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Path of the Shifter

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Key Skills

When you purchase the Path of the Shifter, you gain the following Key Skills

  • Athletics
  • Handle Animal
  • Knowledge (Nature)
  • Knowledge (Arcana)
  • Survival

The Feral Shifter

Minor Feral Shift

  • Requirements: HD 3, Knowledge Nature 5, 15 EXP

You may turn yourself into any Small or Medium animal and back again by spending 3 TP/MP. You may select any creature with the animal type when using this Talent. When you Shift, if the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

  • Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
  • Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

You may remain in your shifted form by spending 1 TP/MP per hour.

Improved Feral Shift

  • Requirements: HD 6, Knowledge Nature 8, Minor Feral Shift, 25 EXP

This Talent functions as Minor Feral Shift, except that you must spend 5 TP/MP, and it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

  • Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.
  • Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

You may remain in this form by spending 2 TP/MP per hour. </WRAP>

Advanced Feral Shift

  • Requirements: HD 8, Knowledge Nature 10, Improved Feral Shift, 35 EXP

This Talent functions as Minor Feral Shift, except that you must spend 7 TP/MP, and it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

  • Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.
  • Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.
  • Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.
  • Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.

You may remain in this form by spending 3 TP/MP per hour.

Masterful Feral Shift

  • Requirements: HD 12, Knowledge Nature 15, Advanced Feral Shift, 50 EXP

This Talent functions as Minor Feral Shift, except that you must spend 10 TP/MP, and it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

  • Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a -2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.
  • Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

You may remain in your shifted form by spending 4 TP/MP per hour.

Perfected Feral Shift

  • Requirements: HD 15, Knowledge Nature 20, Masterful Feral Shift, 65 EXP

This Talent functions as Minor Feral Shift, except you can assume the form of a magical beast of a size between Diminutive and Huge. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, blood drain, blood frenzy, breath weapon (if damage, up to 12d6 points), constrict, fast healing 5, ferocity, grab, hold breath, jet, no breath, poison, pounce, powerful charge, pull, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity to poison, you gain a +8 resistance bonus on saves against poison.

If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability.

  • Diminutive Magical Beast: If you assume this form, you gain a +10 size bonus to your Dexterity score and take a –4 penalty to your Strength score.
  • Huge Magical Beast: If you assume this form, you gain a +8 size bonus to your Strength score, take a –4 penalty on your Dexterity score, a +2 size bonus to your Constitution score, and gain a +7 natural armor bonus.

You may occupy this form, or any other Feral forms, for as long as you wish.

The Elemental Shifter

Minor Elemental Shift (Talent)

  • Requirements: HD 5, Knowledge Planes 7, 20 EXP

You may turn yourself into a small elemental and back again by spending 3 TP/MP. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

  • Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
  • Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.
  • Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
  • Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

You may remain in this form by spending 1 TP/MP per hour.

Improved Elemental Shift

  • Requirements: HD 7, Knowledge Planes 9, Minor Elemental Shift, 30 EXP

This Talent functions as Minor Elemental Shift, except that you must spend 5 TP/MP, and it also allows you to assume the form of a Large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.

  • Air elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
  • Earth elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
  • Fire elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
  • Water elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

You may remain in this form by spending 2 TP/MP per hour.

Advanced Elemental Shift

  • Requirements: HD 9, Knowledge Planes 12, Improved Elemental Shift, 40 EXP

This Talent functions as Improved Elemental Shift, except that you must spend 7 TP/MP, and it also allows you to assume the form of a Large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.

  • Air elemental: As Minor Elemental Shift except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
  • Earth elemental: As Minor Elemental Shift except that you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
  • Fire elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
  • Water elemental: As Minor Elemental Shift except that you gain a +2 size bonus to your Strength, a -2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.

You may remain in this form by spending 3 TP/MP per hour.

Perfected Elemental Shift

  • Requirements: HD 12, Knowledge Planes 15, Advanced Elemental Shift, 50 EXP

This Talent functions as Advanced Elemental Shift, except that you must spend 10 TP/MP, and it also allows you to assume the form of a Huge air elemental, Huge earth elemental, Huge fire elemental, or Huge water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.

  • Air elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
  • Earth elemental: As Minor Elemental Shift except that you gain a +8 size bonus to your Strength, a -2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
  • Fire elemental: As Minor Elemental Shift except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
  • Water elemental: As Minor Elemental Shift except that you gain a +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

You may remain in this form, or any other Elemental forms, for as long as you wish.

The Floral Shifter

Minor Floral Shift

  • Requirements: HD 7, Knowledge Nature 9, 25 EXP

You may turn yourself into a Small or Medium plant creature and back again by spending 5 TP/MP. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.

  • Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 natural armor bonus.
  • Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.

You may remain in this form by spending 2 TP/MP per hour.

Improved Floral Shift

  • Requirements: HD 9, Knowledge Nature 12, 35 EXP

This Talent functions as Minor Floral Shift, except that you must spend 7 TP/MP, and it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain energy resistance 20 to those elements. If the creature has vulnerabilty to an element, you gain that vulnerabilty.

  • Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.

You may remain in this form by spending 3 TP/MP per hour.

Advanced Floral Shift

  • Requirements: HD 12, Knowledge Nature 15, 45 EXP

This Talent functions as Minor Floral Shift, except that you must spend 10 TP/MP, and it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: Damage Reduction, regeneration 5, and trample.

  • Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a -2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

You may remain in this form, or any other Floral forms, for as long as you wish.

The Draconic Shifter

Minor Draconic Form

  • Requirements: HD 8, Knowledge Arcana 10, 30 EXP

You may turn yourself into a Medium Chromatic or Metallic dragon as a Standard Action by spending 10 TP/MP. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once every 1d8 rounds. All breath weapons deal 1d8 points of damage per HD you possess, and they allow a Reflex save for half damage.

In addition, some of the dragon types grant additional abilities, as noted below.

  • Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
  • Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
  • Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
  • Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
  • White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
  • Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
  • Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
  • Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
  • Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
  • Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

You may remain in this form by spending 3 TP/MP per hour.

Improved Draconic Form

  • Requirements: HD 15, Knowledge Arcana 15, 55 EXP

This Talent functions as Minor Dragon Form, except that you must spend 15 TP/MP, and it also allows you to assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, damage reduction 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You may now use your breath weapon once every 1d6 rounds. Line breath weapons increase to 80-foot lines, and cones increase to 40-foot cones.

You may remain in this form by spending 5 TP/MP per hour.

Advanced Draconic Form

  • Requirements: HD 18, Knowledge Arcana 20, 70 EXP

This Talent functions as Minor Dragon Form, except that you must spend 20 TP/MP, and it also allows you to take the form of a Huge chromatic or metallic dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC 10 + ½ your total HD + your Primary Attribute modifier), and immunity to one element (of the same type form of the dragon I grants resistance to). You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You may now use your breath weapon once every 1d4 rounds. Line breath weapons increase to 100-foot lines, and cones increase to 50-foot cones.

You may remain in this form, or any other Draconic forms, for as long as you wish.

Universal Shifter Talents

Wild Speech

  • Requirements: Any Shift Talent, Knowledge Nature 3, 10 EXP

While you are under the effects of a Shifter Talent and in a form in which you cannot speak (such as an animal), you may speak normally in any language you know. This allows you to use spells which require Verbal Components, but not Somatic ones. Additionally, you are treated as sharing a common language with any creatures of the same type to which you are Shifted into.

Natural Caster

  • Requirements: Wild Speech, CL 3, Knowledge Nature 5, Knowledge Arcana 5, 15 EXP

You may now fulfill Somatic spell components whilst under the effects of a Shifter Talent. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them