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Path of the Shifter

Shifters are often feared and shunned from society for their capabilities.

Whether riding on the wind as a falcon or hiding in some fetid bog waiting to strike, followers of the Path of the Shifter are true masters of the wild. Both a devoted defender of druidic circles and a fierce predator, Shifters can take on the forms of nature and even fuse them together with devastating effect and unbridled savagery. At first, they are able to assume only a minor aspect, but with time and practice they can fully transform into increasingly more powerful forms, to the point of being mistaken for a true dragon!


Key Skills

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

Natural Weapons

If desired you may only attack with one Primary natural weapon and make as many attacks as would be allowed based on BaB (Including additional attacks granted by effects)

  • Primary attacks are treated similar to two-handed weapons. They apply no penalty on attack rolls and add 1.5 str
  • Secondary attacks are treated similar to one-handed weapons. They apply a -5 on attack rolls and add normal str bonus.
  • Tertiary (anything past the first 2 secondary) are treated similar to light weapons. They apply a -5 on attacks and deal .5 str damage.

You may convert any natural weapon into an Agile weapon by moving it down 1 step. This negates attack penalties on Secondary weapons and reduce Tertiary weapon penalties from -5, to -2 instead.

The Feral Shifter

Minor Feral Shift

You may turn yourself into any Small or Medium animal and back again as a Standard Action 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 30 minutes.

Improved Feral Shift

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 30 minutes.

Advanced Feral Shift

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 30 minutes.

Masterful Feral Shift

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 30 minutes.

Perfected Feral Shift

This Talent functions as Minor Feral Shift, except you must spend 12 TP/MP, and 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 remain in your shifted form by spending 6 TP/MP per 30 minutes.

The Elemental Shifter

Minor Elemental Shift (Talent)

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. Elementals may continue wielding any weapons the Shifter was wielding in addition to changing the damage to match the elemental as well as resizing to the appropriate size category. (If this option is used no Natural Weapons are gained from the Wildshape)

  • 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 minute.

Improved Elemental Shift

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 minute.

Advanced Elemental Shift

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 minute.

Perfected Elemental Shift

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 by spending 5 TP/MP per minute.

The Floral Shifter

Minor Floral Shift

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 10 minutes.

Improved Floral Shift

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 vulnerability to an element, you gain that vulnerability.

  • 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 10 minutes.

Advanced Floral Shift

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 by spending 5 TP/MP per 10 minutes.

The Draconic Shifter

Minor Draconic Form

You may turn yourself into a specific type of Medium Chromatic or Metallic dragon as a Standard Action by spending 8 TP/MP. When you gain this Talent, choose the type of Dragon you wish to transform into.

You gain a +6 size bonus to Strength, a 2 Barrier per HD, +2 Fort save, 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 (2d6, Primary (2h)), two claws (1d6, Secondary (1h)), and two parries per round at a +2 parry bonus using your wings. You may also sacrifice a parry to grant an ally within reach half cover. Your breath weapon and resistance depend on the type of dragon selected. You may “shield bash” with your wings; two wings (1d4, Tertiary (Light)). You can only use the breath weapon once every 1d4+1 rounds. All breath weapons deal 1d8 points of damage per Hit Dice you possess, and they allow a Reflex save for half damage (DC = 10 + HD + your Primary Attribute modifier).

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, Breathe Weapon can be used everyother round (1/rnd for Improved and Greater)
  • 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, Breathe Weapon can be used every other round (1/rnd for Improved and Greater)

You may remain in this form by spending 4 TP/MP per minute.

Improved Draconic Form

This Talent functions as Minor Draconic Form, except that you must spend 10 TP/MP, and it also allows you to assume the form of the same chromatic or metallic dragon, but now Large!.

You gain the following abilities: a +8 size bonus to Strength, a +4 size bonus to Constitution, a 4 Barrier per HD, +3 Fort save, 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, Primary), two claws (1d8, Primary), two wing attacks (1d6, Secondary), and one tail slap attack (1d8, Secondary). You may now use your breath weapon once every 1d3 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 minute.

Advanced Draconic Form

This Talent functions as Minor Draconic Form, except that you must spend 12 TP/MP, and it also allows you to assume the form of the same chromatic or metallic dragon, but now HUGE!!!.

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 Minor Draconic Form grants resistance to). You also gain one bite (2d8, Primary), two claws (2d6, Primary), two wing attacks (1d8, Secondary), and one tail slap attack (2d6, Secondary). You may now use your breath weapon once every 1d2 rounds. Line breath weapons increase to 100-foot lines, and cones increase to 50-foot cones.

You may remain in this form by spending 6 TP/MP per minute.

Universal Shifter Talents

Wild Speech

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

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

Wild Weapons

When you wild shape you may spend 4MP/TP to merge a weapon with a natural weapon. The weapon must be at least the same category (or lower, 2h for primary, 1h for secondary, light for tertiary.) All weapon qualities for the weapon are applied to the natural weapon for the duration of the wildshape. You may select multiple weapons by paying additional MP/TP per weapon.

Wild Armor

When you wild shape you may spend 4MP/TP to merge a set of armor with your natural armor. You may select natural or armor as primary. If armor is selected you add the full armor bonus to AC as armor bonus and maintain all armor qualities while adding half natural armor bonus as natural armor. If you select natural armor as primary you use your full natural armor bonus as natural armor and add half you armor bonus (and maintain armor qualities) as armor bonus to AC.