Masters of the Wild - 3.5e

Page 70

TABLE

Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

5-1 .5:

THE SHIFTER Fort

Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +0 +0 +T +1 +1 ' +2 +2 +2 +3 +3

The shifter's path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more ofit. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy. Hit Die: d8.

Requirements

To become a shifter, a character must fulfill the following criteria . Feats : Alertness, Endurance . Spells : Able to cast 3rd-level spells . Special : Alternate Form-ust either know polymorph self or have a natural alternate form, alter self, polymorph self, shapechange, or wild shape ability.

Special Greater wild shape 1/day (Small or Medium-size, humanoid shape) Greater wild shape (animal shape, monstrous humanoid shape) Greater wild shape 3/day (Large or Tiny, beast shape, plant shape) Greater wild shape (giant shape, vermin shape) Greater wild shape 5/day (Diminutive, magical beast shape) Greater wild shape (aberration shape, ooze shape), supernatural ease Greater wild shape 7/day (Huge, dragon shape) Greater wild shape (undead shape, construct shape) Greater wild shape 9/day (Fine, elemental shape, outsider shape) Greater wild shape (Gargantuan), evershifting form

Class Skills

The shifter's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Chapter 4 of the Player's Handbook for skill descriptions. Skill Points at Each Level : 4 + Int modifier.

Class Features

The following are class features of the shifter prestige class . Weapon and Armor Proficiency : Shifters gain no weapon or armor proficiencies . Greater Wild Shape (Sp) : Beginning at 1st level, the shifter can take the form ofanother creature . Greater wild shape works like wild shape, with the following exceptions. As she rises in level, the shifter gains the ability to assume the forms of creatures with types other than animal (see Table 5-15 for details), though she cannot choose a form that normally has more Hit Dice than she herself does. She can designate at the time of the change which pieces ofher equipment meld into her new form and which do not . Nonmelded equipment alters its size to match that ofher new form, but retains its functionality. The shifter cannot, however, use any equipment unless she has either an appropriate appendage or a magical means of compensating for the lack of one . Any piece of equipment that is separated from her reverts to its original form. At 1st level, the shifter is limited to humanoid forms of Small and Medium-size . Thereafter, she can use greater wild shape two more times per day for every two shifter levels she gains, and her range of available creature sizes and types increases as shown on Table 5-15. When she gains the ability to adopt an undead shape at 8th level, she may become incorporeal if she chooses the form of a creature with that subtype . If the shifter already has the wild shape ability from another class, she may convert her uses per < day ofwild shape to uses per day ofgreater wild shape on a one-for-one basis. She may also mix and match the benefits of the two abilities as desired to gain the maximum advantage for any daily use . Thus, a Drd8/ shifterl has up to four uses per day ofgreater wild shape, and she could use the ability to become a Large humanoid (because an 8th-level druid can become a Large

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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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