
1 Shifting (Tier 1)
2 The Spirit of the forest talks to me
3 Shifting (Tier 2), Tooth and Claw
4 Familiar
5 Shifting (Tier 3)
6 MOAR NOMS
7 Shifting (Tier 4)
8 The Forest Loves Me
9 Shifting (Tier 5)
10 Spirit of the Forest
11 Shifting (Tier 6)

Shifting(Ex)
As a swift action, you can turn into something. Flavor it however the fuck you like. You can stay that way as long as you feel like. You can end the shift at any point as a free action. No, you can't be understood by your allies unless they do something clever like cast comprehend languages.

Size: You stay your size.
Equipment: You retain use of all of your equipment, but it can totally be sundered off of you.
Abilities: You retain your abilities in addition to those granted by Shifting based on your tier. You gain 2 shifting abilities, but can always trade down for more lower level shifting abilities.
Attacks: At first level, you may only have a single bite attack or a single claw attack. If you spent a character feat on Two Weapon Fighting, you may instead have two claw attacks. These attacks deal damage appropriate to your size and natural attack type. Your natural attacks always have an enhancement bonus of 1/3 your character level (round up).
Armor Class: You gain a armor bonus equal to 4+level so long as you wear light or no armor. Yes, this is an armor bonus. Your enhancement bonus from any magical armor or clothing does apply to it.

Tier 1:
-Double your land speed
-Trip: As the trip special ability-only works on bite attacks
-Grow spines out of your back. Shoot 1 spine/3 levels as a standard action (minimum 1). Make an ranged attack roll for each spine (range increment 30' maximum of 5 increments as per thrown weapons). Each spine that hits deals damage appropriate for a thrown dagger and imposes a cumulative -1 penalty to AC and saves on the target until they receive at least 1 point of healing. Once used, cannot be used for 1d4 rounds.
-Little Critter: Shrink Person effect
-Poison: On a successful hit with a melee natural attack, the target must make a DC 10+Wis mod+1/2 level fort save or be sickened for the duration of the encounter. Success grants immunity to this poison for 24 hours.
-Swim Speed equal to land speed
-Great Eyes: You gain darkvision 60' and low light vision.
-Competence bonus to hide, spot, move silently, or listen due to animal senses equal to character level.

Tier 2:
-Spitting snake technique: You spit acid into the target's eyes. Ranged touch attack with a 30' range. If you hit, the target takes 1d6 acid damage and gets a DC 10+wis mod+1/2 level reflex save versus blindness for the duration of the encounter. Success means the target knows to watch out for this technique and is immune to it for 24 hours. Immunity to acid damage grants immunity to this, as does the lack of eyes.
-Bigger Critter: +4 bullshit bonus to strength and gain the powerful build trait.
-Form of the cat: Gain a competence bonus to jump equal to your character level. If you charge a target and jump mid charge, you deal an extra d6/2 levels on the first hit. In addition, you only take 1d6 damage for falling no matter what the height.
-Improved grab: As the improved grab ability-only works on claw attacks
-Scent: You gain scent out to 30'
-Voltron level 2: Pick twice off of the tier 1 list

Tier 3:
-Monkey's paw: As per spiderclimb
-Dragon's Breath: 30' cone of 1d6/level fire damage. Reflex DC 10+wis mod+1/2 level halves. Once used, cannot be used for 1d4 rounds.
-Panther's paw: A successful hit with a natural attack in melee forces a DC 10+wis mod+1/2 level reflex save or else be knocked prone and thrown 10' in any direction.
-Lion's roar: May make an intimidate check as a free action once per opponent per combat on a successful hit. Use standard intimidate rules.
-Strands of iron: As a standard action, you toss webs onto a 10' by 10' square. Any enemies caught in the area must make a reflex save DC 10+1/2 level+wis mod or else be entangled and have its move speed dropped by 20' for the duration of the encounter. Success negates the entangled condition.
-Voltron 3: Pick twice from the tier 2 list.

Tier 4:
-Large size: You get to be large size. Gain +4 to strength, -2 to dexterity, and +2 to the armor bonus granted by shifting. Your con stays the same because con changes are stupid and annoying.
-Wings: You gain a flight speed equal to twice your land speed. If you for some reason have the tier 1 doubling to land speed, you really do get to fly really fast. Have fun with it.
-Swarm of mites: You can slip through incredibly small cracks by turning into a swarm of little critters. Treat this as the benefits of the Gaseous Form spell.
-Blindsense: 60' radius.
-Voltron 4: Pick twice off of the tier 3 list

Tier 5:
-Big Poison: If you hit on a melee natural attack, the target must make a fort save DC 10+1/2 level+Wis mod or die. Success means the target is immune to this effect for 24 hours. For some reason, poison immunity does not grant immunity to this effect. You're special like that.
-Smack Down: If you hit with a melee natural attack, you can make an opposed size modified strength check. If you win, you get to knock them 20' in any direction. Yes, this can shut down chargers with AoOs. Enjoy.
-Really Bad Odor: Treat the squares within 15' of you as a stinking cloud effect. You are immune to this and can see through just fine.
-Swallow Whole: Pretty neat, eh?
-Voltron 5: Pick twice off of the tier 4 list.

Tier 6:
-Huge size: Gain +6 strength, -2 dex, +4 to the armor bonus granted by shifting. Again, your con stays the same.
-Pounce: Have fun with it.
-Lacerating wounds: Deal 1 strength damage per melee hit.
-Stay in place: As a standard action make a melee attack. On a successful hit, the creature is stunned for one round.
-Elemental immunities: Pick one elemental. Get their immunities (energy type, crits, etc) while shifted.
-Voltron 6: Pick twice off of the tier 5 list.

The Spirit of the forest talks to me(Su): Some sort of level appropriate divination. Meditate for half an hour (up to wis mod times per day) and the DM gives you a hint. If he's really nice, he'll even make it in sonnet form.

Tooth and Claw(Ex): At third level, you gain both the bite and claw attack
offered by shifting.

Familiar
A woodland creature follows you around. Pick whatever, it doesn't do anything for combat, but uses your skill ranks to give you extra spot and listen checks when you're scouting. Oh, and if you feel like it, it can translate your growls or whatnot into common just because.

MOAR NOMS
You hit level six. For some reason, you now get a bite, a claw (two with Two Weapon Fighting), and a slam (two with Two Weapon Fighting). At level eleven, you get a tentacle attack (two with Two Weapon Fighting).

The Forest Loves Me
Once per day as an immediate action, you can let your familiar take an attack that would otherwise kill you. Don't worry, you don't lose xp when it dies and you get a new one when you rest at the end of the day. Pretend to be sad that Flighty has died.

Spirit of the Forest
You are now one with the forest. If you get killed, your spirit returns to the woodlands and forms a new body for you over the course of a week. Treat as True Resurrection. This can be circumvented only by effects that take your soul.


Now, that's only part way done, but it should be good enough for you to start with.
Last edited by ubernoob on Tue Jan 19, 2010 4:38 am, edited 14 times in total.
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